The Holy Discodin [Endgame Build]

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Charsi
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The Holy Discodin

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Introduction

This build is based on Holy Paladin's defensive skills and also makes use of his physical/poison enhances by useing fully maxed Plague & Dragonheart to pushs the Oskills Disco-Inferno & Cherubim while haveing good survivability in most situations.
I started this project in thought of my old Discomancer/Barb I made 1 year ago. Compaired to those old fellas this Pala grows way better than at the beginning expected. So my thought – why not share with the community huh?


Since this is my first Guide I wrote, I ask for a little indulgence if something is still inconsistent, thank you.


Pros
- you spam Discoballs *not cool enuff?!
- you make every instance to a Partyzone
- your 2nd oSkill Cherubim auto-attacks & clears the screen
- lazy & good farming
- good single target by multiple overstacked Discoballs
- moderate tankiness

Neutral
- need many Great-Runes (compaired to rly rare uniq’s not rly a con imo.)

Cons
- won't have access to main skills until lv.100-120 Runewords
- cannot swap Weapon & Armor
- End-Game Focused
- can't do all Ubers
- not beginner friendly cause of costs/requirements


..:: How to play ::..

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..:: Speed- and Breakpoints for Dragon Knight ::..
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..:: Skills::..

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..:: Attributes ::..

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..:: Gear ::..

This build is designed primarily in terms of an endgame variant. It is possible to start at level 100, but I recommend starting at level 125, this allows the use of Xis Runewords as well as most important Charms.
To meet these requirements, you can start off as an Melee or Caster Paladin.


Weapon:
Demhe (Xis)

Demhe
Maces, Sceptres

'ZodXis'
Runeword Level: 120
25% Chance to cast level 55 Plague Avatar on Melee Attack
+(202 to 230)% Enhanced Damage
+(126 to 250) to Maximum Damage
Stun Attack
+(39 to 45)% to Cold Spell Damage
+(39 to 45)% to Poison Spell Damage
-(39 to 45)% to Enemy Cold Resistance
-(39 to 45)% to Enemy Poison Resistance
+(101 to 250) Mana on Striking
Cannot be Unsocketed
>
Demhe
Demhe
Maces, Sceptres

'Zod'
Runeword Level: 69
20% Chance to cast level 50 Plague Avatar on Melee Attack
+(172 to 200)% Enhanced Damage
+(38 to 50) to Maximum Damage
Stun Attack
+(11 to 13)% to Cold Spell Damage
+(11 to 13)% to Poison Spell Damage
-(11 to 13)% to Enemy Cold Resistance
-(11 to 13)% to Enemy Poison Resistance
+(101 to 150) Mana on Striking
in Flail - roll for atleast 145+Mana on Striking (preferably in Eth. Flail 3x%ed/xx%ar/6sx)

Shield:
Zohar (Xis)
Zohar
Paladin Shields

'ZodXis'
Runeword Level: 120
50% Attack Speed
+(100 to 125) to Maximum Damage
+(14 to 21) to Cherubim
+230% Enhanced Defense
(10 to 15)% Chance to Avoid Damage
Slows Attacker by 25%
-10% to All Vendor Prices
Cannot be Unsocketed
>
Zohar
Zohar
Paladin Shields

'Zod'
Runeword Level: 69
20% Attack Speed
+(38 to 50) to Maximum Damage
+(1 to 7) to Cherubim
+(87 to 114)% Enhanced Defense
(6 to 10)% Chance to Avoid Damage
Slows Attacker by 25%
-5% to All Vendor Prices
in Pala Shield (preferably Eth. Crown Shield 3x%ed/4sx)

Switch:
Shamanka
Shamanka
Long Staff (Sacred)

Required Level: 100
Required Dexterity: 203
Two-Hand Damage: 56 to 58
Dexterity Damage Bonus: (10/256 per Dexterity)%
+(3 to 6) to Sorceress Skill Levels
45% Cast Speed
45% Hit Recovery
+50% Damage to Undead
+(21 to 25)% to Fire Spell Damage
+(21 to 25)% to Cold Spell Damage
+(21 to 25)% to Poison Spell Damage
+(6 to 16) to Bloodlust
Maximum Life (31 to 40)%
Lightning Resist +(50 to 70)%
Fire Resist +(50 to 70)%
Socketed (4)

+x Bloodlust

Helm: Creepy Crafted Hundsgugel/Blackguard Helm (+4-5palaSk/+5-6%CB/30+%str) >
Royal Circlet
Royal Circlet
Tiara (Sacred)

Required Level: 100
Required Dexterity: 392
Defense: (1740-1957) to (1968-2214)
+2 to All Skills
+150% Damage to Demons
+150% Damage to Undead
+(140 to 170)% Enhanced Defense
(21 to 25)% to All Attributes
Elemental Resists +(25 to 30)%
Physical Resist 5%
(21 to 25)% Magic Find
Socketed (4)



Armor:
Eternal


Eternal
Median 2005-2012
Thanks everyone!
Body Armor

'TahaGhalQorKrysAuheShaad'
Runeword Level: 100
+5 Energy Factor to Spell Damage
+4 to All Skills
+10 to Maximum Damage
2% Deadly Strike
+1 to Disco Inferno
+(192 to 220)% Enhanced Defense
+2 Life on Striking
25% Chance of Uninterruptable Attack
Target Takes Additional Damage of 25
+20% to Experience Gained
Requirements -12%
in Ancient Armor (preferaby Base roll'd/lucked 5x%ed/1%dr + 5x 15%ed Mo'd - RW can reach up to 350%ed!)

Gloves:
Rogue Foresight
Rogue Foresight
Heavy Gloves (Sacred)

Required Level: 100
Required Strength: 484
Defense: (492 to 522)
+1 to All Skills
Adds 10-40 damage
5% Deadly Strike
+(3 to 9) to War Spirit
-10% to Strength
20% to Dexterity
Physical Resist 5%
Socketed (4)

>
Hammerfist
Hammerfist
Heavy Gloves (Sacred)

Required Level: 100
Required Strength: 484
Defense: (1082-1279) to (1148-1357)
Adds (1 to 20)-(21 to 40) damage
5% Life stolen per Hit
5% Chance of Crushing Blow
+(15 to 25) to Spiral Dance
Enhanced Weapon Damage +(50 to 100)%
+(120 to 160)% Enhanced Defense
Elemental Resists +15%
Socketed (4)

>
Demonic Touch
Demonic Touch
Leather Gloves (Sacred)

Required Level: 100
Required Strength: 908
Defense: (1136 to 1143)
1% Chance to cast level 20 Cataclysm on Striking
Adds 7-13 damage
+666 Defense
Elemental Resists +10%
Physical Resist 5%
1% Reanimate as: Edyrem
Requirements +100%
Socketed (4)



Boots:
Knight's Grace
Knight's Grace
Greaves (Sacred)

Required Level: 100
Required Strength: 714
Defense: (2232-2481) to (2519-2799)
2% Chance to cast level 35 Knife Throw on Striking
+1 to All Skills
25% Attack Speed
(0 to 40)% Movement Speed
Adds 10-20 damage
+(170 to 200)% Enhanced Defense
+(15 to 25) to all Attributes
Physical Resist 5%
10% Chance of Uninterruptable Attack
Requirements +20%
Socketed (4)

>
Wind Runner

Wind Runner
Boots

'EaEaEaEa'
Runeword Level: 100
+(0 to 1) to All Skills
35% Attack Speed
10% Movement Speed
Adds 37-70 damage
250% Bonus to Attack Rating
(10 to 15)% Life stolen per Hit
+(171 to 200)% Enhanced Defense
>
Titan's Steps
Titan's Steps
Heavy Boots (Sacred)

Required Level: 100
Required Strength: 492
Defense: (1322-1531) to (1400-1621)
(0 to 40)% Movement Speed
Adds 40-50 magic damage
Adds 40-50 fire damage
Adds 40-50 lightning damage
Adds 40-50 cold damage
5% Chance of Crushing Blow
+(90 to 120)% Enhanced Defense
+200 to Life
Elemental Resists +10%
+(40 to 50) Life after each Kill
10% Damage Taken Goes To Mana
Socketed (4)



Belt:
Black Void
Black Void
Heavy Belt (Sacred)

Required Level: 100
Required Strength: 568
Defense: (3060-3442) to (3304-3717)
20% Attack Speed
Adds 10-15 damage
(10 to 15)% Life stolen per Hit
Slow Target 10%
+(140 to 170)% Enhanced Defense
10% to Strength
10% to Dexterity
Target Takes Additional Damage of (25 to 50)
30% Magic Find
Socketed (2)

<+/->
Nero
Nero
Belts

'Auhe'
Runeword Level: 100
10% Chance to cast level 14 Fortress on Melee Attack
Adds 7-25 damage
+150% Damage to Demons
Adds 125-250 fire damage
+(16 to 20)% to Fire Spell Damage
2% Deadly Strike
+(7 to 12) to Path of Flames
+(115 to 143)% Enhanced Defense
/ Creepy Craft Plated-Belt (+1-2palaSk/5-6%CB/10++%str)

Amulet:
Beads of the Snake Queen
Beads of the Snake Queen
Amulet (Sacred)

Required Level: 100
4% Chance to cast level 33 Scorpion Blade on Kill
Adds 5-10 damage
Stun Attack
(20 to 25)% to Strength
(20 to 25)% to Dexterity
+(200 to 500) Defense
+100 Life after each Kill

>
Dyers Eve
Dyers Eve
Amulet (Sacred)

Required Level: 100
5% Chance to cast level 5 Time Strike on Striking
+2 to All Skills
Adds 15-20 damage
5% Life stolen per Hit
Elemental Resists +10%
Physical Resist (1 to 10)%



Ring:
Giant's Knuckle
Giant's Knuckle
Ring (Sacred)

Required Level: 100
20% Attack Speed
Adds 10-15 damage
(5 to 10)% Life stolen per Hit
5% Deadly Strike
+25 Life Regenerated per Second
Physical Resist 5%

>
Earth Rouser
Earth Rouser
Ring

Required Level: 100
2% Chance to cast level 10 Earthquake on Melee Attack
5% Chance of Crushing Blow
Enhanced Weapon Damage +25%
(6 to 10)% to Strength

>
Ripstar
Ripstar
Ring

Required Level: 60
+(0.625 per level) to Maximum Damage (Based on Character Level)
+20 Life on Attack



Ring:
Giant's Knuckle
Giant's Knuckle
Ring (Sacred)

Required Level: 100
20% Attack Speed
Adds 10-15 damage
(5 to 10)% Life stolen per Hit
5% Deadly Strike
+25 Life Regenerated per Second
Physical Resist 5%

>
Earth Rouser
Earth Rouser
Ring

Required Level: 100
2% Chance to cast level 10 Earthquake on Melee Attack
5% Chance of Crushing Blow
Enhanced Weapon Damage +25%
(6 to 10)% to Strength

>
Ripstar
Ripstar
Ring

Required Level: 60
+(0.625 per level) to Maximum Damage (Based on Character Level)
+20 Life on Attack





..:: MO/UMO/Sox/Customization ::..

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..:: Mercenary ::..

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..:: Gameplay/Showcase ::..

Gameplay



D2Stats/Ingame Stats
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Edited by Charsi 4 months.
Bliyadolubov
Stygian Watcher
41 | -1
Who is the best DISCO dancer. I think it shold be someone who have access to multiple procs - Xbow necro, bow amazon, bow javelin zon (i tried it but was lackin damage and mana). Does it work on dudes who transforms (know fore sure it not work at those who morfs with restrictions to use ranged skils, but does it true in sigma?)
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Fk65
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TYYYYY !!!!
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ChuckNoRis
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disco is a waste without lots of procs on striking .
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Charsi
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Bliyadolubov wrote:Who is the best DISCO dancer. I think it shold be someone who have access to multiple procs - Xbow necro, bow amazon, bow javelin zon (i tried it but was lackin damage and mana). Does it work on dudes who transforms (know fore sure it not work at those who morfs with restrictions to use ranged skils, but does it true in sigma?)


at the point you are going to use Disco Inferno only, on-strinking-procs ofc are very important, and in this case I would say Necromancer has best capabilities byside solve the mana problem, but you are still limited by a number of Discoballs you can cast depending on your Manapool. In contrast to this, you here able to infinite cast Disco Inferno and only be limited to cast speeds which should compensate some missing proc. dmg with a constant dmg-over-time.
It's not like you have zero procs here, the build includes Knife Throw & Timestrike atleast + useing a 100%wd oSkill (Cherubim)
mortimer_85
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Nice Party guide!
I have some questions about gear choices from abjurer.
Would
Celestial Barrier
Celestial Barrier
Spiked Shield (Sacred)

Required Level: 100
Required Dexterity: 550
Defense: (2525-2828) to (3012-3374)
Chance to Block: 1% + class%
+50 Energy Factor to Spell Damage
+(4 to 6) to All Skills
30% Cast Speed
-50% Attack Speed
1% Base Block Chance
-(20 to 25)% to Enemy Elemental Resistances
+(150 to 180)% Enhanced Defense
Total Character Defense 50%
(0 to 2)% Reanimate as: Bronze Titan
(0 to 2)% Reanimate as: Gold Titan
(0 to 2)% Reanimate as: Silver Titan
Socketed (6)

be better in shield slot, since you have 2 more sockets up to 6 more skills and some nice cast rate that helps reaching the 194 cap for Superbeast?
Also, if you have enough pierce already
Aeterna
Aeterna
Broad Sword (Sacred)

Required Level: 100
Required Strength: 488
One-Hand Damage: (101-118) to (105-124)
Strength Damage Bonus: (20/256 per Strength)%
Amazing Grace
+200 Strength Factor to Spell Damage
-200 Energy Factor to Spell Damage
4% Chance to cast level 50 Blizzard on Death Blow
+(3 to 5) to All Skills
(20 to 50)% Cast Speed
+(130 to 170)% Enhanced Damage
+(20 to 40)% to Spell Damage
(10 to 20)% to Strength
Socketed (6)

with good roll and
Niradyahk
Niradyahk
Amulet (Sacred)

Required Level: 80
2% Chance to cast level 50 Psionic Storm on Melee Attack
+2 to All Skills
20% Cast Speed
(31 to 40)% Bonus to Buff/Debuff/Cold Skill Duration
+250 to Life
+250 to Mana
3% Reanimate as: Dark Templar

for Buff Duration might be great. Unfortunately I can not test it since I do not have those items, just some theorycrafting...
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Rishab
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I think writing Eternal armor as midgame runeword would be wrong suggestion, no way a person can get all 6 gr in midgame, you might wanna suggest some other armor that can be obtained by self-farm in midgame point.

We also no longer wanna encourage use of AHK and macros so you might wanna edit out that part and update accordingly.

Also, you might wanna edit the guide title in a way to point that this is an endgame play build only.

Overall i feel this is a fun guide but it certainly have some room for improvement.
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Charsi
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mortimer_85 wrote:Nice Party guide!
I have some questions about gear choices from abjurer.
Would
Celestial Barrier
Celestial Barrier
Spiked Shield (Sacred)

Required Level: 100
Required Dexterity: 550
Defense: (2525-2828) to (3012-3374)
Chance to Block: 1% + class%
+50 Energy Factor to Spell Damage
+(4 to 6) to All Skills
30% Cast Speed
-50% Attack Speed
1% Base Block Chance
-(20 to 25)% to Enemy Elemental Resistances
+(150 to 180)% Enhanced Defense
Total Character Defense 50%
(0 to 2)% Reanimate as: Bronze Titan
(0 to 2)% Reanimate as: Gold Titan
(0 to 2)% Reanimate as: Silver Titan
Socketed (6)

be better in shield slot, since you have 2 more sockets up to 6 more skills and some nice cast rate that helps reaching the 194 cap for Superbeast?
Also, if you have enough pierce already
Aeterna
Aeterna
Broad Sword (Sacred)

Required Level: 100
Required Strength: 488
One-Hand Damage: (101-118) to (105-124)
Strength Damage Bonus: (20/256 per Strength)%
Amazing Grace
+200 Strength Factor to Spell Damage
-200 Energy Factor to Spell Damage
4% Chance to cast level 50 Blizzard on Death Blow
+(3 to 5) to All Skills
(20 to 50)% Cast Speed
+(130 to 170)% Enhanced Damage
+(20 to 40)% to Spell Damage
(10 to 20)% to Strength
Socketed (6)

with good roll and
Niradyahk
Niradyahk
Amulet (Sacred)

Required Level: 80
2% Chance to cast level 50 Psionic Storm on Melee Attack
+2 to All Skills
20% Cast Speed
(31 to 40)% Bonus to Buff/Debuff/Cold Skill Duration
+250 to Life
+250 to Mana
3% Reanimate as: Dark Templar

for Buff Duration might be great. Unfortunately I can not test it since I do not have those items, just some theorycrafting...


Ty,... hmm about the Anjurer, tbh. wasn't that deep into it for max him for dmg, I only checked that he has all breakpoints (mostly solved due eq/jewels), haveing a decent pierc/dmg and made him afterwards more to an supporter by useing something like a Hidden Craft Sword with Void Archon reanimate & Hidden Craft Boots with Unseelie Lady reanimate.
If you want to know more you better check the Abjurer Mini Guide thought https://forum.median-xl.com/viewtopic.php?f=40&t=30268


Rishab wrote:I think writing Eternal armor as midgame runeword would be wrong suggestion, no way a person can get all 6 gr in midgame, you might wanna suggest some other armor that can be obtained by self-farm in midgame point.

We also no longer wanna encourage use of AHK and macros so you might wanna edit out that part and update accordingly.

Also, you might wanna edit the guide title in a way to point that this is an endgame play build only.

Overall i feel this is a fun guide but it certainly have some room for improvement.


Thx for feedback & infos, yes you are right, it is mainly an endgame only build. I may have misdefined mid-game as I attempted to show items that could be worn at level 100 and make it possible to start play the build instead of thinking someone with lv.100 in his gear progression - will fix this to end game gearing with more item choices thought.
caincake
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Nice build :D
Been playing a Cherubim holydin this entire ladder and I think it's also worth noting that Cherubim is very viable by itself, as long as you can get it to zero cooldown (skill level 32), which requires accumulating some charms, getting a decent ZoharXis roll and maybe shifting some gear for more +skills, but still might be easier than having to acquire all 6 great runes for Eternal.
Bliyadolubov
Stygian Watcher
41 | -1
Find that Krys paladin helm is very good for build