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Sep 10 2011 07:42am
The Avenger
My second guide @ d2jsp hope you like it and please give feedback thanks.

Description:
An Avenger is trying to defeat his enemy with the skills vengeance and conviction.
His high elemental and physical damage allow him to clear all areas and defeating every single monster.

Vengeance:
Our main attack is dealing the elemental on our weapon.
This means: The more physical damage on our weapon, the higher will be the elemental damage we're dealing.

Rising the damage of vengeance:
Weapon:
+X% ed
+X% ed / clvl
Rest of Equipment:
+xx min / +yy max

Rising only the elemental damage of vengeance:
All Equipment (including weapon):
+X% to fire/cold/lighting damage
+X all skills
+X paladin skills
+X combat skills
+X vengeance
passive:
-X% fire/lighting/cold resistance of enemies

Rising only the physical damage:
Equipment (except weapon):
X% enhanced damage
All Equipment (including weapon):
+X damage
+X% enhanced damage to Demon
+X% enhanced damage to Undead
+X DS (Deadly Strike)
+X CS ( Critical Strike)
passive:
+X% enhanced damage by auras
+X% enhanced damage via str/dex bonus

Calculations:
All without -%resistance!
A = base Min damage on weapon
B = base max damage on weapon
C = +% enhanced damage on weapon
D = total +min damage on equipment
E = total +max damage on equipment
VF = +% vengeance fire damage
VC = +% vengeance cold damage
VL = +% vengeance lighting damage
VD = vengeance-damage
F = +% fire damage on equipment
G= +% cold damage on equipment
H = +% lighting damage on equipment
I = min fire damage on equipment
J = min cold damage on equipment
K = lighting fire damage on equipment
L = max fire damage on equipment
M = max cold damage on equipment
N = max lightning damage on equipment
TD = total damage
Wmind = weapon minimal damage
Wmaxd = weapon maximal damage
Wed = weapon enhanced damage
Emind = equipment minimal damage
Emaxd = equipment maximal damage
Eed = equipment enhanced damage



open wounds (ow):
Open wounds is dealing damage over 8seconds caused by a hit with a melee weapon (including bows)
Open wounds stack , one open wound per hit is max theres no cap but over 100% is useless.
Damage per second is given by the following:
Character Level 1-15: 25 * (9 * Character Level + 31) / 256
Character Level 16-30: 25 * (18 * Character Level - 104) / 256
Character Level 31-45: 25 * (27 * Character Level - 374) / 256
Character Level 46-60: 25 * (36 * Character Level - 779) / 256
Character Level 61-99: 25 * (45 * Character Level - 1319) / 256
Example: lvl 99 char: 25*(45*99-1319)/256 = 306,25dmg/sec*8 = 2450dmg over 8seconds

deadly strike (ds) and critical strike (cs):
Deadly strike and critical strike (cs) work the same way and stack but can't be triggered at the same time.
Deadly strike stack and has no caps but all over 100% is also a waste.
ds and cs give the chance to make double damage.
Real chance to do double damage = Critical Strike + (Deadly Strike / 100) * (100 - Critical Strike)
Example 1: 80%ds = 80%chance of double damage
Example 2: 80%cs = 80%chance of double damage
Example 3: 80%ds + 20%cs = 20+(80/100)*(100-20) = 84%chance of double damage

crushing blow (cb):
Crushing blow drain life of an enemy.
Crushing blow stack, has also no cap but more than 100% is useless.
Out of the calculation you'll see cb is more effective in a p1 game.
100% /( 2*(Amount of players+1)) = life drain in percent of CB
Example: 3players in a game and 90%cb Monster with 10k life: 100%/(2*(3+1) = 12,5% = 1250 life

Block & Faster hit recovery (FHR):
Block: Can be increased by the mod: deflecting (15/10 or 30/20) and dexterity (max block is 75%).
Block-Lock: This means that the char stops his attack to block the enemy ones. The Paladin blocks the attack, this is called block animation.
The length of such an animation depends on the faster block rate (FBR), which will benefit from holy shield. The higher the FBR the shorter the block animation.


Faster hit recovery:
Fhr means the time your char need to recover himself from a hit he couldn't block.
A Stun attack (losing 1/12 of the own life) is called a heavy attack and you'll lose the orientation (the actual stun).
The higher the fhr the faster your char will find the orientation again.


Resistance:
In Hell we start with -100% resistance, to reach 75%@all, we need 175% resistance from our equipment.
If your doing the anya quest you'll get +10% to all resistance , so you for 75%@all we "only" need 145% to all resistance from our equipment.
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Sep 10 2011 07:43am
Attributes:
A paladin starts with these base attributes:

Per character level a paladin gets 2 life points, 1 stamina point and 1,5 mana points
Per point in Vitality a paladin gets 3 life points and 1 stamina point.
Per point in energy a paladin gets 1,5 mana points.
Strength is only for our equipment. The physical damage is rising by 1% per point (1,1% @ hammers), maxing it wouldn't be worth it.
Dexterity helps us getting max block and is raising the attack rating.
All left over stat points will be used in Vitality for a healthy boy.
Energy won't get even 1 point, because the avenger will be able to leech his mana need.

Skills:
Combat skills:
Vengeance: The avengers main attack, high mana cost and another problem is it's one of the slowest attacks of the paladin. -20points
Holy Shield: The Block booster. At lvl 16+ the block chance isn't rising constantly anymore. -~16points with equipment
Charge: We move with charge like electric man. -1point

Offensive auras:
Conviction: The main aura of the Avenger. It's decreasing the enemies resistance and defense. -~25points with qeuipment

Defensive auras:
Resist fire/cold/lighting: These are the 3 main synergies to vengeance. Also every second point in on of these is passive lifting up your max fire/cold/lighting resistance by 1. -min 30points or the left over skills
Cleansing: Decreases the time of poison and curses (very good for party play). Not a must -maybe 1point
Vigor: Increases the movement speed of the avenger and his party. Vigor+Charge is the fastest way to rush w/o enigma for us. Also not a must. -1point
Redemption: Gets life and mana out of dead enemies (good party aura, don't use if summoner is in game ^^). Useful since vengeance need a lot of mana. Also not a must -1point
Salvation: The 4th and last synergy for vengeance, it does not increase the damage that much. -0-1point
Note: An Avenger will never be done skilling because of his 4 synergies.

Equipment:
What should we look for at the equipment?
-High physical damage
-Max attack speed (google titan seal ias calculator for this calculation)
-Mana leech
-Life leech
-Can not be frozen mod
-Max/Min damage
-High block chance
-Faster hit recovery (48/86 should be reached)
-Resistance
-Damage reduce
-Life
-Mana
-Defense
-Strength
-Dexterity

Example Gear:
Weapon: Breath of the Dying
Armor: Chains of Honor
Helmet: Vampire Gaze 'shael'
Shield: Herald of Zakarum '15ias/ed jwl''
Boots: Sands
Gloves: Souldrainer
Belt: Verdungos
Amulet: Highlord's
Rings: rare/crafted, Ravenfrost
Charms: Max damage, combat skiller, Annihilus, Hellfire torch
9 frames per attack 2,77 attacks per second
50fhr (48cap)

Hirelings:

The best hireling for the Avenger is an act 2 merc with holy freeze (nightmare defensive)
What should he wear?
-Life leech (>10% is enough)
-Resistance
-(Can not be frozen)
-Damage reduce
-Faster hit recovery

Example Merc Gear:
Weapon: Eth Reapers toll
Helmet: Vampire gaze
Armor: Treachery

How to play the Avenger:
The Avenger is one of the strongest pvm chars.
He has no immunes and deals a lot of damage and if the equipment fits he can tank a lot of it too.
You'll have problems with mana burn monsters, run and let your merc kill them.
Remember vengeance is a 1 hit attack.

Showcase:
This is how an avenger could look like
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Sep 10 2011 04:11pm
The Griswold's legacy build:

Why Griswold's:
Griswold's set has a high amount of sockets + good stats on it.
Socking the set with damage boosting items make this a very viable option.
Also Griswold's Redemption allow you to hit the 8 frames per attack or 3.12 attacks per second.

Attributes:
Strength enough for equipment.
Dexterity enough for max block.
Left over into Vitality.
Not even one point into energy!

Skills:
Same as skill layout like the normal Avenger.

Equipment:
The Socketing is just an example but get sure to reach the 109 ias cap!
Weapon: Griswold's Redemption 'Lo-Lo-Lo-Ber'
Armor: Griswold's Heart '3x15/40'
Shield: Griswold's Honor '3xany rbf'
Helmet: Griswold's Valor '15/40-any rbf'
Gloves: Soul drainer
Belt: Wilhelm's Pride or another belt you like (wp has dual leech)
Rings: rare/crafted, Raven frost
Amulet: Highlords
Boots: Sands
Charms: Max damage, combat skiller, Annihilus, Hellfire torch
120ias (109cap)
8fpa/3.12aps .
50fhr (48cap)
@lvl 90 = 99%ds

The damage output seems pretty low but duo the 8x-9x%ds you do double physical damage nearly every hit.
Also the elemental damage is pretty high on Griswold's set.


Good Example Build from Master_Zappy:
This is nearly 1:1 copy from his pm.

Attributes:
Strength enough for equipment.
Dexterity enough for max block.
Left over into Vitality.
Not even one point into energy!

Skills:
Same as skill layout like the normal Avenger.

Equipment:
Helmet: Gface ias/ed
Amulet: Highlords
Shield: Griz shield with 15/15 for 45 ias 90 all res on shield with the best block around
Weapon: Death BA
Armor: Fortitude armor
Gloves: Loh's
Belt: Tgods/soe
Boots: War travs (with your 90%+ deadly, your better off getting more damage then a few % more gores offerings)
Rings: ravenfrost+dwarf
9fpa/2,77fpa
90%ds




Big Thanks to:
Master_Zappy
Chemiker
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Sep 10 2011 05:36pm
The entire first post seems a little irrelevent but other than that good guide
Also why do you have so much leech? Just leech on vgaze or the ebotdz should be more than enough
And why ebotdz over grief?
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Sep 10 2011 05:43pm
Quote (ranorn @ Sep 10 2011 07:36pm)
The entire first post seems a little irrelevent but other than that good guide
Also why do you have so much leech? Just leech on vgaze or the ebotdz should be more than enough
And why ebotdz over grief?


Grief's "+xxx damage" (or redeemer's, asteron's etc) does not work with vengeance.
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Sep 10 2011 05:45pm
Quote (ranorn @ Sep 10 2011 06:36pm)
The entire first post seems a little irrelevent but other than that good guide
Also why do you have so much leech? Just leech on vgaze or the ebotdz should be more than enough
And why ebotdz over grief?


Because the damage on grief doesnt transfer to veng mechanics. :banana:


example ;

Quote
(me)
Veng damage
Veng part
Assuming you've 200 str and veng was evenly giving you 400% per element

Grief pb ~33-35  (34avg)  33-35 * 400% = 132-140 for each elemental part. X 3 elements = 396-420 total ele dam
  The Phy part  33-35 * (1+2) = 99-105.  total phy (99-105) + Total Veng (396-420) = total damage of  495-525

Death (or botd) ba 173-510 -  (341 avg)  173-510  *400% =  692-2040 for each elemental part. x 3 elements =  2076 -6120 total ele dam
The Phy part 173-510 * (1+2) =Total phy  519-1530.+ total elemental =Total damage of  2595 - 7650

Doom ba 110-330 - (220)  110-330 * 400% =  440- 1320 for each elemental part x 3 elements = Total ele dam 1320-3960
The Phy part 110-330 * (1+2) =Total phy 330-990 + total elemental = total damage of  1650  to 4950






Quote (xXxSebixXx @ Sep 10 2011 06:45pm)
first of all thanks for the reply
The equipment is just an example!, i never said botd over grief ^_^
The entire first post explains basics about vengeance, why should it be irrelevent?
And leech should be over 10% better would be 15%+, cause of immense mana cost and life leech for staying alive ^_^




You totally should say botd over grief, I will. At least for vengence :thumbsup:



I found that death alone provided all the mana leach I needed for the build fwiw

This post was edited by Master_Zappy on Sep 10 2011 05:53pm
Member
Posts: 10,738
Joined: Oct 12 2008
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Sep 10 2011 05:45pm
Quote (ranorn @ Sep 11 2011 12:36am)
The entire first post seems a little irrelevent but other than that good guide
Also why do you have so much leech? Just leech on vgaze or the ebotdz should be more than enough
And why ebotdz over grief?


first of all thanks for the reply
The equipment is just an example!, i never said botd over grief ^_^
The entire first post explains basics about vengeance, why should it be irrelevent?
And leech should be over 10% better would be 15%+, cause of immense mana cost and life leech for staying alive ^_^

if you would have read the first post you would see that your last question is irrelevent (does this word exist in English?)

This post was edited by xXxSebixXx on Sep 10 2011 05:49pm
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Sep 10 2011 05:47pm
Quote (Myrddrall9 @ Sep 11 2011 12:43am)
Grief's "+xxx damage" (or redeemer's, asteron's etc) does not work with vengeance.


it works but only at the physical part (like normal hitting with grief).

This post was edited by xXxSebixXx on Sep 10 2011 05:47pm
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Sep 10 2011 05:49pm
Quote (xXxSebixXx @ Sep 10 2011 07:47pm)
it works but only at the physical part (like normal hitting with grief).


I should have been more specific ^^, vengeance meaning the elemental portion.
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Sep 10 2011 06:06pm
Quote (xXxSebixXx @ Sep 10 2011 07:45pm)
first of all thanks for the reply
The equipment is just an example!, i never said botd over grief ^_^
The entire first post explains basics about vengeance, why should it be irrelevent?
And leech should be over 10% better would be 15%+, cause of immense mana cost and life leech for staying alive ^_^

if you would have read the first post you would see that your last question is irrelevent (does this word exist in English?)


Hitting 9k dmg with ebotdz i dont see the purpose of the extra leech on vgaze, especially when you can use guillaumes, netting more damage and more life + mana leeched back
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