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Dec 2 2005 01:32pm
conviction above the level of 25, as written in my guide, does not improve the radius or the -enemy resists any farther. The ONLY thing that having a higher than level 25 conviction aura will do for you is it will give you the dominant conviction aura when facing off versus another auradin. Unless you have 10 skill gcs you will most likely never be able to dominate over a foh paladin's conviction level (because they wear almost all +skill gear). If you do that, you will not be able to supply yourself with enough resists though, which will only hurt your character more.
What I suggest is just stacking resists and if your conviction aura is dominated by another players (very infrequent) you should just switch to salvation to bump your resists even higher to counter their conviction and abuse them with physical assaults (charge/smite).
The damage of holy fire hard to determine, as it does not show up as an aura cast by you, instead it is cast by your items. There are too many factors influencing the damage that can alter how much damage is actually taken: Items/resists/damage range of the aura itself/etc. The holy fire aura's damage is also compounded by your conviction aura and therefore in duels it pays to be nearby or physically assaulting your enemy more than running like a pansy far away.
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Dec 2 2005 04:54pm
what about stashing offensive aura gcs for auradin vs auradin pk?
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Dec 2 2005 05:26pm
Nice...
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Dec 4 2005 08:27pm
Awsome Guide man, it helped me alot.

But what if you used a 4os war scepter with +3 to convic to make a HoJ out of?

would that be better? or should i just stick to the zerker?
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Dec 4 2005 09:37pm
War scepters don't have very high physical damage do they?
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Dec 4 2005 11:42pm
Quote (SpiDuR @ Dec 2 2005, 05:54 PM)
what about stashing offensive aura gcs for auradin vs auradin pk?

The problem with doing this is that if you sacrifice inventory space for skill gcs you will lose highly required space that needs to be devoted toward resistance charms, maybe you can sacrifice about 6 or so slots and get 2 gcs in there for it, but it will not help at all UNLESS your opponent only has a conviction level 1 skill point higher than yours or of an even level. If their skill level is 2 points higher or more it is useless. I find it simpler to just add the resists and counteract their conviction if such a case occurs w/ that + salvation and use brute force of the zerker or smite to lay waste to them.

Quote
But what if you used a 4os war scepter with +3 to convic to make a HoJ out of?

would that be better? or should i just stick to the zerker?

The only viable war scepter type that would work would be a caduceus as it has the highest physical damage of scepters that can have 4 sockets.
The most commonly used weapons for a Hand of Justice are berzerker axe or phase blade, here are their stats + those of a caduceus:
The physical damage of a caduceus is 37-43 (40 average) with weapon speed of -10. (plus capacity for +3 conviction and/or +3 smite)
The physical damage of a berzerker axe is 24-71 (47.5 average) with a weapon speed of 0.
The physical damage of a phase blade is 31-35 (33 average) with a weapon speed of -30.
The fastest of the above mentioned weapons is a phase blade (which is why many smite oriented auradins would use this, however they sacrifice a large amount of life for dexterity to do so, phase blades require 136 dexterity to wield). The +3 conviction is tempting, however you lose the ability to deal large amounts of charge damage which is key in killing many casters before they get a chance to kill you with spells. While the average damage of a berzerker axe is a mere 7.5 above a caduceus, the maximum is much higher giving it the ability to kill the fastest. There is also the fact that when using charge as an attack, weapon speed nor attack speed are factored in. The only time weapon speed would matter is if you attack with smite (as smite's attack speed is based on weapon speed alone). The lost maximum damage will hinder your ability to kill casters that counter your damage with either bone shields, cyclone armor, large amounts of health points, or high defense (or the combination of these).
Most often during auradin vs auradin duels the actual elemental damage done by the aura is negated to requiring 10+ hits to kill by the massive stacked resists of each player, thus usually requiring entirely too long for it to be a reliable source of damage. This is why the charge or smite tactics are in place. Charge has the capacity to kill much faster because of the fact that an auradin does not use fanaticism nor can max smite and therefore will not be able to wield the skill with a hefty amount of damage. Through this reasoning I have come to the conclusion that the berzerker axe is the best choice because of it's ability to deal large damage on charge attacks.

Thanks for the comments guys wink.gif I'm glad you like the guide and if you come up with any more interesting ideas please run them by me.

This post was edited by ItalianStallion on Dec 4 2005 11:48pm
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Dec 5 2005 04:54am
nice guid this is nice for ladder but once u get off ladder this will not work vs any good es sorces 70/15s with 80%es good luck on killing them,any any good pvp char has enough stacked resis where ur aruar does pretty much noithing to them,,just dont seeing this being a good n/l char
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Dec 5 2005 06:34am
wow! so nice guide... can i ask you how long time it took to make it? ut thx m8... so nice
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Dec 5 2005 10:52am
im confused. prolly read to quick but is this a build for playing against torchers or as a torcher. in section 3 and 4 i theres no mentioning of holy fire.
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Dec 5 2005 10:55am
ah nm answered my own question.
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