Difference between revisions of "Salvation"

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'''Prerequisites''': None<br />
 
'''Prerequisites''': None<br />
 
'''Synergies:''' None. <br>
 
'''Synergies:''' None. <br>
'''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 [[Superunique]] monsters 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.
+
'''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 Progression
 
{{Skill Progression
 
|header=Radius
 
|header=Radius

Revision as of 18:37, 2 November 2009

Salvation

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 reistance reduced from 0 to increasingly negative values.