[:1]Good evening
I'll soon start a auradin in SCL when i gathered all the equipment, but thats really the problem I have atm:
I read this nice guide here :
http://diablo.incgamers.com/forums/s...d.php?t=550647
which gives some information about gear but I have lately read that some pallys are using LW instead HoJ and Coh / Enigma, or are trying to breach the 48 fcr cast rate cap.
Im really unsure what to use for a PvM ONLY auradin.
Some thougts about that?|||If you don't use Dragon/HoJ then it's not really an auradin any more, is it?
The most efficient melee pali build would be one wearing two Dreams with Grief or Crescent Moon as weapon and Enigma for getting around. Heaping on different auras doesn't make you more versatile, just weaker overall |||Quote:
If you don't use Dragon/HoJ then it's not really an auradin any more, is it?
The most efficient melee pali build would be one wearing two Dreams with Grief or Crescent Moon as weapon and Enigma for getting around. Heaping on different auras doesn't make you more versatile, just weaker overall
So youre saying that HoJ / dragon isnt good and that I should rather build with enig / grief or cm :/. Then why playing auradin :<?|||You need to stack or your auradin will be no good. Thats from what I hear.|||Hi,
I have some experience playing a dual dream zealer from lvl 1-92 made mainly for pvm, perhaps I can offer some insight.
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So youre saying that HoJ / dragon isnt good and that I should rather build with enig / grief or cm
I have considered making both hoj and dragon for my lvl92 dreamadin, but have decided against it after being advised by a friend of mine who had tried it, and said it only marginally boosted his damage. My current build uses a dream tiara & a dream zakarum shield in conjunction with a grief pb to balance out my damage output, and to handle immunes which my lvl25 conviction may not be able to break.
IMO, the aura pulses are great for taking out those loose pesky mobs with little life (running around and chasing each of them down individually is kinda troublesome and annoying if you know what I mean) and allows you to focus your attacks on those "tanker" type mobs which requires some physical pounding with a huge lite dmg bonus from a fully synergied lvl30 holyshock with conviction.
Having made multiple chaosruns with my dreamadin, I can tell you that there are actually mobs with fire immunities which your conviction will not be able to break for some odd reason, which more or less cemented my decision to avoid going down the hoj and dragon path.
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Then why playing auradin :<?
As a player who has accumulated some "game wealth", I am willing and perhaps happy to spend some of my runes in making runewords which boosts my gameplay enjoyment, but not to the extent of wasting them in those that I am unlikely to use again (hoj & dragon).
As of now, my grief wielding dreamadin with nigma takes care of all my pvm needs, and I have never encountered a mob or boss that poses much of a challenge that my character is not able to overcome. He is able to clear all acts 1 thru 5, gets himself where he needs to go with nigma's teleport ability (runs/walks pretty darn fast too with the FRW bonus). He has taken on ubertrist solo in a 3 person game without needing to switch out his aura-based gear, he has also taken down dclone, perform rushes and help with ancients.
The only possible reason I can think of at the moment that you might want to consider using hoj + dragon + dream x 2 is for a "themed" build focusing purely on auras, as opposed to making an effective character build.|||The true advantage of a PVM Auradin was really taken away when they removed Iron maiden from the Oblivion Knights in Chaos Sanctuary. The only advantage now of an Auradin over, say, a Grief wielding Dreamadin would be in the extremely rare chance that you would encounter an unbreakable Lightning/Physical immune mob, which is so insignificant that it's really pointless to worry about.
The damage boost you get from the level 30 synergised Holy Fire aura is significantly less than the additional physical damage you would get from, say, Grief pb + Fort or Enigma. Even more than that, Dragon and Hand of Justice both have fairly weak stats apart from the auras that they provide. You'll get far superior stats overall (defensive as well as offensive) from Grief + Enigma/CoH/Fort than you would from HoJ + Dragon.
I personally use Fort + Grief, and the combo is pretty fantastic. I have enough other characters with tele that I went for straight damage for this one, and love playing him. He started as a PVM auradin, and I don't regret converting him to a Dreamadin in the least. The points from Resist Fire went straight into Salvation.
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