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ash2ash
26-07-2004, 05:02
The Elemental Zealot (elezealot?)
-by ash2ash

----------<Introduction>--------

I like paladins because they are the veritable swiss-army knife of the diablo world. They have an incredible variety of skills which allow them to be either strictly melee (zealot), caster class (hammerdin), or a mixture of both.

This guide is focused more as a melee build rather than a caster, so if you're afraid of getting up close and personal with diablo's minions..... well, at least read this guide and see what you think before dismissing it entirely!!!


----------<Theory>-------------

The main theory behind this build is to stack a bunch of elemental damage along with conviction. Conviction is an absolutely amazing skill and is easily my favorite paladin aura. Not only does it lower resistances by an incredible factor, but it also lowers enemy defenses, making AR virtually an irrelevant issue. Also, many people I have played with don't realize this, but conviction also has the power to remove immunities. There's something special about walking into a hell baal game only to see a bunch of fire sorcs attempting to take down a fire immune boss pack, then getting showered with gratitude as the "fire immune" text dissappears from the monsters.

Since we're lowering monster resistances into the negatives, makes sense to capitalize on the fact by loading up on elemental damage right? Bingo, that's exactly what this build does. However, unlike an avenger, I do not use vengeance as a primary skill. Instead, I use zeal.

Why, you ask?

Well first of all because zeal is an excellent crowd control tool. It hits five times instead of once, which is excellent if you are highly dependant on a certain %chance to cast life tap item....

Second, it has very low associated mana costs, so you can literally zeal until the cows come home without even blinking an eye at mana burn enemies. I am lvl 86 with my build right now and I find that my mana actually regenerates faster than I can zeal with base energy!

Well without vengeance, how do I achieve high elemental damage?

Here's the rub - this build is highly dependant on certain items. Fortunately, these items are (at least in my opinion) fairly available on both ladder/nonladder with the exception of Herald of Zakarum. If you are having trouble getting these items, you should read many of the excellent magic find guides available as they should not be particularly difficult to trade for.

A personal touch I have added to this build is that my character will ideally have maxed and CAPPED resists in hell mode along with cold / lightning / fire absorb, making him virtually immune to those 3 elements. He also has very high defense (20k+) along with maxed blocking to take care of any physical attacks.

----------<Skills>---------------

Okay, here's the easy part. My build goes something like this:

-------VV-Must-Haves-VV----------
-20 Points conviction
-1 Point Zeal
-1 Point Vengeance
-20 Points Holy Shield

--------VV-Optional-VV-----------
-20 Points Defiance (but highly reccomended!!!)
-10/10/10 points in fire / light / cold resist
-1 pt in Misc skills like meditation / salvation / cleansing

20 Points in conviction is pretty obvious since I'm concentration on elemental damage.

I only put one point in Zeal since Herald of Zakarum adds +2 to all paladin skills along with +2 to combat skills, so it brings Zeal to lvl 5. Anything past lvl 4 only adds physical damage and AR. Because this build concentrates on elemental damage, the added damage is not too helpful. The AR bonus is almost completely irrelevant as a result of conviction.

Vengeance is a useful power-hit skill when you want to attack ONE particular enemy instead of distributing the hits. This is nice for annoying spawns such as holy freeze enchanted / etc.

20 Points in holy shield is almost a must since this is a melee build and melee classes need all the block they can get. This also allows you to take all those extra points you would have otherwise spent in DEX and pump your VIT.

The additional points in defiance are solely for the synergy bonus to holy shield. With both skills at lvl 20, you get a whopping +610% defense WITHOUT defiance, which is certainly nothing to sneeze at! As a result, my pally achieves 20k defense, and could easily hit 30k if he really wanted to. You don't have to max defiance, but I highly reccomend it as it can make a BIG difference! (Keep in mind that this +% Def is applied to the DISPLAYED defense on your character screen rather than the base stats of your items, so if you have 1000 def displayed, your holy shield defense would be 7100!!!)

10 points in fire/ light / cold resist are primarily for the additional +5 max F/L/C resist. They have a secondary effect of pumping the Vengeance damage, but that's just icing on the cake. These skills are the least important ones in this build, so if you wanna try dumping points elsewhere, I reccomend you start cutting from these. If you do plan to use these skills, I recommend pumping them LAST.

----------<Stats>--------------

Enough to use your equipment, the rest in Vit.

This means at least 108 dex with a variable amount in strength.


----------<Equipment>----------

This is the hard part. Since this character is not using vengeance for elemental damage, he is highly dependant on items to give him elemental damage. I've split this into a must-have and optional section.

After you've gotten all the must-have's, the choice really boils down to items with high elemental damage. Mana leech is completely unnecessary for this build since zeal only costs 2 mana and your mana bulb will regenerate faster than you can zeal.

Those who seek to make a build who is almost completely immune to fire/light/poison/ice and has 20k defense, read my optional part.

------------VV-Must-Have-VV-----------------

***Weapon:

Before 1.10, the item of choice for this build was Barnar's Star. It added 1-200 fire/cold/ice damage, but I realized only too soon that this was not nearly enough damage, even with conviction, to be viable in hell mode.

Fortunately, in 1.10, Blizzard has decided to give this build an injection of steroids with the addition of the amazing new item: GIMMERSHRED!!!

What!? A throwing weapon for a paladin!!!!??? Blasphemy!!!

Well... take a quick look at the stats on this item and you'll see what I mean:

Gimmershred

Throw Damage: (39-46) To (171-204) (105-125 Avg)
One-Hand Damage: (44-52) To (169-201) (106.5-126.5 Avg)
Required Level: 70
Required Strength: 88
Required Dexterity: 108
Base Weapon Speed: [10]
Max Stack: (240)
+160-210% Enhanced Damage (varies)
Adds 218-483 Fire Damage
Adds 29-501 Lightning Damage
Adds 176-397 Cold Damage, 4 sec. Duration (Normal)
+30% Increased Attack Speed
Increased Stack Size [60]

If one does the math, it becomes apparent that this item alone adds 1385 (!!!) to your maximum elemental damage. Couple that with a lvl 20 conviction and you are talking anywhere in the 3000 elemental damage per hit. Add in the physical damage, and you are easily talking about 3500 damage PER ZEAL SWING!!!

Not only is this item incredibly damaging, but the 30% IAS makes it a speed contender as well!

Finally, and possibly the most fun reason; these weapons work great as throwing weapons if you've been IM'd. Pally's throwing axes and doing 3500 damage per hit really turns heads!

Anyway, enough gushing over that item. Gimmershred is really the only end-game weapon that makes sense for this build, and best of all, it's relatively easy to trade for.

Alternatives:
-None really, except maybe barnars star

Now onto the other items:

***Shield: Herald of Zakarum

I often think that it would be nice if paladins and HoZ's spawned in a 1:1 ration on the realms since it really is the ultimate shield for a paladin. The only other shield that comes close is Exile, and that, unfortunately, is well out of the realm of attainability for most persons.

This is going to be the hardest item to get, so until you get this shield, some good alternatives are:

-Rhyme (Shael-Eth)
-Pally shields with high resists / Pdiamonds
-Mosers with Pdiamonds

***Glove: Draculs Grasp

Arguably the second hardest item to get. These gloves are an absolute must if only for their %To cast life tap on striking. Once life tap is cast, you can kiss your life leech woes goodbye since you are effectively leeching 50% of physical damage done. The added mods to STR/life leech/+life per kill are just icing on the cake. The only real reason not to have Dracs is if you have exile, and if you have exile, I really don't think I need to tell you what items to use

Alternatives:

-Soul Drainers
-Laying of Hands
-Crafted/Rare gloves with life leech

------------VV-Optional-VV------------------

I'm not going to spend too much time here since I'm basically posting down what my char wears:

-Ring1 - Nagelring (for MF)
-Ring2 - Ravenfrost (for cannot be frozen / cold absorb)
-Belt - Snowclash (for cold absorb)
-Helm - Blackhorn's Face (for lightning absorb)
-Ammy - Rising Sun (for fire absorb)
-Shoes - Sandstorm Trek (for poison, +def, and +stats)
-Armor - Guardian Angel

I've socketed my blackhorn's face with a 15% IAS / lightning resist jewel and I've upped my Guardian Angel and socketed it with a 15% Resist all jewel. With this gear, I have the potential to achieve 95/95/95/90 resists in hell mode if I flash on salvation. Without salvation, my resists are currently in and around the 50's 60's.

The great thing about these items is that assuming you can achieve max resists, you are going to be pretty much immune to ALL elemental damage. Not only will you be immune, but alot of elemental damage will actually HEAL YOU!!!

Blackhorn's face has 20 lightning abosorb, and once you hit around 75 resist, you will be pretty much immune to all lightning attacks - even Black Souls in the Worldstone. It also adds slows target by 20% and prevents monster heal, which actually make this a VERY good item on its own! It also adds lightning damage to your attack, which is always a good thing when coupled with conviction!

Snowclash, I admit, is a wierd choice, but the +15 cold absorb is enough to make those annoying skeletal mages that spawn with Achmael about as dangerous as a dead trout. The %Chance to cast blizzard is really just ornamental, but I must admit I've often been amused to see the lvl 16 blizzard killing monsters in hell mode who have been flashed with conviction! Adds cold damage too.

Rising Sun - I cannot say enough about this amulet. You don't even really need high fire resist to make yourself almost completely invulnerable to fire while wearing this item. At lvl 86, this ammy gives my character +64 fire absorb. Coupled with my 60% fire resist means that in order for an enemy to do any damage to me, he must do AT LEAST 320 fire damage in one hit. With this amulet, I can safely solo Hell Council since their hydras keep healing me faster than the council can damage me :D Also adds fire damage, and the %chance cast meteor can sometimes kill ranged attackers for you, which is a good thing (tm). (Note: for all those wierd people who care, the +2 fire skills on Rising Sun actually adds +2 to holy fire)

Ravenfrost - I don't think it's possible to make a melee build WITHOUT using one of these things. Great stats. Cannot be frozen is a life saver. Get one, even if its got low stats. Also adds cold damage.

Guardian Angel - Nice +1 to pally skills as well as adding +15 to your resist caps. There are better armors out there, but if you wanna max/cap your resists, this is the thing to do it with. I upped mine (199%ED) for a cool 1386defense. Requires 196STR when upped, though, so be warned. I switch this with Tals armor when I'm doing MF runs.

Treks - couldn't get the poison resist elsewhere, so I went with these. Great stats all around, but it's not really too important. I switch these out with perfect war travelers.... HAHAHA I wish! No, I have a pair of rare boots that I use for MF


With all these items, my displayed max damage is around 2400. Assuming around 2100 of that is elemental damage, with lvl 25 conviction, I should be doing around 400 + 2.5*2000 = 5400 damage per zeal swing.

So 5 * 5650 = a potential 27000. Not too shabby for 2 mana.

My resists are still not quite up to the 95's, but I'm always on the lookout for +res all grand charms / small charms. In a pinch, salvation gets me up to max in a jiffy.

----------<Strategy>-----------

Step 1: Activate Holy Shield
Step 2: Turn on Conviction
Step 3: Zeal
Step 4: ???
Step 5: !!!PROFIT!!!

Seriously, it's not that simple, but that pretty much describes the process I use on all my enemies. Since zeal is dealing elemental AND physical damage, there is no need to worry about any immunities / resistances. In a pinch, it helps to switch to vengeance and take out whichever enemy is causing you all the problems, but I HIGHLY reccomend you wait until they are tagged with Life Tap before doing this!!!

This character is great in parties and is popular with both sorcs' and melee builds. No caster is going to complain about the -res and the -def makes AR a non-issue for your melee buddies.

Be smart and don't forget about your other auras as well - use cleansing to remove any problematic curses; use salvation/Lightning resist if your party is being slaughtered by lightning hoses; use redemption if you don't wanna use your potions and there are alot of bodies lying around. If there's one thing that annoys me more than anything, it's a hammerdin just standing there with concentration on while everybody in the pary is slowly dying from Achmael's poison.

If you are in an area where there are Oblivion Knights, always remember that Gimmershreds are a THROWING weapon and they can inflict just as much damage thrown as they can melee.


----------<Mercs>--------------

Uh? I don't have a mercenary, but I'd imagine that the natural choice would be between a holy freezer and/or Defiance merc. Keep in mind the defiance aura also works off your base displayed defense, so a lvl 20 defiance and lvl 20/(20synergy) holy shield does not translate into X*(710%)*(360%)=a total of (+2400%) def. Rather, it will be X*(710%+260%) for a total of around (+870%) def, so the effect is a bit less dramatic.

Well, that does it. This is just a version 0.1 of this guide, so comments / criticisms are welcomed! :D

LovelyGods
26-07-2004, 05:22
:scratch: i don't get it.

Suggestions:

1. State if its Pvm Or PvP in title.

2. Give other suggestins for weapons. Such as, Famine, E.Zod B.Star, Cresent Moon, Hand Of Justice, Nords, Etc...
All of those give good elemental damage.

3. if u dont max zeal, how are u going to hit anything? Your ar will be bad and you wil only do 2 swings. unless u have + skills gear.

4. I would have made this like a pvp person, those do quite well in pvm, even if it wasn't designed for it.

5. Skills should be like this..
20 Zeal (its ur main attack duh)
xx Conviction, lvl 25 is max for this, so put till u get to that..
20 Holyshield , Defnse / Max Block = Great.

rest maybe for a resist aura, those add to max resist and elemental damage if u use a Hoj. (fire )


5. i can't think of anything im too tired.

YeaaaReaper
26-07-2004, 05:25
Great guide, word for word one of the best party build I've ever played with. My amazon just loves the whole never missing thing. =D

Read this and it seems it doesn't make much sense:
With this gear, I have the potential to achieve 95/95/95/90 resists in hell mode if I flash on conviction. Without conviction, my resists are currently in and around the 50's 60's.

I think you may mean Salvation.

LovelyGods if you read the whole thing he clearly stats that with Convictions -9x% Def makes AR almost useless. And he stats the gimmer is the only viable weapon due to it's MASSIVE elemental damge. Most of those weapons don't add 1.3k elemental damage.

LovelyGods
26-07-2004, 05:31
there isn't just one Viable weapon, thats bologna.

and how is that a elemental zealot when he uses a glimmershield?

he has no other elemental damage coming from anyplace.

E.Zod B.star does just fine. its probably more damage then Glimmer is.

and it gives Ar / str also which is a bonus..

Even if monsters are convicted u still need ar to hit them at least 85% chance.

Blah...im done posting responses to zealot threads.

Ur right glimmmer is the ONLY weapon to use for this build. i give up.

TJTG
26-07-2004, 05:46
LovelyGods if you read the whole thing he clearly stats that with Convictions -9x% Def makes AR almost useless. And he stats the gimmer is the only viable weapon due to it's MASSIVE elemental damge. Most of those weapons don't add 1.3k elemental damage

Also, one very important thing. Affordability. Most of these items, except HoZ, aren't too hard to come by. I think that was a point of this guide (cheap, affordable, working build).

However, having said that, I also agree with LovelyGods - there isn't just one "best" weapon. After playing a while one finds better gear, and alternatives should be listed for someone who does have access to higher quality items. Famine is a good example (runes are hard to find, but it is a very, very good weapon).

Also, everyone has neglected to mention CHARMS. In the olden days I had a pally full of elemental damage charms, they added some 1K+ (various elements) of damage. Just something to think about...

ash2ash
26-07-2004, 05:55
Thanks for your comments,

I'm tired right now and I can't say much, but I'll address the weapon issue -

I agree there are alot of weapons out there that add tons of elemental damage, but even a great weapon such as famine only adds around 650 max elemental damage that can be multiplied by conviction. I don't think there is any weapon out there that adds as much elemental damage and/or is affordable as gimmershred.

I'll add other weapons in to later versions of this guide, but as of now, I still think the best choice for this build is still gimmer :D

liqu1d_g0at
26-07-2004, 06:15
pvm... thats great, when i saw he thread i thought cool, finally someone has done this build and is writng a guide, meh its pvm, my heart just sank..... oh well.... i think i will share me and brians idea for a pvp one, because i know lots of us want to see one. oh well, if i was pvm i would say great guide thanks a lot :)!!!!! but oh well, good guide.....

cthrag
26-07-2004, 13:40
Not a bad starting point, but I think you need more attention to detail if you want to turn it into a full guide.

What about attack speed? You really want a 5 frame zeal, whatever weapon you choose to use. With Glimmershred that means you want 90 IAS, 30 of which comes from your weapon. That's another 60 required, and from your suggested gear you only seem to have 15 of that, leaving you with a 6 frame zeal.

A few notes on weapon choice - Since 1.10 I've played an elemental zealot and tried out three weapons - Nord's Tenderizer, Lightsaber and Glimmershred.

My experience is that Glimmershred does indeed give you the best damage. However, you sacrifice some of your toughness to get it. The 60 extra IAS you need isn't that easy to get, and you need to make gear sacrifices. Glimmershred also has lower physical damage that Nord's, so you leech less well (and it would be hard indeed to get a 5 frame zeal with Glimmershred and Dracul's Grasp).

Lightsaber attacks the fastest, without needing too much IAS - a shael, highlord's wrath and 20 IAS gloves will do it. However, the low physical and elemental damage lets it down, so I wouldn't say it's the best choice.

Nord's tenderizer does less damage than Glimmershred, but you'll be harder to kill, since you're doing more physical damage, and you also have the handy hit freezes target mod. Plus it only needs 20 IAS extra to hit 5 frames, which means with Highlord's wrath you're already there.

Overall, I think Glimmershred is probably the best choice, but it's by no means the foregone conclusion that you seem to think it is.

Here's a list of some alternative equipment (Note that I'm paying much less attention to defensive mods than you - it's my opinion that for the most part, with 75% resistance to a particular element you don't have all that much to fear from it, so you don't generally need absorb. The exception would be lightning, which is why Thundergod's Vigor is my first choice of belt).

Weapon
Nord's Tenderizer - decent elemental damage, easy to hit 5 frames, freezes target
Famine - great physical damage, good elemental damage
Lightsaber - damage isn't as good but can hit 4 frame zeal, unlike most weapons
Azurewrath - like lightsaber but more expensive and more powerful

Armour
Duress - extra damage and FHR, pretty nice
Chains of Honor - Massive resistances, +2 skills, life leech, ...etc - very nice but expensive

Helmet
Harlequin Crest - +2 skills, lots of life/mana - great choice
Vampire Gaze - Dual leech, %pdr - not the best choice but decent if you need what it has

Gloves
Lavagout - Nice fire damage, IAS, fire res, gives you extra AR with enchant
Bloodfist - IAS, big FHR, life - not a bad choice

I wouldn't really recommend Dracul's Grasp - except for the life tap it doesn't really have much that's useful to this build. The lifetap itself IMO doesn't activate enough to make it worth using up your glove slot for. Instead I'd go for a decent amount of life leech (say 20-30), and rely on that to keep your life up. One option is to put some points into sacrifice, since that'll bring your physical damage up a bit more. This not only boosts your overall damage and lets you leech more, but also makes you more versatile since you can do decent damage to elemental resistant enemies.

Rings
Bul Kathos' - +1 skills, leech, life - a reasonable choice
Rare Ring - potentially you can get leech, resistances, and stats - if you've got a decent rare it's definitely worth looking at.

Amulet
Highlord's Wrath - IAS, light res, +1 skills, light damage - probably the best choice
Mara's Kaleidoscope - +2 skills, good resistances - another good choice

Belt
Thundergod's Vigor - If you get your light res to 85, this makes you largely lightning immune. Plus it has strength, vitality and some lightning damage.
Nosferatu's Coil - If you need the IAS, this isn't a bad choice

Boots
Waterwalk - Extra fire res, lots of life and dex, good choice
Sandstorm Trek - Str, Vit, FHR, big poison res - very nice

ash2ash
26-07-2004, 14:00
everybody, thanks for your comments - esp. cthrag with his breakdown of the various item choices. I'll hopefully be updating my guide sometime within the next day or two and I'll try to include as much of your ideas as possible.

I have a summer school project due tomorrow, so as you can imagine, I will be focusing alot of attention towards that particular subject rather than d2 :D

In the meantime, here are some numbers for you all to chew on. I plan to add this to the guide once the admins let me edit my post:

Appendix

My character:

xxSeraphxx

clvl. 86
Str: 238 (175 base)
Dex: 136 (108 base)
Vit: 272 (227 base)
Energy: 28 (15 base)

(lvl7)Zeal damage : 672-2385
(lvl7)Zeal AR: 1862

(lvl7)Vengeance damage (with 8/9/14 in resists): 912-3270
(lvl7)Vengeance AR: 1960

Defense: 19768

Stamina: 453
Life: 1058
Mana: 202

resists (hell)

Fire: 60 +64 absorb
Cold: 60 +15/20% absorb
Lightning 95 +20 absorb
Poison: 90

Zeal:
assuming 80-400 of my damage is physical, that's:

(672-80)*2 + 80 = 1264 min
(2385-400)*2 + 400 = 4370 max

Vengeance:
same assumptions:

(912-80)*2 + 80 = 1744 min
(3270-80)*2 + 80 = 6460 max

I realized an error in my earlier calculations - I assumed resists could be lowered past -100%. I only multiplied by 2 here since you can only lower resists down to -100%, but if you come across a monster who is inherently resistant to any type of damage, the % of damage done due to conviction will go up quite a bit more although the net damage will be less.

For those who say AR might not be sufficient, I've done an AR calculation on diablo clone with lvl 24 conviction (-92% defense)

chance to hit = 100 * [AR / (AR + DR)] * [2*(clvl)/(clvl+mlvl)]

so for dclone, who has 2940 def and is mlvl 110, it would be:

= 100 * [1862 / (1862 + 2940*0.08)] * [2*(86)/(86+110)]

= 100 * (0.888) * (0.878) = 77.9% which is pretty high, IMO.

Considering that the mlvl vs clvl is affecting the chance to hit more than AR vs def, I think this is acceptable.

Incidentally, his chance to hit me is:

= 100 * [14043 / (14043 + 19768)] * [2*110/(86+110)]

= 100 * (0.415) * (1.12) = 46.5%

and if I donned something which gave me 30k defense (entirely possible), it would be:

= 100 * [14043 / (14043 + 30000)] * (1.12)

= 100 * (0.319) * (1.12) = 35.7%

ash2ash
26-07-2004, 15:38
I wouldn't really recommend Dracul's Grasp - except for the life tap it doesn't really have much that's useful to this build. The lifetap itself IMO doesn't activate enough to make it worth using up your glove slot for. Instead I'd go for a decent amount of life leech (say 20-30), and rely on that to keep your life up. One option is to put some points into sacrifice, since that'll bring your physical damage up a bit more. This not only boosts your overall damage and lets you leech more, but also makes you more versatile since you can do decent damage to elemental resistant enemies.

I'm a math geek so I have to respectfully disagree :D

The chance to cast life tap is 5%, and since each hit is calculated independantly, you could model the probability with a geometric distribution.

The expectation for that distribution is 1/0.05 = 20, so on average you need 20 hits for life tap to cast. That's around 4-5 zeal swings, accounting for chance to hit in hell mode, which I believe is quick enough :D

Life leech doesn't come cheap, and I'm not willing to sacrifice the mods on the other items just so that I can have a higher life leech, besides, the leech has a 50% penalty in hell mode, if I'm not mistaken, which means that you would have to have an ungodly amount of leech to be able to achieve 20-30% (to say nothing of the global physical resist!)

cthrag
26-07-2004, 19:51
You have a point; most of the time the life tap should activate quickly enough that it's not a problem. However, most of the time isn't all the time. For example, the chance of it taking at least 50 hits to cast is about 8% (.95^50 = 0.077). In other words, about one time in 12, it will take more than 50 hits to activate the life tap. This isn't, in my opinion, reliable enough to be your only way of keeping your life full.

Looking at the alternative - life leech - it doesn't really take all that much leech to keep you alive. My elemental zealot, for example, has 21% - 8 from a ring, 8 from CoH and 5 from a stealskull. With 20 points in sacrifice (which isn't a waste since he had plenty of skill points left over to max conviction, holy shield and defiance), this is plenty to keep him alive when using glimmershred, and gives you more reliability since you're not relying on the random lifetap casting to keep your life up.

ash2ash
26-07-2004, 20:20
You have a point; most of the time the life tap should activate quickly enough that it's not a problem. However, most of the time isn't all the time. For example, the chance of it taking at least 50 hits to cast is about 8% (.95^50 = 0.077). In other words, about one time in 12, it will take more than 50 hits to activate the life tap. This isn't, in my opinion, reliable enough to be your only way of keeping your life full.

Looking at the alternative - life leech - it doesn't really take all that much leech to keep you alive. My elemental zealot, for example, has 21% - 8 from a ring, 8 from CoH and 5 from a stealskull. With 20 points in sacrifice (which isn't a waste since he had plenty of skill points left over to max conviction, holy shield and defiance), this is plenty to keep him alive when using glimmershred, and gives you more reliability since you're not relying on the random lifetap casting to keep your life up.

Well I'll concede that sometimes, it can take a while to cast life tap, but it usually kicks in soon enough that I don't have to resort to potions.

If it doesn't, I'm man enough to admit that I gulp a couple down once in a while, but who doesn't? My belt is usually filled with unused full rejuvs :D

Also, to be fair, dracs has 7-10% life leech (mine has 9%), which certainly helps during those first couple anxious zeal hits.

About the only problems I have with this build are 1) O knights (specifically IM) and 2) the ridiculously high damage charge attack of serpents / serpent magi. 3) Hell Lister - to a lesser extent, but as long as he doesn't spawn with something ridiculous like fanaticism/extra fast, I can usually tank him.

Sim.The.GoSu
27-07-2004, 23:27
I got a name. The Zeamental

Stoutwood
28-07-2004, 00:26
How about Convicted Priest :lol: ?

Vesio
28-07-2004, 03:05
there are a couple alternate shields that you might consider ( i know herald is still probably your best choice, but hear me out.)

1.) Tiamats rebuke- pretty cheap and adds elemental damage in all areas, and it can be upgraded. Added resists, and chances to cast some fun things are pretty cool. I would say that this is a very good choice for this build.

2.) Dragonscale- Not as good an option as herald or tiamats imo but it adds massive fire damage.

one other thing i would think about adding points to zeal/sacrifice. the added physical damage can't really be that bad can it?

wathombe
28-07-2004, 04:27
Two things I don't understand:

(Keep in mind that this +% Def is applied to the DISPLAYED defense on your character screen rather than the base stats of your items, so if you have 1000 def displayed, your holy shield defense would be 7100!!!)

I don't think this is correct. I've just started my first Paladin character (a shock zealot at ladder reset, now clvl 55), and I don't use the defiance aura, but I do use holy shield and I had the defiance merc until NM. If I have my character stats up, and either I cast holy shield or my merc fires up defiance, my defense jumps quite dramatically. Thus I'm pretty sure displayed defense shows both defiance and holy shield.


If one does the math, it becomes apparent that this item alone adds 1385 (!!!) to your maximum elemental damage. Couple that with a lvl 20 conviction and you are talking anywhere in the 3000 elemental damage per hit.

How do you figure? Are you assuming that -100% (or more) enemy resist from Conviction will automatically double (or more) your elemental damage? If so, you are making a big assumption: that all enemy resistances are 0%. When dealing with enemies with 90-100% resists in later acts of hell, you won't be multiplying your elemental damage at all, correct?

KamikazeJustice
04-08-2004, 12:21
You have a point; most of the time the life tap should activate quickly enough that it's not a problem. However, most of the time isn't all the time. For example, the chance of it taking at least 50 hits to cast is about 8% (.95^50 = 0.077). In other words, about one time in 12, it will take more than 50 hits to activate the life tap. This isn't, in my opinion, reliable enough to be your only way of keeping your life full.

Looking at the alternative - life leech - it doesn't really take all that much leech to keep you alive. My elemental zealot, for example, has 21% - 8 from a ring, 8 from CoH and 5 from a stealskull. With 20 points in sacrifice (which isn't a waste since he had plenty of skill points left over to max conviction, holy shield and defiance), this is plenty to keep him alive when using glimmershred, and gives you more reliability since you're not relying on the random lifetap casting to keep your life up.

Drac's are by far the best gloves for melee,imo, especially, when fighting in hell games. The 21% life steal doesn't seem enough when fighting in hell, since hell games will take away quite a bit of that 21%, cut by 2/3's, bringing your life leach down to only 7%. I have 41% life steal (only 14% in hell) on my pally and still notice my leeching a little weak when fighting Meph in hell. It wasn't until the life tap from my Drac's kicked in did I feel that I had some serious leeching, 'cuz that's when my life would be instantly made full.
As far as the life tap not kicking in at certain times... I can agree only when it comes to weaker and non threatening monsters, in which I would kill them so quickly that the life tap didn't have a chance to kick in... and on any more powerful monsters, my Drac's life tap always seems to kick in (except against Physically Immuned monsters, of course). One thing more I have noticed, is that the life tap works with smite and foh (and works in duels). Life steal doesn't.
Wearing a pair of Drac's and having them kick into action, is like having nitrous oxide in your hot-rod and flipping the switch for the win.
I should bring up too... that ias and ar ( from Fan, Zeal, eth botd war spike, 120/45 ias helm and a Zak with 40/15 ias jewel, which I use) helps a ton, too, when it comes to the Drac's... for speedier connected hits mean that life tap will work much sooner. Also, the +15 to str on the Drac's gives me almost 70 more max damage.

Pucho
04-08-2004, 18:47
[...]I have 41% life steal (only 14% in hell) on my pally and still notice my leeching a little weak when fighting Meph in hell. It wasn't until the life tap from my Drac's kicked in did I feel that I had some serious leeching,[...]
That's because you can't leech off meph.

sir goatscelot
05-08-2004, 04:47
The build is called the Elemental Zealot and it was first done by Nickodemus222 back in 1.09.., it was pvm but had alot in info about life tap etc and was quite exstensive. I think it was on this websites Guides list but might have been deleted. Anyway, I have done this build pvm and it kills well. As far as OK's go, throw the Gimmers :)

syrinx2112
06-08-2004, 06:00
I think for this build, tiamats definitely beats out the herald - even tho herald is one of the most well concieved shields bliz has ever created. Tiamat's weill add considerable dmg to his build and really isn't too shabby in the first place.

On another note, why not mention the demon limb. A lvl 23 enchant will add enough ar to get you an amazing chance to hit (coupled with conviction)- not to mention it adds great fire dmg to each swing. Killing two birds with one stone if you ask me.

And, finally, I think that 20 zeal, 20 sacrifice,20 conviction, 20 fanatacism, the rest in prereqs and holy shield yields an amazingly versatile pally. Have your optimal fanatic zealot eq (ebotd or w/e and herald) on one weapon set and gimmer/tiamat's on another. This would also allow for crushing blow to be incorporated. Tesladins and frost zealots use this attribute to great avail and i believe it would serve our build amazingly. You can then use whichever setup the party most needs and be an effective killer either way

Peace and please reply

Zenkai
09-08-2004, 02:18
This is a little off topic but if anyone else is making an elemental zealot, I have a gimmershred that I'll trade off for a few pgems. I'm sure you could make this build work with something like nord's but it's hard to beat the flexbility you get in terms of being able to kill any monster in the game equally well using gimmers, especially because you can throw them and pick off shamans/etc. Don't forget to hire a useless act 3 lightning merc for more style points!!!