Fire Paladin Guide - WIP

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Firecaller Paladin Guide



Introduction - This is a guide about building your own caster Paladin based on fire spell oSkills. We all know that a typical Unholy Caster Paladin is a viable build on its own. But for those finding its unholy caster tree to be lacking, this guide introduces a fun and easy variation for everyone looking to make their Caster Paladin. The idea behind this build is to incorporate a Paladin's increased defensive capabilities and spell damage boost from its Unholy Uberskill - Superbeast with high damaging fire spell oSkill like Brimstone, Pentagram and Flamestrike to build a caster that can bring down high amounts of fire spell damage while maintaining a considerable amount of survivability.


Pros
- Can be played untwinked
- Can do most ubers
- Most end-game gear need only be crafted
- Good farming build
- Can be played by new and old players alike


Cons
- We will start using fire skills from mid-game onward, so early gameplay will be no different from a typical Unholy Caster.
- Brimstone(our main fire spell) will often lead to sprite overflow which in turn would cause your screen to go blank.



Information




Documentation
Before proceeding into this guide make sure to read Median XL's documentation here for anything you might not understand regarding the game. The topics inside the docs are neatly arranged into categories so you should have no trouble finding what you need in there.


Terminologies
Several terms and abbreviations are commonly used in here in the MXL forums. You can read about them here.


Updates
This guide is a work in progress and will be updated to MXL2017 1.1 as soon as the patch comes.



Skills



Innate Skill


Vindicate
Casts a curse in the target area. Killing cursed enemies heals the party and increases physical damage. This skill will be useful early on as the increased regeneration will make up for our lack of damage reduction before having access to Blessed Life.





Light Influence


Vessel of Retribution
A buff that automatically casts short ranged energy bolts at nearby enemies. It has 1/3 the range as its Shadow Influence counterpart, but it shoots twice as fast and deals about ~50% more damage.


Rapture
A buff that increases all speeds. Duration and overall speed increases with hard points.



Solstice and Equinox
Passive skill that improves Vessel of Retribution. Since we will be using the Unholy Tree, this passive provides additional damage to the Vessel.



Sacred Armor
Provides us with a temporary invulnerability shield as well as increased velocity. Hard points in Rapture further increases speed buff.



Hoplite
Summons few minions with high avoid and chance to cast retaliate and inner fire on melee attack. Improved life per hard point in Holy Tree and damage per hard point in Unholy Tree. Since we will be using Unholy Tree they will most likely have little HP and therefore won't be very useful meatshields.





Shadow Influence


Vessel of Justice
A buff that automatically casts moderate ranged energy bolts at nearby enemies. It has 3 times the range as its Light Influence counterpart, but it shoots half as fast and deals about ~50% less damage.


Euphoria
A buff that provides elemental pierce. Duration and pierce increases with hard points.



Life and Death
Passive skill that improves Vessel of Justice. Since we will be using the Unholy Tree, this passive provides additional targets to the Vessel.



Demiurge
Short buff that gives us a chance to reanimate slain monsters as Seraph as well as improve all stats by 50 per hard point invested. We won't be using this skill very often.


Scourge
Summons several minions with low avoid and chance to cast crucify on melee attack. Improved life per hard point in Unholy Tree and damage per hard point in Holy Tree. Since we will be using Unholy Tree they will have a good amount of HP and will be useful as meatshields.





Wicked Tree


Tainted Blood
A buff that provides us with poison resist, life regeneration and enhanced defense. Defense increases by 20% per hard point and 5% per soft point. Regeneration also improves but with diminishing returns. This will be our main source of defense and poison resist and so we will need it maxed out.


Mind Flay
Energy beam that deals light damage in the area of impact. Gains one additional beam for every 9 hard points in Slayer.



Symphony of Destructon
A buff that constantly deals poison damage to random monsters nearby.



Slayer
Summons stationary phantoms that shoot magic bolts at nearby enemies. Can summon up to 5 Slayers at a time.



Stormlord
Passive skill that grants us a great amount flat attributes. Need I say more? We will need this maxed out.





Uberskill


Superbeast
Morph skill that grants us additional spell damage and higher attack speed and cast rate breakpoints. The only downside is that it lowers our hit recovery breakpoint and makes our character prone to getting locked in hit recovery animation when diving into a crowd.


Ennead Challenge Reward Skill


Divine Apparition
Teleport skill that freezes nearby monsters. It has 3 second cooldown.



Black Road Challenge Reward Skill


Blessed Life
Passive skill that grants us increased healing rate from eating apples, flat physical damage reduction as well as % damage reduction. Increases % damage reduction with hard points. We will need this maxed out.





oSkills


Brimstone
Fire spell that plants a holy seed at a target point that explodes into multiple directions after a delay. This will be our main damaging spell.



Pentagram
Casts an expanding pentagram of hellfire. We will need this skill for specific situations.



Flamestrike
Calls down a blast of flame that deals a devastating amount of damage. Once we acquire our end-game gear this will replace Brimstone as our main damaging spell.




Mercenary



While you should be capable of handling everything by yourself, a good mercenary is always nice to have. They can help speed up clearing an area as well as take care of monsters that are immune to your main elemental damage. They're most helpful while farming for gear and craft items. For this build, we will be employing Act 3 Mercenaries: The Iron Wolves.

Here you have two options:

Bloodmage
A mercenary that uses Fire and Poison based spells. He will also cast Gift of Inner Fire from time to time which heals your entire party. It's recommended to use him from early game until you're able to craft items with fire oSkills.

Gear
► Show Spoiler



Abjurer
A mercenary that uses Lightning and Physical/Magic damage based spells. Has greater damage output compared to a Bloodmage with its Superbeast morph. It's best to use him from mid-game onward after you've acquired Brimstone so that you'll have varying elemental damage.

Gear
► Show Spoiler




Early Game



Treading through early game shouldn't be too hard as a caster Paladin. Early on we will be using Mind Flay and Vessel of Justice as our main source of damage until we get Slayer at level 18. We will constantly be upgrading our gear whenever we get the chance in preparation for Level Challenge 1, Ennead Challenge, Level Challenge 2 and Black Road Challenge. Early game encompasses leveling from level 1 to 120 and playing from the start up to Terror Baal.

Stats and Skill Plan
► Show Spoiler


Gear
► Show Spoiler


Gameplay
► Show Spoiler





Level Challenge 1

Location - Twin Seas (Act 2: Halls of the Dead) in Hatred Difficulty

Okay, now that you've reached level 40 it's time to start preparing for Level Challenge 1. Take note that this challenge can only be done with a character is that level 50 or below. The goal of this preparation is to upgrade most of your gear to Tier 4-5(except your shield because it requires DEX) without exceeding the STR requirement for a Tier 4
Queen of Glass
Queen of Glass
Ancient Armor (6)

Defense: (286-313) to (572-625)
Required Strength: (82-86)
Required Level: 11
5% Faster Run/Walk
15% Faster Cast Rate
-(6 to 8)% to All Enemy Resistances
+(18 to 29)% Enhanced Defense
+(151 to 250) to Mana
Cold Resist +(21 to 25)%
Lightning Resist +(21 to 25)%
Decrease Maximum Durability -90%
Requirements -(15 to 11)%
Socketed (2)

Defense: (501-540) to (978-1054)
Required Strength: (112-118)
Required Level: 20
10% Faster Run/Walk
20% Faster Cast Rate
-(8 to 10)% to All Enemy Resistances
+(30 to 40)% Enhanced Defense
+(251 to 350) to Mana
Cold Resist +(26 to 30)%
Lightning Resist +(26 to 30)%
Decrease Maximum Durability -90%
Requirements -(20 to 16)%
Socketed (3)

Defense: (817-881) to (1562-1684)
Required Strength: (153-161)
Required Level: 30
15% Faster Run/Walk
25% Faster Cast Rate
-(11 to 13)% to All Enemy Resistances
+(41 to 52)% Enhanced Defense
+(351 to 450) to Mana
Cold Resist +(31 to 35)%
Lightning Resist +(31 to 35)%
Decrease Maximum Durability -90%
Requirements -(25 to 21)%
Socketed (4)

Defense: (1260-1351) to (2387-2560)
Required Strength: (207-219)
Required Level: 38
20% Faster Run/Walk
30% Faster Cast Rate
-(13 to 15)% to All Enemy Resistances
+(52 to 63)% Enhanced Defense
+(451 to 550) to Mana
Cold Resist +(36 to 40)%
Lightning Resist +(36 to 40)%
Decrease Maximum Durability -90%
Requirements -(30 to 26)%
Socketed (4)

Defense: (1894-2021) to (3555-3794)
Required Strength: (278-296)
Required Level: 47
25% Faster Run/Walk
35% Faster Cast Rate
-(16 to 18)% to All Enemy Resistances
+(64 to 75)% Enhanced Defense
+(551 to 650) to Mana
Cold Resist +(41 to 45)%
Lightning Resist +(41 to 45)%
Decrease Maximum Durability -90%
Requirements -(35 to 31)%
Socketed (5)

Defense: (2738-2910) to (5136-5459)
Required Strength: (373-398)
Required Level: 54
30% Faster Run/Walk
40% Faster Cast Rate
-(18 to 20)% to All Enemy Resistances
+(75 to 86)% Enhanced Defense
+(651 to 750) to Mana
Cold Resist +(46 to 50)%
Lightning Resist +(46 to 50)%
Decrease Maximum Durability -90%
Requirements -(40 to 36)%
Socketed (6)

. First thing you have to do is farm some Arcane Crystals. You can do this by farming Mephisto in Act 3. He drops 2 TUs with every run and there's also the chance for monsters in the area to drop some extra TUs. Keep doing this until you get enough Arcane Crystals for your gear. Once you're done, you should be a little less level 50 with enough defense and damage to run through this Uberlevel.

The mechanics of Level Challenge 1 are simple. Near the entrance of Tran Athulua you will find a Pirate of the Twin Seas and killing him will drop an un-upgraded
Elemental Prism
Elemental Prism
Cube this Charm with Sunstones!
Keep in Inventory to Gain Bonus
Required Level: 50
Adds 4-5 fire damage
Adds 4-5 lightning damage
Adds 4-5 cold damage

. Pick it up and identify. Next you will need to fight through the Amazons until you find three priestesses of three elements: ice, light and fire. Killing a priestess will give your character a red swirling aura for 30 seconds. Each priestess will drop a Sunstone of her own respective element. You need to cube these Sunstones with the Elemental Prism before the red swirly disappears. Do this with all the priestesses. Once you cube the last Sunstone, your Elemental Prism will be complete and you will have completed the Level Challenge 1.

Below is a map for Tran Athulua
► Show Spoiler

Note: The reward for the 3rd quest in Act 5 is a scroll that can be cubed with the Elemental Prism to increase its resistance bonuses.





Ennead Challenge

Location - Act 3: Trancival in Hatred Difficulty


Right now you should be a little less than level 80. This challenge can only be done with a character that is level 80 or below. Your gear should mostly be Tier 6, if not all, by now. This means you should be tankier in general. The challenge is simple. All you need to do is run through Kurast 3000 BA in any difficulty and kill the Ennead Necromancers until you get your class charm - the Eye of Divinity.

So how does Kurast 3000 BA work?

You will find the entrance in the trap door somewhere in the northeast portion of the map. As you enter, you will appear in either the northern or southern corner of the map. The place will be full of skeletons. You will find three Ennead Necromancers in the three other corners of the map. Across the map will be a number of Shadowgate totems that grant all enemies a purple invulnerability shield as well as summon additional skeletons overtime. You will need to take down these totems before you can kill the skeletons and proceed to the Necromancers. To do this, you'll walk around the area with your minions and merc until you find a totem. Summon Slayers next to it and wait for it to go down. If it doesn't, cast Slayer again. Once the skeletons lose their shields, you can start hitting them with Mind Flay. If they're still invulnerable, find the next nearest totem. Try not to get surrounded by too many skeletons as their sheer number will quickly overwhelm you. Once you take down the totems and skeletons, you can head for the Necromancers. They should go down easily. If none of the Necromancers drop your class charm, just do it again. Once your class charm drops, pick it up, identify, then cube it with any jewel. With that, your Ennead Challenge is done.

For reference, you can check out the video in the Uberquest section for the K3KBA Uberlevel.





Level Challenge 2

Location - The Proving Grounds - Swampy Pit Level 3 (Act 3: Flayer Jungle) in Terror Difficulty


Now you've hit level 90, you have access to your Ennead Reward Skill and Uberskill - Superbeast. This challenge can only be done with a character that is level 90 or below. Before you start this challenge, you'll need check your gear. Your light spell damage needs to be as high as possible. Make sure all your gear are socketed with Ort runes and MO'd with light spell damage.

How do I do this?

Upon entering the dungeon, you will find that there is no exit. Unsummon all your minions as they look exactly like the Death Mechanics and this might confuse you while luring them later on. Proceed to the northeast corner of the map by going along the long, narrow hall. Once there, open a TP. Walk along the walls to the northwest until you reach an opening where the Death Projector and the Mechanics are. Once there, continue walking northwest, luring the Mechanics along the way. Make sure not to stop walking because you will get 1-shot by the Death Projector's spinning Mind Flay. Once you have them following you, walk southwest until you come across a blocked doorway leading back to the entrance. Make sure to lead all Mechanics to that area, leaving only 1 or 2 back at the Death Projector because the DP is invulnerable unless a Mechanic is nearby. Once you've lured them, teleport to the other side using Divine Apparition. Walk back to the Death Projector, cast Slayer and start hitting it Mind Flay. You need to kite the remaining Mechanics around the DP while doing this because they hit pretty hard even on their own. Make sure not to get hit by DP's beam while doing all of this. It shoots a spinning Mind Flay every few seconds in a clockwise direction starting from the southeast. Once it fires its beam, just follow back the back of the beam until you reach your initial position. Keep doing this until it goes down. Once it does, you will be surrounded by a red swirling aura for 30 seconds. Open a TP and go back to town. Cube your class charm with a perfect gem before the swirly disappears. And with this, you have finished the Level Challenge 2.

For reference, you can check out the video in the Uberquest section for the Death Projector Dungeon Uberquest.





Black Road Challenge


The Black Road Challenge unlocks Blessed Life as a reward skill. This skill will be vital for our survival in Destruction. The challenge itself consists of five trials. Completing a trial with allow you to cube your class charm and a note will appear confirming the completion of each trial. Before proceeding to the trials, it is recommended to change your shield to
Sangreal
Sangreal
Paladin Shields

'Lo'
Runeword Level: 59
Level 1 Demon Blood Aura when Equipped
25% Increased Attack Speed
25% Faster Hit Recovery
-10% Decreased Chance of Blocking
+33 Defense
to increase your life and ensure a better chance of survival. It is also recommended to change your weapon to
Gehenna
Gehenna
Weapons

'Xar'
Runeword Level: 100
25% Chance to cast level 27 Frozen Crown on Melee Attack
+(144 to 171)% Enhanced damage
Adds 188-250 cold damage
Adds 750-1000 poison damage over 5 seconds
+25% to Cold Spell Damage
-25% to Enemy Poison Resistance
+25% to Poison Spell Damage
-25% to Enemy Cold Resistance
Increase Maximum Life and Mana 25%
Requirements -33%
for the last two trials. If you've found any sacred rare gear and some ornate shrines, you can craft them and replace your TUs for improved defense. Note that
Sangreal
Sangreal
Paladin Shields

'Lo'
Runeword Level: 59
Level 1 Demon Blood Aura when Equipped
25% Increased Attack Speed
25% Faster Hit Recovery
-10% Decreased Chance of Blocking
+33 Defense
will also serve as our shield during early mid-game so it is recommended to make it in a sacred paladin shield.

Trial of Fear
► Show Spoiler


Trial of Greed
► Show Spoiler


Trial of Contrition
► Show Spoiler


Trial of Knowledge
► Show Spoiler


Trial of Blood
► Show Spoiler




Mid Game


Mid game content covers our game play from Terror Baal up to Destruction Baal. From here on out we will start using the fire spell oSkill Brimstone from our crafted gear as our main damage dealer. If you still haven't reached 120 by the time you finish Terror Baal, just run through Act 5 - Throne of Destruction again. On the other hand, if you haven't found the necessary rare sacred items to craft your mid game gear, you'll need to run through Act 1 - Inner Cloister or Act 5 - Throne of Destruction until you find some rare sacred body armor, gloves, belt, boots. paladin helm and scepter. By now you should have enough shrines with one or two Fascinating Shrines from your Fauzt run during the Trial of Knowledge. If not then you can proceed to run a few rounds in terror K3KBA to find some shrines or even terror Fauzt if you think you can handle it.

As soon as you acquire the right gear and craft materials, you will need to respec before entering Destruction.

Stats and Skill Plan
► Show Spoiler


Gear
► Show Spoiler


Gameplay
► Show Spoiler




End Game


End game content covers everything after you've finished Destruction difficulty. This includes farming for your end game SUs, Signets and completing all possible ubers.

Stats and Skill Plan
► Show Spoiler


Gear
► Show Spoiler


Gameplay
► Show Spoiler




Edited by ScarletEdge 1 month.
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Uberquests



Uberquests or Ubers are divided into four categories which we will further divide into three difficulty levels.

Easy
This level only requires the player skill you've gained over the course of early to mid game. It can be done with your mid game gear with even a bit of early game gear.

Moderate
This level requires a bit more player skill . You'll gain these over the course of playing through the easier ubers and familiarizing yourself with mechanics often employed in these fights. These ubers can be done with improved versions of your mid game gear. You can obtain these by crafting items with better stats and affixes.

Hard
This level requires an extensive level of player skill. By the time you reach these ubers, you should already be somewhat knowledgeable of the mechanics and strategies often used to complete ubers. At the same time you should also have developed good reflexes in critical situations where you need to dodge and/or teleport out of danger. These ubers can only be done with your end game gear along with good mid game gear.

Note: the videos below were taken several times before I finally succeeded in killing a boss or obtaining a charm. The purpose of these videos is to show that the following ubers are possible with this build.




Dungeon Uberquests


Death Projector
► Show Spoiler


Creature of Flame
► Show Spoiler


Infernal Machine
► Show Spoiler


Rathma Square
► Show Spoiler


Azmodan
► Show Spoiler


Cathedral of Vanity
► Show Spoiler





Summoning Uberquests


The Butcher
► Show Spoiler


The Binding of Baal
► Show Spoiler


Assault on Mount Arreat
► Show Spoiler


Akarat
► Show Spoiler


Legacy of Blood
► Show Spoiler


Lord Aldric Jitan
► Show Spoiler


Judgement Day
► Show Spoiler





Uberlevels


Kurast 3000 BA
► Show Spoiler


Island of the Sunless Sea
► Show Spoiler


Khalimgrad
► Show Spoiler


Tran Athulua
► Show Spoiler





Heroic Levels


Content TBA


Credits



To put a close to this guide, I would like to thank everyone in the MXL Team for making such a wonderful mod of one of my favorite childhood games. Thank you for all the hard work you put into this masterpiece. I would also like to thank the community for having been so welcoming and helpful when I first got here a few months ago. Special thanks to Rishab and Aerial for the maps I used in the level challenges above. And most importantly I would like to thank you for taking the time to read my guide. I hope you found this helpful!
Edited by ScarletEdge 1 month.
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Alternate End Game Builds




This UHC setup compilation is courtesy of L H. Thanks!

Before we begin, read this and check out the links that follow each one. These will help to teach you what you can find on your items when you're crafting. This is very useful since you'll see a lot of crafted items listed as the gear pieces in each of these alternate setups:

If you click the following link, it will take you to the Affixes page, where you can customize your search for the item/affix you want to find. This will let you know what the maximum rolls can be for that item: Affix Table.

This next link takes you to the Shrine Bonuses page, which will help you determine the maximum possible rolls for the shrine that you are using and the item that you are using it on: Shrine Bonuses Table.






Image

Poison Caster - Lorenado


Gear
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Sockets, MOs, Shrine Crafting, and Other Notes
► Show Content




Stats and Skill Plan
► Show Content




Gameplay
► Show Gameplay






Image

Poison/Cold Caster - Hive and Pestilence/Hailstorm and Shatter The Flesh


Gear
► Show Gear


Sockets, MOs, Shrine Crafting, and Other Notes
► Show Content




Stats and Skill Plan
► Show Content




Gameplay
► Show Gameplay






Banner TBA

Physical/Magic Caster - Hail of Stones/Balefire


Gear
► Show Gear


Sockets, MOs, Shrine Crafting, and Other Notes
► Show Content




Stats and Skill Plan
► Show Content




Gameplay
► Show Gameplay






Image

Fire Caster - Cataclysm and Path of Flames


Gear
► Show Gear


Sockets, MOs, Shrine Crafting, and Other Notes
► Show Content




Stats and Skill Plan
► Show Content




Gameplay
► Show Gameplay






Banner TBA

Fire/Physical Caster - ((Wrath and Path of Flames))

Gear
► Show Gear


Sockets, MOs, Shrine Crafting, and Other Notes
► Show Content




Stats and Skill Plan
► Show Content




Gameplay
► Show Gameplay






Fire Caster - Apocalypse

Void's Guide to Apocalypse Fire-Caster Paladin

Check out this guide for an Apocalypse setup written by void. The skill is basically an invisible nova that hits every enemy on screen with fire damage per cast.





Banner TBA

Fire/Magical Melee Proccer - Exorcism/Fire Procs


Gear
► Show Gear


Sockets, MOs, Shrine Crafting, and Other Notes
► Show Content




Stats and Skill Plan
► Show Content




Gameplay
► Show Gameplay






Lightning/Physical/Summoner Caster - Stormcall/Arcane Torrent

ChuckNoris's SP Miniguide to Stormcall Summoner Hybrid

Check out this guide for an alternative Stormcall guide, written by ChuckNoris, that makes use of summons and reanimates and a different oskill for lightning immunes. The Stormcall skill is basically an invisible nova that hits every enemy on screen with lightning and physical damage per cast. I'm including this here since it's an oskill based Paladin caster. I have also written a Stormcall setup (see below), but it's a bit different than the way Chuck created his, which is why I've placed both in this guide.





Banner TBA

Lightning/Physical Caster - Stormcall

Gear
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Sockets, MOs, Shrine Crafting, and Other Notes
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Stats and Skill Plan
► Show Content




Gameplay
► Show Gameplay







Edited by ScarletEdge 1 month.
User avatar
Goodkidscc
Core Lord
351 | 7
Very nice! Have you tried using Ring Of Light at all? It deals silly high fire damage. Significantly higher than Brimstone, I believe.
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Goodkidscc wrote:Very nice! Have you tried using Ring Of Light at all? It deals silly high fire damage. Significantly higher than Brimstone, I believe.


No, I completely overlooked that skill. I'll go check that out.
xstormfirex
Djinn
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and other ubers?
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xstormfirex wrote:and other ubers?

I started during end ladder and could no longer find the necessary items for further testing. The other ubers will be added after the next patch comes and the new season starts.
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Curious why in Black Road section, you chose
Gehenna
Gehenna
Weapons

'Xar'
Runeword Level: 100
25% Chance to cast level 27 Frozen Crown on Melee Attack
+(144 to 171)% Enhanced damage
Adds 188-250 cold damage
Adds 750-1000 poison damage over 5 seconds
+25% to Cold Spell Damage
-25% to Enemy Poison Resistance
+25% to Poison Spell Damage
-25% to Enemy Cold Resistance
Increase Maximum Life and Mana 25%
Requirements -33%
over other far more useful weapons, beside the 25% life boost. You're taking away a primary spot for a caster's strength for pierce, skills, and spell damage, just to gain some life. Worth it?
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Created a complete character guide
L H wrote:Curious why in Black Road section, you chose
Gehenna
Gehenna
Weapons

'Xar'
Runeword Level: 100
25% Chance to cast level 27 Frozen Crown on Melee Attack
+(144 to 171)% Enhanced damage
Adds 188-250 cold damage
Adds 750-1000 poison damage over 5 seconds
+25% to Cold Spell Damage
-25% to Enemy Poison Resistance
+25% to Poison Spell Damage
-25% to Enemy Cold Resistance
Increase Maximum Life and Mana 25%
Requirements -33%
over other far more useful weapons, beside the 25% life boost. You're taking away a primary spot for a caster's strength for pierce, skills, and spell damage, just to gain some life. Worth it?


I only used it during the Trial of Knowledge and Trial of Blood because I would rather compromise my damage if it meant a better chance of surviving. I'll edit and clarify that part. Although I was certainly lacking damage in T Fauzt, I think I did just fine in Terror TA even with a lower damage output. But yes, there could have been better options.

@Goodkidscc

Ring of Light was indeed strong, but the problem was that it only hits whatever stands over the ring. It didn't hit anything inside or outside. In this regard I think pentagram still works better.
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Goodkidscc
Core Lord
351 | 7
ScarletEdge wrote:
L H wrote:Curious why in Black Road section, you chose
Gehenna
Gehenna
Weapons

'Xar'
Runeword Level: 100
25% Chance to cast level 27 Frozen Crown on Melee Attack
+(144 to 171)% Enhanced damage
Adds 188-250 cold damage
Adds 750-1000 poison damage over 5 seconds
+25% to Cold Spell Damage
-25% to Enemy Poison Resistance
+25% to Poison Spell Damage
-25% to Enemy Cold Resistance
Increase Maximum Life and Mana 25%
Requirements -33%
over other far more useful weapons, beside the 25% life boost. You're taking away a primary spot for a caster's strength for pierce, skills, and spell damage, just to gain some life. Worth it?


I only used it during the Trial of Knowledge and Trial of Blood because I would rather compromise my damage if it meant a better chance of surviving. I'll edit and clarify that part. Although I was certainly lacking damage in T Fauzt, I think I did just fine in Terror TA even with a lower damage output. But yes, there could have been better options.

@Goodkidscc

Ring of Light was indeed strong, but the problem was that it only hits whatever stands over the ring. It didn't hit anything inside or outside. In this regard I think pentagram still works better.




Gotcha. I liked using RoL for ubers COV and other slow-moving/stationary enemies.