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Mar 17 2010 02:51pm
Professor's PvP Mage Guide
Version 4.0


Introduction
The Mage, a paladin hybrid that uses Blessed Hammer (BH) + Fist of Heavens (FoH). This is one of the hardest paladin to learn to use and operate to its potential. But if played right, it has the capability at dueling just about every class and winning. Since this is "my" guide, i'll tell you how to build a mage "my" way. While its not the only way, its a good starting platform for making your own unique mage paladin.

I've been playing paladins since 1.07 patch and its probably my best class and favorite out of all the characters in the game. I know much about paladins and i have vast experience and knowledge with many types of paladin builds such as Hammerdins, Mage, Liberator, Vanquisher, Cleric, Zealot, V/T, Smiter, Zealot, Crusader... just to name a few. I was a member and manager of Temple PvP for many years and dueled Paladin v Paladin quite a bit in that time. I hope you enjoy this guide. Its based on my level 97 Mage named Professor.


Abbreviations
FOH = Fist of Heaven
BH = Blessed Hammer
STR = Strength
DEX = Dexterity
FHR = Faster Hit Recovery
FCR = Faster Cast Rate
Dmg = Damage
HP = Hit Points aka Life
Res = Resist
DR = Damage Reduce %
MP = Mage Plate



Stat Placement:
Strength = None
Dexterity = Enough for Max Block
Vitality = All Leftover Stat Points
Energy = None



Objectives:
-75% FCR
-27% or 48% FHR
-9,000 + Hammer Dmg
-5,000+ FOH Dmg
-Max Res in Hell
-Stacked Light Res
-Max Block
-4,000 + HP
-500 + Mana
-DR Setup vs Physical attackers



Skills:
The following are three different skill setups you can use. Each resulting in different damages using +18 paladin and +11 combat skills.
I personally use the second skill set 9,185 hammer / 6k+ FOH.

Keep in mind, this build finishes up at level 96, but i have included optional placements if you want to be 97, 98 or even 99!

Note: All of the following have
+1 Holyshield
+1 Conviction

10142 Hammer , 5k+ Foh =
+18 Hammer
+7 Concentration
+20 Vigor
+14 Blessed Aim
+13 Foh <--Add here @ lvl 97, 99
+18 Holyshock <--Add here @ lvl 98

9185 Hammer, 6k+Foh =
+17 Blessed Hammer
+5 Concentration
+20 Vigor
+13 Blessed Aim
+15 Fist of Heavens <--Add here @ lvl 97, 98, 99
+20 Holy Shock

8075Hammer, 7k+Foh =
+15 Hammer <---Add here @ lvl 97,
+4 Concentration <--Add here @ lvl 99
+20 Vigor
+11 Blessed Aim <---Add here @ lvl 98
+20 Fist of Heavens
+20 Holy Shock



Charms:
9 x Paladin Combat of Vita GC
10 x 20Life/11 Light Res SC
Anni
Hellfire

Why not 20/5 sc's?
The problem i have with them is they give you 50 all resist when using 10 charms.
-50 Stack vs cold will do nothing since it takes approx. 400 stack to negate a cold attack from a sorc.
-Stack doesn't help much vs fire since fire is negated by "max" resist gear such as hotspurs or nokozan or Vex rune to reach 95% max.
-Poison isn't a factor at all.
-You need upwards of 325 stack to stop foh from hurting you. Therefore since your gear in this build has plenty of other resist, you should aim for the 20/11 Light Res Sc's.

Also in terms of opponents, there are more lightning based characters then fire and cold that you will encounter.
Trappers, CS zon, Light Sorc, Nova Sorc, Pure Foh, Foh Hybrids and even Auradins.

Logical choice here is 20/10-11 Light res sc's.


Equipment:
The above skill set was based on the following gear setup, use the following gear for a starting point and modify for a DR setup.

Standard Setup:

Helm: Griffons (5/5 facet)
Armor: Engima MP
Gloves: Bloodfist
Boots: 08 Rare Duped Boots (Imps, Ospurs , Wbs etc..)
Belt: Spider
Ring: Soj
Ring: Bk
Ammy: Maras
Weapon: Hoto
Shield: Hoz (5/5 Facet)
Switch: CTA Scepter with Meditation (or Foh/Convic skills) + Spirit Shield

Setup Notes:
*75% FCR, 48%FHR, 8% DR, Stacked Res, Stacked Light Res, Max Block

*Notice this setup doesn't offer much in the way of DR. That is one of the switches that i use. Not all duels need DR.

*To convert this setup into 125% FCR add a 20% FCR ammy and Magefist or Trangs Gloves

*HoZ vs Spirit shield, HoZ offers you greater +skills, better block rates, less dex to reach max block, and doesn't cost tons either. With a mage, you want as many skills as possible so hoz is the logical choice.

*FHR: Look, there should be no debate about this, you simply don't need 86% FHR on a Paladin. Paladins have the best FHR in the game hands down.

Paladins reach frame 6 quite easily with 27% Fhr, Compare that to other classes:
15% = Frame 7
27%= Frame 6
48% = Frame 5
86% = Frame 4
(Barbarians and Assassins have same FHR table as Paladins)

Sorceress:
142% = Frame 6
280% = Frame 5

Necro:
86% =Frame 6
152% = Frame 5

Amazon:
52%=Frame 6
86% = Frame 5

Druid Human:
99% =Frame 6
174% = Frame 5

So as you can see, a paladin can achieve frame 6 at 27%. No other classes in the game really reach higher then that (barb/sin are same as paladin for FHR).

What overall FHR do i recommend you get?
Answer : 48% or 27%. No more/ no less.






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Mar 17 2010 02:52pm
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Damage Reduce Setup:

Helm: CoA (Ber Ber)
Armor: Engima MP
Gloves: Trangs or Magefist
Boots: 08 Rare Duped Boots (Imps, Ospurs , Wbs etc..)
Belt: Spider
Ring: Bk
Ring: Soj
Ammy: Rare with Skills, Life, Mana, Resist, Stats (FCR is optional here) I personally use Shadow Knuckle for this setup.
Weapon: Hoto
Shield: Hoz (7% FHR Jewel with Stats and Light Res)
Switch: CTA Scepter with Meditation (or Foh/Convic skills) + Spirit Shield

Setup Notes:
*75% FCR, 27% FHR, Up to 39% DR (54%Dr with fade), Stacked Res

*Shako is a cheaper option for a helm if you can't afford a COA, or don't have enough strength. Ber it for a dr setup, or Jah it for a higher life build. If you Jah it, you can use dual bk rings since you have enough mana from the shako.

*Shako will increase hammer damage but drop Foh about 1,000. You end up with about 9.7k hammer using Shako and 5,400 Foh.

*Fade gives 54% DR along with 60 all resist. Making it a formidable increase for your build.

*You could also Substitute for a 20% FCR Ammy here and use Bloodfist Again, then Socket HOZ with Ber.

*This setup does not offer 125% FCR

*This setup is very balanced in terms of life / damage / mana / FHR and overall effectiveness in public or private pvp.





125% FCR Setup:
If you must play 125% Fcr for your main setup; here is a good equipment setup to do so.
This setup is one that SexualMayhem uses on his Mage.
Helm = Berber coa
Ammy = 2/10/20+str/life/mana amulet
Weapon = Hoto
Armor = Enigma
Shield = Spirit ST
Gloves = Trangs
Ring = BK
Belt = Spider
Ring = Soj
Boots = 08 Duped Boots with Tri Res

Setup Notes:

*you have 39% DR always
*Stacked Resist
*125% FCR speedy aggressive attacks are possible




Extra Stash Items Not Listed Above:
T.Gods
1 Whisp
Lo Hoz
Lo Griffons
Wizardspike with Light Res/All res Jewel
Tretchery MP
2/20 Ammy
10% FCR Ring with Light Resist, Life, Mana, All resist
Hotspurs
Nokozan Ammy
1 Dwarf
Grief Phase Blade (optional item)


Suggested Hotkey Placement.
Z = Hammer
X = Charge
C = Concentration
V = Vigor
S = Conviction
A = Foh
D = Teleport
Q = Smite
F1 = Holyshield
F2 = Battle Orders
F3 = Battle Command
W = Weapon Switch
E = Show Stat Screen
F4 = Meditation
F5 = Cleansing
B = Oak Sage (if necessary, pick another hotkey)

125% vs 75% FCR

I know this is going to be brought up in discussion so here you go, some Pros and Cons:
125% Pros:
*Fastest Paladin Cast Speed
*Able to dish out more Damage Per Second
*FHR is usualy taken care of by Spirit Shield
*Able to "Tele Stomp" Easier
*Good for Offensive play style

125% Cons:
*Uses Mana Faster (mana pots chug chug all day)
*Generally you end up with Less Life overall
*Less +Skills (which isn't good for a mage)
*Block rate is usually worse with Spirit Shield
*Takes additional Dexterity to reach max block compared to Hoz
*Sometimes takes additional gear slots up to reach 125 fcr, when you need those slots for +skills
*Sometimes the Offensive minded play style means you die more.


75% Pros:
*One frame slower cast, but still effective if used right
*Better balance of Cast speed, Damage, Life, Mana
*More Flexible with Gear variety. (Not locked in on certain items ie: Spirit shield)
*Higher Damage due to less gear slots for FCR items
*Better block then Spirit shiled (if you use HOZ)
*Good for a Defensive Play Style

75% Cons:
*Slower then 125% FCR
*Loose FHR from Spirit Shield
*Can't Tele stomp easily
*Offensive Hammer attacks are difficult sometimes (not always true if played right)
*When you are outnumbered, sometimes you need faster cast to defend your self easier.


Now i'm not saying one is better then the other, i prefer 75% FCR on a mage. Its up to you to decide which you prefer and what you want to accomplish.



Extra Information about Skills:

-FoH: Put this always on Left Click Hotkeys. If you left click near the opponent in "space" it will Auto Target the Opponent and Hit it. NL isn't necessary for Foh. However, if you do get a name lock, it generally goes approx 3-4 screens away.

-If you use Concentration, you may not be desy'ing every time you charge, but you could just be moving super fast.

-If you use Vigor you will desy more often.

-If you initially are using Vigor and Charge, Then when placing a hammer use conc. This will give you desy movement, and still maintain consistent hammer damage when attacking.

-In order for hammer to maintain that high hammer damage, you must keep on conc.



How to Resist Fire, Cold and Lightning:

-If you want to completely nullify any fire or lightning attack the key is to get 95% Resist + some Absorb

-If you want to completely nullify cold sorc get 400%+ Stacked Cold Resist + a little absorb. Max is useless

-If you want to Tank Foh better because they are owning you in pvp, get more +Stack (wizardspike dagger helps sometimes) and toss in 95% Max


Brief Dueling Strategies:

-Look i'm not going to post every single possible situation. This build isn't for the new paladin player, you should hopefully have some experience dueling with paladins prior to building a Mage. Most of the readers are not stupid and i'm not going to waste your time by posting information the vast majority of people already know. So here is some brief crumbs of information and helpful hints. If you are confused on how to duel a certain class, post a reply and i'll answer it.

-If bow zons give you problems, switch to DR setup, use Grief and turn on your Holyfreeze, Charge and Foh should kill most bow zons.

-Generally during a duel, i like to play defensive and let the other person make an error. I use Foh as my offensive attack and lure, and keep a hammer field around / near me at all times.
People tend to get annoyed or injured from foh, so that forces them to make a move to you, by either teleporting on you, or getting too close to hammer fields.

-Even if foh doesn't do much or any damage to an opponent, the fact you are foh'ing triggers ideas in the persons mind that you have weak foh, therefore i can attack you. Which is a mistake on their part, because you have hammers and can kill them.

-Tri hammer fields offer good coverage and protection for you. Moving your paladin in a small to medium sized triangle and hammer at each point on the triangle, do this a few times for a better coverage hammer field.

-Start to charge with vigor on an object in blood moore, propel your self around the object and aim for your target area. This will cause you to go into desy more easily and you can do a sneek attack. Best things to charge around hugging the sides are the black pits and rocks in blood moore.

-Hammers shoot upwards, so if somebody is following you, move your Mage south and hammer as you go.
Same goes if people try and teleport on you, Hammer and move south when you do. If you can't move south, get in a position to do so.

-In a duel, you should try and take the southern position on the battlefield. This will benefit hammers more and help you win battles easier since hammers fly out of you north, and move south in a circle.

-To tele stomp like the pros, desy from far away and get a good name lock before you come out of desy, immedieatly teleport on the person and cast 1-2 hammers and get out. Lead out with an Foh, and move away to strike again.

-If a person is chasing you with charge, try zig zag hammer patterns along the way. Remember to move south if possible.

-Vs Barbs and chargers (which include v/ts and smiters) you should walk, not run. This keeps your block full. Charge for movement only, or to escape. Not to initiate an attack. Barbs will smoke you if you try to charge/desy them. Foh from afar, have them come to your hammers if possible. If you must attack them, teleport in to attack, teleport out and send an foh on the way in and out.


The End
Thanks for Reading the Guide

PS: Special Thanks to TemplePvP, Gimmeitam, Clan Honor, FoodPoisoning, Rees, Marcus, SexualMayhem, YSoEz, Eric, Joe, Mickey and all those who have helped me along the way with paladins and mages!

This post was edited by HotCoffee on Mar 17 2010 03:14pm
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Mar 17 2010 02:55pm
9k hammer=horrible char
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Mar 17 2010 02:57pm
Quote (tudey @ 17 Mar 2010 22:55)
9k hammer=horrible char


Well yeah...
I made this char with 125 setup and I liked to play it, but the fact is that it only ruled in pubs and didn't really stand a chance in private nm duels.
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Mar 17 2010 02:59pm
Quote (Swash @ Mar 17 2010 08:57pm)
Well yeah...
I made this char with 125 setup and I liked to play it, but the fact is that it only ruled in pubs and didn't really stand a chance in private nm duels.


It does fine in private nm duels.
The foh isn't always a factor however, but if you toss on a shako you can reach 9.6-9.8k hammer which makes it still viable for private dueling.
I've dueled 1v1 many times and it works just fine for me.

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Mar 17 2010 03:02pm
Quote (HotCoffee @ 17 Mar 2010 22:59)
It does  fine in private nm duels.
The foh isn't always a factor however, but if you toss on a shako you can reach 9.6-9.8k hammer which makes it still viable for private dueling.
I've dueled 1v1 many times and it works just fine for me.


Well of course if you are a good hammer player, but it's still just a weaker hammer for most of the time. The foh barely tickles people who know that 75 lres doesn't make you IMORTÄL.
It's a nice char to play though. Also, you might want to mention to keep a grief pb in stash.
Member
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Mar 17 2010 03:02pm
Quote (HotCoffee @ 17 Mar 2010 22:59)
It does  fine in private nm duels.
The foh isn't always a factor however, but if you toss on a shako you can reach 9.6-9.8k hammer which makes it still viable for private dueling.
I've dueled 1v1 many times and it works just fine for me.


foh is just pure garbage vs anyone with stack, mage is just pure pubbuild really, 15k hammer is way better than 10k hammer in 1v1, killing chars in 2 hammers instead of 3 or even perhaps 4 is a huge huge advantage
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Mar 17 2010 03:04pm
Quote (Swash @ Mar 17 2010 09:02pm)
Well of course if you are a good hammer player, but it's still just a weaker hammer for most of the time. The foh barely tickles people who know that 75 lres doesn't make you IMORTÄL.
It's a nice char to play though. Also, you might want to mention to keep a grief pb in stash.


I think i had that in there somewhere :)

Quote
Extra Stash Items Not Listed Above:
T.Gods
1 Whisp
Lo Hoz
Lo Griffons
Wizardspike with Light Res/All res Jewel
Tretchery MP
2/20 Ammy
10% FCR Ring with Light Resist, Life, Mana, All resist
Grief Phase Blade (optional item)
Member
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Joined: Dec 1 2005
Gold: 1.50
Mar 17 2010 03:05pm
A mage is the epitome of spray and pray spamming. Spam a hammer field and foh
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