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Paladin Offensive Auras

445 bytes removed, 19:35, 22 October 2009
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'''Details:''' Might increases the output of all physical damage attacks by the Paladin or his party. More than one point in Might is seldom a good idea, since Concentration and Fanaticism add as much or more damage, along with other bonuses.
* Might can be obtained from Act 2 mercenaries.
{| ! Level! 1! 2! 3! 4! 5! 6! 7! 8! 9! 10! 11! 12! 13! 14! 15! 16! 17! 18! 19! 20|-{Skill Progression| header=Radius <small>(yards)</small>
| 10.6
| 12
| 34.6
| 36
|-| header2=Damage +X%| 40%| 50%| 60%| 70%| 80%| 90%| 100%| 110%| 120%| 130%| 140%| 150%| 160%| 170%| 180%| 190%| 200%| 210%| 220%| 230%|}}
* All fire damage is carried over into the 'splash' explosion effect of Exploding Arrows (for exmaple from the unique bow Raven Claw) making this skill a far more interesting and powerful novelty.
* The Necromancer's Fire Golem spawns with a Fire Aura of its own.
{| ! Level! 1! 2! 3! 4! 5! 6! 7! 8! 9! 10! 11! 12! 13! 14! 15! 16! 17! 18! 19! 20|-{Skill Progression| header=Radius <small>(yards)</small>
| 4
| 4.6
| 16
| 16.6
|-| header2=Holy Fire Damage
| 1-3
| 1.5-3.5
| 17-20
| 18-21
|-| header3=Attack Fire Damage Added To Attack
| 6-18
| 10-22
| 103-120
| 109-127
|}}
=Thorns=
* Thorns damage is reduced to 1/10th the listed value for PVP play.
* Thorns is most often used by Paladins who pair it with the Conversion skill.
{| ! Level! 1! 2! 3! 4! 5! 6! 7! 8! 9! 10! 11! 12! 13! 14! 15! 16! 17! 18! 19! 20|-{Skill Progression| header=Radius <small>(yards)</small>
| 10.6
| 12
| 34.6
| 36
|-| header2=Damage Return +%| 250%| 290%| 330%| 370%| 410%| 450%| 490%| 530%| 570%| 610%| 650%| 690%| 730%| 770%| 810%| 850%| 890%| 930%| 970%| 1010%|}}
* The Paladin receives a passive 5% bonus to his Attack Rating with each point placed in this skill. (Only for hard points, not from +skill items.)
* Blessed Aim can be obtained from Act 2 Mercenaries in Normal and Hell difficulties.
{| ! Level! 1! 2! 3! 4! 5! 6! 7! 8! 9! 10! 11! 12! 13! 14! 15! 16! 17! 18! 19! 20|-{Skill Progression| header=Radius <small>(yards)</small>
| 10.6
| 12
| 34.6
| 36
|-| Attack header2=[[AR]] +X%| 75%| 90%| 105%| 120%| 135%| 150%| 165%| 180%| 195%| 210%| 225%| 240%| 255%| 270%| 285%| 300%| 315%| 330%| 345%| 360%|}}
=Concentration=
'''Details:''' Concentration greatly increases the physical damage of the Paladin and all in his party. Concentration also makes hits less likely to be interrupted, which can be quite useful when swarmed, while using a slow weapon, or to enable slow-attacking minions to get in their strikes.
* Concentration is the only aura that increases the damage of Blessed Hammer, though only 50% of the Concentration damage applies to that skill.
{| ! Level! 1! 2! 3! 4! 5! 6! 7! 8! 9! 10! 11! 12! 13! 14! 15! 16! 17! 18! 19! 20|-'''Uninterrupted Chance:'''| Uninterrupt Chance: 20%| }|-{{Skill Progression| header=Radius <small>(yards)</small>
| 10.6
| 12
| 34.6
| 36
|-| header2=Damage +X%| 60%| 75%| 90%| 105%| 120%| 135%| 150%| 165%| 180%| 195%| 210%| 225%| 240%| 255%| 270%| 285%| 300%| 315%| 330%| 345%|}}
* Holy Freeze is a very powerful enchantment, since the slowing cold can not be resisted or cured with any potions or antidotes, or even with "Can not be frozen" equipment. Only teleporting spell casters can largely escape the discomfort of Holy Freeze.
* Act 2 Mercs offer Holy Freeze, and are a quite popular hire for that reason.
{| ! Level! 1! 2! 3! 4! 5! 6! 7! 8! 9! 10! 11! 12! 13! 14! 15! 16! 17! 18! 19! 20|-{Skill Progression| header=Radius <small>(yards)</small>
| 4
| 4.6
| 16
| 16.6
|-| Slowed header2=Slow By %
| 30
| 34
| 54
| 54
|-| header3=Cold DamageDmg.
| 2-3
| 3-4
| 34-35
| 37-38
|-| header4=Attack Cold Damage +X To Your AttackDmg.
| 10-15
| 15-20
| 170-175
| 185-190
|}}
* Salvation: +4% Lightning Damage Per Level
'''Details:''' Holy Shock adds lightning damage to the Paladin's attacks, as well as dealing a few points of lightning damage to every monster in range. This skill deals considerably more potential damage than Holy Fire, but is still not damaging enough for many Paladins to specialize in it.
{| ! Level! 1! 2! 3! 4! 5! 6! 7! 8! 9! 10! 11! 12! 13! 14! 15! 16! 17! 18! 19! 20|-{Skill Progression| header=Radius X Yards<small>(yards)</small>
| 4
| 4.6
| 16
| 16.6
|-| Lightning Damage Added To header2=AttackLight. Dmg.
| 1-60
| 1-96
| 1-876
| 1-936
|-| Lightning Damage To Nearby Monstersheader3=Holy Shock Dmg.
| 1-10
| 1-16
| 1-146
| 1-156
|}}
* The pulse damage (also, it causes knockback) is holy type damage, NOT magical. Holy type damage is different from magical type damage so magical immunity/resistance has no bearing on holy type damage. But unlike magical type damage, Holy damage ONLY works on undead.
* HK's (HegemonKhan) edit. the first bullet, Ignores Physical Resistances and Immunities Of Undead Monsters, and the third bullet, Sanctuary does not break the physical immunity of undead monsters, but it does allow physical attacks to leach life and mana from them, are inconpatible with each other or were worded badly. at least i'm confused as to them. the first bullet says it IGNORES resistance/IMMUNITY and the third bullet says it does NOT BREAK the phys IMMUNITY. maybe some one could fix , clear up, or explain (if they do NOT conflict with each other).
{| ! Level! 1! 2! 3! 4! 5! 6! 7! 8! 9! 10! 11! 12! 13! 14! 15! 16! 17! 18! 19! 20|-{Skill Progression| header=Radius <small>(Yardsyards)</small>
| 3.3
| 4
| 15.3
| 16
|-| header2=Magic Damage
| 8-16
| 12-20
| 83-102
| 88-108
|-| header3=Undead Damage +X% To Melee Attacks vs Undead| 150%| 180%| 210%| 240%| 270%| 300%| 330%| 360%| 390%| 420%| 450%| 480%| 510%| 540%| 570%| 600%| 630%| 660%| 690%| 720%|}}
=Fanaticism=
* The damage bonus to party members is only 50% of the bonus the Paladin himself receives, but the Attack Rating and Attack Speed bonuses are shared fully. Bowazons are especially grateful for this attack speed increase.
* Fanaticism can not be found on Act 2 Mercs, but it is available as a property on some Runewords, and is highly sought after for that purpose.
{| ! Level! 1! 2! 3! 4! 5! 6! 7! 8! 9! 10! 11! 12! 13! 14! 15! 16! 17! 18! 19! 20|-{Skill Progression| header=Radius <small>(Yardsyards)</small>
| 7.3
| 8
| 19.3
| 20
|-| header2=Party Damage Dmg. +%| 25%| 33%| 42%| 50%| 59 % | 67 %| 76%| 84%| 93 %| 101%| 110%| 118%| 127%| 135%| 144%| 152%| 161%| 169%| 178%| 186%|-| header3=Your Damage Dmg. +X%| 50%| 67%| 84%| 101%| 118%| 135%| 152%| 169%| 186%| 203%| 220%| 237%| 254%| 271%| 288%| 305%| 322%| 339%| 356%| 373%|-| Attack Speed header4=[[AR]] +X%| 14%| 18%| 20%| 23%| 25%| 26%| 27%| 28%| 29%| 30%| 31%| 31%| 32%| 33%| 33%| 34%| 34%| 34%| 34%| 35%|-| Attack header5=Atk. Speed +X%| 40%| 45%| 50%| 55%| 60%| 65%| 70%| 75%| 80%| 85%| 90%| 95%| 100%| 105%| 110%| 115%| 120%| 125%| 130%| 135%|}}
* This aura will break immunities, but when doing so will only function at 1/5 its usual effectiveness.
* Prior to the MSLE (MultiShot Lightning Enchanted) boss monster bug being fixed in v1.10, boss monsters with Conviction and MSLE was instant death for any character, no matter their hit points or resistances. Bosses with Conviction and LE, or Fire Enchanted death explosions, are still dangerous.
{| ! Level! 1! 2! 3! 4! 5! 6! 7! 8! 9! 10! 11! 12! 13! 14! 15! 16! 17! 18! 19! 20|-'''Radius:'''| Radius 13.3 Yards| |-| Defense -%| 49| 56| 61| 66| 70| 73| 75| 77| 79| 80| 82| 83| 85| 86| 86| 88| 88| 89| 89| 90|-| Maximum Resist -%| 30| 35| 40| 45| 50| 55| 60| 65| 70| 75| 80| 85| 90| 95| 100| 105| 110| 115| 120| 125
|}
{{Skill Progression
|header= Defense -X%
| 49%
| 56%
| 61%
| 66%
| 70%
| 73%
| 75%
| 77%
| 79%
| 80%
| 82%
| 83%
| 85%
| 86%
| 86%
| 88%
| 88%
| 89%
| 89%
| 90%
|header2=Maximum Resist -X%
| 30%
| 35%
| 40%
| 45%
| 50%
| 55%
| 60%
| 65%
| 70%
| 75%
| 80%
| 85%
| 90%
| 95%
| 100%
| 105%
| 110%
| 115%
| 120%
| 125%
}}
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