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PvP Auradin Guide
Started by MattNo5ss, Jun 06 2006 11:44 PM
24 replies to this topic
#1Posted 06 June 2006 - 11:44 PM
PvP Auradin
This Paladin will be using Holy Fire, Holy Shock, and Conviction in conjuction for huge dual element damage. With two types of damage he will be harder to resist and absorb which makes him better suited for PvP, than most other auradins. He is also a great PvM support character due to his dual elemental damage and Conviction Aura. Enjoy. Acronyms PvM - Player -vs- Monster PvP - Player -vs- Player FHR - Faster Hit Recovery AR - Attack Rating BP - Break Point DR - Damage Reduction X% SC - Small Charm GC - Grand Charm LLD - Low Level Duel/er CS - Charged Strike Skills 20 Resist Fire - Boosts Holy Fire damage. 20 Resist Lightning - Boosts Holy Shock damage. 20 Salvation - Boosts Holy Fire and Holy Shock damage. 20 Conviction - Lowers enemies' resistances, indirectly boosting your damage. 7-11 Holy Shield - Get this to Level 11; You will need max block b/c lack of Damage Reduction. X Charge - Rest of your points will go here for the huge boost to AR. Why only Level 11 Holy Shield? This will lower defense and block, but you can save 13 skill pts by reducing this to 11 and adding 9 stat points into dexterity for max block. I would rather use 9 stat pts than 13 skill points for max block. With those 13 skill points saved from Holy Shield, you can add to Charge to greatly boost AR. My AR went from ~8k with maxed Holy Shield to ~14.5k with Lv 11 Holy Shield and the rest of the points into Charge. All I had to do was add ~9 more points in Dex to save save 13 skill pts and gain ~6k AR. Statistics Strength - Enough for gear (Keep as close to base as possible). Dexterity - Enough for max block (179 total for 75% block with "Dream" Sacred Targe and Lv 11 Holy Shield). Vitality - Rest. Energy - None. FHR Breakpoints Try to get 86 FHR for 4 frames. 8 Frames - 7 FHR 7 Frames - 15 FHR 6 Frames - 27 FHR 5 Frames - 48 FHR 4 Frames - 86 FHR 3 Frames - 200 FHR Equipment Weapon #1 "Hand of Justice" Caduceus w/ +3 Conviction - Level 16 Holy Fire, and +3 Conviction can save skill points and/or counter other Conviction Auras. "Hand of Justice" Berzerker Axe/Phase Blade - Level 16 Holy Fire. "Grief" Phase Blade - Use Phase b/c of low str requirement (your str will be too low for Zerk); use this weapon, possibly with Fortitude, against Wind Druids and tough melee opponents. Shield #1 "Dream" Sacred Targe - Sacred Targe has the highest chance to block out of all the Elite Pally Shields; Level 15 Holy Shock, FHR (helps reach BP), Resists. Weapon #2 "Call to Arms" Crystal Sword/Double Axe - Battle Command and Battle Orders. Shield #2 "Spirit" Pally Shield - Boosts Battle Orders. Armor "Dragon" Dusk Shroud - Use a low strength armor so you can possibly keep strength at base; Level 14 Holy Fire and Str. "Fortitude" Dusk Shroud - Use this with "Grief" against against Wind Druids and tough melee opponents. "Treachery" Mage Plate - Use this to prebuff Fade when dueling Wind Druids and melee opponents. Helmet "Dream" Tiara/Bone Visage - Level 15 Holy Shock, FHR (helps reach BP), Resists. Belt Verdungo's Hearty Cord - DR, Vit, and FHR (helps reach BP). Gloves Dracul's Grasp - Str and Life Tap. Rare Gloves - Try to get Dual Stats (Str/Dex) and Resists. Bloodfist - FHR (helps reach BP). Boots Eth Sandstorm Treks - Str and FHR (helps reach BP). Rare Realm Dupe - Stats, FHR (helps reach BP), and Resists. Tearhaunch - Str, Dex, and Resists. Amulet Metalgrid - Yes, I'm suggesting Metalgrid. 450 AR, and 35 Resists; Perfect for this guy. Angelic Wings - Cheap AR. Rings Raven Frost - Cannot be frozen and AR. I recommend two; must have at least one. Angelic Halo - Cheap AR. Charms Hellfire Torch - +Skills, Attributes, and Resists. Annihilus - +Skills, Attributes, and Resists. Steel SC of Vita - Best charm for this character; 36 AR and 20 Life. AR SCs - Much needed AR; Steel mod is best and gives up to 36 AR. Life SCs - Life is always good; Vita mod is best and gives up to 20 Life. Offensive GCs - Use against other Conviction using Paladins. PvP Strategies NOTE: The following dueling tactics are from personal experiences. There isn't much strategy, but I go into as much detail as I can. I'm also in the process of researching more PvP Strategies. Absorb Gear Fire Absorb - Hotspurs, Dwarf Stars, and/or Rising Sun. Cold Absorb - Raven Frosts. Lightning Absorb - Wisp Projectors and/or Thundergod's Vigor. Charge will be the skill that you will use due to its fast movement, which helps you dodge attacks and chase down teleporters, and its desyncing effect. Amazon Bowazon: Make sure you are in "Walk-Mode" in case you get stuck, this will help block arrows (block is reduced to 1/3 of original when running). You will need to be constantly Charging to out-run arrows. Try to Charge around Bowzons in circles if you can; if not (if they're against a wall, etc.), you will have to Charge at them. Charged Strike: Equip some absorb gear, and Charge around them seemingly random patterns. If you Charge at them trying to hit them, then you will have to deal with the massive damage from CS. So, I don't recommend Charging at CS Zons unless you know that you will survive CS. Assassin Trapper: Equip absorb for the appropriate element and these girls should be easy. Just Charge around and try not to get in a Mindblast namelock. Druid Elemental: Your toughest opponent. Since he uses Cyclone Armor do not expect to win this fight; and on top of that, his Tornado is physical damage that can't be blocked by your shield and you only have 15% DR. You could equip Stormshield for the extra 35% DR (you will have ~50%), but that will lower your aura damage which will make it even harder for you to get through Cyclone Armor. All I can say is good luck, you're going to need it. Your only chance is to use "Treachery" to prebuff Fade for more DR and switch to "Grief" + "Fortitude" and just charge straight at them. Necromancer General: Necros should die easily to your pulses due to low life, just like most Sorcs, so just Charge around and try not to get too close. If they Bone Prison you to start the duel, then it's gonna be hard to win b/c there's no easy way for you to get out of there, just hope your pulses kill him faster than he teles beside you and spams spear/spirit. Paladin Conviction User: Make sure your Conviction is higher than his (use Offensive GCs if needed) so you will not be effected by his Conviction. Charge around. Sorceress General: Equip absorb gear. Sorceresses should easily die to your pulses b/c of their low life, so just Charge around and try not to get too close. Blizzard: Equip absorb gear, and Charge around them. This duel you will have to watch out where you Charge b/c no one wants to Charge into a Blizzard field, it's got "Your deeds of valor shall be remembered" written all over it. Energy Shield: Equip absorb gear of the appropriate element/s. Your pulses may have a hard time killing them, so Charge directly at them and they usually go down pretty quickly. Melee (Barbarian, Paladin, Druid) General: They usually have high life, high block, high defense, and/or high resists. All you can do is just Charge around them, don't get close enough for them to hit you since you only have 15% DR (hope blocking saves you if you stumble too close). You can try the Wind Druid strategy agiainst them if you wish; use "Treachery" to prebuff Fade for more DR and switch to "Grief" + "Fortitude" and just charge straight at them. Fun with Dueling Step 1: Enter a dueling game that you don’t belong in. (Melee or LLD games) Step 2: After your belt has 16 Full Rejuvenation potions (never know when you may need these), go hostile with everybody. Step 3: Run around outside and try not to get hit. If available (Merc), Holy Freeze will make it easy. Step 4: After every kill collect your reward, their gold. People should kindly allow you to do this, because it is "goodwill" for a job well done. Step 5: If others are dueling, interrupt their duel and kill them with your aura(s). See step 4. Step 6: If you “accidentally” kill someone from a few screens away, who cares it’s not your fault for winning. See step 4. Step 7: Stay outside town, so people can’t get their bodies. You need to prove that your skill far surpasses their own. See step 4. Step 8: Under NO circumstances unhostile anyone. They are there to duel; hell, it is a dueling game. Step 9: When insulted on your playing style/habits always know that people are just jealous of your superior skill, and they are trying to make up for their obvious lack of skill. "Fun with Dueling" Authors: AcidRane (1-8) and tmacvinnie (9). "Fun with Dueling" Editor: Me (MattNo.5ss). ______________________________________________________________________________ Member of the Week 2/28/05 PlugY v10.00 - Realm & Ladder Features in SP MF/Item Specifics - Mercenaries - Mage - PvP Auradin - Avenger - Dragon-Disciple - Dreamadin - Throw Barb - Hybrid Zon - Poisonecro #2Posted 07 June 2006 - 02:17 AM
well other then u having a char that needs 100 skill its a good guide
#3Posted 07 June 2006 - 04:16 AM
Lmfao! I like it Matt. I like how the colors are coordinated, and how you used underlines and bolded letters to show the more important parts. I also like your 100% BM Dueling strategies, it gave me quite a laugh.
I'm gunna be in camp for the next 3 weeks (July 7-27), so I have no clue whether I'll be on RG or not, so don't rage if I don't respond to your PMs.
#4Posted 07 June 2006 - 04:43 AM
For windies im going to throw out this suggestion.
Get a treachory and cast fade. That raises your dr 15 = 30 Then equip a doom, grief, ebotd, beast, and charge pk after your auras knock his minions out. ![]() Thumper gone but never forgotten.
#5Posted 07 June 2006 - 07:08 AM
A thousand thanks for writing this mate
I'll take a better look at it when I get back from work
#6Posted 07 June 2006 - 10:56 AM
Update
-------- TEST RESULTS BELOW- Very Good Holy Shield: Get it to Level 11 instead of max. This will lower defense and block, but you can save 13 skill pts by reducing this to 11 and adding 9 stat points into dexterity for max block. I would rather use 9 stat pts than 13 skill points for max block. Fixed Low AR: With those 13 skill points saved from Holy Shield, you can add to Charge to greatly boost AR. My AR went from ~8k with maxed Holy Shield to ~14.5k with Lv 11 Holy Shield and the rest of the points into Charge. It will go up ~2k more if you equip 1xAngelic Ring and Amulet (only do this if you still have max resists without Metalgrid or are dueling physical damage dealers). Dueling Strategy: Grief, Fortitude, and Treachery -vs- Elemental Druids and possibly tough melee characters. (Thanks for the idea GTA) Charms: Steel SC of Vita (36 AR and 20 Life) is the best charm. Member of the Week 2/28/05 PlugY v10.00 - Realm & Ladder Features in SP MF/Item Specifics - Mercenaries - Mage - PvP Auradin - Avenger - Dragon-Disciple - Dreamadin - Throw Barb - Hybrid Zon - Poisonecro #7Posted 07 June 2006 - 11:04 AM
Hmm, After im done with My smiter im making this :) Sounds fun
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#8Posted 07 June 2006 - 03:56 PM
Small Update
--------------- A few equipment changes/additions. Member of the Week 2/28/05 PlugY v10.00 - Realm & Ladder Features in SP MF/Item Specifics - Mercenaries - Mage - PvP Auradin - Avenger - Dragon-Disciple - Dreamadin - Throw Barb - Hybrid Zon - Poisonecro #9Posted 07 June 2006 - 04:38 PM
Personally matt i wouldnt even take of your dragon armor. Just use grief. The +dmg from aura should be fine and it knocks out their summons faster.
![]() Thumper gone but never forgotten.
#10Posted 07 June 2006 - 04:40 PM
how much dmg do one of these do?
#11Posted 07 June 2006 - 07:55 PM
grandtheftauto1,
With just Dragon you will only have a Level 14 Holy Fire, and with maxed syns that only does ~70 pulse damage and adds only ~400 damage to your attack. I dont think the 70 pulse damage will help much. It's your choice though. Fortitude will add ~1.3K physical damage to your Charge. ----------------------------------------------------------------- Tbs191919, Total Charge Damage = ~3K-10K Total Pulse Damage = ~300-1.5K Attack Rating = ~15K NOTE: Remeber Conviction (-150 Resists) helps a lot. _______________________________________________ Member of the Week 2/28/05 PlugY v10.00 - Realm & Ladder Features in SP MF/Item Specifics - Mercenaries - Mage - PvP Auradin - Avenger - Dragon-Disciple - Dreamadin - Throw Barb - Hybrid Zon - Poisonecro #12Posted 13 June 2006 - 05:33 PM
Very nice guide, heh, maybe ill make one of these some time ^^
#13Posted 13 June 2006 - 05:46 PM
Oh, im not a pro at auradins and i really dont no much about their gear. I figured the pulse and +damage would be greater.
![]() Thumper gone but never forgotten.
#14Posted 12 July 2006 - 07:36 PM
any chance u could use doom for the holy freeze and put points in resist cold?
Iron Maiden is the best band ever!!! Φ_Φ
#15Posted 12 July 2006 - 07:53 PM
I wouldnt recommend it. Thats gonna waste your skills and make your fire aura go down.
![]() Thumper gone but never forgotten.
#16Posted 16 July 2006 - 02:17 PM
ya great guide thanxs
#17Posted 31 August 2006 - 12:52 PM
wouldnt defensive gcs add more damge to holy fire and holy shok???? or am i wrong?
#18Posted 31 August 2006 - 01:07 PM
wouldnt defensive gcs add more damge to holy fire and holy shok???? or am i wrong? I may have misinterpreted what you're saying, but +Skills from items doesn't affect Synergies, if that's what you meant.
I'm gunna be in camp for the next 3 weeks (July 7-27), so I have no clue whether I'll be on RG or not, so don't rage if I don't respond to your PMs.
#20Posted 31 August 2006 - 02:02 PM
AR Charms is what you will need, unless you are dueling another Pally that uses Conviction.
In that case, you will need Offensive GCs to try to get your Conviction higher than his, so his aura will not effect you. Member of the Week 2/28/05 PlugY v10.00 - Realm & Ladder Features in SP MF/Item Specifics - Mercenaries - Mage - PvP Auradin - Avenger - Dragon-Disciple - Dreamadin - Throw Barb - Hybrid Zon - Poisonecro 0 user(s) are reading this topic0 members, 0 guests, 0 anonymous users |





















