Paladin Defensive Auras - Diablo Wiki

Paladin Defensive Auras

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Paladin Skills

Defensive Auras help the Paladin defend himself from various types of enemy attacks, as well as heal and cleanse himself from the ravages of battle. Auras must be kept active on the right skill selection to take effect.


Prayer[edit]

Required Level: 1
Prerequisites: None
Synergies: None.
Details: While active, the Prayer Aura drains mana to provide a steady rate of healing to the Paladin, his minions, and everyone in his party. This skill was made largely obsolete in v1.10, when the same healing bonus was added to Cleansing and Meditation, at no mana cost.

  • Prayer does not heal quickly enough to be useful in emergencies, and is not much used at later portions of the game.
  • Non-melee/physical damage Paladins will find it helpful since they do not use life leech.
  • Redemption (Level 30) heals far more at once, but requires corpses to function.
  • Prayer can also be obtained from Act 2 mercenaries in Normal and Hell difficulties.
Skill Level Progression [e]
Slvl Radius

Regen

Mana

Slvl Radius

Regen

Mana

Slvl Radius

Regen

Mana

Slvl Radius

Regen

Mana

1 10.6 +2 1.0 6 17.3 +7 1.9 11 24.0 +12 2.8 16 30.6 +17 3.8
2 12.0 +3 1.1 7 18.6 +8 2.1 12 25.3 +13 3.0 17 32.0 +19 4.0
3 13.3 +4 1.3 8 20.0 +9 2.3 13 26.6 +14 3.2 18 33.3 +21 4.1
4 14.6 +5 1.5 9 21.3 +10 2.5 14 28.0 +15 3.4 19 34.6 +23 4.3
5 16.0 +6 1.7 10 22.6 +11 2.6 15 29.3 +16 3.6 20 36.0 +25 4.5



Resist Fire[edit]

Required Level: 1
Prerequisites: None
Synergies: None.
Details: This aura substantially increases the fire resistance of the Paladin and all players and minions in his party.

  • The v1.09 patch added a hidden +max resistance bonus to this aura. These bonuses accrue only from skill points in the skills; not from +skill equipment. (Which is why they are largely ignored.)
    • When the skill is active each point added to it adds 1% to maximum fire resistance of all characters and minions, capped at 95%.
    • When the skill is not active, each point adds 0.5% to Paladin's maximum fire resistance, rounded down.
    • For example, with 10 points in the skill the Paladin's maximum fire resistance would be 85% with the aura active, and 80% with any other aura active.
Skill Level Progression [e]
Slvl Radius

Fire Res.

Max Res. (On)

Max Res. (Off)

Slvl Radius

Fire Res.

Max Res. (On)

Max Res. (Off)

Slvl Radius

Fire Res.

Max Res. (On)

Max Res. (Off)

Slvl Radius

Fire Res.

Max Res. (On)

Max Res. (Off)

1 10.6 +52% +1% +0% 6 17.3 +98% +6% +3% 11 24.0 +116% +11% +5% 16 30.6 +127% +16% +8%
2 12.0 +66% +2% +1% 7 18.6 +102% +7% +3% 12 25.3 +118% +12% +6% 17 32.0 +128% +17% +8%
3 13.3 +76% +3% +1% 8 20.0 +106% +8% +4% 13 26.6 +121% +13% +6% 18 33.3 +129% +18% +9%
4 14.6 +85% +4% +2% 9 21.3 +110% +9% +4% 14 28.0 +123% +14% +7% 19 34.6 +130% +19% +9%
5 16.0 +92% +5% +2% 10 22.6 +113% +10% +5% 15 29.3 +124% +15% +7% 20 36.0 +131% +20% +10%

While a resistance of over 100% may initially seem pointless, note that on Nightmare and Hell difficulties all characters and mercenaries have their initial magic resistance reduced from 0 to increasingly negative numbers.



Resist Cold[edit]

Required Level: 6
Prerequisites: None
Synergies: None.
Details: This aura substantially increases the cold resistance of the Paladin and all players and minions in his party.

  • The v1.09 patch added a hidden +max resistance bonus to this aura. These bonuses accrue only from skill points in the skills; not from +skill equipment. (Which is why they are largely ignored.)
    • When the skill is active each point added to it adds 1% to maximum cold resistance of all characters and minions, capped at 95%.
    • When the skill is not active, each point adds .5% to Paladin's maximum cold resistance, rounded down.
    • For example, with 10 points in the skill the Paladin's maximum cold resistance would be 85% with the aura active, and 80% with any other aura active.
Skill Level Progression [e]
Slvl Radius

Cold Res.

Cold Res. Max

Slvl Radius

Cold Res.

Cold Res. Max

Slvl Radius

Cold Res.

Cold Res. Max

Slvl Radius

Cold Res.

Cold Res. Max

1 7.3 +52% +1% 6 14.0 +98% +6% 11 20.6 +116% +11% 16 27.3 +127% +16%
2 8.6 +66% +2% 7 15.3 +102% +7% 12 22.0 +118% +12% 17 28.3 +128% +17%
3 10.0 +76% +3% 8 16.6 +106% +8% 13 23.3 +121% +13% 18 30.0 +129% +18%
4 11.3 +85% +4% 9 18.0 +110% +9% 14 24.6 +123% +14% 19 31.3 +130% +19%
5 12.6 +92% +5% 10 19.3 +113% +10% 15 26.0 +124% +15% 20 32.6 +131% +20%

While a resistance of over 100% may initially seem pointless, note that on Nightmare and Hell difficulties all characters and mercenaries have their initial magic resistance reduced from 0 to increasingly negative numbers.



Resist Lightning[edit]

Required Level: 12
Prerequisites: None
Synergies: None.
Details: This aura substantially increases the lightning resistance of the Paladin and all players and minions in his party.

  • The v1.09 patch added a hidden +max resistance bonus to this aura. These bonuses accrue only from skill points in the skills; not from +skill equipment. (Which is why they are largely ignored.)
    • When the skill is active each point added to it adds 1% to maximum lightning resistance of all characters and minions, capped at 95%.
    • When the skill is not active, each point adds .5% to Paladin's maximum lightning resistance, rounded down.
    • For example, with 10 points in the skill the Paladin's maximum lightning resistance would be 85% with the aura active, and 80% with any other aura active.
Skill Level Progression [e]
Slvl Radius

Lightning Res.

Light. Res. Max

Slvl Radius

Lightning Res.

Light. Res. Max

Slvl Radius

Lightning Res.

Light. Res. Max

Slvl Radius

Lightning Res.

Light. Res. Max

1 10.6 +52% +1% 6 17.3 +98% +6% 11 24.0 +116% +11% 16 30.6 +127% +16%
2 12.0 +66% +2% 7 18.6 +102% +7% 12 25.3 +118% +12% 17 32.0 +128% +17%
3 13.3 +76% +3% 8 20.0 +106% +8% 13 26.6 +121% +13% 18 33.3 +129% +18%
4 14.6 +85% +4% 9 21.3 +110% +9% 14 28.0 +123% +14% 19 34.6 +130% +19%
5 16.0 +92% +5% 10 22.6 +113% +10% 15 29.3 +124% +15% 20 36.0 +131% +20%

While a resistance of over 100% may initially seem pointless, note that on Nightmare and Hell difficulties all characters and mercenaries have their initial magic resistance reduced from 0 to increasingly negative numbers.



Defiance[edit]

Required Level: 6
Prerequisites: None
Synergies: None.
Details: This aura boosts the defense of the Paladin and all characters and minions in his party.

Skill Level Progression [e]
Slvl Radius

Defense

Slvl Radius

Defense

Slvl Radius

Defense

Slvl Radius

Defense

1 10.6 +70% 6 17.3 +120% 11 24.0 +170% 16 30.6 +220%
2 12.0 +80% 7 18.6 +130% 12 25.3 +180% 17 32.0 +230%
3 13.3 +90% 8 20.0 +140% 13 26.6 +190% 18 33.3 +240%
4 14.6 +100% 9 21.3 +150% 14 28.0 +200% 19 34.6 +250%
5 16.0 +110% 10 22.6 +160% 15 29.3 +210% 20 36.0 +260%



Cleansing[edit]

Required Level: 12
Prerequisites: Prayer
Synergies: Prayer: same as having Prayer active without mana cost.
Details: Reduces Poison and Curse duration for all party members.

Skill Level Progression [e]
Slvl Radius

Dur.

Slvl Radius

Dur.

Slvl Radius

Dur.

Slvl Radius

Dur.

1 10.6 -39 6 17.3 -63 11 24.0 -72 16 30.6 -78
2 12.0 -46 7 18.6 -65 12 25.3 -73 17 32.0 -78
3 13.3 -51 8 20.0 -67 13 26.6 -75 18 33.3 -79
4 14.6 -56 9 21.3 -69 14 28.0 -76 19 34.6 -79
5 16.0 -60 10 22.6 -70 15 29.3 -76 20 36.0 -80



Vigor[edit]

Required Level: 18
Prerequisites: Prayer, Cleansing, Defiance.
Synergies: None.
Details: Vigor boosts the running speed, maximum stamina, and stamina regeneration rate for the Paladin and all in his party. It's virtually impossible to run out of stamina with this skill active, and even a single point here can make zooming around town or through a cleared area a great deal more fun.

  • Various PVP builds place much importance on this skill, especially when teamed with fast attacks like Charge.
  • Most Paladins choose not to invest in it though, since the convenience is not deemed worth four skill points. (Vigor and the 3 prerequisites.)
Skill Level Progression [e]
Slvl Radius

Walk Run

Max Stam.

Stam. Regen

Slvl Radius

Walk Run

Max Stam.

Stam. Regen

Slvl Radius

Walk Run

Max Stam.

Stam. Regen

Slvl Radius

Walk Run

Max Stam.

Stam. Regen

1 10 +13% +50% +50% 6 20 +30% +175% +175% 11 30 +37% +300% +300% 16 40 +41% +425% +425%
2 12 +18% +75% +75% 7 22 +32% +200% +200% 12 32 +38% +325% +325% 17 42 +41% +450% +450%
3 14 +22% +100% +100% 8 24 +33% +225% +225% 13 34 +39% +350% +350% 18 44 +42% +475% +475%
4 16 +25% +125% +125% 9 26 +35% +250% +250% 14 36 +40% +375% +375% 19 46 +42% +500% +500%
5 18 +28% +150% +150% 10 28 +36% +275% +275% 15 38 +40% +400% +400% 20 48 +43% +525% +525%



Meditation[edit]

Required Level: 24
Prerequisites: Prayer, Cleansing
Synergies: Prayer: same as having Prayer active without mana cost
Details: Boosts the mana regeneration rate for the Paladin and all his party members.

  • This skill was popular in parties in earlier versions of the game, but as players have found better builds and equipment, few characters still need extra mana regeneration. Most spell users would much prefer the Paladin in their party to use Conviction to increase their killing power.
  • This aura is also granted by the runeword Insight.
Skill Level Progression [e]
Slvl Radius

Mana Recov.

Slvl Radius

Mana Recov.

Slvl Radius

Mana Recov.

Slvl Radius

Mana Recov.

1 7.3 +300% 6 14.0 +425% 11 20.6 +550% 16 27.3 +675%
2 8.6 +325% 7 15.3 +450% 12 22.0 +575% 17 28.3 +700%
3 10.0 +350% 8 16.6 +475% 13 23.3 +600% 18 30.0 +725%
4 11.3 +375% 9 18.0 +500% 14 24.6 +625% 19 31.3 +750%
5 12.6 +400% 10 19.3 +525% 15 26.0 +650% 20 32.6 +775%



Redemption[edit]

Required Level: 30
Prerequisites: Prayer, Cleansing, Defiance, Vigor
Synergies: None.
Details: Redemption uses up corpses, making them vanish with a lovely rising spirit graphic (also seen coming up from the skeletons after Radament is defeated in the Act Two Sewers), and transferring substantial mana and life to the Paladin. Besides the healing effect, this skill can be used to dispose of corpses mid-battle, so they can not be resurrected by monster shamans.

  • More points increase the health/mana gained, but also increase the odds that corpses will be redeemed. Just a corpse or two will almost always act as a full rejuvenation potion, so add more points only if speed is of the essence.
Radius: 10.6 Yards
Skill Level Progression [e]
Slvl Chance

Life/Mana Recovery

Slvl Chance

Life/Mana Recovery

Slvl Chance

Life/Mana Recovery

Slvl Chance

Life/Mana Recovery

1 23% 25 6 59% 50 11 73% 75 16 82% 100
2 34% 30 7 63% 55 12 75% 80 17 82% 105
3 42% 35 8 65% 60 13 77% 85 18 83% 110
4 49% 40 9 69% 65 14 79% 90 19 84% 115
5 55% 45 10 71% 70 15 80% 95 20 85% 120



Salvation[edit]

Required Level: 30
Prerequisites: None
Synergies: None.
Details: Salvation provides substantial resistance to cold, fire, and lightning (but not poison) for the Paladin and all characters and minions in his party. Salvation is convenient in that it protects from multiple elements at the same time, however the generalized resistance is less signifigant that either Resist Fire, Resist Cold and Resist Lightning at similar levels. Throughout Normal and much of Nightmare difficulty, the more basic Resist auras are sufficient as Unique and Superuniques tend to have only one elemental enchantment. In Hell difficulty, monsters may have more than one enchanment, and Salvation's more broad-based elemental defense would be more useful.

Skill Level Progression [e]
Slvl Radius

Resist

Slvl Radius

Resist

Slvl Radius

Resist

Slvl Radius

Resist

1 10.6 +60% 6 17.3 +88% 11 24.0 +99% 16 30.6 +106%
2 12.0 +68% 7 18.6 +91% 12 25.3 +101% 17 32.0 +106%
3 13.3 +75% 8 20.0 +93% 13 26.6 +102% 18 33.3 +107%
4 14.6 +80% 9 21.3 +96% 14 28.0 +103% 19 34.6 +108%
5 16.0 +85% 10 22.6 +97% 15 29.3 +104% 20 36.0 +108%

While a resistance of over 100% may initially seem pointless, note that on Nightmare and Hell difficulties all characters and mercenaries have their initial magic resistance reduced from 0 to increasingly negative values.



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