questions about paladins and auras
- Grimar
- Posts: 2011
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questions about paladins and auras
Do auras stack? if you play online and there are more than 1 paladin in a group, do their aura stack?
I once had a little teaparty, this afternoon at three, twas was very small, three guests in all; I, myself, and me. myself ate up the sandwhiches, while i drank up the tea. twas also i that ate the pie,and passed the cake to me
Yes the stack, and they also stack with the auras the Act II merces have, and with auras you can get from items.
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- Grimar
- Posts: 2011
- Joined: Fri Dec 03, 2004 2:03 pm
- Location: Norwegian stationed in the philippines
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so then a party with only paladins would be very powerful... an other question. will a paladin with 20 skills in thorns, 4 in zeal and the rest in the lvl 30 defensive aura work in hell?
I once had a little teaparty, this afternoon at three, twas was very small, three guests in all; I, myself, and me. myself ate up the sandwhiches, while i drank up the tea. twas also i that ate the pie,and passed the cake to me
- Deadalready
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Just to clear up somethings that may not be understood properly. Several different auras may stack for example:
Paladin 1: 20 Thorns
Paladin 2: 20 Fanatiscm
Paladin 3: 16 Concentration
etc.
Also if you have the unique or set items that grant auras they may stack, as well as your ACT 2 hirelings and summons like Spirit of Barbs, though they are not cumulative.
But Paladins (or anyone else for that matter) using the same aura will not stack no matter how many there are. Also since the introduction of the 1:10 patch the trick know as flashing will also no longer work.
Note: Flashing is a trick where a paladin uses conviction to lower the resistances of monsters around him and then switches rapidly to Vengence and Fanatiscm to kill the weakened monsters faster.
Paladin 1: 20 Thorns
Paladin 2: 20 Fanatiscm
Paladin 3: 16 Concentration
etc.
Also if you have the unique or set items that grant auras they may stack, as well as your ACT 2 hirelings and summons like Spirit of Barbs, though they are not cumulative.
But Paladins (or anyone else for that matter) using the same aura will not stack no matter how many there are. Also since the introduction of the 1:10 patch the trick know as flashing will also no longer work.
Note: Flashing is a trick where a paladin uses conviction to lower the resistances of monsters around him and then switches rapidly to Vengence and Fanatiscm to kill the weakened monsters faster.
Warning: logic and sense is replaced by typos and errors after 11pm
Spoiler
, it has yet to return
Does this mean that a lightning aura + fire aura + cold aura (lets say I was wearing Dream helm for lightning aura, using weapon Doom for cold aura and was using a Paladin that had Holy fire aura going) will cause fire + cold + lightning damage against all enemy monsters within range?
I've seen things you people wouldn't believe. Attack ships on fire off the shoulder of Orion. I watched C-beams glitter in the dark near the Tannhäuser gate. All those moments will be lost in time like tears in the rain. Time to die.
Roy Batty (from BladeRunner)
Roy Batty (from BladeRunner)
Just tested it and yes they do stack.
So now my concept of having lightning, fire and cold auras all at the same time is proven.
Currently I have fire aura at 25lvl and wearing Dream helm (15lvl lightning aura)...now all I need is a Doom weapon...and a merc that has a polearm runeword that grants him conviction aura...then all Hell monsters beware...and that goes for Physical Immune ones also.
So now my concept of having lightning, fire and cold auras all at the same time is proven.
Currently I have fire aura at 25lvl and wearing Dream helm (15lvl lightning aura)...now all I need is a Doom weapon...and a merc that has a polearm runeword that grants him conviction aura...then all Hell monsters beware...and that goes for Physical Immune ones also.
I've seen things you people wouldn't believe. Attack ships on fire off the shoulder of Orion. I watched C-beams glitter in the dark near the Tannhäuser gate. All those moments will be lost in time like tears in the rain. Time to die.
Roy Batty (from BladeRunner)
Roy Batty (from BladeRunner)
- rmemmett84
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I would say no, at least not well or alone, but you can try it. You may survive but find it very difficult and slow to kill stuff. Concentration is by far the best pally aura IMO....plus it also helps your merc immensely.Grimar wrote:so then a party with only paladins would be very powerful... an other question. will a paladin with 20 skills in thorns, 4 in zeal and the rest in the lvl 30 defensive aura work in hell?
Success takes commitment. In a bacon and eggs breakfast the chicken is involved but the pig is committed...be the pig!!!
If you are going to go with a Thorns build for the Paladin, I have found that a great strategy, which is also quite comedic, is to get a friend with a skeleton build Necromancer. There are three important keys to this strategy:
1) Both players should start at the same time. If you are not used to playing together and you try this late game or in a higher difficulty you will both be killed.
2) Paladin MUST pump points into vitality and the Necro should put points into Energy and Dexterity. For the Paladin I recommend +3 vit every level up and alternate between +2 dex and +1 str/+1 dex. For the Necro I recommend alternating between +3 eng/+2 dex and +2 eng/+3 dex. If neither character has the dexterity their defense wont be high enough and they will both die A LOT.
3) Both players should get a defensive style Guardsman mercenary as this will help boost the defense of the Necro's minions, which is key for them to survive long enough to be hit multiple times.
The only problem I have come across with this strategy is that none of my friends have the patience I do and around act 4 they forget about the game
1) Both players should start at the same time. If you are not used to playing together and you try this late game or in a higher difficulty you will both be killed.
2) Paladin MUST pump points into vitality and the Necro should put points into Energy and Dexterity. For the Paladin I recommend +3 vit every level up and alternate between +2 dex and +1 str/+1 dex. For the Necro I recommend alternating between +3 eng/+2 dex and +2 eng/+3 dex. If neither character has the dexterity their defense wont be high enough and they will both die A LOT.
3) Both players should get a defensive style Guardsman mercenary as this will help boost the defense of the Necro's minions, which is key for them to survive long enough to be hit multiple times.
The only problem I have come across with this strategy is that none of my friends have the patience I do and around act 4 they forget about the game
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