The Crusader is the new class announced for the Reaper of Souls expansion. Here is everything we know about him so far, plus some nice art and videos from Gamescom!
Uses Strength as main stat
Has confirmed Flails, Two-Handed Flails and Two-Handed Swords so far and focuses on Shields, adding their defense as damage. There are Crusader exclusive Shields in the game
Plays mid-range
Resource is Wrath (not confirmed how it's generated, but some sources are suggesting it works like the Monk's Spirit, but regenerates 3 Wrath per seconds)
Crusaders come from the same order as the Paladins and are, in fact, an elite branch of it
The Crusader starts at Act I like all other characters
Punish - Hits your enemy. Your hits increase your sense of combat, which improves your ability to block. Requires a shield. (Cost: 5 Wrath) (roughly translated)
Retaliate - When you block, you do extra damage
Slash - Ignite the air in front of you, damaging all enemies (Cost: 5 Wrath)
Long Reach - Increases the range of Slash
Justice - Throw a hammer of justice at your enemies. (Cost: 5 Wrath)
Scourge - Scourge your enemies, surrounding them in threads of hallowed power. The threads cut and bleed enemies they attach to, and will seek out new enemies to latch onto and punish. (Generate: 5 Wrath per attack)
Bound Fate
Razor's Edge
Laws of Justice - Active: Increases armor for the Crusader and his allies, while Laws of Justice are active. Passive: When you block an attack you and your allies take less damage for a short duration. Requires a shield. Cooldown: 30 seconds
Laws of Valor - Active: Increases the damage of the Crusader and his allies, while Laws of Valor is active. Passive: When you critically hit you and your allies do more damage for a short duration. Cooldown: 30 seconds
Laws of Fate - Active: Increases the speed of the Crusader and his allies, while Laws of Fate is active. Passive: When you dodge you and your allies run faster for a short duration. Cooldown: 30 seconds
Sweep Attack - Spread a mystical plague in the air in a large arc, dealing heavy damage on the enemies in front of you (Cost: 25 Wrath) (roughly translated)
Shield Glare - Temporarily blind enemies in front of you with your shield. Requires a shield. Cooldown: 12 seconds
Emblazoned Rune Shield - Blinded enemies sometimes explode when on low health
Judgement - Roots enemies for 4 seconds. Cooldown: 20 seconds
Heaven's Fury - Creates an area of holy power that burns and damages enemies (Cost: 40 Wrath)
Consecration - Creates sacred ground around you that heals both the Crusader and his allies. Cooldown: 20 seconds
Shattered Ground - The enemies within the area in effect take damage
Shield Bash - Blasts enemies in front of you. Requires a shield. (Cost: 25 Wrath)
Fist of the Heavens- Call a bolt from the sky damaging enemies in the area. (Cost: 30 Wrath)
Tempest of the Heavens
Well of Retribution - Create a well of holy lightning at the target location that will electrecute nearby enemies
Lightning Rod
Reverberation
Blessed Shield- Hurl a celestial shield through the air, smashing it into enemies and ricocheting it between them (Cost: 25 Wrath)
Staggering Shield
Blessed Hammer - Summons a blessed hammer that revolves around you damaging enemies. (Cost: 10 Wrath)
Provoke - Taunts the enemy to attack you for 5 seconds. Cooldown: 20 seconds (Generate: 50 Wrath)
Falling Sword - The Crusader is launched in the air and lands on his enemies. Cooldown: 15 seconds (Cost: 25 Wrath)
Part of the Cloud - You create a lightning storm that covers the ground where the character falls, hitting enemies with lightning
Indestructible - You gain 1% armor for every 5% life that you lose
Wrathful - Wrath regeneration increased by 5% for 3 seconds after a block
Wrecking Ball
Against All Odds - When surrounded by 4 or more enemies within 15 yards, you gain 10% Crit Chance for 5 seconds
Finery - Gain 34 All Resist for each gem of different color on your gear, if you have five different gems you'll gain another 34 All Resist
Heavenly Strength - Enable the crusader to hold a 2 handed weapon in main hand, but only if you have a Crusader shield in the other, in addition you lose 10% movement speed
Holy Cause - 10% more Holy damage on weapon. Also proc coefficient increased by 10% on Holy weapons
Vigilant
Long Arm of the Law
Stand Your Ground - Increase block chance by 5%, reduce dodge chance by/to 0% (?)
These two passives are insane. I really want see them in action.
Finery - Gain 34 All Resist for each gem of different color on your gear, if you have five different gems you'll gain another 34 All Resist
Heavenly Strength - Enable the crusader to hold a 2 handed weapon in main hand, but only if you have a Crusader shield in the other, in addition you lose 10% movement speed
So for the Laws, when it says "Active", does that mean when you cast it you get that bonus, sorta like how Monks get that initial bonus when they first cast the Mantra? Is it a short duration bonus like the Monk, and then the "Passive" bit always applies until you cast a different Law or it wears off?
These two passives are insane. I really want see them in action.
Finery - Gain 34 All Resist for each gem of different color on your gear, if you have five different gems you'll gain another 34 All Resist
Heavenly Strength - Enable the crusader to hold a 2 handed weapon in main hand, but only if you have a Crusader shield in the other, in addition you lose 10% movement speed
That's what I was thinking. Heavenly strength really has me interested, especially with the new paragon system and items, that 10% loss of movement speed should be easy to mitigate. I wonder if they are going to change the way gems work in other slots to make their bonuses more appealing to other classes.
So for the Laws, when it says "Active", does that mean when you cast it you get that bonus, sorta like how Monks get that initial bonus when they first cast the Mantra? Is it a short duration bonus like the Monk, and then the "Passive" bit always applies until you cast a different Law or it wears off?
My guess is there wont by any law spamming. Lets take the law of valor. It increases you and your party's damage. The passive part is when you critically hit it further increases you and and your party's critical hit chance.
So for the Laws, when it says "Active", does that mean when you cast it you get that bonus, sorta like how Monks get that initial bonus when they first cast the Mantra? Is it a short duration bonus like the Monk, and then the "Passive" bit always applies until you cast a different Law or it wears off?
From the Gamescom presentation: "We're going to activate the Law of Valor. It's a passive ability much like the Mantras, where I gain extra damage as I do critical hits, but also has an activation bonus of extra damage for everybody."
It looks like you always get the Passive effect of the equipped Law, and the buff from Laws of Valor appears to only last a few seconds when it triggers.
When he activates the skill itself earlier in the video, the buff icon for that effect also only lasts about 5 seconds. It also has a 30 second CD in the video.
I wonder if the Crusader is going to have enough abilities/runes to run a 'fire' build. Heavenly Strength is going to be amazing and I love the look of the Maximus 2H sword, so it would be cool if I could get some benefit out of that +% damage to fire skills
Yes, I would like to know also list of all Crusader skills and runes and levels where I can get them. Honestly, I am little bit suprised that nobody with beta did not create this list yet....
The Crusader is the new class announced for the Reaper of Souls expansion. Here is everything we know about him so far, plus some nice art and videos from Gamescom!
You're a wizard Harry.....
Do you like Power Metal? Check it out!
Mind giving us a link? ^^
Ha. Bagstone.
Diamonds, Two-handed maces, and German!
You're a wizard Harry.....
Ha. Bagstone.
That's what I was thinking. Heavenly strength really has me interested, especially with the new paragon system and items, that 10% loss of movement speed should be easy to mitigate. I wonder if they are going to change the way gems work in other slots to make their bonuses more appealing to other classes.
My guess is there wont by any law spamming. Lets take the law of valor. It increases you and your party's damage. The passive part is when you critically hit it further increases you and and your party's critical hit chance.
From the Gamescom presentation: "We're going to activate the Law of Valor. It's a passive ability much like the Mantras, where I gain extra damage as I do critical hits, but also has an activation bonus of extra damage for everybody."
It looks like you always get the Passive effect of the equipped Law, and the buff from Laws of Valor appears to only last a few seconds when it triggers.
When he activates the skill itself earlier in the video, the buff icon for that effect also only lasts about 5 seconds. It also has a 30 second CD in the video.
quick question about Phalanx. (with Bowmen rune)
Does it counts as pets? i mean, i want to build my crus as Lord Commander with TnT and new LegGem with 20%critchance fo pets. viable or not?)