Difference between revisions of "Paladin Combat Skills"

ADVERTISEMENT
From Diablo Wiki
Jump to: navigation, search
(Conversion)
m (Smite)
Line 97: Line 97:
 
* Damage types that work with Smite: Crushing Blow and Open Wounds.
 
* Damage types that work with Smite: Crushing Blow and Open Wounds.
 
* Damage types that do not work with Smite: Life and mana leech, Deadly Strike, elemental damage from Auras, undead damage from Sanctuary, damage from Charms,  
 
* Damage types that do not work with Smite: Life and mana leech, Deadly Strike, elemental damage from Auras, undead damage from Sanctuary, damage from Charms,  
* Smith will steal life (only) when the Life Tap Curse is active on the target.
+
* Smite will steal life (only) when the Life Tap Curse is active on the target.
 
* Smite always hits, so can be very useful against monsters or players with high defense.
 
* Smite always hits, so can be very useful against monsters or players with high defense.
 
* Bosses and SuperUniques have a resistance to being stunned, but will be stunned with repeated hits. Act Bosses can not be stunned.
 
* Bosses and SuperUniques have a resistance to being stunned, but will be stunned with repeated hits. Act Bosses can not be stunned.
Line 171: Line 171:
 
| 4.4
 
| 4.4
 
|}
 
|}
 
  
 
=Holy Bolt=
 
=Holy Bolt=

Revision as of 08:34, 28 May 2008

Paladin Skills

These skills are primarily melee strikes of various types, but Paladins also possess a few magical attacks and some highly-effective shield attacks as well.


Sacrifice

Required Level: 1
Prerequisites: None
Synergies: Points in these skills increase the damage done with Sacrifice.

  • Redemption: +15% Damage Per Level
  • Fanaticism: +5% Damage Per Level

Details: Sacrifice boosts the Paladin's damage and attack rating substantially, at a cost in blood. Each hit landed with this skill inflicts 8% of its damage on the Paladin.

  • To offset the damage to self, life leech equipment can come in very handy.
  • It's possible to kill yourself with Sacrifice, leading to the amusing "Paladin was slain by Paladin." death message in game.
  • Damage overruns: the key difficulty in using this skill is that you only leech back life based on the monster's hit points, but you lose health based on the damage done.
    • Example: if you have 10% life leech and do 500 damage to a monster with 100 hit points, you'll leech back 10 hit points, but lose 8% of 500 = 40.
    • Physical resistance has the same effect: 100 damage to a monster with 50% physical resistance means you only leech life on that 50%, but lose Sacrifice on the full 100.
Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Damage to Self: 8%
Attack Rating +% 20 27 34 41 48 55 62 69 76 83 90 97 104 111 118 125 132 139 146 153
Damage % 180 195 210 225 240 255 270 285 300 315 330 345 360 375 390 405 420 435 450 465


Smite

Required Level: 1
Prerequisites: None
Requires: A shield equipped.
Synergies: None.
Details: Smite is a shield bash that damages, stuns, and knocks back the target.

  • The speed of smite is based on the equipped weapon.
  • Smite causes durability loss to the equipped weapon.
  • Smite's damage is based on the shield. Only Paladins see the listed Smite damage on shields.
  • Damage types that work with Smite: Crushing Blow and Open Wounds.
  • Damage types that do not work with Smite: Life and mana leech, Deadly Strike, elemental damage from Auras, undead damage from Sanctuary, damage from Charms,
  • Smite will steal life (only) when the Life Tap Curse is active on the target.
  • Smite always hits, so can be very useful against monsters or players with high defense.
  • Bosses and SuperUniques have a resistance to being stunned, but will be stunned with repeated hits. Act Bosses can not be stunned.
  • Stun lengths are decreased to 1/2 in Nightmare and 1/4 in Hell.
Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Mana Cost: 2
Damage +% 15 30 45 60 75 90 105 120 135 150 165 180 195 210 225 240 255 270 285 300
Stun (seconds) 0.6 0.8 1.0 1.2 1.4 1.6 1.8 2.0 2.2 2.4 2.6 2.8 3.0 3.2 3.4 3.6 3.8 4.0 4.2 4.4

Holy Bolt

Required Level: 6
Prerequisites: None
Synergies: Each point in the following skills boosts the damage or healing of Holy Bolt.

  • Blessed Hammer: +50% Magic Damage Per Level
  • Fist of the Heavens: +50% Magic Damage Per Level
  • Prayer: +15% Life Healed Per Level

Details: A glowing, magical projectile is fired out at a medium rate of speed. This projectile will damage enemy undead monsters, and heal friends.

  • Holy Bolt ignores the resistances of the Undead. If this is true, than it is probably because it's damage type is Holy. 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.
  • This is chiefly a novelty skill of some use early in the game, since neither the healing nor the damage are large enough to be of much use long term. I don't know about LOD (classic player) but on classic holy bolt gets huge damage when it and its synergies are maxed. At skill lvl 20-30 holy bolt, 20 fist of heavens (synergy), 20 bleassed hammer (synergy), it does ~10,000 at only 3 mana per cast which kills undead in only a few hits. in LOD with higher sk lvl from +skill gear, the damage should be even higher in LOD so might be useful in LOD, but the problem with holy bolt is it only effects undead and if party members or minions are in way it heals them instead of continuing on to hit monster target.
Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Mana Cost 2 2 2.1 2.1 2.2 2.3 2.3 2.4 2.5 2.5 2.6 2.6 2.7 2.8 2.8 2.9 3 3 3.1 3.1
Magic Damage 8-16 16-24 24-32 32-40 40-48 48-56 56-64 64-72 74-83 84-94 94-105 104-116 114-127 124-138 134-149 144-160 157-175 170-190 183-205 196-220
Healing 1-6 3-10 5-14 7-18 9-22 11-26 13-30 15-34 17-38 19-42 21-46 23-50 25-54 27-58 29-62 31-66 33-70 35-74 37-78 39-82

Zeal

Required Level: 12
Prerequisites: Sacrifice
Synergies: Zeal receives bonus from points spent in:

  • Sacrifice: +12% Damage Per Level

Details: Zeal is a rapid, multi-strike attack with substantial bonuses to attack rating, attack speed, and damage.

  • The first strike will always aim at the targeted monster. The next four will alternate between all targets in range.
    • Using Zeal on a group tends to wear all the monsters down gradually and equally. Poison damage or Prevent Monster Heal will keep them from healing back during the battle.
    • If you wish to kill a single monster in a group, you should use Vengeance or Sacrifice or Smite to hit just it.
  • If using a one-handed weapon, picking one with 2 or 3 range will work noticeably better than 1-range items, especially when hitting monsters in a group.
  • Note that points in Sacrifice add more to Zeal's damage than points in Zeal itself, though they do not add to the Attack Rating. If higher damage is the goal, raise Zeal enough to get five hits and the necessary AR, then put points into Sacrifice instead.
  • Zeal can not be interrupted; all five hits are always delivered, though not necessarily successfully.
  • In earlier versions of Diablo II, Zeal gained a hit with every point spent in the skill. This was a problem for online play, when characters became desynched and stood there swinging 20 times and hitting nothing. The change to 5 fast hits made Zeal the most popular Paladin combat skill.
Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Mana Cost: 2
Attack +% 10 20 30 40 50 60 70 80 90 100 110 120 130 140 150 160 170 180 190 200
Number of Hits 2 3 4 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5
Damage +% 0 0 0 0 6 12 18 24 30 36 42 48 54 60 66 72 78 84 90 96


Charge

Required Level: 12
Prerequisites: Smite
Synergies: Charge receives damage bonuses from points placed in:

  • Vigor: +20% Damage Per Level
  • Might: +20% Damage Per Level

Details: A rushing attack that moves the Paladin very quickly to the target. Includes a knock back effect allowing it to be used over and over again on the same enemy, knocking them back until they die or run into an obstacle.

  • Despite the icon and location on the skill tree (after Smite) Charge does not require a shield, nor does the shield damage factor into the damage dealt if you have a weapon equipped. Charging with a big damage, two-handed weapon can be very effective.
  • Like all of the Paladin's combat skills, Charge is best used on the left click, while an aura is active on the right.
  • Charge can not be used in melee range; only from further away. Smite for the knock back, then Charge is a useful combination.
  • Charge can be used without a target by holding down the shift key. This will let your Paladin traverse long distances very quickly, though it uses up a lot of mana and leaves minions far behind.
  • Bugs with Charge can freeze the Paladin in place, or make him walk backwards (the moonwalk bug). Switching weapons or getting hit will usually snap him out of it.
  • Charge was the favorite low level PK skill in early D2 days. Beware low level Paladins with Vigor and big two-handed weapons. (Such as Bonesnap.)
Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Mana Cost: 9
Damage +% 100 125 150 175 200 225 250 275 300 325 350 375 400 425 450 475 500 525 550 575
Attack Mod +% 50 65 80 95 110 125 140 155 170 185 200 215 230 245 260 275 290 305 320 335


Vengeance

Required Level: 18
Prerequisites: Sacrifice, Zeal
Synergies: Additional damage comes from points in:

  • Resist Fire: +10% Fire Damage Per Level
  • Resist Cold: +10% Cold Damage Per Level
  • Resist Lightning: +10% Lightning Damage Per Level
  • Salvation: +2% Elemental Damage Per Level

Details: A powerful single-hit attack that adds fire, lightning, and cold damage. The damage is not a set amount, but is based on your weapon damage, so the more damaging your weapon, the bigger the elemental damage bonus will be.

Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Mana Cost 4 4.2 4.5 4.7 5 5.2 5.5 5.7 6 6.2 6.5 6.7 7 7.2 7.5 7.7 8 8.2 8.5 8.7
Cold Length 1.2 1.8 2.4 3.0 3.6 4.2 4.8 5.4 6.0 6.6 7.2 7.8 8.4 9.0 9.6 10.2 10.8 11.4 12.0 12.6
Elem Damage +% 70 76 82 88 94 100 106 112 118 124 130 136 142 148 154 160 166 172 178 184
Attack Bonus +% 20 30 40 50 60 70 80 90 100 110 120 130 140 150 160 170 180 190 200 210


Blessed Hammer

Required Level: 18
Prerequisites: Holy Bolt
Synergies: The following skills boost the damage of each Blessed Hammer.

  • Blessed Aim: +14% Magic Damage Per Level
  • Vigor: +14% Magic Damage Per Level

Details: Blessed Hammer sends forth a spinning, magical hammer that spirals outward from the Paladin, making two or three orbits before vanishing. The hammers can deal enormous damage when boosted by auras and synergies.

  • The Concentration aura boosts the damage of the hammers (Might and Fanaticism do not), but only by 50% of Concentration's listed bonus.
  • This skill's power lies in its ability to strike multiple enemies at once, especially when numerous monsters are herded into an open area, where the hammers can really get circling.
  • Blessed Hammers ignore the resistances of Undead and Demons.
Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Mana Cost 5 5.2 5.5 5.7 6 6.2 6.5 6.7 7 7.2 7.5 7.7 8 8.2 8.5 8.7 9 9.2 9.5 9.7
Damage 12-16 20-24 28-32 36-40 44-48 52-56 60-64 68-72 78-82 88-92 98-102 108-112 118-122 128-132 138-142 148-152 160-164 172-176 184-188 196-200
+150% Damage To Undead

Conversion

Required Level: 24
Prerequisites: Sacrifice, Zeal, Vengeance
Synergies: None.
Details: This skill acts as a mind control attack, "converting" the monster to fight against other demons. For the duration of the effect, the monster will battle against its own kind, and be attacked by them. It can not be damaged by players during this time. This skill lets a paladin temporarily have a similiar army like the revive summoning necro build.

  • SuperUniques and Bosses can not be converted, nor can other players in PVP games.
  • Experience is gained for kills made by converted monsters. Experience is not gained for converted monsters killed while under your influence.
  • A common technique is to convert a monster, then use the Thorns aura to make monsters kill themselves attacking it. This can be dangerous, since the aura will remain for a few seconds after the monster de-converts.
Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Mana Cost: 4
Chance to Convert % 7 13 18 22 25 27 29 31 33 34 35 36 37 38 39 40 40 41 41 42
Duration 16 Seconds

Holy Shield

Required Level: 24
Prerequisites: Smite, Holy Bolt, Charge, Blessed Hammer
Requires: A shield equipped.
Synergies: Defiance: +15% Defense Per Level Details: Holy Shield provides a huge defensive bonus to the Paladin's entire defensive rating, greatly increases his odds to block attacks, and adds substantially to his Smite damage.

Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Mana Cost: 35
Duration (seconds) 30 55 80 105 130 155 180 205 230 255 280 305 330 355 380 405 430 455 480 505
Defense +% 25 40 55 70 85 100 115 130 145 160 175 190 205 220 235 250 265 280 295 310
Successful Blocking +% 14 18 20 23 25 26 27 28 29 30 31 31 32 33 33 34 34 34 34 35
Smite Damage + 3-6 5-8 7-10 9-12 11-14 13-16 15-18 17-20 20-23 23-26 26-29 29-32 32-35 35-38 38-41 41-44 45-48 49-52 53-56 57-60


Fist of the Heavens

Casting Delay: 1 Second
Required Level: 30
Prerequisites: Sacrifice, Holy Bolt, Zeal, Vengeance, Blessed Hammer, Conversion
Synergies: Damage is boosted by points in the following skills:

  • Holy Bolt: +15% Holy Bolt Damage Per Level
  • Holy Shock: +7% Lightning Damage Per Level

Details: Fist of Heavens calls down a bolt of lightning on the target, and sends out a spray of Holy Bolts. The lightning always hits, making this skill useful for evasive creatures or in PVP.

  • Holy Bolts only damage undead monsters.
Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Mana Cost: 25
Lightning Damage 150-200 165-215 180-230 195-245 210-260 225-275 240-290 255-305 285-335 315-365 345-395 375-425 405-455 435-485 465-515 495-545 540-590 585-635 630-680 675-725
Holy Bolt Damage 40-50 46-56 52-62 58-68 64-74 70-80 76-86 82-92 92-102 102-112 112-122 122-132 132-142 142-152 152-162 162-172 178-188 194-204 210-220 226-236