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pally_owns
08-06-2004, 17:50
Hi all. after playing with hammerdin for a long time, i am gonna make an avenger.i have heard that they r really fun to play with.i could find a lot of soj's, uniques and runes with my hammerdin and so i can afford almost everything i need for my avenger.here is the list of equippments that i am gonna use:
beast zerker( lvl 9 fana sounds really cool).
shako.
shafstop (218%).
hoz.
draculs (10%).
eth sandtrek.
verdungo.
carrion wind (9%).
ravenfrost.
highlord's.
this is the basic setup for my avenger.Now, i have heard that keeping vengeance at lvl 1 and pumping the synergies keeps the mana cost low and also helps to max the resistances.but does it gives good damage also?can anyone plz tell me whether this can give a damage as good as maxing vengeance.hoping to see your reply and thanks.

det
08-06-2004, 18:11
In the Paladin stickies are guides to the Avenger and they answer exactly that question. Well..they give you the pro and cons...what you do with them is your choice.

But while we are at it: Assume I would use a Crescent Moon runeword on my Avenger..Should I use a cryptic sword (fast, min and max damage 5-77 far apart) or a Mythical sword (slower, min and max damage 40-50 quite close).

Stormlash or such are not an option, maybe a Baranors Star otherwise.

HandofElysium
08-06-2004, 18:17
Hi all. after playing with hammerdin for a long time, i am gonna make an avenger.i have heard that they r really fun to play with.i could find a lot of soj's, uniques and runes with my hammerdin and so i can afford almost everything i need for my avenger.here is the list of equippments that i am gonna use:
beast zerker( lvl 9 fana sounds really cool).
shako.
shafstop (218%).
hoz.
draculs (10%).
eth sandtrek.
verdungo.
carrion wind (9%).
ravenfrost.
highlord's.
this is the basic setup for my avenger.Now, i have heard that keeping vengeance at lvl 1 and pumping the synergies keeps the mana cost low and also helps to max the resistances.but does it gives good damage also?can anyone plz tell me whether this can give a damage as good as maxing vengeance.hoping to see your reply and thanks.

1 vengence keeps mana cost down but pumping the resist synergies gives two benefits.

1 you basically get max resist in hell automatically
2 you get the same damage of max vengence without the mana cost.

The bad side to this is you will not get the AR bonus that vengence provides and that is really needed. The beast zerker provides some speed/ar/damage but your going to need alot more AR to hit so i suggest you try out the angelic ammy/ring instead of your highlords/carrion. The deadlystrike does not apply to vengence so it's just more of a waste than thing else.

Just my 2 cents.

pally_owns
08-06-2004, 18:21
thanks for the reply guys.i really appreciate it.

Parlainth
08-06-2004, 22:08
1 vengence keeps mana cost down but pumping the resist synergies gives two benefits.

1 you basically get max resist in hell automatically
2 you get the same damage of max vengence without the mana cost.

The bad side to this is you will not get the AR bonus that vengence provides and that is really needed. The beast zerker provides some speed/ar/damage but your going to need alot more AR to hit so i suggest you try out the angelic ammy/ring instead of your highlords/carrion. The deadlystrike does not apply to vengence so it's just more of a waste than thing else.

Just my 2 cents.

With Conviction, there is little need for a high AR... if you don't use Conviction for some reason, you could always slap on a demon limb on the weapon switch and use enchant for a huge AR bonus(and about 200 extra fire damage as well)

Squeezle
08-06-2004, 22:11
But 20 Vengeance and 10 to each Resist skill costs only 50 skill points. It costs more to do 20 to each Resist skill. If you did that, you wouldn't have as many skills leftover for Holy Shield or Conviction.

I basically copied that one guy's (Cyrus, I think?) Avenger build exactly, and I'm lovin' the Avenger! He kicks butt.

HandofElysium
09-06-2004, 05:30
With Conviction, there is little need for a high AR... if you don't use Conviction for some reason, you could always slap on a demon limb on the weapon switch and use enchant for a huge AR bonus(and about 200 extra fire damage as well)

First off he doesn't have a weapon that is Ignore Target Defense so even if this was just PVM he is still going to need a ton of AR regardless.

Second if he wanted to do PVP conviction doesn't lower enhanced defense so he is going to need AR anyway.

Demon limb is good source of AR but in hell he is going to need more than just lvl 23 enchant charges.

HandofElysium
09-06-2004, 05:34
But 20 Vengeance and 10 to each Resist skill costs only 50 skill points. It costs more to do 20 to each Resist skill. If you did that, you wouldn't have as many skills leftover for Holy Shield or Conviction.

I basically copied that one guy's (Cyrus, I think?) Avenger build exactly, and I'm lovin' the Avenger! He kicks butt.


Well my build is different from Cyrus for the fact it's toward pvp then pvm. I put max synergies and 1 point to vengence cause I can get 95% element resist and yet have the same damage as max vengence. Also my inventory is full of offensive grand charms to boost my conviction to the lvl 25 max level for pvp.

Usufruct
16-06-2004, 19:52
I made an avenger with max vengeance. At base energy, yeah it uses a lot of mana. I also use beast, for fanatacism. With beast, enchant, tons of AR/damage charms, I now have 14k attack rating with vengeance.

This build is also viable for PvM. I have a redeemer which I use on switch for redemption, and I drink mana pots here and there. Mana in PvP isn't a problem because I just go to town or kill something and redeem the mana. Vengeance in PvP is funny because you get the people who say stuff like "WTF u noob why u use foh aura if u melee?"

Nikodemus222
16-06-2004, 20:04
About those PvM avenger mana issues :

- Remember you can always do a zeal to leech some mana quick. Zeal attacks twice as fast and vengeance and thus allows you to leech twice as much mana in the same amount of time.
- Try getting something with the "Damage taken goes to mana" mod. People usually don't see it as being usefull, but when you're facing a PI mana burner or some undead mana drainers it's extremely handy
- Meditation. Level 1. +300% mana regeneration speed.
- Redemption. Somewhat unreliable, but certainly powerfull when there are bodies lying around to redeem.
- and then there's always mana potions ...