Templar [FOH pally] PvP Guide V1.3

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Templar [Fist of Heavens pally] PvP guide v1.3 Pre-Final

Contents:

I. Introduction
II. Formulas and Breakpoints
III. Skill Choices
IV. Stat Choices
V. Equipment Choices
VI. Leveling
VII. Strategies
VIII. FAQ
IV. Conclusion and Closing Notes




Abbreviations Dictionary:

AR = attack Rating
Avenger = a paladin whose main attack is vengeance
bm = bad mannered
CB = crushing blow
Crusader = a paladin whose main attack is charge
def = defense
dex = dexterity
dmg = damage
dr = damage reduction
ds = deadly strike
ed = enhanced damage
ene = energy
fbr = faster block rate
fhr = faster hit recovery
fcr = faster cast rate
FOH = fists of the heavens
fps = frames per second
frw = faster run/walk
ias = increased attack speed
icb = increased chance of blocking
itd = ignores target defense
liberator = a paladin whose attacks are blessed hammers, FoH, and charge
ll = life leech
ml = mana leech
ow = open wounds
PvM = player vs. monster
PvP = player vs. player
ranger = a paladin who uses a bow
str = strength
v/t = Vindicator/Templar [smite/foh]
vita = vitality
Zealot = a paladin whose main attack is Zeal
Templar = FOH paladin
clvl = character level


ALL MUST READ THIS:::
By responding to this guide, I hereby understand that I will not flame the templar build or that it can be nullified with enough lightning resist. My post will be productive, not deductive. I understand that if a problem with the guide needs to be changed - I will address the problem without letting my ego get in the way.

I. INTRODUCION

This guide was originally finished in its first version , v1.0, on March 8, 2004. Since then I did v1.1 and v1.2. A templar was the first char I made and leveled after the release of the 1.10 d2 patch on Non Ladder. I haven’t used one in literally months but was considered one of the best at such a hated class on the west, long ago. My current character is a pvp fire druid [big change from lame to unique, I know] and I plan on writing detailed a guide on that within a month or two more of experience. This guide is written to be slightly elementary so it is user friendly, which allows newer d2 players to read with more ease. It’s been up on the dii.net forums for almost a year and hasn’t been removed yet ;) with more than 20,000 views. This build is basically a V/T backwards, also known as the T/V. Your main skill will be fist of heavens while using a conviction aura, using smite as your backup. Make sure you read my responding disclaimer above and don’t hate. If you knew me, my templar was Primat_WvX from the USWest Nonladder realm. If you know me now, maybe you’ve dueled my fire druid on USWest NL – FWI. This is not a final version for these forums, so please post comments to help contribute to a final version.

II. FORMULAS and BREAKPOINTS

Max Block formula:
%to block=(%block on shield+bonus from skill)*(dex-15)/(clvl*2)

Fast Cast Rate formula:
0% fcr - 15 frames
9% fcr - 14 frames
18% fcr - 13 frames
30% fcr - 12 frames
48% fcr - 11 frames
75% fcr - 10 frames
125% fcr - 9 frames
(*note: This fast cast rate breakpoint table applies to those who are wondering how little frames a paladin can get teleport. This table is not the table for FOH because there is a timer on this skill)

Faster Block Rate:
Without Holy shield:
0% fbr - 5 frames
13% fbr - 4 frames
32% fbr - 3 frames
86% fbr - 2 frames
600% fbr - 1 frame

With Holy shield:
0% fbr - 2 frames
86% fbr - 1 frame

Fast Hit Recovery:
0% fhr - 9 frames
7% fhr - 8 frames
15% fhr - 7 frames
27% fhr - 6 frames
48% fhr - 5 frames
86% fhr - 4 frames
200% fhr - 3 frames

III. SKILL CHOICES

-Fist of Heavens: This will be your main attack, and maxing it is a must. 20 points go here.
-Holy Shock: The only Synergy that effects the damage of FOH - and helps the damage greatly [a synergy is passive - you do NOT need to have this aura active to receive the bonus]. 20 points go here
-Conviction: This will be your main and always active aura. At level 25, this will reduce your enemies resistances by -150%. Without this aura FOH is next to nothing. DO NOT MAX THIS SKILL. ONLY put enough to get it to 25 with your end game items - since this skill is capped at lvl 25 [the -%resist]
-Holy Shield: This will help your blocking and defense greatly. Maxing this is not a MUST but it is HIGLY recommended for all PvP builds with little exeptions, since your defense will reduce the enemies chance to hit you. I highly recommend 20 points here.

::pAUSE::

At this time - with your necessities where the points need to go - you have used ABOUT 73 skill points. [It can change a bit depending on how much you need to get to 25 on conviction]. I will make this guide thinking you will get to level 80. Now at level 80 and with all your +skill quests done - you have about 91 skills to distribute - so this leaves you with about 18 left.

::continues::

Now the recommended ONE POINT wonders:

-Holy freeze [a nice tool to have when you need it]
-Vigor [a lil +frw when you need it]
-Salvation [if you have low resists - or if you need help to nullify an enemies conviction this can help]

The skills laid out in a ‘ME NO LIKE TO READ’ manner:

20 FOH
20 Holy shock
20 Holy shield
25* Conviction
1-x Smite [rest]

Now with some points to spare - what do i do?!?!?

I would highly recommend dumping the 'rest' into smite. Since in 1 vs 1 duels - a good opponent will stack their resists MAJORLY to nullify your conviction - hence making your FOH pointless. With smite, you can do some good damage to them and the shield you will want to get for FOH - deals nice smite damage as well. Try to dump your extra points here.

If you are anti-smite , you can dump them into defiance. Defiance is a synergy to holy shield and will passively give you more defense.

IV. STAT CHOICES [ATTRIBUTES]

Strength: Just enough to use the item with the most strength required. Make sure to factor all the +str you get from the items before it - so you can get maximum vitality.
Dexterity: Just enough for maximum blocking. Use the max block formula in the formula section to determine how much dex you need.
Vitality: ALL YOU CAN HERE
Energy: NONE - nothing here
 

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V. EQUIPMENT CHOICES

Helms:

Harlequin Crest Shako [98-144 defense]

+2 all skills
+1.5 life per clvl
+1.5 mana per clvl
+50% Magic Find
Physical Damage reduced by 10%
+2 all atributes

The above would be your BEST choice for this build. With the 2 skills, nice life and mana, and descent damage reduced - this is the best choice for your build. Lets see the cheaper alternatives.

Peasant Crown War Hat [92-108 defense]

+1 all skills
+20 energy
+20 vitality
+15% frw
+6-12 replenish life
100% enhanced defense

The above would be a descent and very cheap alternative with the 1 skills, 20 ene and vit, and the frw.

Vampire Gaze Grim Helm [122-252 defense]

+6-8% mana stolen per hit
+6-8% life stolen per hit
15% slower stamina drain
Physical Damage reduced by 15-20%
Magical Damage reduced by 10-15
+100% Enhanced defense
Adds 6-22 cold damage

The above would be a descent alternative if you Really needed the damage reduced. But since it isnt much more dr than a shako - and a shako has WAY better other mods - i would go with shako.

Armour:

Enigma RUNEWORD [jah+ith+ber]

+2 all skills
+45% frw
+1 Teleport [this is not a charge - it acts as a skill for all classes]
+757 defense
+0.75 strength per clvl
+Increased maximum life by 5%
+Damage reduced by 8%
+14 life after each kill
+15% damage taken goes to mana [ does not effect life ]
+1% magic find per clvl

The above is your 1# armour for this build. The mods tell it all. 2 skills, major frw, the teleport skill [VERY effective in public duels], high defense, max life +5%, 8% dr. Expensive but worth while. If you can afford one - get one.

Gaurdian Angel Templar Coat [707-825 defense]

+1 Paladin skills
+4 Light radius
+180%-200% enhanced defense
+30% Faster Blocking
+15% Maximum resists to all
+5 attack rating against demons per clvl
+20% chance to block

The GA [most common abbreviation for the gaurdian angel] is mostly used for the +15% max resists - giving you a possibility of 90 resists to all. With its one skill and good + max resists, this is the next best from an enigma.

Chains of Honor RUNEWORD [dol+um+ber+ist]

+2 all skills
+200% damage to demons
+100% damage to undead
+8% life stolen per hit
+70% enhanced defense
+20 strength
Replenish life +7
+65 all resists
Damage reduced by 8%
25% magic find

With two skills this is a nice armour. This is an alternative from the enigma armour, if you really need that 65 resists. Very good mods, and same worth as enigma on most realms. I still recommend enigma. This is what I would use if you are in a dueling league that does not allow enigma/tele.

Orumus' Robes Dusk Shroud [361-467 defense]

+10-20 defense
+20% faster cast rate
+(10-15)% to Fire skill damage
+(10-15)% to Cold skill damage
+(10-15)% to Lightning skill damage
+3 Random sorc skill

This armour is another alternative since the possibility of +15% more foh damage is available. Some people prefer it - I dont.

Cheaper alternatives:

ANYTHING with plus skills will do if you have a very small budget. Ill give a list of some armours that add skills that are cheap.

-Vipermagi [+1]
-Spirit shroud [+1 - very easy to find in mf]
-Skullders [has good mf too]
-Que-Heagans [not a bad armour +1]
-Silks of the Victor [+1]

Weapons:

Wizard Spike Bone Knife

+2 mana per clvl
+15% mana regeneration
+15% max mana
+75% all resists
Indestructable
+50% faster cast rate

The above is my PERSONAL favorite, but many disagree. I have done many tests as to whether I was gonna use a 40 hoto or a wiz – and I have argued it in probably 100 posts on a different forum, and I was impressed as to how well the wiz performed.

Heart of the Oak RUNEWORD [ko+vex+pul+thul]

+3 all skills
+40% faster cast rate
+75% Damage to demons
+100 attack rating against demons
+3-14 cold damage
+7% mana stolen per hit
+1 blizzard [sorc only]
+10 dexterity
+replenish life +20
+Increased maximum mana +15%
+all resists +30-40% [varies]
Level 4 Oak Sage [25 charges]
Level 14 raven [60 charges]
+50% damage to undead

With the 3 skills, oak sage, and other descent mods - this is your other Best choice. [that number explained later so don’t decide until you have finished reading]

NOTE: A wizard spike is Very easy to get so its either that or HOTO - no more options explained.

Shield:

Herald of Zakarum [362-507 defense]

+2 Paladin Skills
+2 Combat Skills
+150%-200% Enhanced defense
+30% faster blocking
+30% chance to block
+20 strength
+20 vitality
+20% bonus attack rating
+50% resists to all

With the major skills, and the fact that every stat is a nice bonus to all paladins [50 resists is Very helpful as well], this is a no brainer best for a templar.

Alma Negra [138-164 defense]

+180-210 enhanced defense
+30% faster block rate
+(1-2) paladin skill levels
+20% increased chance of blocking
Magical damage reduce by (5-9)
+(40-75)% bonus attack rating
+(40-75)% enhanced damage

With The skills this is an ok alternative - but too expensive to not get a herald of zakurum instead.

Storm Shield [94-144 defense]

+3.75 defense per clvl
Physical damage reduced by 35%
+30 strength
+35% faster blocking
+25% lightning resist
+25% chance to block
+60% cold resist
Attacker takes 10 lightning damage

This is an ok shield if you stress the damage reduced part.

Lidless Wall [271-347 defense]

+80-130% Enhanced Defense (varies)
+1 To All Skills
Increase Maximum Mana 10%
20% Faster Cast Rate
+3-5 To Mana After Each Kill (varies)
+10 To Energy
+1 To Light Radius

With +1 skills, mana, and fcr – this shield makes a great secondary to a HoZ.

Belts:

Arachnid Mesh [106-138 defense]

+(90-120)% enhanced defense
+20% faster cast rate
Level 13 venom (11 charges)
+1 all skills
Slows target by 10%
+5% maximum mana

This belt is one of two recommended belts for this build. The reason why it is so good is it's the only belt that has +1 skills. I recommend having this one and the next one listed to switch for different opponents.

Thundergod's Vigor [109-159 defense]

5% chance of casting a lvl 7 FOH on struck
+1-50 lightning damage [melee only]
+10% maximum lightning resist
Absorbs +20 lightning damage
+160-200% enhanced defense
+20 vitality
+20 strength
+3 Lightning strike [amazon only]
+3 Lightning fury [amazon only]

This built is my PERSONAL preference and I even sold my old arachnids mesh and use this baby 24/7. There are some VERY helpful mods on here and I think that they override the +1 skills on an arachnids. The 10% max light reists, absorbs lightning [not at %], strength, and the vitality are all great mods.

Verdungo's Hearty Cord [108-153 defense]

+(90-140)% enhanced defense
+(30-40) vitality
+(100-120) maximum stamina
10% faster hit recovery
Damage reduced by (10-15)%
Replenish life +(10-13)

This belt I have in stash for whirlwinding barbs. I do not have maximum damage reduction [which is now capped at 50% in 1.10] with my items on, and the 10 to 15% dr you get from this can help you with those barbs if they can take hits of your FOH. The vita is also very nice. Test them out first. If their life goes down on an foh - you can always run from them.
 

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Gloves:

The gloves on a templar are next to nothing on the to-do list. There aren’t any legit godly gloves for this build. [there are the hacked wiz gloves but PLEASE DO NOT go out and support non-perm hacks]. I am not going to post the stats on the gloves here but here are a few possibilities.

-Frostburns [if you need the mana]
-Crafted gloves with resists/stats/ias [good for smite, and who doesnt want those resists]

I use crafted gloves with ias, str, resists, and some other mods.

Boots:

My favorite for a templar are good rares with frw, fhr, stats, and good resists. Mine use the USWest dupes known as the Wraith Brands. With about 50% to all the elemental resists, +19 str and more - these are VERY helpful. Most expensive and useful option: get good rares. Here are the next best and unique options.

Waterwalk [94-123 defense]

+100 defense to missles
+20% faster run/walk
+15 dexterity
+180-210% enhanced defense
+45-65 life
+40 stamina
+5% maximum fire resist
+50% stamina regeneration

Some people prefer these boots but I don’t. The life and good defense and the 5% max fire resist are the good mods here. I still prefer rares with good stats.

Silkweave [94-115 defense]

+150-190% enhanced defense
+5 mana after each kill
+200 defense vs. missles
+10% maximum mana
+30% faster run/walk

These boots are very cheap and help if you need mana [for some odd reason].

Rings:

Wisp Protector

Lightning absorb +(10-20)%
10% chance to cast a lvl 16 lightning on striking
(10-20)% magic find
Lvl 2 Oak sage (15 charges)
Lvl 5 Heart of Wolverine (13 charges)
Lvl 7 spirit of barbs (11 charges)

This is one of my favorite rings because of the 10-20% lightning absorb and the oak sage. That lightning absorb makes you awesome vs all lightning attacks and most importantly, FOH. NOTE: These are expensive...

Bul Kathos Wedding Band

+0.5 life per clvl
+1 all skills
+3-5% life stolen per hit
+50 stamina

This is another favorite of mine. I usually have a wisp and a bul kathos on at all times. The 40 life at character lvl 80, and the +1 skills is very sexy.

The Stone of Jordan

+20 mana
+25% maximum mana
+1-12 lightning damage
+1 all skills

This is an effective cheaper alternative. Yet if you can get a hold of a soj, then you could probably get ahold of a bul kathos. You will NOT need to worry about all that mana add, so the life on a bul kathos will do more for you in the long run.

Amulets:

A rare amulet with +2 skills, stats, resists, and other mods is your best option. If you are on west - a duped Viper Torc would be your best option. Now onto those non-rares options...

Mara's Kaleidoscope

+2 all skills
+20-30% resists all
+5 all attributes

This is your next best option from a really good rare amy. With the 2 skills, 20-30 resists, and the 5 attributes - its a great amulet and not hard to get.

Cheap amys:

If you cant get one of the amulets listed - get a rare amulet with +combat skills on it. That’s a cheap and effective alternative.

CHARMS:::

To be very effective in PvP - you will need 10 combat gcs. They are very very hard to get these days. When I made my templar they were 5 times cheaper than they are now. These make a World of difference for your templar so pull to get these regardless of your d2 financial situation. For the small charms I recommend life / resists charms. Also life / lightning resists [solo resists - max mod is 11] are good to help you nullify an opponents conviction. If you cant afford life / resists maybe just look around for some solo lightning resists scs and some solo life scs. I have found them in normal, nightmare, and hell and they are easy to trade for if your budget does not allow. Also try to get an annihilus [if you have one]. All the mods on that will help you become stronger.

VI. Leveling Tips

This is considering you have a friend help you through the game for faster results. [rushed]

1-12: Run through act one with a group of low lvls
12-20: Andarial runs / Countess Runs
20: Ancients Quest
20-25: Cows
25-40: Normal Baal
40-60: Nightmare Baal
60-8x+: Hell Baal
 

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VII. Strategies

The zig-zag tele:

A zig-zag tele is something I do all the time when I approach a character that needs to aim. This applies to all teleing characters as well – not just templars. A perfect example would be a spear nec or a fireball sorc. If you tele towards them in random zigzags they usually freak out and don’t land a hit on you.

The semi-circle tele:

This is basically teleing out too far and making basically half a circle. I use this on some ranged chars. Its another form of teleing towards a char that isn’t teleing around very quickly. Many times with this technique you catch chars off guard. It makes an almost defensive offensive attack – which is pretty much an oxymoron – but makes sense in a way.

--------------------------------------------

Amazons:

Bowazons: Bowazons are very easy in 99/100 duels for a templar. Just stand there and FOH the hell out of them. Notice zons have dodge [passive skill that gets annoying] so it may take a few to actually HIT them. But once you do nearly all zons dont bother to stack all that lightning resists to nulify your conviction. Most bowazons are a one hit kill.

Javazons: Same as bowazons but a little riskier, and way more damage. This is one of the reasons why I recommend dumping points into smite. If they are too fast and you cant hit them with FOH in time for them to come up and hit you - smite and holy freeze takes any javazon out. But for pure FOH - run [teleport if enigma] and FOH.

Assassins:

Trappers: You will need some time to get good with them. Their mind blast skill [if they get it on you] will make it so you cant FOH. You - will definitely need teleport to get them with pure FOH. Stay on your toes and FOH. If you have a smite option [recommended to dump all extra points there] then put on holy freeze and run up to them and smite them. If your lightning resists are high enough the smite will do the trick since you can eventually get to them while running through their mind blasts.

All Melee Assassins: Just dont let them get too close to you. Stay a ways out and just keep FOHing. If they use whirlind [granted from the chaos claw runeword], be careful. A good whirlwinding assassin can put some good damage on you.

Barbarians:

Whirlwind: Unless they have HELLA lightning resists - they are can be pretty easy. It is usually easy to dodge those whirwinds - and just keep FOHing them. There are a lot of different tele/ww techniques so study their personal habits and move accordingly. If they have hella resists - throw on your low damage smite option and see if it hurts them [use holy freeze with smite]

Conc, Frenzy, Bezerk, etc barbs: Just run and FOH. simple with them. If you want to have a fun fair duel - smite them for the hell of it. Just DONT get hit by those bezerk barbs. Those hits Hurt.

Druids:

Melee druids: Simple duel. Most dont have very good frw and most cant teleport. Just stay away and tele. If you want to smite them you can.

Elemental druids: These are your WORST enemy. Their absorb armour skill completely makes your FOH WORTHLESS. I recommend just staying away from elemental druids. But if you want to at least try, run up to them and smite them for the hell of it.

Necromancers:

Necro Note: Without teleport you have a slim chance because of bone prison.

Bonemancers: Can be a very hard duel. You will need good skill, timing and dodging here. Those bone spears travel FAST. Study their moving and casting habits and dodge accordingly. Get Just close enough to get conviction on - then run and dodge spears and you try to get some FOH in there.

Bone Spirit: Not much different from bonemancers. JUST KEEP MOVING. If they have like 15 bone spirits following you - do NOT make that mistake of stopping to let them all hit you. It could very well take you out [i have this bad luck of having that last one in a pack of many killing me]. Also do not make the mistake of dodging on your feet only. They will bone prison you and sometimes you just aren’t ready to teleport out fast enough. Just keep moving and you will do fine.

Paladins:

Other Templars: These are fun duels. VERY fun as long as you have good lightning resists... With my set up, other FOHers heal me with my resists and absorb. Its very similar to a zealot vs zealot duel. Just stand and go. Its also very fun to throw some smites in there if they dont mind.

Melee paladins: Vs. all non-smiters, just run and FOH. If a good charger with a good weapon and good ar comes along, be careful. I recommend letting the charger come to you [that way you are standing still and you get 100% of your defense]. Vs zealots - just smite. Vs smiters - FOH them. If they can block your FOH this is a disadvantage since their smite wont be as good as theirs. Good luck with a very good smiter.

Hammerdins: With precision and patience this is a fairly easy duel. You need to let them come to you. DO NOT go to them unless you are ready to go through a maze of dodging hammers. Just stay back and wait for them to start going to you. When they do just FOH and they are usually gone. If they are liberators [charge/hammer] just wait for them to charge you. When they are charging - FOH them at will - but once those hammers start flying, stay away until the charging starts again.

Sorceresses:

Fire: Most fire sorcs are fireball. This duel is very easy with timing. If you can dodge a fireball and not run into a circular meteor timer on the ground - you should be ok. Vs. all those fireball sorcs with a LOT of fcr, do NOT teleport to them. Stay on your feet because it will be a hell of a lot easer not to make a mistake since most of them shoot in a semi-circular motion. Tip for fireball: Be off screen and start Running around them in a circle. They will start shooting you in the same semi-circular motion. The moment they try to shoot AHEAD of you so that you will run into them - charge [teleport if you have] to them from the opposite of the way you were running and if you can get there quick enough it is farely easy.

Lightning: Lightning sorcs have the ability to achieve hella lightning damage. Luckily for you, you are built to slay other templars so their lightning damage hardly hurts you with the right gear. Thunderstorm is easy and just get to a chain light sorc before she gets to you.

Cold: A fairly duel if they are a good blizard sorc. All other forms of cold should not be a problem. But as far as blizzard - think what he would be thinking [think ahead]. Try to guess where your opponent would drop their blizzard, and dodge them accordingly. This is a very hard duel to win, and if you dont have teleport since those blizzard sorcs tend to teleport a LOT more than all other sorcs, your chances will be little to none. Just dodge and hit.

VIII. FAQ

Q: Isnt this build very similar to a V/T?

A: No. A V/T focuses on smite and uses FOH as their secondary. This build is the opposite.


Q: Do I need to worry about faster cast rate?

A: No. There is a 1 second delay on Fist of Heavens - so dont worry about fcr. Fast cast rate does SLIGHTLY effect how fast you can foh [based on the testing of a group of vets], but it doesn’t do enough to recognize it. As long as you have some items with some fcr, you don’t need to get mathematical if you don’t tele.


Q: What are those items I just NEED to get?

A: Things you definately need to shoot for are a Herald of Zakurum, 10 combat gcs, an enigma, and good lightning resists. I would go in the following order: light res, enigma, zak, gcs.


Q: Why smite if you cant put hardly any skills into it?

A: If someone spent the time and money to make your conviction do nothing, and resists your FOH completely, you need to be able to use another skill to kill them. My reason for choosing smite is you already have its only synergy maxed [holy shield], and a herald of zakurum already has very good smite damage.


Q: Does -% lightning resists from a rainbow facet jewel work with FOH?

A: Yes.


Q: How much lightning resist in hell will I need to negate Conviction?

A: 100 [-100 base in hell difficulty] + 75 [max without +% max] + 150 [conviction] = 325 needed lightning resist.


IV. Conclusion and Closing Notes

This is most likely going to be my pre-final draft so comments, concerns and loving hate are welcome. There seems to be a lot of hate these days about templars and I’ll tell you the truth – I hate em now to when I duel them. The problem I have is the fact that people consider the templar to be the easiest build. So did I until I made one and spent time on him. It isn’t all just hover/click. ;)

Thanks,

-FWI
 

*Turok

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Very Good Build .... but did u just copy+paste all this info from another forum... lol cuz it looks somewhat nice and perfect !!!! and u posted all of the thing one minute apart lol which is somewhat suspicious!... but idc anyways ... Good Job
 

aphextwin

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nice guide and ive seen u in diabloii.net forums as well
 

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*Turok - If you call copy/paste from my saved word doc the same thing - yes. Its my work. I just changed it up a bit because of how old it was... Like for example when I released its final a while back it said that combat gcs were cheap [well they were months and months ago] etc. - and ill take it as a compliment that you said it was too perfect so you were suspicious. I spent a lot of time on it.

newbie4lyfe - thanks, and what was your acc name on the dii forums?
 

eatbutt

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awesome guide man! Totally AWESOME!

one small thing though... for your extra skills u had like vigor and holy freeze... I would suggest +1 into defience. I know u said to put points into it if u want, but i think its a must. While your getting +12 skills (that whole 25 skill conviction thing) you'll get a level 13 difience (duh lol) so i think it would be a best bet
 

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eatbutt said:
awesome guide man! Totally AWESOME!

one small thing though... for your extra skills u had like vigor and holy freeze... I would suggest +1 into defience. I know u said to put points into it if u want, but i think its a must. While your getting +12 skills (that whole 25 skill conviction thing) you'll get a level 13 difience (duh lol) so i think it would be a best bet
i really appreciate the compliment and i have a question

when you say i get +12 skills so that makes defiance lvl 13, are you referring to using it as an aura or referring to it as a synergy? Because if you are reffering to it primarily as a synergy, +skills do not work with synergies.
 

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SweatyOgre said:
I read this guide and decided that it is sticky worthy. Now come on guys, step on it with druid and barb guides. :p
FWI said:
My current character is a pvp fire druid [big change from lame to unique, I know] and I plan on writing detailed a guide on that within a month or two more of experience.
:D

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SweatyOgre said:
If you can make a WORTHWHILE fire druid, I'll read the guide for it. Fire druid though, yuck. Unless you mean fire CLAWS druid, which is my specialty, then expect to be critiqued to the bone.
Eh if you wanna duel my uswest nl fire druid i'll show you worth while ;) - and yes i mean fire meaning fissure, volcano, armageddon

he kills a lot - you'd be surprised... i made a lame, low damage, no respected group of skills work for me very well
 

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I think I found a nice duler. Thanks :D. Excellent guide.
 

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hey FWI im going to have to be like the many others u said who dissagrees on you with the hoto/wiz... FoH has a cool down time type a thing, so the 75% FCR wont help ya. all you'd be getting is mana and res. the mana u wont need.
With hoto you may have 35 less res, but as FoH you wont want to sit right in the battle, and you'll be teleporting a buttload so id go for the huger damage boost on Hoto
 

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