DrizztPie
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V1.10 VENGANCE PALADIN GUIDE
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ATRIBUTES
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*(+###) = (add this many points to what you start with)
strength : 250 (+225)
dexterity : 150 (+130)
vitality : 175 (+150)
energy : 15 (+0)
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SKILLS
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20 vengance
20 charge
20 resist cold
20 fanatacism
10 conviction
4 holy shield
4 salvation
1 sacrifice
1 zeal
1 holy bolt
1 blessed hammer
1 smite
1 might
1 blessed aim
1 concentration
1 holy fire
1 holy freeze
1 thorns
1 sanctuary
vengance:
your main melee attack will be vengance. toggle
between fanatacism and conviction auras to kill your
opponent's defense and resistances, while keeping your
damage and attack speed boost from fanatacism. with
vengance you can easily do more elemental damage than
even a sorceress... i emphasize the word easily.
charge:
this is your secondary attack. use it to start a melee
duel with the upper hand and get first blood, or to
chase down ranged attackers. charge combined with
fanatacism is arguably the strongest physical attack
in the game.
zeal:
even after recieving synergies in 1.10 zeal is weaker
now than it was in 1.09. the reason being the eth rune
bug has been fixed. this isn't a skill you will be
using in pvp on this build, but with +skills it will
be high enough to use for crowd control in pvm.
holy shield:
this skill is too useful to neglect. don't bother
investing the maximum points in it though, you aren't
using smite. The defense increase is decent, but the
main reason for getting this skill is to improve block
speed and succesful block.
fanatacism:
by far the most useful aura for melee dueling. a must
have on any real melee paladin. it gives a huge amount
of damage and ias.
conviction:
this skill is a saving grace now that the eth rune bug
has been fixed. you can turn even the best defense
rating to shit with this aura. and although not always
needed for elemental damage kick, since the damage
is already insanly high, it will give vengance the
boost it needs to overcome opponents with high life or
elemental resistances.
salvation:
the real reason for putting a point in this skill is
because it comes in very handy when you get stuck in a
bunch of traps or to slow poison from draining your
life. but it also is a synergy for vengance.
resist cold:
the reason for maxing this, as you will see further in
the guide, is because using the runeword doom gives
cold damage a nice advantage. it is more efficient to
max a single resist as a synergy than to max salvation
because salvation adds a total of 6% to vengance where
as a resist aura adds 10%, but to a single type of
elemental damage.
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GEAR
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doom war spike:
having an average of 350% ed, 45% ias, and 20% deadly
strike, this is already a nice melee weapon, but it is
overlooked because breath of the dying is universally
a better melee weapon (faster, alot more damage, and
ethereal). when you take into account that doom gives
holy freeze aura, reduces enemy cold resist, and +2 to
all skills. if you think about it, thats more valuable
to a vengance paladin because you always have holy
freeze so you can toggle between fanatcism and
conviction and still have freeze. also if you boost
resist cold the synergy from that will increase the
cold damage added to your attack from the holy freeze
and the cold damage from vengance greatly. the holy
freeze will slow down any zeal paladins or fury druids
enough to the point where they can't lock you and you
can easily get them with vengance.
stormshield + 40/15 ias:
you get 35% damge reduction from this which is just
essential to get 75%. it has good blocking speed and
chance to block. good resistances and +30 strenght.
the 40/15 ias is great for melee.
vampire gaze (1.08) + 40/15 max:
the needed 25% ed to get the total of 75%, good leech,
and a little bit of cold damage (hey it adds up 8P).
the 40/15 again is just great for melee.
jewlers archon plate of the whale +160/60 max:
great damage boost and some more life.
bloodfist:
extremly common, but great stats. 30% fhr, 10% ias,
+40 life, +5 min dmg.
gore rider (1.08):
+10 max dmg, 15% deadly strike.
string of ears:
the last 15% dr to get the needed 75%, and nice leech.
highlords wrath:
+1 all skills, 30% deadly strike on average, 20% ias,
and some lit resist/dmg. very nice stats all useful.
raven frost:
main reason is for cannot be frozen, but you also get
20% cold absorb which owns, 20 dex, and cold dmg
SOJ:
+1 to skills, +20 to mana , adds a bit of damage, and increases max mana
charms:
Resistance charms. Dont fill up your entire inventory on these, keep space for items.
V1.10 VENGANCE PALADIN GUIDE
##########################################
ATRIBUTES
##########################################
*(+###) = (add this many points to what you start with)
strength : 250 (+225)
dexterity : 150 (+130)
vitality : 175 (+150)
energy : 15 (+0)
##########################################
SKILLS
##########################################
20 vengance
20 charge
20 resist cold
20 fanatacism
10 conviction
4 holy shield
4 salvation
1 sacrifice
1 zeal
1 holy bolt
1 blessed hammer
1 smite
1 might
1 blessed aim
1 concentration
1 holy fire
1 holy freeze
1 thorns
1 sanctuary
vengance:
your main melee attack will be vengance. toggle
between fanatacism and conviction auras to kill your
opponent's defense and resistances, while keeping your
damage and attack speed boost from fanatacism. with
vengance you can easily do more elemental damage than
even a sorceress... i emphasize the word easily.
charge:
this is your secondary attack. use it to start a melee
duel with the upper hand and get first blood, or to
chase down ranged attackers. charge combined with
fanatacism is arguably the strongest physical attack
in the game.
zeal:
even after recieving synergies in 1.10 zeal is weaker
now than it was in 1.09. the reason being the eth rune
bug has been fixed. this isn't a skill you will be
using in pvp on this build, but with +skills it will
be high enough to use for crowd control in pvm.
holy shield:
this skill is too useful to neglect. don't bother
investing the maximum points in it though, you aren't
using smite. The defense increase is decent, but the
main reason for getting this skill is to improve block
speed and succesful block.
fanatacism:
by far the most useful aura for melee dueling. a must
have on any real melee paladin. it gives a huge amount
of damage and ias.
conviction:
this skill is a saving grace now that the eth rune bug
has been fixed. you can turn even the best defense
rating to shit with this aura. and although not always
needed for elemental damage kick, since the damage
is already insanly high, it will give vengance the
boost it needs to overcome opponents with high life or
elemental resistances.
salvation:
the real reason for putting a point in this skill is
because it comes in very handy when you get stuck in a
bunch of traps or to slow poison from draining your
life. but it also is a synergy for vengance.
resist cold:
the reason for maxing this, as you will see further in
the guide, is because using the runeword doom gives
cold damage a nice advantage. it is more efficient to
max a single resist as a synergy than to max salvation
because salvation adds a total of 6% to vengance where
as a resist aura adds 10%, but to a single type of
elemental damage.
##########################################
GEAR
##########################################
doom war spike:
having an average of 350% ed, 45% ias, and 20% deadly
strike, this is already a nice melee weapon, but it is
overlooked because breath of the dying is universally
a better melee weapon (faster, alot more damage, and
ethereal). when you take into account that doom gives
holy freeze aura, reduces enemy cold resist, and +2 to
all skills. if you think about it, thats more valuable
to a vengance paladin because you always have holy
freeze so you can toggle between fanatcism and
conviction and still have freeze. also if you boost
resist cold the synergy from that will increase the
cold damage added to your attack from the holy freeze
and the cold damage from vengance greatly. the holy
freeze will slow down any zeal paladins or fury druids
enough to the point where they can't lock you and you
can easily get them with vengance.
stormshield + 40/15 ias:
you get 35% damge reduction from this which is just
essential to get 75%. it has good blocking speed and
chance to block. good resistances and +30 strenght.
the 40/15 ias is great for melee.
vampire gaze (1.08) + 40/15 max:
the needed 25% ed to get the total of 75%, good leech,
and a little bit of cold damage (hey it adds up 8P).
the 40/15 again is just great for melee.
jewlers archon plate of the whale +160/60 max:
great damage boost and some more life.
bloodfist:
extremly common, but great stats. 30% fhr, 10% ias,
+40 life, +5 min dmg.
gore rider (1.08):
+10 max dmg, 15% deadly strike.
string of ears:
the last 15% dr to get the needed 75%, and nice leech.
highlords wrath:
+1 all skills, 30% deadly strike on average, 20% ias,
and some lit resist/dmg. very nice stats all useful.
raven frost:
main reason is for cannot be frozen, but you also get
20% cold absorb which owns, 20 dex, and cold dmg
SOJ:
+1 to skills, +20 to mana , adds a bit of damage, and increases max mana
charms:
Resistance charms. Dont fill up your entire inventory on these, keep space for items.