Paladin Offensive Auras

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Revision as of 06:32, 24 July 2008 by HegemonKhan (talk | contribs) (Sanctuary)
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Paladin Skills

The Paladin's Offensive Auras provide all sorts of boosts to damage, attack type, elemental damage, and more.


Might

Required Level: 1
Prerequisites: None
Synergies: None.
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
Radius (yards) 10.6 12 13.3 14.6 16 17.3 18.6 20 21.3 22.6 24 25.3 26.6 28 29.3 30.6 32 33.3 34.6 36
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
Prerequisites: Might
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 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
Radius (yards) 4 4.6 5.3 6 6.6 7.3 8 8.6 9.3 10 10.6 11.3 12 12.6 13.3 14 14.6 15.3 16 16.6
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
Fire Damage Added To Attack 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
Prerequisites: None
Synergies: None.
Details: Creates a spiky barrier around the Paladin and all in his party, reflecting huge damage back against melee, physical attackers. Has no effect against ranged or elemental attacks.

  • 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
Radius (yards) 10.6 12 13.3 14.6 16 17.3 18.6 20 21.3 22.6 24 25.3 26.6 28 29.3 30.6 32 33.3 34.6 36
Damage Return +% 250 290 330 370 410 450 490 530 570 610 650 690 730 770 810 850 890 930 970 1010


Blessed Aim

Required Level: 12
Prerequisites: Might
Synergies: None.
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.
Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Radius (yards) 10.6 12 13.3 14.6 16 17.3 18.6 20 21.3 22.6 24 25.3 26.6 28 29.3 30.6 32 33.3 34.6 36
Attack +% 75 90 105 120 135 150 165 180 195 210 225 240 255 270 285 300 315 330 345 360

Concentration

Required Level: 18
Prerequisites: Might, Blessed Aim
Synergies: None.
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
Uninterrupt Chance: 20%
Radius (yards) 10.6 12 13.3 14.6 16 17.3 18.6 20 21.3 22.6 24 25.3 26.6 28 29.3 30.6 32 33.3 34.6 36
Damage +% 60 75 90 105 120 135 150 165 180 195 210 225 240 255 270 285 300 315 330 345


Holy Freeze

Required Level: 18
Prerequisites: Might, Holy Fire.
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 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
Radius (yards) 4 4.6 5.3 6 6.6 7.3 8 8.6 9.3 10 10.6 11.3 12 12.6 13.3 14 14.6 15.3 16 16.6
Slowed By % 30 34 37 40 42 44 45 46 48 48 49 50 51 51 52 53 53 53 54 54
Cold Damage 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
Cold Damage +X To Your Attack 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


Holy Shock

Required Level: 24
Prerequisites: Might, Holy Fire, Holy Freeze
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.

Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Radius X Yards 4 4.6 5.3 6 6.6 7.3 8 8.6 9.3 10 10.6 11.3 12 12.6 13.3 14 14.6 15.3 16 16.6
Lightning Damage Added To Attack 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
Lightning Damage To Nearby Monsters 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
Prerequisites: Might, Thorns, Holy Fire, Holy Freeze
Synergies: Cleansing adds +7% Magic Damage Per Level, but only to the knockback damage, not to the +damage to weapon attacks.
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 Bosses.
  • 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.
  • HK's 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
Radius (Yards) 3.3 4 4.6 5.3 6 6.6 7.3 8 8.6 9.3 10 10.6 11.3 12 12.6 13.3 14 14.6 15.3 16
Magic Damage 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
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

Required Level: 30
Prerequisites: Might, Blessed Aim, Concentration
Synergies: None.
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. 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
Radius (Yards) 7.3 8 8.6 9.3 10 10.6 11.3 12 12.6 13.3 14 14.6 15.3 16 16.6 17.3 18 18.6 19.3 20
Party Damage +% 25 33 42 50 59 67 76 84 93 101 110 118 127 135 144 152 161 169 178 186
Your Damage +% 50 67 84 101 118 135 152 169 186 203 220 237 254 271 288 305 322 339 356 373
Attack Speed +% 14 18 20 23 25 26 27 28 29 30 31 31 32 33 33 34 34 34 34 35
Attack +% 40 45 50 55 60 65 70 75 80 85 90 95 100 105 110 115 120 125 130 135


Conviction

Required Level: 30
Prerequisites: Might, Thorns, Holy Fire, Holy Freeze, Sanctuary
Synergies: None.
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 Sorceresses and Lightning Fury Amazons.

  • 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.
Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
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