![]() Although he is only able to have one activated at a time (assuming he does not use an aura-on-equip rune word to overlap auras), they can be a tide turner in many battles where vital attributes such as resistance or mana (for spellcasters) are lacking. The most notable ability of a Paladin is his ability to use offensive or defensive auras to either augment his allies or weaken his enemies. ![]() Also, they can be a real help when you use them for your own advantage in duels. The only downside is that they need expensive gear, but they help a lot when they are on your team. Zealot: fast attack and capable of striking multiple enemies at once (or one enemy multiple times).Īuradins, Chargers and FoHers are mostly duelers rather than PvM (Player versus Monster).Smiter: less adept at crowd control, but uses Crushing Blow to melt act bosses, uniques, and even the Ubers.Hammerdin: Teleports into the thick of the enemy and wipes out packs using the radial damage of Blessed Hammer (very good for magic finding).FoHer ( Fist of the Heavens): using Conviction aura and "FoH" to kill his enemies.Charger: attacks well and can beat casters in one hit (most of the time).Avenger: uses Vengeance as his main attack to add elemental damage.The Avenger lacks any area of effect damage however, making it generally slow. This makes the build remarkably versatile, as any Immunity can be dealt with easily. The Paladin is a powerful character against monsters and bosses, and against other characters if you are using a Hammerdin. The Avenger Paladin is a somewhat gear-dependent build that uses Vengeance and Conviction to deal Physical, Fire, Cold, and Lightning damage. ![]()
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