Redeemer

Malachi

Banned
Redeemer

Recently started playing this 'old' game again after I got bored with it last time (5 untwinked kings/queens of each kind does that to you after playing lod for years as well).

As expected the game is fun again and my untwinked hammerdin found a Redeemer somewhere in act 5 hell. Can anyone advise a good build for such a weapon ? It puzzles me a bit. It seems nice on switch just to redeem, but I am hoping to make a character for it.

Input appreciated (and yes this is all HC).

Frost zealot, Fana zealot, Avenger or Tesladin... the weapon does not seem to 'shine' on any of these. Maybe a hybrid smiter (if viable at all in 1.10) ?
 
I think it is a pretty decent weapon for a fanatic zealot or avenger. The speed is not all that great, but the damage is good. The extra damage mod does not display in the character screen, but it seems to work by just adding as min and max damage, at least thats what I heard.
Its probably too slow for a frost zealot or tesladin.
 
Looks like a good Fanatic Weapon. Lack of IAS could make it a struggle for an avenger, GG fanatic, get Mil in here, he'll know
 
Smiter and Cleric are really the best uses for it. It's a bit on the slow side, but a smiter will be doin quite a bit of damage with it. Its the ultimate cleric weapon, however.
 
Vajar said:
Smiter and Cleric are really the best uses for it. It's a bit on the slow side, but a smiter will be doin quite a bit of damage with it. Its the ultimate cleric weapon, however.
Hand of Blessed Light
Divine Scepter
One-Hand Damage: (56-61) To (132-143) (94-102 Avg)
Required Level: 42
Required Strength: 103
Durability: 70
Base Weapon Speed: [-10]
+130-160% Enhanced Damage (varies)
Adds 20-45 Damage
+50% Damage To Undead
+2 To Paladin Skill Levels
100% Bonus To Attack Rating
Regenerate Mana 15%
+50 Defense
5% Chance To Cast Level 4 Fist Of Heavens On Striking
+2 To Fist Of The Heavens (Paladin Only)
+4 Holy Bolt (Paladin Only)
+4 To Light Radius

:p
 
Thats a good cheapie to start with. But the Redeemer can match it, has lower reqs and gives you redemption without putting skill points in it. To each his own I guess?

+(250-300)% Enhanced Damage
+2 to Paladin Skill Levels
+3 to Light Radius
Requirements -60%
Damage +60 - 120
33% Target Defense
+(200-250)% Damage to Demon
+(2-4) To Redemption (Paladin Only)
+(2-4) To Holy Bolt (Paladin Only)
+150% Damage to Undead
 
*Shrug*

103 strength isn't much. Consider, you'll need 89 strength to wield the herald of zakarum, which in turn adds 20 more strength and gets you up to 109. :D

I bolded the FotH because of its devastating effects against the undead. This is every bit as powerful as lightning fury if you maxed holy bolt, since the bolts pierce. The disadvantage that you can't hit multiple targets (as in release multiple waves of bolts) is made up by the 2000+ damage per bolt. I'm sure that if you herd up a horde of skeletons and hit the middle one, the entire crowd's going to just fall apart.

I really don't know about the redemption thing, it's a 1-point wonder which costs only 1 point (vigor is VERY nice to have and none of my paladins have ever gone without it).
 
Redemption works pretty much with 1 pt as it does with 4 pts into it and unless you actually have a "perfect" redeemer, you already lose out in the +skills department.

That said, the redeemer is probably far more useful in a hydride than a pure cleric. I don't like to just stand there and spam HBs. I like to hit something once in a while and the damage there helps.
 
The stats:

The Redeemer
Mighty Scepter
One-Hand Damage: 152 to 198
Durability: 30 of 50
Required Dexterity: 26
Required Strength: 50
Required Level: 72
Mace Class - Normal Attack Speed
Item Version: 1.10 Expansion
Item Level: 84
Fingerprint: 0xe8046403
+282% Enhanced Damage
+2 to Paladin Skill Levels
+3 to Light Radius
Requirements -60%
+3 to Holy Bolt (Paladin Only)
+4 to Redemption (Paladin Only)
Adds +86 Damage
-33% Target Defense
219% Damage to Demons
150% Damage to Undead

Which seems nice enough to me. So the +86 damage gets added to smite but does not show in the ever lying character screen ? Thats quite interesting, I King'd a smiter on classic HC and its a lot of fun (and hard work). Since strength does not add damage to smite, this weapon would indeed be very effective.

My plan is to make a character for it untwinked (since that is how I like to play most), but to give him the weapon if he ever reaches lvl 72. Getting a smiter through normal/nightmare without any items will be a challenge anyway.

So, max smite, holy shield, fanatism. What else to pick, about 20 skills left. Somehow I will need to deal with PI's or go the Sanctuary road since many PI's are undead, not sure yet. More input surely is appreciated on a smiter :)
 
smiters are supposed to be very poor PvM'ers. just letting you know
with the extra points you could go for defiance so your holy shield gets a big def boost. you'll get hit less which if good because you'll lack leech
 
I know smiters are not as powerfull as normal characters, let alone the cookie cutters. But then I guardianed an untwinked daggermancer on HC solo and although that was beyond tricky, the challenge was a lot of fun. However he got lucky since he found a reapers toll for my merc somewhere in act 5 hell before ancients, or he would have never made it past them. Ancients basically were simply killed by Azrael the horrible desert merc.

If I make a smiter, I am tempted to call him Lister for some odd reason. I never checked on LoD if a might merc adds damage to smite, and defiance may be a good option as a spare skill to spend in. However, some way of dealing with PI's will be a huge need.

Lack of leech is solved with the +6 total redemption on the weapon but will be a huge problem till I get to lvl 72 for sure.
 
wow untwinked daggermancer :thumbsup:

you could always hunt for tiamats rebuke and a high elemental damage weapon/ lower res wand. if your going for an elemental aura i'd go for holy shock. it has the best damage. all pnts after should go for synergies, lightning resist.

you can shop for a scepter with +redemption to put on switch. then you'll have redemption from lvl 30 onwards
 
The damage on the redeemer is really confusing to me, can someone explain me how this extra damage exactly works ?

I mean, a mighty scepter has 40-52 base damage, 282% ed makes it 152-198 so the 'Adds +86 Damage' is not shown there. Would this damage of +86 make the weapon damage 238-284 ? And would the extra damage get then added elemental damage from Vengence ?
 
Back
Top