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Paladin Offensive Auras

13,144 bytes removed, 18:23, 29 October 2009
Individualising
==[[Might]]=='''Required Level:''' 1<br />'''Prerequisites:''' None<br />'''Synergies:''' None. <br>'''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]].{{Skill Progression|header=Radius| 10.6| 12.0| 13.3| 14.6| 16.0| 17.3| 18.6| 20.0| 21.3| 22.6| 24.0| 25.3| 26.6| 28.0| 29.3| 30.6| 32.0| 33.3| 34.6| 36.0|header2=Damage| +40%| +50%| +60%| +70%| +80%| +90%| +100%| +110%| +120%| +130%| +140%| +150%| +160%| +170%| +180%| +190%| +200%| +210%| +220%| +230%}}
==[[Holy Fire]]==
'''Required Level:''' 6<br />
'''Prerequisites:''' [[Might]]<br />
'''Synergies:''' Holy Fire's damage is boosted by points in the following skills.
* [[Resist Fire]]: +18% Fire Damage Per Level
* [[Salvation]]: +6% Fire Damage Per Level
'''Details:''' Holy Fire adds fire damage to the Paladin's attacks, as well as dealing a few points of fire damage to every monster in range. This skill is seldom used other than as a novelty, since the damage isn't large enough to specialize in it, even with synergies.
* All fire damage is carried over into the 'splash' explosion effect of [[Exploding Arrows]] (for example 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.
{{Skill Progression
|header=Radius
| 4.0
| 4.6
| 5.3
| 6.0
| 6.6
| 7.3
| 8.0
| 8.6
| 9.3
| 10.0
| 10.6
| 11.3
| 12.0
| 12.6
| 13.3
| 14.0
| 14.6
| 15.3
| 16.0
| 16.6
|header2=Holy Fire Damage
| 1-3
| 1.5-3.5
| 2.5-4.5
| 3-5
| 4-6
| 4.5-6.5
| 5.5-7.5
| 6-8
| 7-9
| 8.5-10.5
| 9-11
| 10-12
| 11-13
| 12-14
| 13-15
| 14-16
| 15-17
| 16-18
| 17-20
| 18-21
|header3=Attack Fire Damage
| 6-18
| 10-22
| 15-27
| 19-31
| 24-36
| 28-40
| 33-45
| 37-49
| 43-55
| 49-61
| 55-67
| 61-73
| 67-79
| 73-85
| 79-91
| 85-97
| 91-105
| 97-112
| 103-120
| 109-127
}}
==[[Thorns]]=='''Required Level:''' 6<br />'''Prerequisites:''' None<br />'''Synergies:''' None. <br>'''Details:''' Creates a spiky barrier around the Paladin and all in his party, reflecting huge damage back against {{iw|Melee melee}}, [[physical]] attackers. Has no effect against {{iw|Range ranged}} or [[elemental]] attacks.* Thorns damage is reduced to 1/10th the listed value for [[PVP]] play.* Thorns is most often used by [[Paladin]]s who pair it with the [[Conversion]] skill.{{Skill Progression|header=Radius| 10.6| 12.0| 13.3| 14.6| 16.0| 17.3| 18.6| 20.0| 21.3| 22.6| 24.0| 25.3| 26.6| 28.0| 29.3| 30.6| 32.0| 33.3| 34.6| 36.0|header2=Thorn dmg.| +250%| +290%| +330%| +370%| +410%| +450%| +490%| +530%| +570%| +610%| +650%| +690%| +730%| +770%| +810%| +850%| +890%| +930%| +970%| +1010%:Holy Fire}}
==[[Blessed Aim]]==
'''Required Level:''' 12<br />
'''Prerequisites:''' [[Might]]<br />
'''Synergies:''' None. <br>
'''Details:''' This aura greatly increases the [[Attack Rating]] of the [[Paladin]] and all in his party. Many players spend all of their efforts on increasing their damage, while paying scant attention to their accuracy, and are quite surprised how much more effective they are when their to/hit is boosted by a [[Combat Shrine]], or a Blessed Aim aura.
* 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.
{{Skill Progression
|header=Radius
| 10.6
| 12.0
| 13.3
| 14.6
| 16.0
| 17.3
| 18.6
| 20.0
| 21.3
| 22.6
| 24.0
| 25.3
| 26.6
| 28.0
| 29.3
| 30.6
| 32.0
| 33.3
| 34.6
| 36.0
|header2=[[AR]]
| +75%
| +90%
| +105%
| +120%
| +135%
| +150%
| +165%
| +180%
| +195%
| +210%
| +225%
| +240%
| +255%
| +270%
| +285%
| +300%
| +315%
| +330%
| +345%
| +360%
}}
==[[Concentration]]=='''Required Level:''' 18<br />'''Prerequisites:''' [[Might]], [[Blessed Aim]]<br />'''Synergies:''' None. <br>'''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.{|!'''Uninterrupt Chance{:'''|20%|}{{Skill Progression|header=Radius| 10.6| 12.0| 13.3| 14.6| 16.0| 17.3| 18.6| 20.0| 21.3| 22.6| 24.0| 25.3| 26.6| 28.0| 29.3| 30.6| 32.0| 33.3| 34.6| 36.0|header2=Damage| +60%| +75%| +90%| +105%| +120%| +135%| +150%| +165%| +180%| +195%| +210%| +225%| +240%| +255%| +270%| +285%| +300%| +315%| +330%| +345%Thorns}}
==[[Holy Freeze]]==
'''Required Level:''' 18<br />
'''Prerequisites:''' [[Might]], [[Holy Fire]].<br />
'''Synergies:''' The damage inflicted when Holy Freeze is active is boosted by:
* [[Resist Cold]]: +15% Cold Damage Per Level
* [[Salvation]]: +7% Cold Damage Per Level
'''Details:''' This aura chills and slows the movement and attack speed of all enemies within range. It also deals constant [[cold]] damage, and adds cold damage to the [[Paladin]]'s attacks.
* 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 [[Mercenaries]] offer Holy Freeze, and are a quite popular hire for that reason.
{{Skill Progression
|header=Radius
| 4.0
| 4.6
| 5.3
| 6.0
| 6.6
| 7.3
| 8.0
| 8.6
| 9.3
| 10.0
| 10.6
| 11.3
| 12.0
| 12.6
| 13.3
| 14.0
| 14.6
| 15.3
| 16.0
| 16.6
|header2=Slow
| 30%
| 34%
| 37%
| 40%
| 42%
| 44%
| 45%
| 46%
| 48%
| 48%
| 49%
| 50%
| 51%
| 51%
| 52%
| 53%
| 53%
| 53%
| 54%
| 54%
|header3=[[Cold]] Dmg.
| 2-3
| 3-4
| 4-5
| 5-6
| 6-7
| 7-8
| 8-9
| 9-10
| 11-12
| 13-14
| 15-16
| 17-18
| 19-20
| 21-22
| 23-24
| 25-26
| 28-29
| 31-32
| 34-35
| 37-38
|header4=Attack [[Cold]] Dmg.
| 10-15
| 15-20
| 20-25
| 25-30
| 30-35
| 35-40
| 40-45
| 45-50
| 55-60
| 65-70
| 75-80
| 85-90
| 95-100
| 105-110
| 115-120
| 125-130
| 140-145
| 155-160
| 170-175
| 185-190
}}
{{:Blessed Aim}}
==[[Holy Shock]]==
'''Required Level:''' 24<br />
'''Prerequisites:''' [[Might]], [[Holy Fire]], [[Holy Freeze]]<br />
'''Synergies:''' The damage granted by Holy Shock is boosted by points in:
* [[Resist Lightning]]: +12% Lightning Damage Per Level
* [[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.
{{Skill Progression
|header=Radius
| 4.0
| 4.6
| 5.3
| 6.0
| 6.6
| 7.3
| 8.0
| 8.6
| 9.3
| 10.0
| 10.6
| 11.3
| 12.0
| 12.6
| 13.3
| 14.0
| 14.6
| 15.3
| 16.0
| 16.6
|header2=Attack Light. Dmg.
| 1-60
| 1-96
| 1-132
| 1-168
| 1-204
| 1-240
| 1-276
| 1-312
| 1-360
| 1-408
| 1-456
| 1-504
| 1-552
| 1-600
| 1-648
| 1-696
| 1-756
| 1-816
| 1-876
| 1-936
|header3=Holy Shock Dmg.
| 1-10
| 1-16
| 1-22
| 1-28
| 1-34
| 1-40
| 1-46
| 1-52
| 1-60
| 1-68
| 1-76
| 1-84
| 1-92
| 1-100
| 1-108
| 1-116
| 1-126
| 1-136
| 1-146
| 1-156
}}
==[[Sanctuary]]=='''Required Level:''' 24<br />'''Prerequisites:''' [[Might]], [[Thorns]], [[Holy Fire]], [[Holy Freeze]]<br />'''Synergies:''' [[Cleansing]] adds +7% Magic Damage Per Level, but only to the [[knockback]] damage, not to the +damage to weapon attacks.<br>'''Details:''' This aura only works against the [[Undead]], but provides the Paladin with a substantial damage bonus, as well as working to push back and constantly deal holy damage to all Undead in range. * Ignores [[Physical]] [[Resistances]] and [[Immunities]] Of Undead Monsters. * Works on [[boss]] monsters and Undead [[SuperUniques]] such as [[Griswold]] and [[Radament]], but does not work against [[Act Boss]]es.* Sanctuary does not break the physical immunity of undead monsters, but it does allow physical attacks to leach life and mana from them.* Since Sanctuary bypasses physical resistance, it actually works even better than the numbers would indicate. Level 1 Sanctuary grants 150% bonus damage against a monster with 50% physical resistance, while Level 20 [[Fanaticism]]'s 373% damage bonus is cut to 187%. Level 20 Sanctuary is more than 4x as damaging as level 20 Fanaticism, against most undead in [[Hell]]. (Though it works only against Undead, and grants no attack speed or attack rating bonuses.)* 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.* HedgemonKhan's comment: 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 incompatible 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).{{Skill Progression|header=Radius| 3.3| 4.0| 4.6| 5.3| 6.0| 6.6| 7.3| 8.0| 8.6| 9.3| 10.0| 10.6| 11.3| 12.0| 12.6| 13.3| 14.0| 14.6| 15.3| 16.0|header2=Magic Dmg.| 8-16| 12-20| 16-24| 20-28| 24-32| 28-36| 32-40| 36-44| 40-49| 44-54| 48-59| 52-64| 56-69| 60-74| 64-79| 68-84| 73-90| 78-96| 83-102| 88-108|header3=Undead Dmg| +150%| +180%| +210%| +240%| +270%| +300%| +330%| +360%| +390%| +420%| +450%| +480%| +510%| +540%| +570%| +600%| +630%| +660%| +690%| +720%:Concentration}}
==[[Fanaticism]]==
'''Required Level:''' 30<br />
'''Prerequisites:''' [[Might]], [[Blessed Aim]], [[Concentration]]<br />
'''Synergies:''' None. <br>
'''Details:''' Probably the most popular aura in the game, Fanaticism increases the damage, attack speed, and attack rating of the [[Paladin]] and everyone in his party.
* 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. [[Bowazon]]s are especially grateful for this attack speed increase.
* Fanaticism can not be found on Act 2 [[Merceneries]], but it is available as a property on some [[Runewords]], and is highly sought after for that purpose.
{{Skill Progression
|header=Radius
| 7.3
| 8.0
| 8.6
| 9.3
| 10.0
| 10.6
| 11.3
| 12.0
| 12.6
| 13.3
| 14.0
| 14.6
| 15.3
| 16.0
| 16.6
| 17.3
| 18.0
| 18.6
| 19.3
| 20.0
|header2=Party Dmg.
| +25%
| +33%
| +42%
| +50%
| +59%
| +67%
| +76%
| +84%
| +93%
| +101%
| +110%
| +118%
| +127%
| +135%
| +144%
| +152%
| +161%
| +169%
| +178%
| +186%
|header3=Your Dmg.
| +50%
| +67%
| +84%
| +101%
| +118%
| +135%
| +152%
| +169%
| +186%
| +203%
| +220%
| +237%
| +254%
| +271%
| +288%
| +305%
| +322%
| +339%
| +356%
| +373%
|header4=[[AR]]
| +14%
| +18%
| +20%
| +23%
| +25%
| +26%
| +27%
| +28%
| +29%
| +30%
| +31%
| +31%
| +32%
| +33%
| +33%
| +34%
| +34%
| +34%
| +34%
| +35%
|header5=Atk. Speed
| +40%
| +45%
| +50%
| +55%
| +60%
| +65%
| +70%
| +75%
| +80%
| +85%
| +90%
| +95%
| +100%
| +105%
| +110%
| +115%
| +120%
| +125%
| +130%
| +135%
}}
==[[Conviction]]=='''Required Level{{:''' 30<br />'''Prerequisites:''' [[Might]], [[Thorns]], [[Holy Fire]], [[Holy Freeze]], [[Sanctuary]]<br />}}'''Synergies:''' None. <br>'''Details:''' This aura lowers the [[defense]] and [[fire]], [[lightning]], and [[cold]] [[resistances]] of monsters, making it ideal to pair with an elemental weapon or skill, such as [[Vengeance]]. It's especially useful in parties with [[Sorceress]]es and [[Lightning Fury]] [[Amazon]]s.* This aura does not lower an enemy's [[magic]] or [[poison]] resistance.* 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.{|{:Holy Shock}}!'''Radius:'''|13.3 Yards|}{{Skill Progression:Sanctuary}}|header= Defense| -49%| -56%| -61%{{:Fanaticism}}| -66%| -70%| -73%| -75%| -77%| -79%| -80%| -82%| -83%| -85%| -86%| -86%| -88%| -88%| -89%| -89%| -90%|header2=Max Resist| -30%| -35%| -40%| -45%| -50%| -55%| -60%| -65%| -70%| -75%| -80%| -85%| -90%| -95%| -100%| -105%| -110%| -115%| -120%| -125%{{:Conviction}} 
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