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raffster
13-07-2005, 00:03
RAFFSTER’S Holy Fire / Holy Shock Auradin Guide

A. Introduction
B. Skill Placement
C. Equipment
D. Stat Placement
E. Other Stuff
F. Dueling strategies
G. Special Thanks

A. Introduction
I met one of these builds in a trading game (hell mode) two weeks ago and decided to challenge it with my Poison Javazon (max resists in hell). Needless to say it was a pointless combat. The guy just moved around so that my zon couldn’t get to him and less than 15 seconds my amazon bit the dust. I managed to hit him with one of my 80K poison javalin but didn’t live long enough to fire a killing blow with guided missile.

If you want to own in duels but you’re too lazy to do anything to win (except run around as fast as you could away from everybody) this is your build. You’ve probably seen them in duel rooms already, they step outside of town and suddenly everybody’s dead, and they usually just stand in one corner not easily found. Or charge around into empty space like a headless chicken killing everyone in the process even without hitting anybody.

This build has been my favorite character so far because it is probably one of the best PvP builds (if not the best) and also equally good in PvM. You’ll be surprised how easily enemies go down even while not doing anything. And with just 1 point in Charge and Defiance you will have around 10K damage. The only drawback of this build is that the inability to use Enigma to teleport (especially if you love to teleport).

Please note that this auradin guide for a holy shock and holy fire auradin. There is a pure fire auradin but that build will not be covered in this guide. In my opinion, the holy shock and holy fire Auradin is better overall, although some could argue that the pure holy fire Auradin is better. I haven’t dueled one yet so I wouldn’t know the answer to that.

B. Skill Placement
The Auradin depends mainly on its equipment auras (holy fire and holy shock) with the synergies that make the auras powerful and those are the skills that this build needs to emphasize on.

Main skills:
Resist Fire (max)
Resist Lightning (max)
Conviction – depending on what other equipment you have, enough to get to level 25 (25 yields -150% to enemies resist)
Salvation (max)

Secondary Skills:
Holy Shield (enough to get to 75% block when activated.)
Charge (1 point to run around, this is a pre-req to HS so you don’t have a choice but to put at least one point on this)
Zeal (1 point so you can attack multiple opponents with ease and kill faster)
Vengeance (1 point if you want to be a mean, lean killing machine).

The rest into pre-requisites. And depending on your taste, you can customize after you’ve invested to all the main and secondary skills. I have 5 points I haven’t invested yet and I’m not really sure where to put them.


C. Equipment
The main drawback about the HF/HS Auradin is the fact that the build is totally equipment dependent. Without the proper weapon, helm, armor and shield, you cannot be an HF/HS Auradin. This makes this build one of the most expensive characters to make. We’re easily looking at 9 High Runes to make the runewords and trading for a decent resist (40+) elite paladin shield can be a pain. (You can use a regular 3 os shield but it’s not going to be the same without the resists.)

Main equipment: (These are a must. Without them you cannot be an auradin).
Weapon: Hand of Justice (Sur + Cham + Amn + Lo) Level 16 Holy Fire Aura
Armor: Dragon Armor (Sur + Lo + Sol) Level 14 Holy Fire Aura
Helm: Dream Helm (Io + Jah + Pul) Level 15 Holy Shock Aura
Shield: Dream Shield (Io + Jah + Pul) Level 15 Holy Shock Aura
On switch: +6 BO CTA and +2 any Spirit Shield

Secondary equipment: (This is my personal preference and could vary according to your taste, perhaps even change according to whom you’re dueling with.)
Ring: Primary: 2 x Ravens (pref. w/ 20 dex, you really don’t need the AR), Secondary: 2 x SOJs or 2 x BKs (I prefer SOJs) because you’ll need the mana to charge around longer.
Amulet: Primary: Highest Maras you can get (the +2 skills is invaluable and the higher your resist the quicker you can get max resists in hell), Secondary: Metalgrid (the higher than maras resists is really nice but you don’t really need the AR and Defense since you DON’T want to get hit, especially by a BOTD or GRIEF wielding paladin or barb).
Gloves: Primary: Dracul’s Grasp (you’ll need the life tap a lot since you will most likely have zero to very little life leech), Secondary: up to you
Boots: Primary: Waterwalk upped with 65 Life (the more life you have the longer you’ll survive if you’re careless enough to get hit). Secondary: Eth Treks works well too but the 65 Life of Waterwalk just can’t be beaten.
Belt: Primary: 15% DR Verdungos (this is the only item you can have with DR on it and will help immensely if you get hit by a powerful melee attack, the added life helps a lot, too), Secondary: Arachnid (the +1 to skill is nice but the 15% DR of Verdungos is more invaluable).

Charms:
- The best annihilus you can find. Resists will be more important than stats, if given a choice.
- At least 6 x Offensive Charms with either faster run walk or life
- Faster run walk charms with resists (the faster you run the less likely you’ll get hit)
- Faster hit recovery charm with resists
- Resist charms with life
- Life charms

D. Stat Placement
STR enough to use all your gear (If you already have all your items before you start your character, make sure you count exactly how much +STR you have from items so you only allocate enough STR only so that all the +STR will let you use your heaviest item. If you don’t have your items already, make a good estimate so you don’t waste too much points on STR.)

DEX enough to have max block with Holy Shield activated

VIT everything else goes here

ENE nada nothing zero zilch get it?


E. Other stuff
Becoming an auradin:
You become an “auradin” once you are able to use your weapon, armor, shield and helm, and that is level 67. You become a full-fledge auradin once you are able to use your annihilus charm (I had to wait to level 70 to be able to use all my equipment).

Leveling:
I think that this is the worst build to level. You can do little damage until you reach level 70. And that really blows. It pays off though once you become an auradin. I recommend moving into hell mode only when you get to 70 or you get your resists to a decent 60ish all.

Merc selection:
I decided to go with an Act 1 Fire Arrow Merc equipped with the following: Faith Hydra Bow, eth Fortitude with 1900 defense, eth Andy’s Visage with IAS jewel). Tonight I’m trying out the ICE runeword bow and see if it’s more effective. This merc has died less than most of the Act 2 mercs I’ve ever had.

Act 2 nightmare holy freeze (defense) is also recommended using Infinity eth cryptic axe, fortitude armor and eth Andy’s Visage.

Other recommendations:
If you feel like it you can carry a dragon shield around and become a semi pure holy fire auradin but I don’t think it’s going to be the same.

You can also give a Harmony bow to your A1 Merc to move around quicker with vigor. But the Fanaticism Aura in Faith is all around better than the Vigor aura of Harmony.

F. Dueling strategies
Not much too say here except that you should try to stay as far away as you could from anybody (your aura will kill opponents a little past your computer screen).

Best strategy: Charge around in circles avoiding any potential obstacles. It’s the lamest way to duel but it’s 99% guaranteed to win against ANY opponent.

Slight problems:
1. Frozen Orb sorc: Hard to dodge those little icicles – really annoying. So charge away from the sorc to make sure you don’t get hit.
2. Bone mancers: bone prison can get you stuck and get bombarded by bone spirit. Make sure you bash through the bone prison right away and continue charging away from the necro.
3. Godly vita barbs with BOTD/DOOM/GRIEF. One whirlwind from these guys can kill you so make sure you avoid getting into their way at all costs. Follow best strategy above.
4. Godly chargeadins/smiters: As paladins they are the only ones who can actually charge right into you and do a 1 hit kill. Make sure you charge AWAY from them.
5. An auradin with better overall equipment (e.g. 10 x offensive charms with 40 life each). Strategy: leave the game, no way you’re going to win.

G. Special Thanks
I just want to thank all my bnet friends for helping me with this build, especially to those who helped me level until I got to level 70. I also want to thank “Brother Schreier” especially for helping point out the important aspects that this build needs to utilize to attain maximum efficiency.

Your feedback, comments and suggestions are most welcome.

Bigrob
13-07-2005, 00:10
nice guide, but imo, holyfreeze/holy shock is better. :D Higher dmg than holy fire and ppl get slow so they can never get u.

But one thing though, how can u die to aura? If u stack resist against conviction then aura should do little dmg. Put on tgod + dwarf star and u will heal.

raffster
13-07-2005, 00:21
nice guide, but imo, holyfreeze/holy shock is better. :D Higher dmg than holy fire and ppl get slow so they can never get u.

But one thing though, how can u die to aura? If u stack resist against conviction then aura should do little dmg.

Thanks for the kind words. I was thinking about holyfreeze but what items can give you Holy Freeze except runewords DOOM and ICE. And with just one of those items you can't get A LOT of cold damage that you would from the joint combination of HOJ/Dragon & Dream/Dream. I was thinking this build could also use a DOOM axe, I don't think it's going to be a huge problem although I have to try it out first.

I've dueled paladins with 90+ resist all in hell mode and while they don't die as fast as those who do not have that kind of resists, they will die sooner or later. In hell its -100, L25 convict does -150 so that's -250 resists. I've also tested with a friend of mine using maxed resist with 1 x 20 absorb wisp, tgods, dwarf staf and rising sun ammy and the character still went down pretty fast.

Has anybody here made an actual computation of how much fire and lightning damage the auras produce? I might try to figure this out tonight.

Bigrob
13-07-2005, 00:38
I've dueled paladins with 90+ resist all in hell mode and while they don't die as fast as those who do not have that kind of resists, they will die sooner or later. In hell its -100, L25 convict does -150 so that's -250 resists. I've also tested with a friend of mine using maxed resist with 1 x 20 absorb wisp, tgods, dwarf staf and rising sun ammy and the character still went down pretty fast.

Base upon ur decription, ur friend does not stack resist taht well at all. Stacking resist means achieve higher resistance than it shows on ur screen. (75res max) Since after hell penalty, u get -100 with -150 conviction. So if u put up 275+res or more then u wont die to the aura. The actual aura dmg will not go above 10k, 4k at the most. The 10k+ dmg ur talking about is the light/fire dmg that goes to the attack. If u put up to 300 res than the aura will barely hurt, add on tgod, hotspur, dwarf star, or wisp projector then u will heal.

If u stack both fire/light resist, not just light or fire.

raffster
13-07-2005, 00:45
Base upon ur decription, ur friend does not stack resist taht well at all. Stacking resist means achieve higher resistance than it shows on ur screen. (75res max) Since after hell penalty, u get -100 with -150 conviction. So if u put up 275+res or more then u wont die to the aura. The actual aura dmg will not go above 10k, 4k at the most. The 10k+ dmg ur talking about is the light/fire dmg that goes to the attack. If u put up to 300 res than the aura will barely hurt, add on tgod, hotspur, dwarf star, or wisp projector then u will heal.

If u stack both fire/light resist, not just light or fire.

That's a good point, Bigrob. I'm going to put all those stack gear on my my hammerdin tonight and make him use GA with UM and all the items you've mentioned above. I'm so curious to see how this goes.

Can someone who is good in math do a computation for the following:
Holy Fire damage at level 30 with Level 20 Resist Fire and Level 20 Sanctuary
Holy Shock damage at level 30 with Level 20 Resist Lightning and Level 20 Sanctuary.

Thanks a lot.

Bigrob
13-07-2005, 00:53
go to the skill planner and it will the list the aura dmg with lvl 30 holy fire/shock, with syngery lvl 20 resist fire/light. *LINK REMOVED* YOU CAN NOT ADVERTIZE OTHER SITES ON OUR FORUMS. BANNABLE!
If u have a friend that play dream paladin or who use resist aura, tell him to activiate the light resist aura and u will see what it's like.

If it is 10k aura dmg with -150 conviction, then the aura will kill any char when it first touches, instantly.

HeavAngel
13-07-2005, 01:48
Looks good. NJ. :thumbsup:

I'm going to sticky this Guide for now. So, members can give advice, input and comments.

raffster
13-07-2005, 02:14
Looks good. NJ. :thumbsup:

I'm going to sticky this Guide for now. So, members can give advice, input and comments.

Thanks HeavAngel. Sheesh I thought you banned me. I was looking for my post and couldn't find it. I thought to myself...probably got banned for not posting exact damage or because I didn't ask permission from you before I posted this guide....LOL....speaking of paranoid.

Aight folks. I just did my test ultimate anti-auradin equipment. (I have two computers running D2 just in case you're wondering how I was able to do the testing). This looked funny from the perspective that my zon could own the auradin build afterall.

Character tested was: Javazon wearing:
a. COH armor
b. 1 x dwarf star, 1 x 20 absorb wisp
c. Tgods
d. Monarch shield with 4 ORTs (120 LR)
e. Lava Gout Gauntlets
f. Rising Sun Ammy
g. Hot Spur Boots
h. 4 x 15 Resist All GCs
i. anni with 18 resist
g. 8 small scs with a total of 30+ resists

Of course that was a great sacrifice on my zon's equipment part (my damage went from 75K to 40K) but wearing those she had 75+ Resist All in hell in spite the -150 Resist All from my auradin's conviction. It was funny to watch because my zon's life didn't even budge. This is the catch though, 2 hits from my auradin using Zeal and my zon was toast. Pretty weird, huh?

So there you have it folks, the "anti-thesis" of this build I just created. It looks like I just shot my auradin in the foot.

Ahh here's something to chew on though. Who would actually be wearing those equipment in a duel room unless they're out to get auradins? :lol:

HeavAngel
13-07-2005, 02:25
Thanks HeavAngel. Sheesh I thought you banned me. I was looking for my post and couldn't find it. I thought to myself...probably got banned for not posting exact damage or because I didn't ask permission from you before I posted this guide....LOL....speaking of paranoid.

No need to be paranoid :lol:

If I would of banned you, then you couldn't of replied on the forum ;)

Members can post their Guides. NP with me.
It's the heat some might have to endure though.

raffster
13-07-2005, 02:59
No need to be paranoid :lol:

If I would of banned you, then you couldn't of replied on the forum ;)

Members can post their Guides. NP with me.
It's the heat some might have to endure though.

Thanks HeavAngel,

Well I'm okay with "heat". If you notice I already shot my auradin on the foot.

Bigrob
13-07-2005, 03:38
told ya. :D The Auradin is crap.

Btw, i assume u know what stack resist means, since u have over 1000 post. Did u just realize it now?

raffster
13-07-2005, 03:57
told ya. :D The Auradin is crap.

Btw, i assume u know what stack resist means, since u have over 1000 post. Did u just realize it now?

But you have to remember Bigrob, not everyone has the kind of resists that will make them impervious to an auradin's aura. If that were the case then I wouldn't be making this guide. As far as all the duel rooms I've entered in the last 2 weeks, none but the most stalwart (or those who are equipped with the anti-auradin equipment I mentioned above) fall under the mighty aura of the auradin. Just 5 minutes ago before responding to your thread this sorc who had just hostiled me immediately died right after she teled out of town, and I wasn't anywhere close to town.

So yeah, if you're going to be cheezy and use the suggested anti-auradin gear, the auradin won't even scratch you. But that's considered bad manners in dueling. The question is -- will you survive a confrontation with an auradin with your build's suggested gear? It's the same as dueling a godly lightning sorc but switching to 2 x wisps, tgods and a 4 ort shield. Anybody can do that but -- does that make a lightning sorc crap as well?

:rolleyes:

schreier
13-07-2005, 08:08
I think the point to this build is that it is very rare for someone to stack both fire and lightning resist. If they do, they will be severely sacrificing any killing abilities. One is possible to stack - particularly lightning. But both lightning and fire being at that high of a resist will be almost non-existent I would believe. And I can't think of a build that could pull it off without sacrificing too much.

BTW - thanks Raffster for the reference :) I was just there for you to bounce ideas off of.

schreier

schreier
13-07-2005, 15:47
Sorry for the double post - I don't have an edit button on the last post for some reason ...

Anyways ... I also wanted to check why you were focusing on skill charms. I don't believe that they add to the level of the aura from the item nor will they help any synergies. They will raise your level of conviction but from my understanding, it is useless above 25. I guess the only way would be if you know what your final +skills and offensive will be, it will allow you to spend less skill pts on conviction - but I'm not sure where you would add them (holy shield maybe?)

schreier

Arutha
13-07-2005, 16:38
I followed the torchadin guide to make my auradin and after playing with him a while I have noticed that there are a ton of poeple that do stack fire resist and absorb, thats where the maxed charge comes in handy since even with the conviction the pulses do little to no damage to these people and i have to reley on charge, its also the only way i stand a chance agianst cyclone armor. However since i only use fire I dont know if a lot of these poeple with stack fire res have also stacked others. I personally tried to stack all the resistances on my auradin not just one since i made him to deal with all kinds of sorcs, traps, javzon.

As for the skillers they are helpfull when dueling someone else with conviction since the lower lvl conv has no effect.

raffster
13-07-2005, 17:53
Sorry for the double post - I don't have an edit button on the last post for some reason ...

Anyways ... I also wanted to check why you were focusing on skill charms. I don't believe that they add to the level of the aura from the item nor will they help any synergies. They will raise your level of conviction but from my understanding, it is useless above 25. I guess the only way would be if you know what your final +skills and offensive will be, it will allow you to spend less skill pts on conviction - but I'm not sure where you would add them (holy shield maybe?)

schreier

Good point here, Schreier,

I'm thinking about switching offensive charms to defensive charms. Based on what I'm seeing from the skills damage calculator, it looks like having enough defensive charms to get me to L30 Resist Fire, Resist Lightning and Salvation will make me do more damage. I still have 6 points to spare so if I do that I'm just going to max out conviction.

[exile]
13-07-2005, 19:12
Good point here, Schreier,

I'm thinking about switching offensive charms to defensive charms. Based on what I'm seeing from the skills damage calculator, it looks like having enough defensive charms to get me to L30 Resist Fire, Resist Lightning and Salvation will make me do more damage. I still have 6 points to spare so if I do that I'm just going to max out conviction.
Actually, if you're talking about boosting your synergies, that won't help either. Synergies only help when you actually spend the points into the skill. Meaning once you hit 20 on your Resist auras, you've already hit the max efficiency, and any +Skills will not help you out.

raffster
13-07-2005, 20:29
']Actually, if you're talking about boosting your synergies, that won't help either. Synergies only help when you actually spend the points into the skill. Meaning once you hit 20 on your Resist auras, you've already hit the max efficiency, and any +Skills will not help you out.

Thanks for the info, exile. Hmmmmmmmmmmmmmmmmmmmm....................... I wonder what charms I would benefit from the most? Life/mana charms? Faster run walk charms? Faster hit recovery charms?

I wonder if I get like 40 sharp small charms of vitality I could make this build into a "partial" charger as well?

Does anybody have a "charm" suggestion for me?

Arutha
13-07-2005, 20:49
Since I made my auradin to detroy sorcs/trappers and really any elemental based character i use alot of res all/life charms or when dueling another pally with conviction i have a bunch of offensive skiller in my stash to make sure that my conviction is higher.

Bigrob
14-07-2005, 01:51
stacking resist is never bm, only overabsorb is.

so with 300 light resist + tgod wont make u immune, unless u put on wisp then it will.

the only part about this guide is that u need to focus more on strategy rather than running around and let aura do the work. Anyone with decent resist like barb or pally can tank a few hits even without stacking, so i believe u need to at least to engage in battle like using zeal or something.

and yes, offensive gc will not boost the holy shock on dream further lvl.

imo, use ar/life scs are the best.

Av3nger
14-07-2005, 05:20
stacking resist is never bm, only overabsorb is.

so with 300 light resist + tgod wont make u immune, unless u put on wisp then it will.

the only part about this guide is that u need to focus more on strategy rather than running around and let aura do the work. Anyone with decent resist like barb or pally can tank a few hits even without stacking, so i believe u need to at least to engage in battle like using zeal or something.

and yes, offensive gc will not boost the holy shock on dream further lvl.

imo, use ar/life scs are the best.
"using zeal or something" is a very bad idea when a good equipped barb or say smiter get close, your best defense is NOT a strong offense in this build. If they get close, charge off as fast as it goes since with low dmg red you'll be dead within secounds. therefore sc's of life/ar is not an option imho, this build is made for running around and let the pulses drain your oponents life.
i have noticed that using at least 6 offensive skillers with 35+ life helps a great deal since no foh pala i've ever met have had higher conv then me so they are more or less useless and easy kills at least in pubbies since there is not many V/t's around (not where i duel).
Sure, you'll be meating someone that neglect your dmg completly but hey. see it from the bright side, you will most likely have killed more times then you have died...
Although i see most benefits with this char against casters, even if they stack res and absorb, they will be weak and easily put out with charge.
If you get good at running around most ppl will have little if no chans of catching up to you while your pulse is chewing down their life drasticly.
I tryed a dreamer build with grief and had success with it against most except high def smiters, just couldn't peirce their def with charge before they had charged/smited me to death... i see this as a more viable option to the pure torchadin too, 1 element is easily absorbed, 2 is not since you'll be needing ALOT of all res charms or gear+dual absorb... as already said not many are willing to sacrifice their complete gear for one person, at least not in a public game where they would get completly wasted by everyone else.
I see a few small flaws in the build but not many and i will definitely try it out ASAP since it suits me perfect, im too lazy to hit them, auto dmg is just so convinient (sp?) :lol:

mdkkns
14-07-2005, 07:53
Cool char against most classes. They'll prolly hate you and call u names in duellign rooms.

However, you will have problems against a similarly built dreamadin. He might use Salvation and kill you with his Grief (+Fort) or if he's like us, he'll probably have more off gcs than u and negate u while he kills u with Grief (+Fort again...). :) He prolly might have little AR but his IAS is fast (cos of PB) and with zeal (or smite), he'll win.

Windys cld absorb ur 1st few pulses with their cyclone armor and tele onto you and spam tornadoes. Zeal will be too slow for u and ur AR will suck.

Just .02 worth.

PS I do have a pure fire auradin. Should be building a dreamadin soon. :)

Aeonios
14-07-2005, 20:57
This build has some big weaknesses. Mainly because with all the specific gear, you can't get as many skills as other builds can. Also, with an HOJ and this gear, you'll suck at melee no matter what. Don't expect to beat any fohers who care enough to get offensive GCs.

Av3nger
14-07-2005, 21:46
This build has some big weaknesses. Mainly because with all the specific gear, you can't get as many skills as other builds can. Also, with an HOJ and this gear, you'll suck at melee no matter what. Don't expect to beat any fohers who care enough to get offensive GCs.
If they stack up their Conv higher then us, we'll just switch to res lightning, put on a t god's and maybe even a whisp to be extra mean and charge them to death, without smite (and tbh, in pub not many have it) they dont stand much of a chans... you CAN switch out the aura items if necessary, for example a death ba or something for a little extra power.

Bigrob
14-07-2005, 23:42
"using zeal or something" is a very bad idea when a good equipped barb or say smiter get close, your best defense is NOT a strong offense in this build. If they get close, charge off as fast as it goes since with low dmg red you'll be dead within secounds. therefore sc's of life/ar is not an option imho, this build is made for running around and let the pulses drain your oponents life.
i have noticed that using at least 6 offensive skillers with 35+ life helps a great deal since no foh pala i've ever met have had higher conv then me so they are more or less useless and easy kills at least in pubbies since there is not many V/t's around (not where i duel).
Sure, you'll be meating someone that neglect your dmg completly but hey. see it from the bright side, you will most likely have killed more times then you have died...
Although i see most benefits with this char against casters, even if they stack res and absorb, they will be weak and easily put out with charge.
If you get good at running around most ppl will have little if no chans of catching up to you while your pulse is chewing down their life drasticly.
I tryed a dreamer build with grief and had success with it against most except high def smiters, just couldn't peirce their def with charge before they had charged/smited me to death... i see this as a more viable option to the pure torchadin too, 1 element is easily absorbed, 2 is not since you'll be needing ALOT of all res charms or gear+dual absorb... as already said not many are willing to sacrifice their complete gear for one person, at least not in a public game where they would get completly wasted by everyone else.
I see a few small flaws in the build but not many and i will definitely try it out ASAP since it suits me perfect, im too lazy to hit them, auto dmg is just so convinient (sp?) :lol:

the aura dmg is too low on dmg dealing. True against barb or smiter u better off with running around, but against casters u need to take the offense.

ToThePoint
15-07-2005, 00:44
errr heavangel... think you forgot itemshop link removal..

Av3nger
15-07-2005, 02:55
the aura dmg is too low on dmg dealing. True against barb or smiter u better off with running around, but against casters u need to take the offense.
yes, vs some you will need to take the offense. Orb sorc for example since their es will absorb up most of your dmg and pretty much every pub sorc with es will drink mana pots to make sure they never run out of mana.
But this is however only against strong chars, it's a perfect build for killing mediocre players and to piss ppl off :lol:
a barb without enigma has very little chans of ever hitting you if you just keep charging away and around him.
Im still collecting gear for my auradin but i tryed out dreamer before him and had pretty good success with the pulses from just dreams...
My only real problem was smiters with absorb or other ppl using mass res and absorb.
the auradin will provide 2 sources of elemental dmg and will be hard to absorb completly without major sacrifices and if someone do, they will become extremly weak and you can always switch out some gear towards phys dmg, like grief, fort and phoenix and finish them off.

HeavAngel
15-07-2005, 13:54
nvm. I got ya. It's been taken care of thank ya :)

sizgar
15-07-2005, 15:09
how about sacrificing salvation synergies (aura dmg) for FOH + synergies ?
charge is useless vs melee chars due to decrised def on charging and even 1 pkt into charge + convi gives u like 7-10k max dmg which is the way to kill a caster also when u hit caster with charge u can change for zeal due to their low def and low FHR (many of them) but make sure ur FHR is on the right lvl due to ur low AR. also u can try pure auradin doom + dragon + 2 x dream. in this way u r sure u do all elemental dmg also cold dmg does hidden dmg like pierce and slows target which is usefull vs melee chars anyway.

how u deal with sorcs ES and druids cyclone armor ? charge / zeal ?

regs

Arutha
15-07-2005, 15:50
how u deal with sorcs ES and druids cyclone armor ? charge / zeal ?

regs

what i have found most successful agianst windys with cylcone armor is to name lock them with charge and hope that they cant move, if you stand next to them and try to zeal, their nados will tear you apart. As for sorcs my auradin has stack res and a bit of absorb for ever elem so i just charge them until they are dead and usually dont worry about takeing much dmg from them (except for those good lite sorcs they can hurt sometimes).

Pougee_au
15-07-2005, 16:05
raffster if your on USWLSC i'd like to duel you. I reckon that these two shouldn't mix and have proved that time after time.

mdkkns
16-07-2005, 03:24
how u deal with sorcs ES and druids cyclone armor ? charge / zeal ?regs

Siz, don't zeal. Zeal and you're meat. You'll have to charge around, namelock them, and charge them till kingdom comes. Hopefully, your AR will land you a charge hit or two and you'll be able to finish them off with your pulses. The first one or two hits is a must to remove their cyclone armor.

sizgar
16-07-2005, 13:44
thanks for the tip and i see that is the only way for auradin to take them down
but looking at it from another side sorcs and druids has low defence and crappy block (correct me if im wrong ( druids)) zealing them u interrupt their chance to cast those small silly whirls on me or whatever they do.
pulses are usefull only if u keep charging them when they are in stun mode and unable to recast ES or cyclone armor. otherwise yes u r meat :/


regs

BeefChunks
16-07-2005, 14:42
But this is however only against strong chars, it's a perfect build for killing mediocre players and to piss ppl off

Exactly. Versus any good dueler, you'll have a very tough time.

raffster
18-07-2005, 18:08
raffster if your on USWLSC i'd like to duel you. I reckon that these two shouldn't mix and have proved that time after time.


Sorry Pougee_au I'm on USEast softcore.

Anyway here's my first week report on my experience with this build in around 30 duel rooms. (each room had entirely different characters, players and attitudes -- geez).

The five toughest characters I've dealt with (ranked 1-5, 5 being the most difficult)

1. (5) Frenzy barb with 2 x BOTD with super high resists. This particular barb gave me the most difficult time. Even with charge I couldn't outrun him so he killed my auradin in 2 successive swings from his BOTD. It was sad, it seemed almost like this barb build was built specially against Auradins. His rapid speed is just too much to outrun, which is the lifeblood of an Auradin.

I have yet to find a way to duel a build like this. The barb was no match to my PvP Poison Javazon though.

2. (4) Frozen Orb / Blizzard Sorc. Charging around avoiding this build can be a problem because if you're dueling a smart dueler who can predict where you're going, he can tele there spam frozen orb and/or blizzard and will chow down on your life. I've won more times than I've lost but I've had a few hundred health points at the end of the duel.

Against Frozen Orb build Auradins must charge in a completely unpredictable manner so you don't get hit by those nasty icycles.

3. (3-4) FOH Pallys - In the beginning I would give these guys a (5) but when I realized I could 1-2 hit kill them with a level 4 charge, they weren't that tough anymore. For the most part the Auradin's aura pulse is way more effective than FoH so get A LOT of life charms to keep you healthy as you kill the FoHer off without him killing you first. Of course charging into a FoHer is actually one of the best things you can do.

4. (2-3) High Damage Guided Bowazons -- I've met a few and it's pretty hard to outrun Guided Missiles that are fired at what is probably a very high Increased Attack Speed. My Auradin died with just 5 arrows from a really powerful bowazon but if I could "charge away" long enough I pretty much always survived and won. Technique to dueling bowazons is to charge a little away from the screen so that the zon isn't visible but your aura is hitting the zon anyway. Lame but it works.

5. (3) Chargeadins - I thought these would be the most difficult but I haven't dueled anybody yet who is really up there with this build. I'm sure a really good chargeadin can kill me in just 1 blow, but I haven't dueled those yet. The few ones I've met weren't good enough to 1 hit kill me so I was able to run around long enough till my aura got to them.

I'l continue keep you guys posted. In terms of "funness" this build isn't the most fun to duel with. It annoys a lot of people and you get accused of NKing many times because it's just unavoidable that when you're going back to town and someone naked is coming out to retrieve his body they die along the way. Pretty funny sometimes but I've annoyed more people than actually had a good duel with.

For PvM this build takes about as much time to solo baal than a very powerful BOTD WW barb. Nice thing though is that with all my items I get 90/85/90/85 resists so those nasty SOULS in hell are actually not a problem for this build. No monster is tough enough to withstand the amazing pulse of this build, although hell Baal (just Baal) took about 3 minutes to kill versus the 1 minute it takes with my lightning sorc.

An Act 1 Merc with an ICE bow is the best merc for this build so far. I had an Act 2 HF Merc with an Infinity Axe but died way more times than my Act 1 Merc.

I ended up stacking with 6 x Offensive charms with 20+ life each and the rest on faster run walk small charms with 4-5 resists. I move nearly as fast as though I had a level 1 Vigor aura on me.

Arutha
18-07-2005, 21:03
I find that with my aruadin that bowzons are that hard if you just charge them and kill them b4 you take more that a couple hits, but then agian my auradin has 20pts into charge.

HeavAngel
20-07-2005, 01:30
Hey raffster,
I unsticky the Guide and placed this in the Guide Thread :thumbsup:

raffster
21-07-2005, 00:38
Hey raffster,
I unsticky the Guide and placed this in the Guide Thread :thumbsup:

Thanks a lot HeavAngel. :cool:

HeavAngel
21-07-2005, 04:29
Thanks a lot HeavAngel. :cool:
Yw :D
It will also be on the web site. I just have to wait for them to place there ;)

masterazn
09-01-2006, 11:52
I know this is digging up a really old thread but I had to find out.

I'm planning to make this build (except with more emphasis on charge). I've been told that this build is stupid, amazing, lame, not viable anymore in the new patch. Can anyone tell me if the last one is true? Did the new patch change anything for the Auradin?

-masterazn

ritherz
10-01-2006, 13:08
Edit: Foh has been mentionned before, just not in such detail.

NOW THEN, lets see, it is my first post, and i hope i sound as noob as possible :D.
I am soooo interested in making this build, and it sounds like it would be realy fun to do, sept i am maybe a few hr short of building it.. I been readin thru all the posts, and (correct me if i'm wrong) i didn't see anyone make a suggestions about being a foh secondary. U said u had at least 5 skill points left, u could eventualy get foh (screw getting vengeance and that ( I NEED TO READ THE RULES) if u got a few more lvls or just cut a few lvls in conviction (since if you gona be usin charms you could easily get to lvl 25) (-150 res is the max, i think 25 is when you acheive this). meening that if you got to like lvl 99 or sum ( I NEED TO READ THE RULES)you could be a full fledged aura/foher, which IMHO, would almost be unstoppable. 2 great sources of dmg, anyone who trys to throw on stacked res LOL at them just throw on a botd zerker or sum ( I NEED TO READ THE RULES) and charge em to death cus they'll have no items left to dmg u. W/e thanks for the guide, i will definately try this (I NEED TO READ THE RULES), as soon as i'm dun my fastest run/walk fire claw druid lol hes fun. Seriously tho, if u got only 1 point in foh, you can at least do sumthing while u run around like a chicken with its head cut off, and with maxed conviction the dmg u do with it (even with lvl 1 foh (10 with items)) will not be somthing to be ignored.

KingCarlitos
21-01-2006, 05:55
u dont need dex cuz u rnt going to be fighting someone so y do u need to block? your going to be runing around them not going one on one with them so no dex i say. and i can get holy fire up to level 94 =) but its so expensive but think about the possibiltitys ooooo

MegaFlame
21-01-2006, 10:03
Hate to say it but auradins ain't that gosu at duels.

Varion
21-01-2006, 17:01
I dont see any notes on dueling necromancers. Sure, some may fall quickly but I am talking about a half decent necro player at least. A necro can easily sacrafice a few pieces of equipment for some resists/absorbs (nowhere near max, although it's also possible) and still do enough dmg to dispose of the auradin in no more than a few hits. I have dueled a few auradins and it seems that once imprisoned, they are pretty much done with, unless they teleport, but then their auras would be compromised and the end effect is the same. Especially on hell, how would you break out of a prison in time, before the spears kill you? None of the paladins I fought could figure out a way...

masterazn
21-01-2006, 18:28
Actually, I've built a very successful auradin. The guide is stickied at the top. I find that necromancers are one of the easiest opponent's for my Charge Variant Auradin. You simply charge around them, and it is hard (near impossible) for them to prison you.

MegaFlame
21-01-2006, 23:22
A v/t is far better than auradins.

dekarclad
28-01-2006, 03:06
Very interested in this build actually.. I just started reading up on it. I have a few ideas...

You have listed for skill point allocation: 20 res fire, 20 res lightning, 20 salvation, enough skills for lvl 25 conviction aura, then the rest is free space.

So let's assume you go with a raven and an SoJ, maras, anni, and torch. That means you have +7, so you need a lvl 18 conviction assuming you own no offensive aura charms. Ok, that's 78 points. You have 32 left over to play with. Given prereqs for conviction and holy shield, you have probably 25-30 ish skills left to play with. So I think, you have a few options. PvM wise I couldn't see this character not kicking total Diablo behind, but I don't know the numbers on the added damage by holy fire/shock auras.

Anyway, just playing it safe, you can dump 20 into zeal, because, well, you'll be hitting for so friggin much with all the added damage to strike via shock/fire. And conviction lowers defense by X percent up to mid 90's iirc.

You can do charge. With a 20 point charge and BA HoJ working for you, rock on.

I really want to try this build. However, I am stuck since I just reformatted and I can't find my friggin install disc >.<

Mutat
31-01-2006, 00:09
I find life charms could be awesome.

Can anyone tell me what they did auround lvl 40-60
its serioustly getting hard to do anyting and I know that whne im going to leave baal runs, im going to get eaten alive, can anyone tell me how and where and how and what should I do? at that lvl

JME
17-03-2006, 09:09
Small note but...string has DR too (not just dungos).

ThePanzyLord
27-03-2006, 09:28
Can someone tell me why you wouldn't actually melee in duels? He made it seem like all an auradin can do is run around and kill things but an auradin can probably melee down most chars in 1hit. Can someone explain this to me?

masterazn
27-03-2006, 18:52
Auradins typically have very low Attack Rating, hence, it's hard to hit anything with decent defense. Note that smite can't be used with an auradin effectively since the elemental damage doesn't add up. My auradin build gets up to 11K damage with charge. I kill most opponents in one or two hits from that...if I can hit.

Check the stickied thread about my build. It is an improvement over raffster's.

beethovensvirus
29-04-2006, 01:58
A few quick questions....

1. If you wear Dream Helmet with Dream Shield will the levels stack upon one another.
2. If you wear Hand of Justice with Dragon Armour will the levels stack upon one another.
3. If you use Paladin Offensive Grand Charms will this add the the level of your Holy Auras [ Fire and Shock ] from the Dream, Dragon, and Hand of Justice.

I really don't know much about AuraDins but I think these questions are very important if one is going to build one. Thanks.

~Beethoven

SlyFox
01-06-2006, 04:16
Why do you max salvation? I understand the rest just not this. :) Thanks.

purplelocust
01-06-2006, 18:01
Why do you max salvation? I understand the rest just not this. :) Thanks.
Hard points in Salvation boost the damage from Holy Fire and Holy Shock (and Holy Freeze.) Not as much as the relevant "Resist" single-elemental damage auras, but as follows:

Holy Fire: +18% damage/ Resist Fire, +6% dmg Salvation
Holy Freeze: +15% damage/ Resist Cold, +7% Salvation
Holy Shock: +12% damage/ Resist Lightning, +4% Salvation

So for the HF/HS dual aura, maxed Salvation gives +120% HF, +80% HS. Those damage increases apply to both the pulse and the attack.

POnti
29-06-2006, 13:01
thanks now i really understands how auradin works :)
i think ill make one and make him really high :-) good that u tell everyone how its works ;)

adecoy
11-01-2007, 23:05
why use offensive skill charms?

emar
12-01-2007, 23:29
why use offensive skill charms?

To waste space by eating inventory room...?

It is for people who do not want to max Conviction, or want a high level conviction.

From experience stacking resists and life is a better pay off. You meet a FoHer, his conviction will be > yours. If you play with strategy that itsy-bitsy obstacle is easily overcome...

mephiztophelez
13-01-2007, 04:26
this isn't new and it isn't original. this reads very much like AcidRanes guide to the PvP Auradin that has been posted on the b.net forums Skills discussion for some time (although it appears to have fallen off), although Acid's guide is much better written.

if you are so skilless that you need to build one of these obscenities to win duels, you thoroughly deserve the endless round of NK'ing and BM'ing that most people seem to enjoy dishing out to Auradins. Auradins have a habit of NK'ing people, be prepared to have the favour returned.

even if you do win duels, you have done nothing worth crowing about. Auradin's are lame, ***, noobwhore builds that are only ever made by clueless nubs. most people don't realise the build started as a joke. jokes on you, any phool who makes one.

emar
13-01-2007, 19:30
this isn't new and it isn't original. this reads very much like AcidRanes guide to the PvP Auradin that has been posted on the b.net forums Skills discussion for some time (although it appears to have fallen off), although Acid's guide is much better written.

if you are so skilless that you need to build one of these obscenities to win duels, you thoroughly deserve the endless round of NK'ing and BM'ing that most people seem to enjoy dishing out to Auradins. Auradins have a habit of NK'ing people, be prepared to have the favour returned.

even if you do win duels, you have done nothing worth crowing about. Auradin's are lame, ***, noobwhore builds that are only ever made by clueless nubs. most people don't realise the build started as a joke. jokes on you, any phool who makes one.

Alot of hostility there - been beaten by too many from what it seems :)

The problem is with how people play the character, and really not the character itself. I will agree that the majority of people who play Auradins:

1) Never attack,
2) Run circles/charges/etc with hopes of killing anything,
3) Have zippo skill.

Nobody should whine about those folks either, those are your easy kills in the game...

Nonetheless, this build, joke or not, is completely PvP viable should you choose to play and duel. Running in circles to aura-kill an opponent is not dueling - it is the same as town fissuring or spamming the bear from town.

Creating a mass-sorb aura-killing pansy is also not dueling. Most people try to BM with this char - or so it seems - NKing, jumping, Juving :), Sorbing, etc, etc. <- Those folks are your so called "nubs". No skill and no strategy. But hey you don't need to be an Auradin to do that, now do you?

You can make a completely viable, non-sorbing (save for Raven - sorry Cold sorcies) GM (for the most part) dueler. You need to have a form of attack, and you need to have gear switches like most other builds. Dwarf, Rising Sun, Wisps, Snowclash, etc should not even be in your stash. Other than raven - you shouldn't wear 'sorb.

When you learn to fight and implement strategies, the only really hard duels for this build should be the Barbs (shield > no shield in this case - you've got low DR), Hdins, the Top Ele druids (though you do have the advantage) and the really good Boners.

Duel like a "nub" expect to be treated like one. If you learn to duel well - you will win most of the duels - even 2+ versus 1 duels.

So there you have it two sides of the argument. I however am not disputing the fact that Auradins have a bad reputation - and it is because the vast majority of the people behind them lame-it-up.

ravagemonkey
21-05-2007, 08:34
do you think that a carrion wind with a p raven frost would be a good combo, i mean great life leech and great psn resists not to mention 10% damage goes to mana with a carrion, and the obvious advantages to an r frost seems to make a decent combo

i just had one question tho, when using fire and shock resist what aura should i be keeping active???


oh and by the way this guide rocks ive been trying for an auradin since i got d2 and finally i have one. he rules and i followed everything in this guide so many props on this guide

eldrizzo
21-05-2007, 12:36
so if i put points into resist fire and salvation itll boost the damage of holy fire, even though it's an equipped skill?

Bjorgin
21-05-2007, 12:38
so if i put points into resist fire and salvation itll boost the damage of holy fire, even though it's an equipped skill?

yeah. same with all synergies.

Audet
21-06-2007, 22:36
Nevermind.

Bash_
01-09-2007, 03:29
I would probably consider the following;

Use doom rather than hoj+dragon. Slow is much more powerful, and it would free 20 skill points to zeal for more ar/dmg OR 20 points defiance for defence, since lvl 12 HF would only go from 250 to 500 damage, which is not worth 20 skill points. Slap on a ber levi, and you have 48% DR.

Forget about maras, use angelic. You could even prebuff a fade from treachery, and switch to hsaru boots+belt for even higher AR, while keeping 48%DR as well as gaining 65% res.

Stevomoo
13-04-2008, 13:35
what if with the extra points you max fanatism then if you meet somone with crazy stacked res u can switch to grief//hoz (or exile) and zeal/simte them to death. also what about combat gc's then u can have good holy shield smite and zeal with few points spent?

harrypotterbaals
10-12-2008, 22:08
So for the shield, I need to find a non magic elite shield with resistances and 3 sockets?

Is there anything I should be looking for in a helm

sweetalmonds
11-12-2008, 01:27
So for the shield, I need to find a non magic elite shield with resistances and 3 sockets?

Is there anything I should be looking for in a helm

Just because he/she says


Best strategy: Charge around in circles avoiding any potential obstacles. It’s the lamest way to duel but it’s 99% guaranteed to win against ANY opponent.

Doesn't make it so, as a matter of fact the damage can be easily reduced to nothing using gear still considered gm. If you want something that really doesn't need to aim and be somewhat effective in duels try a foh, atleast it takes some effort to counter the -res from all the facets and conviction.Why this guide got sticked is beyond me :coffee:

Really want a answer to your question still?

3os 45@ sacred targe would be best, anything 40+ resist all 3os with high def/low str req is good enough

Same thing with helm high defense low requirements.

skeldro
09-08-2009, 11:32
i just wanted to know what weapon should i use for hoj and also
if you know do i need to stack the auras?(if yes
can you plz tell me how:wave:
thx

Vincentrecon
08-09-2009, 08:40
So yeah, if you're going to be cheezy and use the suggested anti-auradin gear, the auradin won't even scratch you. But that's considered bad manners in dueling. The question is -- will you survive a confrontation with an auradin with your build's suggested gear? It's the same as dueling a godly lightning sorc but switching to 2 x wisps, tgods and a 4 ort shield. Anybody can do that but -- does that make a lightning sorc crap as well?

:rolleyes:

Alright. . . I know I am responding to this quite a time away but yes, there are definitely people who see stacking absorb and stuff in a 1on1 to be in bad taste against an elemental type attacker. I mean. . . wouldn't that mean an auradin should by theory not win against a resistance stacked Vita ww barb? Take all that into consideration and you have in my opinion a very capable killer assuming no bad favor. And in pub rooms, someone who stacks to the extent you describe usually will keep dying to everyone else.
I run 3x sorcs. . . 200 fcr fb, lightning infinity and a fathom/nwing cold sorc and I have to admit that when I see people decide to put on full absorb I just go grab my zon and tell them to stay in the gear as they die. :)

mephiztophelez
09-09-2009, 01:52
it's possible to completely nerf an Auradin's damage without resorting to more than the-generally-agreed-to-be-GM One Piece Of Sorb Gear Per Element.

a Tgods and a Rising Sun along with enough resistance stack to counter conviction is enough to gimp an Auradin (even one stacked out the wazoo).

integer sorb is a powerful thing. unlike Auradins.

Auradins can only kill the unprepared. there's no need to go "BM" on 'em to kill em.

MCJ
09-09-2009, 07:46
stacked auradin is hard to take out.

nonestacked is joke.

Ceramic Weasel
09-09-2009, 08:15
Auradins can only kill the unprepared. there's no need to go "BM" on 'em to kill em.Agreed. I've never met any dueler who considered stacking resist over max to be BM.

On the other hand, I've met many duelers who consider Auradin tactics (ie. running around not engaging anyone, killing people two screens away with aura pulses) to be VERY BM. So I really don't think an Auradin resorting to these methods is in any position to complain about stacked resist and a single piece of absorb for each element.

I strongly suggest using Charge to attack. It'll deal lots more damage than the aura pulse, and it's somewhat less cheesy.