This thread is for discussion of the Paladin in Diablo II. [/hr]
When the 1.13 Patch hit the PTR, I decided I was going to revisit the class that I would say i've played the most in my Diablo II career: the Paladin. Unfortunately for all you Pally players out there, he only received one balance change in the latest patch, which was a nerf to Blessed Hammer.
Official Blizzard Quote:
Paladin
-Blessed Hammer - No longer ignores resistances of undead and demons.
Though, this change did not really have much affect for any type of Hammer build. PvP players will not have to worry about anything, and most Hammerdin's will do enough damage by the time they get to Hell and are fully geared, that resistances won't be a big deal. With that in mind, I would also like to revisit the last build I used, with a few alternatives in case you cannot obtain said gear.
Strength: This depends on how rich you are in-game. However, as of now, you can respec your character if you overfill your Strength. Basically, you only need enough Strength to use all of your items.
Dexterity: It would be smart to have enough for max block rate here, which is a 75% chance to block a monster.
Formula To Calculate Blocking
Total Blocking = (Blocking * (Dexterity - 15)) / (Character Level * 2)
In our case, Total Blocking is the amount of blocking we want to achieve (75%) and Blocking is the Blocking of your shield plus the Holy Shield bonus.
Vitality: Dump the rest of your points here. You'll be taking a lot of damage since you are a melee character; your merc will help out, but you'll be the main tank.
Now for the follow-up question: when will this be transcribed to the wiki?
Also, did the new immunities affect the playing? I mean, assuming you played through it solo, Jail, Arcane Sanctuary and any other place with Wraiths should have been hell.
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Now for the follow-up question: when will this be transcribed to the wiki?
Also, did the new immunities affect the playing? I mean, assuming you played through it solo, Jail, Arcane Sanctuary and any other place with Wraiths should have been hell.
Good question, :|.
As far as immunities go, nothing was really a problem. He was still able to take them out, though the Merc was needed a little bit more.
Arcaines Valor? Bad choice. I would recommend a bugged ethy Stone Runeword Armor. Tearhaunches for boots as it provides 2 Vigor, which is a synergy to hammers.
Arcaines Valor? Bad choice. I would recommend a bugged ethy Stone Runeword Armor. Tearhaunches for boots as it provides 2 Vigor, which is a synergy to hammers.
Hrm, Tearhaunches are a possibility if you're looking to boost Hammer damage as opposed to other stats, which is usually a good thing.
Quote from "mahamoti" »
Looks pretty good, but you didn't list the best head gear, which is COA with 2x Ber...although, this is more difficult to acquire than Enigma.
I would also suggest putting in Pally combat grand charms as something that they should keep an eye out for, as well as trying to get an Annihilus + Torch combo.
Hrm, Tearhaunches are a possibility if you're looking to boost Hammer damage as opposed to other stats, which is usually a good thing.
Only hard points in synergies apply to the skill its a synergy for. Tearhaunches won't add hammer damage. Sandstorm treks are a good choice for a unique, or some rares with fhr/frw/res can be nice.
I think this thread made me realize why people on here hate pvp:P
Hrm, Tearhaunches are a possibility if you're looking to boost Hammer damage as opposed to other stats, which is usually a good thing.
CoA is better than the Circlet?
Yeah I'd say so, since Hammerdin damage is already through-the-roof, and can be further boosted by charms...COA really helps your tanking ability, with the 31% DR that you just can't get elsewhere (remember it's applied AFTER armor and resistances), along with the extra resist all (which you need in hell), faster hit recovery and defense....it really helps your tanking ability. You can always improve upon damage with charms, though thats not necessary since hes already the highest damage dealer.
Arcaines Valor? Bad choice. I would recommend a bugged ethy Stone Runeword Armor. Tearhaunches for boots as it provides 2 Vigor, which is a synergy to hammers.
Skills given to you from gear do not give synergy bonuses.
Yeah I'd say so, since Hammerdin damage is already through-the-roof, and can be further boosted by charms...COA really helps your tanking ability, with the 31% DR that you just can't get elsewhere (remember it's applied AFTER armor and resistances), along with the extra resist all (which you need in hell), faster hit recovery and defense....it really helps your tanking ability. You can always improve upon damage with charms, though thats not necessary since hes already the highest damage dealer.
Very good points, sounds like something I should look into for my Hammerdin...
[/hr]
When the 1.13 Patch hit the PTR, I decided I was going to revisit the class that I would say i've played the most in my Diablo II career: the Paladin. Unfortunately for all you Pally players out there, he only received one balance change in the latest patch, which was a nerf to Blessed Hammer.
Official Blizzard Quote:
Paladin
-Blessed Hammer - No longer ignores resistances of undead and demons.
Though, this change did not really have much affect for any type of Hammer build. PvP players will not have to worry about anything, and most Hammerdin's will do enough damage by the time they get to Hell and are fully geared, that resistances won't be a big deal. With that in mind, I would also like to revisit the last build I used, with a few alternatives in case you cannot obtain said gear.
Mercenary:
Diablo III Analyst
SC2Mapster
Also, did the new immunities affect the playing? I mean, assuming you played through it solo, Jail, Arcane Sanctuary and any other place with Wraiths should have been hell.
Good question, :|.
As far as immunities go, nothing was really a problem. He was still able to take them out, though the Merc was needed a little bit more.
Diablo III Analyst
SC2Mapster
CoA is better than the Circlet?
Diablo III Analyst
SC2Mapster
Only hard points in synergies apply to the skill its a synergy for. Tearhaunches won't add hammer damage. Sandstorm treks are a good choice for a unique, or some rares with fhr/frw/res can be nice.
I think this thread made me realize why people on here hate pvp:P
Yeah I'd say so, since Hammerdin damage is already through-the-roof, and can be further boosted by charms...COA really helps your tanking ability, with the 31% DR that you just can't get elsewhere (remember it's applied AFTER armor and resistances), along with the extra resist all (which you need in hell), faster hit recovery and defense....it really helps your tanking ability. You can always improve upon damage with charms, though thats not necessary since hes already the highest damage dealer.
Skills given to you from gear do not give synergy bonuses.
Diablo III Analyst
SC2Mapster