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MF Fanatic Avenger
Author: Mack
Version: 1.09
Page 1

Navigation
Strategy
Goal
Why a Paladin
Why a Fanatic Avenger?
How much MF should I have?
Skills
Statistics
Gear
Almost Ready
Socketing
Inventory
MEPH and friends
Mercenaries
Difficulty
My MF paladin: xer_Avenger

Written below is a basic guide to a Paladin MF (Magic Find) Fanatic Avenger. This guide is more of a ‘how I did it’ then an absolute rule as to how an MF Paladin should be. There are many variations in skills, stats, gear that can be used, but this is basically how I did it. I haven’t listed basic MF theory, since this is best described by Flux in his Magic Find Guide. I have some content which I have repeated as I feel it’s especially important to Paladins. This is not a lesson on Paladins or the Paladin skills per se, that information can be found elsewhere. The guide is written based on the information that I’ve gotten from the forums and from personal experience with my own Fanatic Avenger. Currently he is lvl92, with 750MF and 75/75/75/75 resists. The idea to this guide is to get as much MF as possible, but with maxed resists and be viable in runs.

Strategy

The MF Paladin is designed specifically for massive Mephisto (Meph) MF runs. This build is also very adept at Pindleskin runs. Baal runs can also be done, though a compromise in gear is often required without the most elite gear. This guide will mostly discuss MF where it’s related to Meph, though most content is applicable to any boss. I do not recommend this build for cow runs. Simply put, it doesn’t have the damage capabilities required to take down mass cows. Amazons and Sorceresses are still probably the best option for MF if you’re hoping for cow runs.

Goal

To build a Paladin character to do magic find runs. The Paladin needs to have good (but not uber) damage, and keep maxed resists even when in hell. His primary target is Mephisto.

Why a Paladin?

Because Paladins are uber. Seriously though, it’s a preference. My favorite class is the Paladin, so I figured if I’m going to use a character to do something over and over, may as well make it a Paladin. Also, Paladins are adept at all types of warfare. They can handle crowds, solo bosses, heavy elemental damage monsters, heavy physical damage monsters, etc. For more info on Paladins, just read the FAQ and build guides listed in the Paladin forum.

Why a Fanatic Avenger?

My first Paladin attempt at MF was with a Holy Shock/Zeal/Fanat build. While he was capable of taking Meph down with no problems, he was slow. I would hold down the left mouse button and just wait until Meph went down. I wanted to do the same runs, but kill Meph faster. A Fanatic avenger uses 3 primary skills: Vengeance, Fanaticism (Fanat) and Conviction (Convic). A Fanatic Avenger (referred to as just Avenger for now on) has the advantage of being able to do a lot of damage with minimal gear. Zealots, Templars, Mages, these are all good builds, but require more specific gear to be truly effective. The basic strategy for an Avenger is to ‘flash’ Conviction on a target, then switch to Fanat and kill the target using Vengeance. Vengeance adds elemental damage to an attack. At level 20, Vengeance gives these bonuses:

Elemental Damage: 184%
Attack Bonus: 210%
Cold Length: 12.6
At a cost of 8.7 mana per swing

So with a 100 damage weapon, the total damage would be:
100 Physical:

100+184cold + 184fire + 184lightning = 652 total damage. Important to note is that even with the Physical Damage penalty of 50% the damage is still at 602, so you lose very little damage in this respect.

Conviction Reduces enemy Defense and the Resistances of monsters, at lvl20:

Defense: -90%
Maximum Resists: -125%

This will boost your damage well over 1000 while giving very good chances to hit.

Fanat Increases Attack Speed, Attack Rating and Increases your damage, at lvl20:

Damage: 373%
IAS: 35%
Attack Rating: 135%

To sum these all up: per hit with a Paladin with level 27 Vengeance, level 25 Fanat, lvl25 Conviction, using a Baranar’s star will do an approximate damage of 3000-4500 damage, not including PDR penalty, or other resists per target monster. Because of the AR bonuses of skills, plus –defense with Conviction, you’ll score hits most of the time. In other words, you’re doing pretty well at that point.

How much MF should I have?

This is up to you, your gear and the time you have really. I have 750 MF on my Paladin, which I feel is more than enough to be effective. There are diminishing returns on MF, so most experts suggest somewhere around 4-500 is a good amount. However, the more MF you have, the better drops you can get. So, aim for a careful balance between damage vs. MF. Considering Meph runs are fairly simple, same with Pindleskin for that matter, I suggest that you get a high MF amount. If you want to do Baal/cow/etc. runs then better battle gear is a recommended approach.

Skills

As stated above, the 3 primary skills are: Fanaticism, Vengeance and Conviction, ultimately these should all be maxed. However, Vengeance has a high mana cost, so it’s recommended that you max Conviction faster than you max Vengeance. Keep your Vengeance at a limit where you do not run out of mana, more on this later.

Other Skills

Zeal: have at least 4 points in zeal so you hit the 5 swings per attack mark.

Holy Shield: I have this really high, but that’s a personal preference. Have enough Holy Shield in combination with gear and stats to always maintain a 75% chance for blocking. Extra points will increase your defense as well as the duration of the spell. This will a) increase the chances you’ll not be hit by an attack, and b) use less mana overall.

Vigor: you’re going to be running around a lot, have AT LEAST +1 into this skill. This is required in my opinion. +skills can also come with gear, but have at least 1.

(Recommended) at least 1 into these skills as well:

Meditation: you use lots of mana, it’s nice to be able to refill when you need too.

Redemption: allows you to get more life and mana back, this is useful because your belt will be used for other things besides rejuvenation potions. (You’ll have those too of course)

(Optional)

Sanctuary: Only the 1 point is needed for it and you already have the aura if you took Holy Shield. Sanctuary also does more than just keep the Undead off your Paladin. It's also useful for clearing doorways of slow moving cadavers that tend to congest the doors. And since there are only 4 types of monsters on level 2 of Durance, 3 of them being Undeads, it's an effective aura”. – thanks to zarkano for suggestion.

Charge, smite, conversion, defiance, concentration, cleansing, holy freeze. These all have their special usefulness in certain situations. Concentration is good for boosting the damage of mercenaries, pre-battle. Holy Freeze is great for slowing groups down, etc. More info on these skills can be found on these forums and battle.net.

Statistics

Strength: 153 (needed for Skullder’s Ire)
Dexterity: 44 (needed for Baranar’s star)
Vitality: the rest
Energy: 0

Note: I’m of the mind frame to always have enough stat points to wear whatever gear I have at any point in the game. I don’t rely on other items to give me the stats I need to wear specific gear. Mostly, I just never want to be ‘popped’, or just make a mistake in a game where I’ve died and lose my gear. I opted to go MUCH higher on strength and dexterity for my Paladin for a couple of reasons. a) I wanted the option of being able to equip some monster 2-handed weapons, to give it a shot. b) You’re limited in the damage you do because of the reliance on MF gear as opposed to damage gear, so more strength = more damage, more dexterity = more hits =more damage & more dexterity = less chance of getting smacked down. This isn’t PVP, so having 3k life isn’t necessary, you just need enough to keep you going, relying on life leech items to help you out. I’d say 1200+ life is good, though 1000 is certainly manageable.

However, if you want to keep it limited then:

Strength: enough to wear gear
Dexterity: enough to wear gear and keep good blocking and AR
Vitality: the rest
Energy: please, it’s 0 of course.

Gear

This is one area where this build can vary quite a bit. My goal was to have as much MF as possible, but while still being battle capable. Hence the guide will go on that idea. I’m listing mostly uniques here, but sets, rares, magic items can all be used, it just depends on the mods. I’m also not going to list the super rare items like .08 items or Griswold set items. Everything in here can be easily found and traded for.

Helm

Best: StealSkull. Without a doubt: 10%IAS, 10%FHR, 5% life leech, 5%mana leech, high defense (~240) plus base 30-50% MF. This is the best helm if you’re looking to maximize your MF. (socket with Ptopaz, or IST if you’ve got sojs to burn)

Others:

VampGaze - good leech, dr, but no MF

Shako – good MF, good +skills, life and mana. However, the Avenger doesn’t need +skills, +life/mana as much as it needs good leeching. With Stealskull you’ll leech far more than the +life and mana bonus of Shako will give.

Tals Helm – real nice stats, but NO MF. However, it’s very common (hence cheap to get) and has some great mods. Probably the best ‘starter’ helm there is.

Weapon

Best: Baranar’s Star. I say Baranar’s star because it’s common enough where everyone picks one up. It can be traded relatively easily and has such great mods that it’s hard to resist.

Other bests: Because Vengeance goes off the base physical damage of the weapon, the higher your weapon does the more you’ll do overall. So, items like Schaefer's Hammer, Cruel Mythical and Cryptic Swords, Fury items, Ethereal + cruel + zod items too. Lots of leeway here.

Other: Whatever you can find with high physical damage. That’s most important. Various exceptional axes, swords and maces will also be acceptable. I also suggest checking the fps tables to ensure that you have enough IAS to get a good fps attack. I recommend at least 5 fps for Zeal, and 9 for Vengeance. Though 4 fps and 9fps respectively are ideal.

Armor

Best: Skullder’s Ire. +1 skills, + huge MF bonus based on character level.
2nd Best: Tals Armor, nice MF bonuses plus some really nice resists. This is listed 2nd best because a) it’s uncommon b) not as much MF possibilities as ire.

Other: Wealth Runeword armor. This gives a nice MF bonus.

Shield

Best: Herald of Zakarum. Not going to waste too much time here, it’s the best common shield, period.

Other: whatever shield you can find with good resists, perhaps plus skills, faster blocking, etc.

Gloves

Best: Chance Guards. They have two good mods, 1 is the up to 40% MF, which is great, and 200% extra gold. This is useful for repairing items as well as gambling.

Other Best: There are many other rare/crafted gloves that have some excellent mods on them. Leech, IAS, mf, resists, etc. These can all be found if you look/try hard enough.

Other: Laying of hands. I say laying of hands because of the IAS bonus, but also the huge extra damage to demons. Many characters that you will deal with in MF runs are demons, so these will help you take them down much faster. You won’t get an MF bonus, but sometimes you have to sacrifice damage for MF.

Belt

Best: Goldwrap. IAS and 30%MF.

Other: Rare, Crafted or Magic belts with MF. I listed goldwrap as best because of the IAS and high MF%. Other options are high MF% with good resists. There are many good belts out there, like thundergods and the like, but none of them include MF, so I won’t list them out.

Boots

Best: War Traveler 50%. Hands down, no doubt, no other compares to these for this build. 30-50%MF, +10 strength and vitality, and my favorite mod: 15-25 damage. What this means to an Avenger is that both vengeance and Fanat both effect that 15-25 damage. So, you’ll get an extra 250-400 damage or so after all skills.

Other: War Traveler < 50%. These boots rock.

Other Other: rare, crafted or magic boots with MF and resists. A high r/w is also very useful here. If you feel you’re not doing enough damage early on, then gore riders are another option.

Rings

Best: rare/crafted, +life leech, +mana leech, MF and resists.
Other: Nagelrings have a good amount of MF on them up to 30. They are also very common can be often be traded for with chips or gold.

I suggest having at least one ring with life leech and other good mods. You’ll want to have good life leech overall, beyond just the stealskull, so if you don’t have it on other gear, get it here.

Amulet (MAIN):

Best: rare/crafted. +life leech or +mana leech, MF and resists.

Other: Highlords, Maras, Eye of etlich, etc.

Much like rings, you’ll want to get life leech and resists with your amulet. Finding high MF is difficult with amulets for a Paladin, so you may want to treat your amulet as a ‘battle’ item in that it will help you do more damage and stay alive longer. Crafting amulets is a good way of getting some excellent mods.

Amulet (TELEPORT)

Best: An amulet with teleport charges, and other good mods, r/w would be great.

More on why a teleport amulet is so important is listed below, but trust me, it’s good.

Note on Gear: I realize that many of these items are going to be costly to any given person if they are just starting out. I do realize that and that’s why I say they are the best items. What I should suggest is get the more common items by just doing chip runs, or collecting Pgems with other characters. You can take those items and easily trade for things like chance guards, goldwrap, nagelrings, low mf stealskull, etc. That’s how I originally started my first MF Paladin, I just ran around for chips, traded around 500 of them, (yeah, I was hella broke) and based my gear on those. You’re building an MF character, so with time, you’ll find more tradable items and you’ll be able to replace gear as you go along. Unlike other builds, this one can easily be upgraded over time. Keep in mind that there are many good rare/crafted items that can be made in the game. It’s quite possible that you’ll find some with much better mods then the items that I’ve listed above. If you do have them, great, enjoy them you lucky pally. In other words, there are many options available, and I’ve just listed a few

Weapon Switch Gear

The general idea here is that you use your main battle gear to knock Meph down to a very low life, then use a weapon switch weapon to inflict the final blow, hence you need weapon switch gear:

Weapon (zeal/vengeance):

Best Common: Blade of ali baba. It has relatively poor damage, but great MF mods. With the two sockets, add in either 2 ists, which is ideal, or rare/magic jewels with MF and other secondary mods.

Other: not sure if there is anything else, gull dagger just does way too little damage. If it doesn’t have MF, then there’s no point really.

Shield

Best: if you want to max MF, but still have good mods then I recommend the Rhyme runeword (Shael+Eth), it gives +MF, resists 20% blocking, 40% faster blockrate, cannot be frozen among other things. This is a great runeword to use, I suggest finding a Paladin specific shield with either base resists or +Enhanced Damage. I chose resists for myself, but ED is acceptable here since an ali baba has little damage. This will be personal choice depending on style of play. Shael and Eth are both easily found or traded for.

Other: Another HOZ. Lidless, Pally specific, etc

Weapon (Smite)

Another option to using Vengeance and/or Zeal is to use smite. You can use the same shield as recommended above, but finding one with high smite damage is more essential. Any of the elite paladin shields will work well. Since the build thus far has suggested maxing fanat and a high level of holyshield, you're 2/3 of the way done for a smiter. You need some points into smite. Smite does not leech though, so if you are low on life, don't rely on getting any life back if you weapon switch over, stick with your battle gear or use potions first.

Best: gull dagger. Good speed, and very good MF. Depending on other gear used, you can either add a shael, IAS/mf jewel, mf +other mod(s) jewel, or an ist.

Other: any item with good speed and some mf. a 6-socketed phase blade with ists/ias jewels/other could give you up to 180%MF by itself, though the initial costs would be high.

Shield

An elite paladin shield with Rhyme runeword. Exceptional may also work, but this would depend on your total skills in smite, fanat and holy shield. ED% doesn't work with smite, so go with resists only for the base mods. And 30%ED on a gull dagger won't do any good for vengeance and/or zeal.
Other: an extra HOZ, while it gives no MF, unless socketed that way, still has such great mods that it will make for a good enough Vindicator shield.

Sets / Combinations

The tal rashas set will give a bonus of 65%MF if you equip 3 items.
The armor has these mods:
+400 Defense
Requirements -60%
Magic Damage Reduced By 15
Cold Resist +40%
Lightning Resist +40%
Fire Resist +40%
88% Better Chance Of Getting Magic Items

Belt

Requirements -20%
37% Damage Taken Goes To Mana
+30 To Mana
+20 To Dexterity
10-15% Better Chance Of Magic Items

the helm, which I recommend over the amulet:
10% Life Stolen Per Hit
10% Mana Stolen Per Hit
All Resistances +15
+45 Defense
+30 To Mana
+60 To Life

in total that's +60 mana, +60 life, +20 dexterity, 55/55/55/15 resists, and up to 103 MF along with the 65% bonus = 168MF. The unfortunate part is that tals armor is very rare and may be difficult to acquire (costly too). However, it does have some very nice mods, though you may want to use 20%ias gloves/amulet in order to maintain the 4fps zeal with a shaeled Baranar's Star.

Sigons set

Sigon's Sabot (boots) will get a 50% bonus for MF if you use 3 set items with it. I'd only recommend this if you're an absolute beginner, because you'd be giving up much equipment for that 50MF. If you do go that route, at least use the gloves, because that will give you the 30% IAS bonus along with 10% life steal (2 set item bonus).

Tancred's Set

Tancred's Weird (amulet) will get 78%MF if equipped with one other item. Most often this is used in conjunction with the boots, which will also receive 30% r/w with 2 items. While that's good MF to have with just 2 items, you're also sacrificing a lot because the other mods aren't that useful. But, as a beginning option, it's viable.

Almost Ready

Ok, you’ve got your list of stats, gear, etc all ready, now how do you prepare yourself. I recommend starting your MF runs at no lower than level 70. At this level you should be able to equip yourself with all of your gear and be strong enough to tackle Mephisto. As far as how do you get that high . . . doesn’t matter to me. If this is your first Avenger than I suggest that you do all/most of the quests so that you can familiarize yourself with the character and how best to use him. If not, then you can also have someone rush you through and just leech on cow runs. It’s up to you and beyond the moral scope of this guide to suggest your options.

You’ll notice that I recommended zeal, stealskull and goldwrap for a very specific reason. Along with this I also suggest shaeling your Baranar’s Star. This will give you a total of 40% IAS bonus. With level 20 Fanat and 40% IAS, you’re able to reach a 4fps Zeal. While this is an Avenger build, you will still need to use zeal on occasion. Zeal will provide you a very efficient method of leeching life back among other things. Most often this will be used when your life or mana is running really low and you need to get either back up to a better level. This is also useful for dealing with the occasional PI creature that you encounter. With the high mana cost of Vengeance you may not have enough mana left over to take him down. Depending on your gear, you should keep in mind that having a 4fps zeal is always a good thing. (IAS gloves can be useful too) However, if you use Schaefer's Hammer, don’t sacrifice your MF gear to get 4fps, it’s just not worth it.

Also, in order to achieve 8fps with baranar's star and vengeance, you'll need an extra 15%IAS with lvl20 fanat. Having the extra 20% from Stealskull and goldwrap, you'll hit this mark. A shael will also get you to that mark as well. So, with bstar, have at least 15%ias somewhere to get 8fps

Socketing

Socket everything. There’s no reason not too, Ptopaz’s are very easy to come by as well as socketing quests. Ists are the ideal socketed item, but topazes will give you good mf in all but weapon cases. Ums provide great resists and I suggest them for your battle shield.

An MF build is a balance between having good MF gear but be able to still do enough damage to survive. It’s difficult to give an accurate template for exactly how this should come about, but if you are doing runs very easily, then swap for more MF gear. If you keep dying then take off MF gear. Keep doing this until you have reached the maximum runs/time.

If you’re doing a Meph run in 1.25 minute or so of time, then you’re doing well, however, if it takes you like 5 minutes then something needs to change.

Note: if you need the life leech, then an AMN in your weapon will help out a lot. If using a baranars you'll need an extra 20% ias from somewhere else to keep your attack at 4fps.

Inventory

I have my inventory set up as 35 small charms, my teleport amulet and 1 cube. When I find items I simply place them into the cube, and ID them when I go back to town. Thanks Cain. This is a bit extreme, and having 2 tomes for portals and id scrolls is recommended for all but the most hardcore mfer. Some suggest leaving a 2x4 space for picking up items, but that’s 56% MF you could be missing, not to mention the resists or any other special secondary mods.

Belt

I have 3 town portals in the far right slot of my belt. I don’t use these very often except when I have an immediate need to go back to town, usually for Cain to ID things which I don’t have enough space for. I’ll often use these for Baal runs if I’m poisoned so much I can’t recover quickly enough for my liking. And when I’m doing Meph/Pindle/Baal runs. For the most part you’ll enter game, have Cain ID, kill Meph, pick up items, save and exit game, then repeat. You should also have some rejuvenation potions within your belt just for safe keeping. It’s rare that you’ll use them, but why take the chance. You may also keep extra potions, like the anti-dote potion or thawing potion within your belt slots. ID scrolls can also be placed there. The basic idea is to have as much MF in your inventory as possible.

MEPH and friends

Ok, now you’re ready to take on the big guy, this is where your teleport amulet comes into play. The council members in durance 3 are a pain sometimes, and for the most part the time it takes to kill isn’t worth the drops you’ll get. Hence, I say forget killing them, just go around them. When you enter the durance 3 stairs, simply swap your Main amulet for your teleport amulet run around the council member and jump over the moat of blood there. Stay within a safe distance from Meph, swap your main amulet back on and go kill Meph. It’s as simple as that. However, it’s a very good idea to have this amulet. You save a large amount of time doing it this way. My amulet costs 146K to repair 25 charges. While this may seem like a lot, Meph often drops gold, and will frequently drop items worth $35K, so it’s not that hard to do. Right now my Avenger has over 1 Million gold on him, just from MF runs.

So, you’ve avoided his council friends and now it’s time for a little one on one engagement. First thing to do is cleanse (the skill) yourself if you’re been cursed in any way. This doesn’t always happen, but it can sometimes. Switch to Conviction and zeal as your skills. Run towards Meph and check for Conviction. If it has set on him, then switch to Fanat and vengeance. If it hasn’t then do one or two zeal attacks, and by the time that is done, you should be set with Conviction. The basic idea is to get a few quick hits on him so that you can refill your life/mana bulbs if you need it. If you’re full, then you don’t need too. Now attack with vengeance and Fanat, do this until he is close to dead. When that occurs you should switch over to your MF weapon and shield and finish him off. Depending on your gear, he may/may not have Conviction still on him. After doing some runs you’ll get the idea of where you are as far as damage goes. If you find that you’re slow and that Conviction wears off, then you can a) turn Conviction on before/after weapon switch or b) not care and just take him down with MF weapon. With my gear I usually find that he’s still got Conviction or is so close to death I just swing away with MF weapon. Once he’s dead, rake in your new found treasure, save and exit and do it all again . . and again . . and again.

No Amulet

Since you may not have an amulet immediately, there are ways to avoid the council members to a point. You can just run around the very edges of the wall towards the left or right and you will often skip right past them without noticing. This strategy usually requires killing at least one council members, sometimes more. You may also run into another pack of wild beasties, which may require a smack down as well. It’s not ‘hard’ to do, but it will take time. The time you save with the teleport amulet far exceeds the time in running around, IMO.

Friends

Similar approaches can be taken with most bosses. Use Conviction, then Fanat and Vengeance and you can take most of them down easily. If you want to do Baal runs, then I suggest that you equip yourself with something that will handle cold attacks, hence ‘cannot be frozen’ items. Ravenfrost and a Rhyme shield are the 2 best options for this. You can still take him down, but occasionally that slow makes life much harder than you’d like to have it.

Baals minions (I’m talking about the Godzilla beasts here) are really the only problem you may ever have while MFing. Those big old brutes can do some serious damage to any Paladin, MF or not. Strategies can vary, but one that always works is similar to Meph, DON’T Fight them. You can easily lure the minions away from Baals throne. I try for the room below the main throne area. Once they’re far enough away, simple put your Teleport amulet back on, teleport over the wall and away from them. Put your main amulet back on (I forget this all the time for some reason), and go onto Baal himself. It is possible to take the minions down, but it is more difficult, the time vs. rewards just isn’t there for me usually.

Mercenaries

You may have noticed no mention of mercenaries above. That’s because I’m still undecided about them. Hypothetically, if you let the mercenary make the kill it adds your MF to his and you get a much higher amount. However, giving them a lot of MF gear usually means that they are weaker and in the long haul, they die often. Simply put, for Meph, you don’t need them. I’ve used an act I rogue and an ACT V barbarian. I use the barbarian currently, but that’s mostly when I’m feeling really lazy against Meph and I don’t want to pay attention much, I bring him on as a distraction. He wears Doombringer, Arreats Face and Shaftstop, so he does quite well in battle. Especially when I give him concentration and then Fanat. Damn he does good damage. For someone with just ok gear, a mercenary can definitely help you do more damage overall and give the bosses someone else to deal with. A might mercenary could also be very useful in that he would up your damage quite a bit, especially if you go with an ethereal and/or cruel item. I’ll summarize with: personal choice.

Difficulty

The best MF is in Hell, but the hardest monsters are in hell too. If you’ve got good gear you should be able to handle Hell fairly easily. If you’re just starting out ( or no teleport amulet), then you can also do NM runs. All the same rules basically apply, but it’s much easier to kill all the monsters. You probably can handle the council members and Baals minions much easier though. Many of the popular items are available in NM, so NM isn’t a ‘bad’ idea, however, the fruit is much juicier in Hell, so go there if you can. Unless your best gear is a cracked short sword, then you shouldn’t bother with Normal.

My MF paladin: xer_Avenger

Note: there is an appendix below which lists the default stats for my items.

Level 92

Strength: 206 (160 without gear) Higher than needed so I could hold 2 handed weapons.
Dexterity: 145 (130 without gear) Higher than needed so I could hold weapons and have very good AR and DR.
Vitality: 280
Energy: 15

Stamina: 1287
Life: 1080
Resists: 75/75/75/75

Bstar (shaeled) and HOZ
Veng + Fanat Damage = 2126-3314
Zeal + Fanat damage = 1130-2040

Veng + Fanat AR = 4757 – 85% chance to hit Meph, no Conviction
Zeal + Fanat AR = 3505 – 81% chance to hit Meph, no Conviction

Blade of ali baba (2 jewels) and rhyme protector shield (all resists 62)
Veng + Fanat Damage = 681-1136
Zeal + Fanat damage = 366-609

Gear

Baranar’s Star (shael)
StealSkull (50%MF base, 74% w/Ptopaz
Skulders Ire (Ptopaz)
HOZ (UM)
Chance Guards(39%MF)
Goldwrap (30%MF)
War Traveler(47%MF)

Weapon Switch

Blade of ali baba (2 jewels w/ various mods, +18%MF)
rhyme protector shield (all resists 62)

Jewelry

Rare rings: leech, fire resist: 7, cold resist 17 and 30%MF
Ammy1:
+2 pally skills
5% life leech
+8 life
+22/21/24/20 resists
17%MF
Ammy2:
Level 2 teleport (25 charges)
+13 AR
+59 to life
+15 all resists
DR 2

Charms

2 r/w charms with light resist
7 6%mf charms, all with 2nd mods, resists, either +all, or +element
23 7%mf charms, some with 2nd mods, resists, +damage,
1 4%mf charm with good poison resist.

Main skills

Vengeance:27
Holy Shield: 25
Zeal: 8
All other combat skills:8 (+1 skill point , +7 from items)

Fanat:25
Conviction:25
All other offensive auras:6 (+1 skill point , +5 from items)

All defensive auras:6(+1 skill point , +5 from items)
Note: except the 3 elemental resists, which have 0.

Appendix for default gear stats

Baranar's Star
Devil Star
One-Hand Damage: 132 To 162 (147 Avg)
Required Level: 65
Required Strength: 153
Required Dexterity: 44
Durability: 172
Base Weapon Speed: [10]
+200% Enhanced Damage
150% Damage To Undead
Adds 1-200 Fire Damage
Adds 1-200 Lightning Damage
Adds 1-200 Cold Damage
50% Increased Attack Speed
200% Bonus To Attack Rating
+15 To Dexterity
+15 To Strength

StealSkull
Casque
Defense: 192-248.2 (varies)(Base Defense 63-72)
Required Level: 35
Required Strength: 59
Durability: 24
+200-240% Enhanced Defense(varies)
10% Increased Attack speed
10% Faster Hit Recovery
5% Life Stolen Per Hit
5% Mana Stolen Per Hit
30-50% Better Chance of Getting Magic Items(varies)

Skullder's Ire
Russet Armor
Defense: 587.6-732 (varies)(Base Defense: 225-243)
Required Level: 42
Required Strength: 97
Durability: 90
+160-200% Enhanced Defense(varies)
Repairs 1 Durability In 4-5 Seconds(varies)
+ (1.25 Per Character Level) 1.25-123.75 % Better Chance Of Getting Magic Items (Based On Character Level)
+1 To All Skill Levels
Magic Damage Reduced By 10

War Traveler
Battle Boots
Defense: 100-139.2 (varies)(Base Defense: 39-47)
Required Level: 42
Required Strength: 95
Durability: 48
+150-190% Enhanced Defense(varies)
25% Faster Run/Walk
+10 To Vitality
+10 To Strength
Adds 15-25 Damage
40% Slower Stamina Drain
Attacker Takes Damage Of 5-10(varies)
30-50% Better Chance of Getting Magic Items(varies)

Chance Guards
Chain Gloves
Defense: 24.6-26.7
Required Level: 15
Required Strength: 25
Durability: 16
+20-30% Enhanced Defense(varies)
+15 Defense
+25 To Attack Rating
25-40% Better Chance of Getting Magic Item(varies)
200% Extra Gold From Monsters
+2 To Light Radius

Goldwrap
Heavy Belt
Defense: 33.4-35
Required Level: 27
Required Strength: 45
Durability: 18
+40-60% Enhanced Defense (varies)
+25 Defense
10% Increased Attack Speed
30% Better Chance Of Getting Magic Items
50-80% Extra Gold From Monsters (varies)
+2 To Light Radius

Herald Of Zakarum
Gilded Shield
Defense: 362.5-507 (varies)(Base Defense: 144-168)
Required Level: 40
Required Strength: 104
Durability: 50
Chance To Block: 75%
Smite Damage: 20 To 28
(Paladin Only)
+150-200% Enhanced Defense(varies)
30% Increased Chance Of Blocking
30% Faster Block Rate
20% Bonus To Attack Rating
+20 To Strength
+20 To Vitality
All Resistances +50
+2 To Paladin Skill Levels
+2 To Combat Skills (Paladin Only)

Blade Of Ali Baba
Tulwar
One-Hand Damage: (27.2-37.4) To (57.6-79.2) (42.4-58.3 Avg)
Required Level: 35
Required Strength: 70
Required Dexterity: 42
Durability: 32
Base Weapon Speed: [20]
+60-120% Enhanced Damage(varies)
+ (2.5 Per Character Level) 2.5-247.5 % Extra Gold From Monsters (Based On Character Level)
+ (1 Per Character Level) 1-99 % Better Chance of Getting Magic Items (Based On Character Level)
+15 To Mana
+5-15 To Dexterity(varies)
Socketed (2)

MACK

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