The PVP Auradin.
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Gear:--------------------------------------------
Helm: Dream helm(personally, I prefer something with low REQs, but I have seen many auradins with bone visage dreams)
Shield: Dream shield(again, I prefer a sacred targe to keep my REQs low)
Chest: Dragon armor(dusk/archon, or something with even lower REQs would probably be best). Due to the fact that the dragon rune word adds a flat +360 defense, rather than a %enhanced defense, using a high str-req armor with a higher base is counter-productive.
Weapon: Hand of justice weapon. I prefer a phase blade, because it's the easiest elite weapon with which to reach the maximum attack speed. Some people prefer berserker axes for the bonus range. Using extremely low req weapons like crystal swords may be viable if you plan to do your damage exclusively with auras rather than zeal/charge. Personally, I don't think such a build would be as viable.
Rings: 2x bks. The + skills will add to your aura damage, and the +life will increase your survivability. If for some strange reason, you're finding yourself running out of mana from charging, you could consider using an SOJ. Using a 9min dmg, stat, life, resist ring may be an alternative option for a more charge/zeal oriented build.
Gloves: 20ias, cb, str, dex, life, resist gloves are ideal. Unfortunately, they are also very expensive. Realistically, there are many viable options in the glove slot. Many auradins use bloodfists (sometimes up'd) for the fhr, ias, and life bonuses. Some use laying of hands + credendum belt. Some use draculs. There are many combinations.
Belt: Again, this is an interchangeable slot. A rare belt with fhr, str, dex, life, resists, etc would probably be ideal. Some auradins use verdungos for the survivability bonus. Some use arachnid's mesh for the +1 skill level. Some use a belt + glove set combination.
Boots: Gore riders are the most common boots. However, since such a small percentage of auradin's damage is physical, the bonuses from gore riders wont be nearly as beneficial as they would be to say a pure zealer/charger. Ethereal treks are an option as are a good pair of rare boots. If you're mega-rich, you could use something like soul spurs or other dupes. Some people even use tearhaunch to avoid spending 4 skill points on the vigor pre-requisits.
Amulet: A rare +2, str, dex, life, resist amulet would be best. For a more zeal/charge oriented build highlords may be an option. A simple maras can work if you're on a budget.
Inventory: Torch, anni, defensive aura GCs(with life if you can afford them.) The defensive aura GCs will increase your overall aura damage. Luckily, 90% of paladins use combat GCs, which makes defensive GCs less expensive. In your remaining 10 or so slots, you will want to use 20life/5allresist SCs. Stacking resists (especially lightning and fire) is extremely beneficial in pvp. Due to the nature of the auradin build's slow, draining-damage playstyle, surviviabilty is essential. The natural bonuses on your runewords will increase your maximum resistances from 75/75/75/75 caps to 85/75/90/75, which is extremely useful. Nearly half of all pvp builds use some form of lightning damage: trappers, sorcs, foh pallies, holy shockers, javazons, etc. If built correctly, your paladin will be completely invulnerable to all of those pvp types, especially if you slap on a couple of wisps.
Other things to note about gear: Be mindful of your synergetic build type. Some auradins prefer to have a strong physical attack, and choose to use a zerker or legendary mallet HOJ. Combining those more powerful weapon bases with gore riders, highlords, and a skill build that involves more of a focus on leveling up charge + synergies may be beneficial. Some Auradins choose to use smite as a secondary attack, in which case a shield that provides greater smite damage (like a vortex or zakarum shield) should be used in conjunction with smite synergy skills. As mentioned: survivability is everything with an Auradin build. With that being said, keeping 2x wisps, 2x dwarf stars, and 2x ravenfrosts in your stash is always a good idea. I always keep a tgodz and nokozan handy as well. Nothing is more hilarious than getting healed by a BM, aimer, modding firesorc.
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Skills------------------------------------------------------------
Must-Have Skills:-Level 25 conviction: Keeping conviction up at all times is the way to go for pvp. There is a cap of -150% resistance, so plan your build accordingly so as not to waste skill points going beyond conviction level 25 including +skill item bonuses and your CTA's battle command. Again, it's important to note that leveling conviction beyond the -150 cap provided at level 25 is completely useless. The range of 13.3 yards does not change from skill level 1 to 99.
-Max resist fire aura: this adds damage to the holy fire auras given by your dragon and HOJ.
-Max resist lightning aura: this adds damage to holy shock, given by your 2x dreams.
-Max salvation: this adds damage to both holy shock and holy fire.
-Level 1 base zeal
-Level 1 base holy shield - for increasing block rate and defense bonuses
-Level 1 base vigor - essential for synching
Interchangeable Skills Depending on Desired Build:-smite+synergetic holy shield
-charge+synergetic vigor/might
-Foh+synergetic holy shock
-holy shield
Overview of Skills: At level 90 your character should have 102 skill points. At least 77 points are required to fulfill the essential skill build (likely more, depending on your +skills as conviction must reach level 25). This leaves approximately 25 skill points that are left to play around with. Personally, I prefer to have survivability over damage, so most of my extra points have gone into holy shield. However, as previously stated, there are several alternative builds including an FOH build, a charge build, and a smite build. Pre-plan your character so you can use the proper skill build in unison with the proper gear setup. For example, a charge-heavy build will use gores and highlords, while a survival build will prefer to use treks and a good +2/stat/life amulet.
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STATS------------------------------------------------------
-Strength: Minimum amount required to use your gear.
-Dexterity: Minimum amount required to achieve 75% block with holy shield active. Remember, this number will change as you gain levels.
-Vitality: All of your extra stat points should go into vitality.
-Energy:
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STRATEGY------------------------------------------------------
The basic concept of an auradin is simple. Run circles around your opponent, avoiding his attacks while your damaging auras slowly drain his life. Remember your conviction aura has a radius of 13.3 yards, so you can keep yourself positioned at a safe distance, but if your opponent is standing outside of that range, your damage to them will likely be miniscule. If you're fighting a character like a sorc or necro, you can target them with charge to slap them for big damage. However, charging characters like whirlwind barbarians may be suicidal, so use discretion. Hold the shift key while clicking the charge skill to run around, avoiding attacks, while making sure to stay within range of your auras.
Side-note, it's always nice to have an enigma in your stash just in case you need to do some pvming... or worse, if a BM necro is bone-prisoning you. Wearing an enigma rather than a Dragon will lower your damage by at least 25% though, so only switch to the trusty enigma when absolutely necessary.
This post was edited by captainthrall on Apr 13 2015 04:09pm