Elemental Zealot Author: Nikodemus222 |
Version: 1.09 Page 1 |
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I)
Before you read on...
... you may
want to know why you should waste time reading this (or why not).
This is a
guide for a PvM and PvC paladin build with the following pros
- Damage
output equal to or greater than that of a 4-frame schaefzealot
(thus decent efficiency in the Moo Moo Farm)
- The
ability to tackle any boss and any area on any difficulty in 8
player games - Nilathak, The Chaos Sanctuary, Lister the
Tormentor, The Ancients, multiLE+conv Sparkfist etc.
- Relatively
cheap (no need for insanely expensive items such as Schaefers or
Griswolds).
- Effective
in parties (dependant on exact choice of skills)
- Easy to
play, and with zeal as the main (and possibly only) attack -
which should appeal to the lazy folks :P
and cons
- Very hard
to do untwinked. This characters strength lies in the
combination of some very specific items and skills.
- This guide
is mainly aimed towards a cow leeched build, although there is a
section covering the ol' fashion way of playing.
- No PvP
potential whatsoever.
- Pretty
much requires Baranar's Star.
II)
Introduction and overview
In Diablo II Classic, WW Barbarians ruled. In Diablo II LoD, they
now have automatic Critical Strike (due to bugged Mastery) and
higher damage weapons - but they do not rule anymore. Far from it.
Why? because
of GPR. Global physical resistance. All monsters on hell difficulty
have a minimum of 50% physical resistance. This is also the reason
why Fanatic Zealots, Crusaders (a.k.a. chargers), Vindicators
(a.k.a. smiters) and Martyrs (sacrifice users) are not that
effective as compared to the Sorceress and the Amazon.
So, physical
damage pretty much just sucks. It has one use - leech. That's it.
By taking a
look at the Paladin skill tree, one can see that there is one very
good combo that deals some nifty elemental damage. Conviction +
Vengeance (standard Avenger). There are a few problems with that
build though - one being that Vengeance has the same functionality
as normal attack (i.e. relatively slow, one opponent at the time).
The other is the mana cost - 10 points per swing, roughly. That fact
makes the skill frustrating versus Physically Immune foe, and
sometimes unusable versus mana drainers and mana burn bosses.
Zeal on the
other hand has a nice functionality (no need to click like a
maniac!), and costs 2 mana for 5 swings. There's no elemental damage
on it however - but, there are items to take care of that. Not to
mention that with the attack speed of Zeal, it leeches twice as much
(if not more) than Vengeance over a given amount of time.
That's the basic idea of the elemental zealot.
Combining
Zeal, Conviction and a ton of gear with "## fire/cold/lightning
damage added to attack".
What this build is mainly useful for
Taking on
*tough* bosses. This makes this build a good one to take care of
acts 3 - 5 on hell difficulty, when power-acting others. With the
right gear, there shouldn't be anything you can't beat.
Cow runs.
This type of Paladin can kill faster than any other type I have ever
seen in cows runs, except for good Schaefzealots (about same speed
as them), not to mention the auras can double the killing speed of
party members. You're not killing 30/cows per second with this build
- far from it. But you're not useless either - not at all.
General PvM
on hell dif. Suited for any situation, without having to change
gear, means this build can handle all situations, and play anywhere.
III)
Skills
The basic skills for the build are:
Zeal
4 points is
the minimum here - the minimum total, that is. So if you have +3
skills from gear, you're all set.
Adding more points only increases your attack rating a tiny bit, and
since conviction gives -90% enemy defense, you have no use for that.
So that means
1 - 4 points needed here, and you have your main attack!
Conviction
Level 20
Conviction gives -125% enemy resistance. The bottom cap for monster
resistances is -100%, but if they have 75% up front, lvl 20
conviction will only set them down to -50%. So this one is well
worth maxing; it keeps adding to the damage done all the way. 20
points here.
There, main attack, main aura, and 6 prereqs. The rest, is more
optional.
My suggestions
Get a physical damage aura. Either Concentration or Fanaticism. For
several reasons. One is, that you can flash Conviction onto your
enemies, and then switch to the physical aura and zeal away, for
extra damage.
Another, more important one, is that you're going to need to leech a
lot now and then. Normal Zeal with no other damage bonus than your
strength does not leech much. But a Zeal with Fanaticism or
Concentration on the other hand, leeches a LOT.
And a third
reason is that many of those you will be doing cow runs/be playing
PvM with do not benefit from your Conviction aura (Multizons,
Barbarians, Druids etc.), and a physical damage aura will be handy
there. The choice between these two may at first seem obvious
(Fanaticism), but it actually is not.
Fanatisicm
Increased
attack speed. This is good, it will make your zeal one frame faster,
while Fanaticism is on (if the suggested gear mentioned later on is
used, that is) (check
this table for comparison stats). It does not always help party-members that much,
however. The attack speed of WW is, for example, not boosted by
Fanaticism.
+373% damage.
This is good, a bit better than Concentration. But it is
halved for teammates - so only a bit less than +200% to party
members.
Crap range.
The range of this aura is less than 1/2 of the screen (800*600).
That is very annoying, and means you often only share it with
a single team member, even while you have 3-4 others running around
with you, fighting the same monsters that you are.
One thing
that is good about Fanaticism is that it works for team mates
instantly, when you turn it on. It is not like all other auras that
“hit” every 3~4 seconds. For that reason, you can put on fanaticism
for a very short time (0,1 second is enough), and then switch back
to another aura. You don’t get the effect, but your Mercenary and
your team mates within radius do. I have found this to be very
effective to speed up my Mercenary's’ attack speed (even with the
low level Fanaticism I have on Blitzkrieg).
Concentration
+345% damage.
This is a very tiny bit less than Fanaticism and teammates get the
full bonus. So this aura boosts the damage of your party members a lot
more.
20% uninterruptible
attack. This can be very good at times. Ever tried standing inside a
bunch of x-fast minotaur minions, ever so slowly dying because you
just cannot complete an attack and life leech? With Concentration,
you get a chance of getting a few attacks through. Not the biggest
bonus, but it's there.
* Get some
holy shield.
11 points in
holy shield (including +skills) gives +31% chance to block. This can
save 40+ points of dex - which will give 120 points of life if spent
in vitality instead. That's a lot. Then there's also the defense
rating bonus on holy shield. Defense rating usually doesn't matter
much, but for a zealot it is nice to have a decent base in order to
avoid block lock. Using a high defense shield (such as The Herald of
Zakarum), maxed holy shield can give well over 1500 points of extra
defense rating. That's quite a bonus.
In any case, I'd suggest a minimum of 6 points with +skills in this
skill. It simply just rocks.
That still leaves enough points for one more maxed skill, and some
support. For the maxed skill you can chose :
- a
secondary attack
- a third
aura
For secondary
attack, there are two possibilities as I see it. One is Charge, the
other is Fist of Heavens (FoH). FoH sounds tempting, since you
already have maxed Conviction, but there are some problems. One is
mana, the other is that FoH is not very good in PvM, especially not
with less than +15 skills. So unless you want FoH for a bit of PvP
(fending off a n00b PK'er maybe) or for some undead-slaying in act
2, Charge is probably a better choice.
Charge is one
damn good skill. There's enough AR and %damage on it to make it
useful on its own, and paired with an offensive aura it does quite a
lot of damage (and thus leeches a lot). It also has a functionality
that works very well combined with Zeal. Zeal is good for multiple
opponents, tight melee fights. Charge is good versus ranged
attackers, against lone enemies, in loose groups and especially when
fighting tough bosses (you can knock back-lock them so they don't
get a chance to strike back).
For a third
aura, there are lots of possibilities. One is to get the second
physical damage aura, so you have both Conviction, Concentration and
Fanaticism. Neat, possibly useful, but probably a bit overkill.
Other choices? Maybe Defiance and "dualclass" to a defiant
once in a while. Maybe Holy Shock to be used with a ranged weapon on
weapon switch. Maybe Sanctuary for some undead slaying.
And finally, the support.
I very
strongly recommend getting a point in the following skills
Vigor
For
faster movement. Not a lifesaver, but an aura that can save you a
lot of time, and make running around in search of Tristam less
annoying 1-point wonder.
Cleansing
For
The Chaos Sanctuary, and to get rid of the damn amp after you've
fought a "cursed" boss. 1-point wonder.
Meditation
Not much use
for it yourself, but +300% mana regeneration for a single point
simply just is too good a bargain ... 1-point wonder.
Salvation
A major boost
in elemental resists for a single point. This one comes in handy if
you're in res trouble early on, and versus bosses with conviction.
1-point wonder.
Redemption
Healing,
mana, and corpse-removal. Once again a skill that can be very handy
to have, for just a single skillpoint.
So
- 1-4 Zeal
- 6-20 Holy
Shield
- 20
Conviction
- 20
[physical damage aura]
- 1 in all
defensives (except for the individual resists)
- 20 in
secondary attack or tetriary aura.
IV)
Stat points
This part is easy. Get enough strength to be able to carry your gear
(more only adds a tiny amount of physical damage, but really worth
it).
Get enough
dexterity to be able to maintain max block at your current level,
with your planned slvl holy shield (more only adds a tiny amount of
attack rating, which you do not need anyways, due to conviction).
Put everything else in vitality (life is good!). Forget energy.
Don't rebuild for 15 more points of vitality. This isn't PvP.
V)
Gear
Here comes all the nifty stuff that makes this build possible. What
to aim for in gear :
- Lots and
lots of elemental damage.
- Decent
damage reduction
- Good
resistances
- Some leech
- Decent
attack speed
Weapon
The best
choice here is Baranars
Star. And close to the only choice. It simply just rocks, end of
discussion.
Good things to socket : Shael
for 20% IAS (if needed). "amn"
for 7% life steal. "ohm",
"Lo"
or some ed/max jewel for damage.
A few other
possibilities are:
Lightsabre
- but this one does too little damage for efficiency. Speed is nifty
though, but it does not at all make up for the lack of damage.
A FAST
6-socket weapon with 6 * 1-99 light damage jewel in. Gives same
average elemental damage as Baranars, it's just harder to get, has
no physical damage and no more great mods. Not to mention that 6 –
594 lightning damage does little good versus a lightning immune
monster.
Secondary weapon
A wand (or
dagger) of Life Tap.
A wand like this can be bought from Akara on hell dif (and possibly
also a lot of the other merchants on nightmare and hell, and maybe
even normal dif).
It costs
little (unless it has some +Necormancer skills), but is extremely
good. Life Tap gives you 50% extra life steal (FIFTY!) when
attacking an enemy cursed with it. Switch to this, cast, switch
back, and attack. Makes enemies such as Lister and the Ancients a
lot easier to handle.
Shield
- Several
good choices here. The Herald
of Zakarum. High block, lots of defense, good
+skills, +strength, +dexterity, AR and high resist all. Great
shield, simply just great. Gives insane defense rating with a
good level holy shield.
- Stormshield.
High block, decent defense, decent resistances. And then the 35%
damage reduction. That's the mod you wear it for. I'd still go
for Herald for this build though, damage reduction can be
achieved elsewhere, without sacrificing as much as in this slot.
Not to mention Stormshield is expensive as hell.
- Tiamat's
Rebuke. Elemental damage, a couple of sockets and decent
resistances. Fits the theme, is cheap, but does not quite
compare to the Herald. If you can't get your hands on Herald,
this is probably the shield for you. Good things to socket :
"um"
or perfect diamond for resist all all. "Shael" for
faster blocking.
Armor
Once again,
several good choices, the best being :
- Shaftstop
- for damage reduction
- Guardian
Angel - for +15% max resistance
- Griswold's
Heart - for decent stats + sockets that can make it quite
good. Good
things to socket would be
"um" for resist all. Perfect ruby for life. "cham"
for cannot be frozen (clears ring slot for second life leecher).
Other decent armors
to mention :
- Duriel’s
Shell - cannot be frozen (possibly clears up one ring slot),
good resistances.
- Iceblink
- fun and decently effective at HIGH levels.
Belt
- String
of Ears - for damage reduction and life leech.
- Thundergods
Vigor - tons of good stats. +max lightning resistance,
lighting absorb and lightning damage
- Credendum
- 15% resistances all, and a bit of stats. Decent belt if you
can't get the others.
- Immortal
King's Detail - nice resistances, and good strength
bonus. As credendum, just easier to get.
Gloves
- Lavagout
- fire damage, enchant for more fire damage, fire resistance,
and Increased Attack Speed (IAS). Great gloves for this build.
- Laying
of Hands - extra damage versus demons. Good for the
Baal runs etc., but inferior to Lava Gout other places.
- Cheap
alternative - anything with 20% IAS.
- Hell
Mouth – quite similar to Lava Gout, but less elemental
damage and no IAS.
Amulet
- Highlord's
Wrath - 20% IAS, deadly strike, lightning resistance,
lightning damage. Great amulet!
- Alternatives
– not really (The
Cat's Eye for the IAS if you really just can't get
Highlord's). Some
that might get the job done, but are very inferior to Highlord's.
- Eye
of Etlich (skill, cold damage, life steal)
Something
with good leech.
Ring 1
- Ravenfrost
- Cannot be frozen is enough to make it worth a ring slot ...
then dexterity, AR, mana, cold absorb on top - godly ring!
- Alternatives
– no (unless you can get Cannot be Frozen somewhere else).
Ring 2
- Life
leecher. Preferably with some good resistances. AR and life are
good mods as well.
Helm
- Vampiregaze
- damage reduction, dual leech, cold damage. Godly.
- Tal
Rasha's Horadric Crest - discount version of vampire gaze.
Not much worse though - very good helm.
- Crown
of Thieves - nice mods, and a very high life leech
percentage.
- Veil
of Steel - nice resistance, but not much else. Decent helm,
impossible to get.
- Stealskull
– weaker version of Tal's Crest, with some Magic Find (if
you’re one of those freaks. Good things to socket : as armor.
Boots
As opposed to
most other classes and variants in the game, Gore
Riders and War
Travelers are not the ones to get here. The % deadly strike on
Gore Riders is good, yes, but it doesn't double your elemental
damage. The +damage on War Travelers is not so great, when
you're using an attack skill that doesn't have a damage bonus, and a
main aura that does not have that either. Instead, there are other
good boots.
When you
chose your setup, try to find a balance you like. Such as ...
Guardian Angel +
Vampire Gaze + String (for 90% resistances and ~35% damage red)
or
Shaftstop +
Vampire Gaze + Thundergod's Vigor + Infernostride (for 85% in two
most important resistances, and 50% damage red.)
One thing
that's important when you choose your gear, is to get the right
attack speed. Aim for 5 frame Zeal when Conviction is on. If you
have Fanaticism as secondary aura, you'll want to be able to reach 4
frame Zeal with it. With Baranar's Star,
both of those things take 40% IAS (more than that on Baranar's).
This is easy to achieve - 20% gloves + 20% Highlord's. Or maybe 20%
gloves + 20% Dhael (in weapon).
If you're using another weapon, you can check the attack speed
calculator here :
http://stats.diabloii.net/calcs/wspeed.shtml
If you have
trouble getting this good gear, here are some guidelines for
minimums to get.
- Damage reduction
- you can survive without. I strongly recommend getting a
minimum of 20% if in any way possible.
- Resistances
- lightning is most important. 75% minimum. Fire also good to
have at 75%, but ~50% can do it. Cold can be left around 0
(after hell penalty), if there is a raven for some absorb.
- Poison
doesn't matter - it rarely hurts, and cleansing exists.
- As for
leech - 1% mana leech is fine. Life leech does not need to be
that high - around 15% can do the job.
- But what
is most important, is the elemental damage, of course. There's
not much of that so far, only ~300 points from Baranar's
Star, and maybe ~100 points more in the rest of the gear. The
rest comes from charms. With easy to get, decent charms, you get
~15 points for every inventory used. The best charms that can
possibly spawn gives as much as 35 points per inventory slot.
Now, leave space
for a cube, a tome and one 2 * 4 item in inventory, and you can get
390 points of *average* elemental damage added to attack out of your
inventory - with easy to get charms.
With perfect charms, that'd be 910 points, but good luck getting
them.
How to get charms
Cow runs!
One thing is that few people value the elemental damage charms, so
they leave them on the ground or throw them at stash. Then there's
the one you find yourself, and finally you can cube them. In an
average cow run you can pick up 6 flawless gems.
Use the recipe
3 flawless
gems of the same type = 1 perfect of that type
and then this recipe :
1 magic item [charm] + 3 perfect gems (any type) = re-roll stats on
magic item.
Make sure the charms you re-roll are from high level monsters -
usually cows. This makes it possible to get the second best
elemental damage mod - "arcing", which adds around 1 - 42
lightning damage (in a small charm).
The best
possible is "shocking". That's around 1 - 70 lighting
damage in one small charm. It is only possible to get this mod on
charms found from hell Baal and hell Nilathak, though.
With the skills, the gear and the charms, you have :
- A fast,
high damage, 4-element main attack.
- Possibility
of high life leech by changing aura, possibility of insane life
leech by casting life tap.
- Good
tanking abilities
VI)
Mercenary
Your
mercenary is very important. I suggest hiring this guy and
leveling him as soon as possible. The choice of Mercenary is simple
– act 2 nightmare defensive. Holy freeze. He is far superior to
any of the other Mercenary. It is quite simple.
50% slowed
enemies means you take 50% less damage.
50% slowed
enemies means you get hit 50% less; thus 50% less block lock; thus
a lot more attacking and a lot more life leech.
So this guy
allows you to survive much harder fights, and do a lot more damage.
I can say by experience that having this Mercenary in the cow level
effectively doubles the damage output of the elemental zealot. As
long as he stays alive, that is. Keeping him alive is relatively
simple. Pput some good gear on him and feed him with potions
when needed.
What to look for in
gear
- Decent
defense rating
- Life steal
(VERY! Important)
- Resistances
- Possibly
damage reduction
Remember that
gear on Mercenaries does not lose durability, so ethereal items are
very good on them.
VII)
Gameplay, tactics and tips
There are two ways to play, pretty much. There’s cow-leeching, and
there’s classic PvM.
Cow-leecing
From level 1
- 65; leech. Get some people to get you to hell cows, and then leech
there. This does not necessarily have to mean you just go AFK at the
red portal, though. Already from level 30, or possibly even earlier,
it is possible for you to increase the damage output of some of the
killing characters in the game substantially - so do so! All you
have to do is stay near them with an aura on that helps them. As you
gain in levels, you will start being able to wear your gear. Once
you hit level 65 (Baranar's!), you should be able to start tanking
cows. For the "low" levels (up 'till around 80), using the
physical damage aura is most likely the wisest - you're going to
need the extra life leech.
Classic PvM, and
PvM tips
You need to
figure out a build order if you’re starting from level 1, and
playing all the way up. My suggestion is to play it as a standard
zealot until you reach a high enough level to use the über gear.
So, first get needed number of points in zeal, put excess points
into prerequisites and support skills. When the physical damage aura
becomes available, max it as fast as possible. Then finish holy
shield and support skills. At this point you should be around level
50. After this, start on conviction. It will be near-maxed when you
reach the level (and difficulty) where conviction becomes more powerful
than your physical damage aura.
- Act 1 –
The Den of Evil
If you have any problems here, I very strongly suggest you go
back to playing that burizon.
- Act 1 -
Bloodraven
Go directly for Bloodraven; once she is down, her minions
crumble. Should be manageable.
- Act 1 –
Rescuing Cain
Treehead Woodfist should be easy – but do take a moment to
check if he has an aura before engaging in melee. If he does,
life tap might be advisable.
- If
Rakanishu happens to have an annoying mod (multiple shot, for
example), you can always scare him off by killing one of his
minions and then hurry through the portal.
There’s
sometimes a lot of bosses in Tristam. Advance slowly, to avoid
activating too much at a time.
Act 1 – The
Countess
Expect to meet a few tough bosses on the way down there, some of
them PI’s. The halls are quite narrow, so it is possible to drag
the minion packs thin and fight the monsters a few at the time if
needed.
The Countess herself usually has quite a lot of followers –
they’re all demon type, so Laying of Hands does wonders (if you
have them). If there’s an aura, life tap. If not, they should be
easy to grind.
Act 1 – The
Malus
The Smith is generally quite easy to beat. If he has some tough
melee-mod, just charge-lock him around the room until he dies. Your
Mercenary should be able to fend off the other monsters meanwhile.
Act 1 -
Andariel
Usually quite easy to handle. If you suspect it might be tough,
advance slowly and clear as much of the level as you can before
activating her. Then retreat to the previous chamber to pull her out
there, away from her minions, so you can fight her alone.
Act 2 -
Radament
If the fight is too tough, you can lure some of his minions a bit
away, kill them, and then remove the bodies with redemption. Repeat
until he is running low on minions, then attack.
Act 2 – The
Cube
This quest should only have to be done on normal, where it
shouldn’t be a problem. If the Witch happens to have might aura or
similar, retreat to a corner in the room so only a few can attack
you at a time.
Act 2 – The
Staff of Kings
Maggots suck. Takes ages to kill, but should be easy enough. The
only problem here is getting there before you go nuts. Kill The
Burrower last, since his poison is likely to drain your life very
quickly.
Act 2 – The
Viper Amulet
Charge is generally a very good skill versus the serpents. Charge
them before they can charge you. Advance slowly on level two –
being surrounded by serpents is generally not very healthy. If you
have resistance problems, try to boost your lightning resistance for
the Fangskin fight. Have Life Tap ready.
Act 2 - The
Arcane Sanctuary
Enjoy the power of the elemental zealot as you zeal those physical
immune ghosts
Generally easy, just be ready to move out of the Summoners’
firewall quick.
Act 2 -
Duriel
Duriel only has one attack that hurts – his charge. So get to him
quick, and stay there. As long as you’re close, he can’t charge
and thus hurts very little.
Act 3 –
Zaark The Burning
Don’t get surrounded, The Burning can hurt quite a lot. Drag the
minions thin if the fight looks grim.
Act 3 –
Witchdoctor Enduku
This guy is easy, for two reasons.
1) he’s
too stupid to figure out when he is outranged. If you happen to
have a bow in stash, you can switch to that and shoot the whole
bunch without getting a scratch.
2) the
shamans only have the fire attack, so fire resistance is all you
need there. Overall, an easy fight.
Act 3 –
Stormtree
Advance with caution. Trashers with an aura hurt a lot, and
the stun attack can be very annoying. Life tap before you go in
zealing, retreat and drag ‘em thin if they hurt too much.
Act 3 -
Riftwing
Just ignore the bugger.
Act
3 – The High Council
Very dependant on the spawn, this is potentially the most
challenging fight in the game (or one of the easiest). If they have
an aura, a few PI’s and a mana burner, it can really suck,
especially since they can heal each other. If they’re too tough,
try to get rid of the minions first, then separate the bosses with
charge, and take them one at the time.
Act 3 -
Mephisto
The only attack Mephisto has that hurts if the big ball. He does not
throw that at people who are in melee with him – so just get in
there and zeal away.
Act
4 - The Chaos Sanctuary
There's an evil blend of monsters here, mana draining, curses, heavy
artillery and some of the tougher melee monsters in the game. But
that shouldn't be a problem. With good resistances, the heavy
artillery doesn't hurt much. Zeal costs so little that the mana
drain can be ignores. Not to mention that with relatively low
physical damage, one can keep zealing when IM'ed (do keep cleansing
ready anyways, just in case).
As for the
bosses, The Infector should never be a problem, The Grand Vizier can
be annoying (try and drag his minions thin by running a few screens
away, if they're hurting too much), but De Seis can be tough. It's
all about resistances and life steal there. Turn Salvation on
if you're not up to max res. Use charge a lot, it works great vs
Oblivion Knights.
Diablo
himself only has one attack that hurts - the "fire
snakes". So give fire resistance high priority, if you have to
choose. Expect the fight to take some time - Diablo has a high block
rate, and tons of life.
Act 5 - The
Ancients
I generally think this fight is kind of easy. Run straight up and
start zealing. If any of them have some annoying aura, vigor a bit
away, cast life tap on them, and go back to zeal the aura guy.
Charge-lock doesn't work here, unfortunately. If things go bad, try
a hit 'n 'run tactic with charge.
Act 5 -
Baal's Minions
The first four bunches are hopefully beatable. Make sure to have
fire resistance for first bunch, "cannot be frozen" for
second (and cleansing ready when they die), lightning resistance for
third, and something to keep you awake against the fourth.
The second
the last of the Venom Lords fall, run back to the 4 torches at the
entrance to the Throne. That's far enough away to avoid activating
Lister too early. When Lister spawns, move forward with the life tap
wand. Cast life tap on the bunch as they charge, then switch to
weapon, charge into the fray and start zealing. It's then a test of
strength. If you seem to be losing, use your physical damage aura to
increase leech.
Still losing?
vigor on, and run out of there. Retreat to the outer parts of the
level, lure the minions around 'till they get spread out, and kill
them a few at a time.
Baal
I don't remember ever having problems with Baal. Pop on vigor as you
get in, to counter the decrepify. Run up to Baal, get Conviction on
him and zeal away. If he teleports, then use Vigor + Charge to get
to him quick again.
VIII)
Blitzkrieg (an example)
For reference, here is my exact elemental zealot build at clvl 93.
Skills
Combat (+5
skills)
1 Zeal
20 Holy Shield (maxed for defense rating)
20 Charge (chosen as secondary attack)
+prerequisites
Offensive (+3 skills)
20 Conviction
20 Concentration (chosen over Fanaticsm for party effect)
Defensive (+3 skills)
1 Meditation
1 Redemption
1 cleansing
4 Vigor
4 Salvation
Stats
With gear
Strength - 171
Dexterity - 138
Vitality - 372
Energy - 20
Without gear
Strength - 113
Dexterity - 100
Vitality - 332
Energy - 15
Gear
Helm -
20/7/7 vampire gaze with "um"
Armor - Shaftstop with "um" (cowlvl armor = 20% ed,
+6 min, 16-45 fire damage, 3-269 lightning damage + smallstuff
archon plate)
Belt - Thundergod' Vigor
Ring 1 - Ravenfrost
Ring 2 - 6% life leecher with 8/24/8/18 resistance and 5
energy
Amulet - Highlord's Wrath
Weapon - Baranar's Star with 13 max dam, 26% ed jewel
(secondary : Life tap wand)
Boots - Infernostride
Gloves - Lavagout
Shield - Herald of Zakarum with "um" (secondary :
dual dia mosers)
Total effect of 26 inventory slots of charms :
12 - 489 lightning damage added to attack
19 - 42 fire damage added to attack
23 - 51 cold damage added to attack
7 dexterity, 3 strength, 4/19/11/9 resistances, 3 AR, 5% hit rec, 30
life
Total resistances :
85/75/85/59
Total elemental damage added to each swing (while using shaft) :
Lightning : 15 - 769
Fire : 76 - 354
Cold : 45 - 328
Total average : 793,5
IV)
Links & contact
www.diabloii.net
- best Diablo 2 fansite
www.battle.net/diablo2exp
- tons of D2 info
http://stats.diabloii.net/calcs/wspeed.shtml
- weapon speed calculator
nikodemus22@hotmail.com
Aim : KnightofFrode
ICQ : 32587492
Diabloii.net forum name : Nikodemus222.
V) Thanks to
Vendanna
(other guide)
Whereagles (initial idea)
The OT community (they know who they are)
www.diabloii.net
Paladin Forum regulars
and all those I forgot.
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