Apocdin for High-Level Cowing Miniguide

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Apocdin for High-Level Cowing Miniguide
by void



Image

Hi. :) Looking for an easy way to reach level 121 on a Paladin? Or just need a cheap and accessible, but strong and reliable Paladin build to tcow your friends? Then you've come to the right place!
Update: Beyond cowing, this char does also work as a farmer of Duncraig and Tran Athulua.

Since this guide picks you up at level 120, I expect you to have played the Paladin at least a little bit and have become familiar with the basic concepts of the game, as well as the most common abbreviations. If for some reason you have spent a lot of time on the game and still haven't become familiar with some common terms, check out http://docs.median-xl.com. There is a FAQ there that explains everything in detail if you're interested in that.

IMPORTANT: Leveling beyond 120 is a Multiplayer-only feature. As of MXL:U version XVI, it is not possible to legitimately exceed level 120 in Singleplayer.


TABLE OF CONTENTS

>What's Apocalypse?
>What makes Apocalypse our skill of choice?
>But Before You Even Think Of Starting
>Where to invest skills and stats?
>What's the gear?
>What Mystic Orbs and socket fillers to use?
>How much damage should I aim for?
>RIP modifier?
>How to play?
>Achieving The Dream
>Thanks



What's Apocalypse?

Apocalypse is an item-granted skill (oSkill) that appears on the tiered unique items
Auto Da Fe
Auto Da Fe
Bonebreaker (6)

One-Hand Damage: 7 to (9-10)
Required Strength: 31
Required Level: 4
(Paladin Only)
Current Strength Damage Bonus: (76/256 per Strength)%
+(11 to 25) Energy Factor to Spell Damage
2% Chance to cast level 4 Cataclysm on Melee Attack
5% Increased Attack Speed
5% Faster Cast Rate
+(18 to 29)% Enhanced damage
+50% Damage to Undead
-(2 to 3)% to Enemy Fire Resistance
+(2 to 4) to Apocalypse
Socketed (1)

One-Hand Damage: (11-12) to (15-16)
Required Strength: 54
Required Level: 13
(Paladin Only)
Current Strength Damage Bonus: (76/256 per Strength)%
+(26 to 40) Energy Factor to Spell Damage
4% Chance to cast level 9 Cataclysm on Melee Attack
10% Increased Attack Speed
10% Faster Cast Rate
+(30 to 40)% Enhanced damage
+50% Damage to Undead
-(3 to 4)% to Enemy Fire Resistance
+(5 to 7) to Apocalypse
Socketed (2)

One-Hand Damage: (16-18) to (22-24)
Required Strength: 87
Required Level: 22
(Paladin Only)
Current Strength Damage Bonus: (76/256 per Strength)%
+(41 to 55) Energy Factor to Spell Damage
6% Chance to cast level 14 Cataclysm on Melee Attack
15% Increased Attack Speed
15% Faster Cast Rate
+(41 to 52)% Enhanced damage
+50% Damage to Undead
-(5 to 6)% to Enemy Fire Resistance
+(8 to 10) to Apocalypse
Socketed (2)

One-Hand Damage: (25-27) to (31-34)
Required Strength: 131
Required Level: 32
(Paladin Only)
Current Strength Damage Bonus: (76/256 per Strength)%
+(56 to 70) Energy Factor to Spell Damage
8% Chance to cast level 19 Cataclysm on Melee Attack
20% Increased Attack Speed
20% Faster Cast Rate
+(52 to 63)% Enhanced damage
+50% Damage to Undead
-(6 to 7)% to Enemy Fire Resistance
+(11 to 13) to Apocalypse
Socketed (2)

One-Hand Damage: (34-36) to (41-43)
Required Strength: 189
Required Level: 41
(Paladin Only)
Current Strength Damage Bonus: (76/256 per Strength)%
+(71 to 85) Energy Factor to Spell Damage
10% Chance to cast level 24 Cataclysm on Melee Attack
25% Increased Attack Speed
25% Faster Cast Rate
+(64 to 75)% Enhanced damage
+50% Damage to Undead
-(8 to 9)% to Enemy Fire Resistance
+(14 to 16) to Apocalypse
Socketed (3)

One-Hand Damage: (42-44) to (54-57)
Required Strength: 269
Required Level: 50
(Paladin Only)
Current Strength Damage Bonus: (76/256 per Strength)%
+(86 to 100) Energy Factor to Spell Damage
12% Chance to cast level 29 Cataclysm on Melee Attack
30% Increased Attack Speed
30% Faster Cast Rate
+(75 to 86)% Enhanced damage
+50% Damage to Undead
-(9 to 10)% to Enemy Fire Resistance
+(17 to 19) to Apocalypse
Socketed (3)

and
The Magister
The Magister
Long Staff (6)

Two-Hand Damage: 6 to 8
Required Dexterity: 8
Required Level: 3
Current Dexterity Damage Bonus: (25/256 per Dexterity)%
+1 to All Skills
+50% Damage to Undead
+(11 to 13)% to Lightning Spell Damage
+(11 to 13)% to Fire Spell Damage
+(1 to 4) to Flash
+(1 to 4) to Apocalypse
Lightning Resist +(16 to 25)%
Fire Resist +(16 to 25)%
Total Character Defense Plus (11 to 15)%
Socketed (2)

Two-Hand Damage: 9 to 12
Required Dexterity: 16
Required Level: 12
Current Dexterity Damage Bonus: (25/256 per Dexterity)%
+(1 to 2) to All Skills
+50% Damage to Undead
+(13 to 15)% to Lightning Spell Damage
+(13 to 15)% to Fire Spell Damage
+(5 to 8) to Flash
+(5 to 8) to Apocalypse
Lightning Resist +(26 to 35)%
Fire Resist +(26 to 35)%
Total Character Defense Plus (16 to 20)%
Socketed (2)

Two-Hand Damage: 13 to 16
Required Dexterity: 27
Required Level: 21
Current Dexterity Damage Bonus: (25/256 per Dexterity)%
+(2 to 3) to All Skills
+50% Damage to Undead
+(16 to 18)% to Lightning Spell Damage
+(16 to 18)% to Fire Spell Damage
+(9 to 12) to Flash
+(9 to 12) to Apocalypse
Lightning Resist +(36 to 45)%
Fire Resist +(36 to 45)%
Total Character Defense Plus (21 to 25)%
Socketed (3)

Two-Hand Damage: 18 to 21
Required Dexterity: 42
Required Level: 30
Current Dexterity Damage Bonus: (25/256 per Dexterity)%
+(2 to 4) to All Skills
+50% Damage to Undead
+(18 to 20)% to Lightning Spell Damage
+(18 to 20)% to Fire Spell Damage
+(13 to 16) to Flash
+(13 to 16) to Apocalypse
Lightning Resist +(46 to 55)%
Fire Resist +(46 to 55)%
Total Character Defense Plus (26 to 30)%
Socketed (3)

Two-Hand Damage: 22 to 26
Required Dexterity: 61
Required Level: 40
Current Dexterity Damage Bonus: (25/256 per Dexterity)%
+(3 to 5) to All Skills
+50% Damage to Undead
+(21 to 23)% to Lightning Spell Damage
+(21 to 23)% to Fire Spell Damage
+(17 to 20) to Flash
+(17 to 20) to Apocalypse
Lightning Resist +(56 to 65)%
Fire Resist +(56 to 65)%
Total Character Defense Plus (31 to 35)%
Socketed (4)

Two-Hand Damage: 27 to 32
Required Dexterity: 88
Required Level: 49
Current Dexterity Damage Bonus: (25/256 per Dexterity)%
+(3 to 6) to All Skills
+50% Damage to Undead
+(23 to 25)% to Lightning Spell Damage
+(23 to 25)% to Fire Spell Damage
+(21 to 24) to Flash
+(21 to 24) to Apocalypse
Lightning Resist +(66 to 75)%
Fire Resist +(66 to 75)%
Total Character Defense Plus (36 to 40)%
Socketed (4)

and as a higher-level affix on magic/rare/crafted boots. Equipping such an item grants you access to a powerful fire spell that deals good damage to all enemies within a huge radius. We are going to use it as our main skill, hence I call this build Apocdin.


What makes Apocalypse our skill of choice?

Since we are going to level in The Secret Cow Level on Destruction/Terror, where experience and pack densities are high, Apocalypse, with its large area-of-effect, is an excellent skill. In terms of killspeed it will outclass other, Pally-specific skills, such as Mind Flay, Blood Thorns, Retaliate (although it too can be decent with the right items), and even the mighty Cataclysm oSkill from Sha'ad scepter
Apostasy
Apostasy
Sceptres

'Shaad'
Runeword Level: 100
+3 to Paladin Skill Levels
50% Faster Cast Rate
+20% Enhanced damage
+(21 to 25)% to Physical/Magic Spell Damage
+(21 to 25)% to Lightning Spell Damage
+(24 to 29) to Cataclysm
+(24 to 29) to Frozen Crown
Total Character Defense Plus (21 to 30)%
.
And because it will always damage enemies in your area, it works even if you have a high ping, desync, or both: If you simply walk around the Cow Level and cast it periodically, it will kill enemies even if you can't click or even see them. It's very safe.

Image
Apocdin about to roast some cows



But Before You Even Think Of Starting

Image

Even if your items aren't great, this char will work well. However don't just jump to killing Baal, getting the gear and doing Destruction cow runs as soon as you can. While you could likely make it work just fine on Terror, a few prerequisites must be met in order to ensure that our Destruction leveling will be as smooth as possible:
► Massive List



Where to invest skills and stats?

Skills:
  • Max Stormlord. Max Superbeast. Max Tainted Blood. If you have access to
    Hellfire Plate


    Hellfire Plate
    Body Armor

    'FiFiFiFiFiFi'
    Runeword Level: 100
    5% Chance to cast level 5 Blink when you Take Damage
    +(0 to 2) to All Skills
    Adds 245-317 fire damage
    +(3 to 14) to Ancient Blood
    +(171 to 200)% Enhanced Defense
    +1000 Defense
    Damage Reduced by 10%
    and/or
    Drekavac
    Drekavac
    Gloves

    'Taha'
    Runeword Level: 100
    +1 to All Skills
    45% Increased Attack Speed
    45% Faster Cast Rate
    +(28 to 33) to Maximum Damage
    Adds 25-50 cold damage
    Maximum Skill Level Increased by 1
    Attacker Takes Cold Damage of (101 to 150)
    (11 to 20)% Better Chance of Getting Magic Items
    you can temporarily use those to boost your max levels, although this is absolutely not necessary
  • Enough points into Blessed Life to have 50% Damage Reduction with gear and charms (Note that the class charm and trophied Tran Athulua charm give 5% each)
  • 1 point into Hoplite and Divine Apparition
  • Some points into Rapture for a decent amount of duration time. I put 13 here
  • The rest distribute between Sacred Armor and Vessel of Retribution as you see fit. We want to get at least 5 seconds Sacred Armor
Stats:
  • Strength: To equip gear if Stormlord isn't enough
  • Dexterity: To equip gear if Stormlord isn't enough
  • Vitality: Could put some here if you have a hard time surviving, but probably not
  • Energy: More Energy = More damage = More roastbeef (mmhh... delicious roastbeef), all the rest


What's the gear?

In terms of gear we have a lot of freedom. If you cover all the basic item stats you will be successful, no matter the specifics.
However, these item slots are fixed:
  • Weapon/Shield: Apocalypse is the core skill of our build, and these items have it. Two choices here.
    Auto Da Fe
    Auto Da Fe
    Bonebreaker (6)

    One-Hand Damage: 7 to (9-10)
    Required Strength: 31
    Required Level: 4
    (Paladin Only)
    Current Strength Damage Bonus: (76/256 per Strength)%
    +(11 to 25) Energy Factor to Spell Damage
    2% Chance to cast level 4 Cataclysm on Melee Attack
    5% Increased Attack Speed
    5% Faster Cast Rate
    +(18 to 29)% Enhanced damage
    +50% Damage to Undead
    -(2 to 3)% to Enemy Fire Resistance
    +(2 to 4) to Apocalypse
    Socketed (1)

    One-Hand Damage: (11-12) to (15-16)
    Required Strength: 54
    Required Level: 13
    (Paladin Only)
    Current Strength Damage Bonus: (76/256 per Strength)%
    +(26 to 40) Energy Factor to Spell Damage
    4% Chance to cast level 9 Cataclysm on Melee Attack
    10% Increased Attack Speed
    10% Faster Cast Rate
    +(30 to 40)% Enhanced damage
    +50% Damage to Undead
    -(3 to 4)% to Enemy Fire Resistance
    +(5 to 7) to Apocalypse
    Socketed (2)

    One-Hand Damage: (16-18) to (22-24)
    Required Strength: 87
    Required Level: 22
    (Paladin Only)
    Current Strength Damage Bonus: (76/256 per Strength)%
    +(41 to 55) Energy Factor to Spell Damage
    6% Chance to cast level 14 Cataclysm on Melee Attack
    15% Increased Attack Speed
    15% Faster Cast Rate
    +(41 to 52)% Enhanced damage
    +50% Damage to Undead
    -(5 to 6)% to Enemy Fire Resistance
    +(8 to 10) to Apocalypse
    Socketed (2)

    One-Hand Damage: (25-27) to (31-34)
    Required Strength: 131
    Required Level: 32
    (Paladin Only)
    Current Strength Damage Bonus: (76/256 per Strength)%
    +(56 to 70) Energy Factor to Spell Damage
    8% Chance to cast level 19 Cataclysm on Melee Attack
    20% Increased Attack Speed
    20% Faster Cast Rate
    +(52 to 63)% Enhanced damage
    +50% Damage to Undead
    -(6 to 7)% to Enemy Fire Resistance
    +(11 to 13) to Apocalypse
    Socketed (2)

    One-Hand Damage: (34-36) to (41-43)
    Required Strength: 189
    Required Level: 41
    (Paladin Only)
    Current Strength Damage Bonus: (76/256 per Strength)%
    +(71 to 85) Energy Factor to Spell Damage
    10% Chance to cast level 24 Cataclysm on Melee Attack
    25% Increased Attack Speed
    25% Faster Cast Rate
    +(64 to 75)% Enhanced damage
    +50% Damage to Undead
    -(8 to 9)% to Enemy Fire Resistance
    +(14 to 16) to Apocalypse
    Socketed (3)

    One-Hand Damage: (42-44) to (54-57)
    Required Strength: 269
    Required Level: 50
    (Paladin Only)
    Current Strength Damage Bonus: (76/256 per Strength)%
    +(86 to 100) Energy Factor to Spell Damage
    12% Chance to cast level 29 Cataclysm on Melee Attack
    30% Increased Attack Speed
    30% Faster Cast Rate
    +(75 to 86)% Enhanced damage
    +50% Damage to Undead
    -(9 to 10)% to Enemy Fire Resistance
    +(17 to 19) to Apocalypse
    Socketed (3)

    and a Fascinating Crafted Pally shield with 50 or more fire spell damage%, optinal stats on the shield are pierce enemy fire res% (50 are possible and even more if the Fascinating Shrine bonus works :shock: ) and up to 4 Pally skills
    or alternatively
    The Magister
    The Magister
    Long Staff (6)

    Two-Hand Damage: 6 to 8
    Required Dexterity: 8
    Required Level: 3
    Current Dexterity Damage Bonus: (25/256 per Dexterity)%
    +1 to All Skills
    +50% Damage to Undead
    +(11 to 13)% to Lightning Spell Damage
    +(11 to 13)% to Fire Spell Damage
    +(1 to 4) to Flash
    +(1 to 4) to Apocalypse
    Lightning Resist +(16 to 25)%
    Fire Resist +(16 to 25)%
    Total Character Defense Plus (11 to 15)%
    Socketed (2)

    Two-Hand Damage: 9 to 12
    Required Dexterity: 16
    Required Level: 12
    Current Dexterity Damage Bonus: (25/256 per Dexterity)%
    +(1 to 2) to All Skills
    +50% Damage to Undead
    +(13 to 15)% to Lightning Spell Damage
    +(13 to 15)% to Fire Spell Damage
    +(5 to 8) to Flash
    +(5 to 8) to Apocalypse
    Lightning Resist +(26 to 35)%
    Fire Resist +(26 to 35)%
    Total Character Defense Plus (16 to 20)%
    Socketed (2)

    Two-Hand Damage: 13 to 16
    Required Dexterity: 27
    Required Level: 21
    Current Dexterity Damage Bonus: (25/256 per Dexterity)%
    +(2 to 3) to All Skills
    +50% Damage to Undead
    +(16 to 18)% to Lightning Spell Damage
    +(16 to 18)% to Fire Spell Damage
    +(9 to 12) to Flash
    +(9 to 12) to Apocalypse
    Lightning Resist +(36 to 45)%
    Fire Resist +(36 to 45)%
    Total Character Defense Plus (21 to 25)%
    Socketed (3)

    Two-Hand Damage: 18 to 21
    Required Dexterity: 42
    Required Level: 30
    Current Dexterity Damage Bonus: (25/256 per Dexterity)%
    +(2 to 4) to All Skills
    +50% Damage to Undead
    +(18 to 20)% to Lightning Spell Damage
    +(18 to 20)% to Fire Spell Damage
    +(13 to 16) to Flash
    +(13 to 16) to Apocalypse
    Lightning Resist +(46 to 55)%
    Fire Resist +(46 to 55)%
    Total Character Defense Plus (26 to 30)%
    Socketed (3)

    Two-Hand Damage: 22 to 26
    Required Dexterity: 61
    Required Level: 40
    Current Dexterity Damage Bonus: (25/256 per Dexterity)%
    +(3 to 5) to All Skills
    +50% Damage to Undead
    +(21 to 23)% to Lightning Spell Damage
    +(21 to 23)% to Fire Spell Damage
    +(17 to 20) to Flash
    +(17 to 20) to Apocalypse
    Lightning Resist +(56 to 65)%
    Fire Resist +(56 to 65)%
    Total Character Defense Plus (31 to 35)%
    Socketed (4)

    Two-Hand Damage: 27 to 32
    Required Dexterity: 88
    Required Level: 49
    Current Dexterity Damage Bonus: (25/256 per Dexterity)%
    +(3 to 6) to All Skills
    +50% Damage to Undead
    +(23 to 25)% to Lightning Spell Damage
    +(23 to 25)% to Fire Spell Damage
    +(21 to 24) to Flash
    +(21 to 24) to Apocalypse
    Lightning Resist +(66 to 75)%
    Fire Resist +(66 to 75)%
    Total Character Defense Plus (36 to 40)%
    Socketed (4)

    Must have for style points (and anyone having reasons not to craft a shield :P ). Try to get with high +All skill levels as it also benefits Stormlord, Tainted Blood, Blessed Life, Sacred Armor, Apocalypse itself and more.
    If you really want, getting these with double orb bonus is possible, but in my opinion that's too much hassle and I would never do that unless the goal were to reach levels higher than 121
  • Boots: Must get a roll with +Apocalypse (if you use an item that has been dropped by a low-level monster in Terror it may not be able to roll that, so make sure that the base is from a high-level Terror area, Destruction or gambled at level 120)! Rare (if you don't have the patience to farm shrines or rather want to make use of the Dragon Rerolling feature. See the docs for more information about Dragon Rolling if you're interested in that. Punch 4 sockets with jewels) or, better, Crafted with Fascinating/Eerie Shrines. Don't forget to bless a good Sacred base item roll with a Fascinating Shrine (Item + Fascinating Shrine + Arcane Crystal) for a potential bonus! The most desireable additional stats are Fire Spell Damage% and Pierce Enemy Resist%
  • Amulet:
    Teganze Pendant
    Teganze Pendant
    Amulet

    Required Level: 60
    +1 to All Skills
    +(8 to 10)% to Fire Spell Damage
    +(8 to 10)% to Lightning Spell Damage
    +(8 to 10)% to Cold Spell Damage
    Increase Maximum Life (11 to 15)%
    Increase Maximum Mana (21 to 30)%
    All Resists +10%
    +100 Mana after each Kill

    The mana after kill solves all mana problems :) Nice if you can get a Luck oil to work for more +skills. I'm using one with +2 to all Skills. This item is not an absolute must, because you could get mana regeneration, for example from pots. But when you are doing cowrun after cowrun it's rather annoying to manage the mana. Using it frees up belt slots for experience potions, which is nice.
The rest of the gear will mostly aim to increase our damage output by adding more fire spell dmg% and pierce enemy fire res% or granting additional +skills.
  • Helm: Crafted Circlet-type item with up to +3 all skills and fire spell dmg%, optional pierce enemy res%. I'm using one of those with +2 skills, fire spell dmg% and fire pierce%, but nothing speaks against using
    Ironhood
    Ironhood
    Full Helm (Sacred)

    Defense: (2151-2533) to (2311-2721)
    Required Strength: 185
    Required Level: 100
    +2 to All Skills
    +(11 to 13)% to Spell Damage
    +(16 to 20)% Bonus to Summoned Minion Damage
    +(58 to 86)% Enhanced Defense
    Increase Maximum Mana (11 to 15)%
    +(101 to 150) Mana after each Kill
    (16 to 25)% Extra Gold from Monsters
    Requirements -66%
    Socketed (4)

    (allows you to swap out the amulet for some 5skill, fire spell dmg% craziness) or
    Thinking Cap
    Thinking Cap
    Skull Cap (Sacred)

    Defense: (1429-1562) to (1472-1605)
    Required Strength: 243
    Required Level: 100
    +3 to All Skills
    +(16 to 20)% to Spell Damage
    +(183 to 316) Defense
    Increase Maximum Mana (21 to 25)%
    All Resists +(21 to 25)%
    Decrease Maximum Durability -90%
    Requirements -50%
    Socketed (4)

    if you happen to have them. NOTE: If the repair cost of the crafted item is driving you nuts, I recommend socketing it with an indestructible jewel
  • Gloves: Fascinating Crafted Gloves with 20 fire spell dmg% or more, optional pierce enemy res% and +1 paladin skills. Also a choice that's fantastic:
    Lamha Na Draoithe
    Lamha Na Draoithe
    Gauntlets (Sacred)

    Defense: (1361-1512) to (1593-1769)
    Required Strength: 344
    Required Level: 100
    +150 Strength Factor to Spell Damage
    +2 to All Skills
    30% Faster Cast Rate
    +(16 to 20)% to Spell Damage
    +(144 to 171)% Enhanced Defense
    +75 to Strength
    -100 to Life
    All Resists +(21 to 25)%
    Requirements -40%
    Socketed (4)

    or less amazing but still good:
    Retribution

    Retribution
    Gloves

    'FiFiFiFi'
    Runeword Level: 100
    1% Chance to cast level 3 Pagan Rites when you Take Damage
    +(0 to 1) to All Skills
    Adds 52-100 fire damage
    +(20 to 25)% to Fire Spell Damage
    +(171 to 200)% Enhanced Defense
    +10% to Maximum Fire Resist
    Fire Resist +50%
    Damage Reduced by 5%
    (try to get with +1 skills and more than 45 fire spell dmg%) and
    Lorekeeper
    Lorekeeper
    Light Gauntlets (Sacred)

    Defense: (1002-1147) to (1140-1305)
    Required Strength: 272
    Required Level: 100
    5% Chance to cast level 9 Elemental when you Take Damage
    15% Faster Cast Rate
    +(16 to 20)% to Spell Damage
    (21 to 25)% Bonus to Energy
    +(87 to 114)% Enhanced Defense
    All Resists +(41 to 50)%
    Requirements -50%
    Socketed (4)

    . If you craft some gloves, it can be good to use the ZOMG recipe (blue gloves + blue amulet + blue ring in cube) to make the internal item level = 1 for some Sacred Leather Gloves, as it allows you to get an item level as low as 30 (great MO space) while still getting the benefit of the shrine bonus and potentially the blessing
  • Armor: Fascinating Crafted Armor with good base defense and nice fire spell dmg%, optional +2skills, attributes%, flat life bonus, pierce enemy res%. Another great option is
    Shedding Skin
    Shedding Skin
    Studded Leather (Sacred)

    Defense: (5475-6145) to (5907-6633)
    Required Strength: 499
    Required Level: 100
    100% Chance to cast level 5 SkillnameCowRush when you Die
    +(1 to 2) to All Skills
    20% Increased Attack Speed
    30% Faster Hit Recovery
    +(25 to 38)% to Fire Spell Damage
    -35% to Enemy Fire Resistance
    +(115 to 143)% Enhanced Defense
    +333 Defense
    +5% to Maximum Fire Resist
    3% Reanimate as: Fireblood
    +(20 to 30) Life after each Kill
    Socketed (6)

    , however it's rather rare and the reanimate has some lag potential
  • Belt: Fascinating Crafted Belt, preferrably Plated Belt for high defense with fire spell dmg%, optional pierce enemy res and a proc such as Force Wall when struck (not that useful but it's there :) ), possible to do a ZOMG on a leather belt too (see gloves gearing option) if you want more MO space. Alternatively you could use
    Lunar Eclipse
    Lunar Eclipse
    Light Belt (Sacred)

    Defense: (2058-2356) to (2137-2446)
    Required Strength: 490
    Required Level: 100
    +(51 to 60) Energy Factor to Spell Damage
    +(1 to 2) to All Skills
    25% Faster Cast Rate
    30% Faster Hit Recovery
    +(11 to 15)% to Spell Damage
    +(87 to 114)% Enhanced Defense
    +(40 to 50) to Energy
    +100 to Life
    All Resists +(21 to 25)%
    +(1 to 5) to Light Radius
    Socketed (2)

    ,
    Stealthmaster's Triumph
    ,
    Aerin Orbiter
    Aerin Orbiter
    Belt (6)

    Defense: (88-96) to (121-132)
    Required Strength: 45
    Required Level: 5
    5% Faster Cast Rate
    +(4 to 5)% to Lightning Spell Damage
    +(4 to 5)% to Cold Spell Damage
    +(4 to 5)% to Fire Spell Damage
    +(18 to 29)% Enhanced Defense
    +(11 to 15) to Energy
    All Resists +(3 to 5)%
    Magic Damage Reduced by (3 to 5)
    Socketed (1)

    Defense: (178-191) to (228-246)
    Required Strength: 65
    Required Level: 14
    10% Faster Cast Rate
    +(6 to 7)% to Lightning Spell Damage
    +(6 to 7)% to Cold Spell Damage
    +(6 to 7)% to Fire Spell Damage
    +(30 to 40)% Enhanced Defense
    +(16 to 20) to Energy
    All Resists +(6 to 8)%
    Magic Damage Reduced by (6 to 8)
    Socketed (2)

    Defense: (310-334) to (389-419)
    Required Strength: 95
    Required Level: 22
    15% Faster Cast Rate
    +(8 to 9)% to Lightning Spell Damage
    +(8 to 9)% to Cold Spell Damage
    +(8 to 9)% to Fire Spell Damage
    +(41 to 52)% Enhanced Defense
    +(21 to 25) to Energy
    All Resists +(9 to 11)%
    Magic Damage Reduced by (9 to 11)
    Socketed (2)

    Defense: (494-529) to (615-660)
    Required Strength: 137
    Required Level: 31
    20% Faster Cast Rate
    +(10 to 11)% to Lightning Spell Damage
    +(10 to 11)% to Cold Spell Damage
    +(10 to 11)% to Fire Spell Damage
    +(52 to 63)% Enhanced Defense
    +(26 to 30) to Energy
    All Resists +(12 to 14)%
    Magic Damage Reduced by (12 to 14)
    Socketed (2)

    Defense: (754-805) to (938-1001)
    Required Strength: 199
    Required Level: 40
    25% Faster Cast Rate
    +(12 to 13)% to Lightning Spell Damage
    +(12 to 13)% to Cold Spell Damage
    +(12 to 13)% to Fire Spell Damage
    +(64 to 75)% Enhanced Defense
    +(31 to 35) to Energy
    All Resists +(15 to 17)%
    Magic Damage Reduced by (15 to 17)
    Socketed (2)

    Defense: (1104-1173) to (1358-1443)
    Required Strength: 288
    Required Level: 48
    30% Faster Cast Rate
    +(14 to 15)% to Lightning Spell Damage
    +(14 to 15)% to Cold Spell Damage
    +(14 to 15)% to Fire Spell Damage
    +(75 to 86)% Enhanced Defense
    +(36 to 40) to Energy
    All Resists +(18 to 20)%
    Magic Damage Reduced by (18 to 20)
    Socketed (2)

    or
    Ashaera's Armor
    Ashaera's Armor
    Belt (Sacred)

    Defense: (1687 to 1760)
    Required Strength: 529
    Required Level: 100
    +(21 to 25) Energy Factor to Spell Damage
    +(11 to 15)% to Spell Damage
    (11 to 15)% Bonus to Energy
    +500 Defense
    All Resists +(21 to 30)%
    Damage Reduced by 10%
    Socketed (2)

    , although I'm not a fan of the lower spell damage in the latter 2 options, but if your other gear is great you can use them
  • Rings: Rares with +1 skill and at least 25 fire spell dmg%, optional pierce enemy fire res% or lucky oil bonus for 10 more all spell dmg%. Other nice rings:
    Witchcraft
    Witchcraft
    Ring (Sacred)

    Required Level: 100
    +1 to All Skills
    25% Faster Run/Walk
    25% Faster Cast Rate
    +(10 to 15)% to Spell Damage
    Increase Maximum Mana 5%
    Total Character Defense Plus (15 to 20)%

    or
    Ras Algethi
    Ras Algethi
    Ring (Sacred)

    Required Level: 100
    +(41 to 50) Energy Factor to Spell Damage
    100% Chance to cast level 59 Singularity when you Die
    Adds 50-100 fire damage
    +(16 to 20)% to Physical/Magic Spell Damage
    +(16 to 20)% to Fire Spell Damage
    +(9 to 11) to Meteor Shower
    Damage Reduction Decreased by -10%

    , although I would only use it if I get a source of Damage Reduce% on the rest of my gear to counter it's obvious drawback when you look at it

For buff weapon switch there are a few options:
  • Shamanka
    Shamanka
    Long Staff (Sacred)

    Two-Hand Damage: 56 to 58
    Required Dexterity: 203
    Required Level: 100
    Current Dexterity Damage Bonus: (25/256 per Dexterity)%
    Druid Morph
    100% Chance to cast level 25 Raven Flight when you Level-Up
    +(3 to 6) to Sorceress Skill Levels
    45% Faster Cast Rate
    45% Faster Hit Recovery
    +50% Damage to Undead
    +(21 to 25)% to Cold Spell Damage
    +(21 to 25)% to Poison Spell Damage
    +(21 to 25)% to Fire Spell Damage
    +(6 to 16) to Bloodlust
    Increase Maximum Life (31 to 40)%
    Lightning Resist +(51 to 70)%
    Fire Resist +(51 to 70)%
    Socketed (4)

    socketed with Nih runes. Try to get high level Bloodlust. The Druid morph dispells Superbeast, which can be annyoing, but otherwise Bloodlust is a great buff
  • Pagan's Geis
    Pagan's Geis
    Grand Scepter (Sacred)

    One-Hand Damage: 30 to 38
    Required Dexterity: 449
    Required Level: 100
    Current Dexterity Damage Bonus: (51/256 per Dexterity)%
    +(101 to 150) Energy Factor to Spell Damage
    +(2 to 4) to Amazon Skill Levels
    +(2 to 4) Extra Magic Missiles Bolts
    50% Faster Cast Rate
    +50% Damage to Undead
    +(21 to 25)% to Physical/Magic Spell Damage
    +(21 to 25)% to Fire Spell Damage
    +(1 to 7) to Blood Fury
    (21 to 25)% Bonus to Energy
    Drains 2% Life per Second
    Socketed (3)

    socketed with Nih runes. Together with a shield such as
    Argentek's Tide
    Argentek's Tide
    Heraldic Shield (Sacred)

    Defense: (2744-3230) to (3128-3682)
    Chance to Block: 2%
    Required Strength: 150
    Required Level: 100
    (Paladin Only)
    +(3 to 4) to Paladin Skill Levels
    25% Faster Cast Rate
    50% Bonus to Buff/Debuff/Cold Skill Duration
    +(1 to 6) to Mana Tide Totem
    +(13 to 24) to Arcane Torrent
    +(58 to 86)% Enhanced Defense
    +(51 to 75) to Energy
    Poison Resist +(51 to 75)%
    (6 to 8)% Reanimate as: Ghost Zombie
    (101 to 125)% Extra Gold from Monsters
    Requirements -66%
    Socketed (4)

    or just a 6 socket shield with Nih runes Blood Fury has a 60 spell dmg% increase and 66 seconds duration. I saw this on sale, so I bought it and it works very well. Tainted Blood conveniently negates the Life Degeneration% penalty
  • Darkspite
    Darkspite
    Spetum (Sacred)

    Two-Hand Damage: (122-138) to (210-242)
    Required Strength: 453
    Required Dexterity: 492
    Required Level: 100
    Current Dexterity Damage Bonus: (76/256 per Dexterity)%
    1% Chance to cast level 9 Unholy Armor on Melee Attack
    +(8 to 12) to All Skills
    +(115 to 143)% Enhanced damage
    +(51 to 63) to Maximum Damage
    +400% Damage to Demons
    Enhanced Weapon Damage +(101 to 150)%
    Poison Resist +(41 to 50)%
    Total Character Defense Plus (31 to 40)%
    Poison Length Reduced by (31 to 50)%
    +4 to Light Radius
    Socketed (6)

    or
    Gabriel
    Gabriel
    Sceptres

    'Ath'
    Runeword Level: 90
    25% Chance to cast level 22 Forked Lightning on Melee Attack
    +(3 to 5) to Paladin Skill Levels
    30% Increased Attack Speed
    30% Faster Cast Rate
    15% Faster Hit Recovery
    +(115 to 143)% Enhanced damage
    +(51 to 75) to Maximum Damage
    +(16 to 20)% to Lightning Spell Damage
    +100 to Strength
    +100 to Vitality
    Replenish Life +100
    and +4 Pally rare shield socketed with Nih runes. Not really recommended, but it's okay to use for the +skills if you have nothing else
  • Sky Scorcher
    Sky Scorcher
    Brandistock (Sacred)

    Two-Hand Damage: (236-251) to (441-509)
    Required Strength: 430
    Required Dexterity: 460
    Required Level: 100
    Current Dexterity Damage Bonus: (76/256 per Dexterity)%
    50% Increased Attack Speed
    +(144 to 171)% Enhanced damage
    Adds 100-(276 to 325) damage
    50% Bonus to Buff/Debuff/Cold Skill Duration
    (21 to 30)% Life stolen per Hit
    Stun Attack
    +(13 to 16) to Beacon
    +100% Bonus to Summoned Minion Life
    Increase Maximum Life and Mana (11 to 15)%
    Socketed (6)

    Not the best buff in terms of damage, but the faster movement speed of Beacon is very helpful


What Mystic Orbs and socket fillers to use?

Generally you will orb and socket whatever you need. That includes orbs for the breakpoints of FHR, FCR and FRW, increased defense%, flat damage reduction, life after kill, fire spell damage% and pierce enemy fire res%.
Here's how to get everything just right:
  • Look into your charms and at your gear, as well as the Rapture skill bonus to assess how much of the relevant stats you have. Before doing anything else, use the lucky oil recipe and don't forget to bless all the items that you might have forgotten to upgrade.
  • Things to prioritize are 100 pierce enemy fire res%, 86 FCR%, 86 or 129 FHR% and a good amount of FRW%, which should be at the very least 50 on the gear
  • Apply mystic orbs and jewels/runes to hit all the desired breakpoints
  • Take note that Rapture's bonus works differently than that on items, in that it has a stronger effect. If you want specifics check out the speedcalc here
  • Use as many fire spell dmg% orbs as you can. Try to put fire spell damage% orbs on everything, except for the weapon
  • Orb the weapon for 60 life after kill. After that you have the choice if you want to orb fire spell dmg%, experience%, or energy factor
  • If you have a good base defense base for the armor or belt it is often worth to use enhanced defense% orbs to increase the defense increase to 350%. Since lucky oil can potentially give extra defense%, it makes sense to try that before using mystic orbs.
  • Good socket fillers include Ral Runes (low level requirement helps especially on low base level ZOMG items), Perfect Diamonds for the weapon, or Zod crafted jewels for up to 6 fire spell dmg% and many possible nice affixes. Don't forget that you can lucky oil jewels too for a small bonus. :)


How much damage should I aim for?

As much as possible. But you can go pretty low if you don't mind the slower clearspeed. The most important thing is to make sure that your attacks stun the cows. If your attacks don't stun the cows you need more damage. It's unlikely to ever be an issue, since I've been doing cow runs with about 45k maximum fire spell damage and it worked. When I completed my gear I got it up to 61k with all the buffs on.


RIP modifier?

Yes. If you have a horrible Internet connection or got very unlucky with a laggy reanimate it makes sense to disable all reanimates by cubing one of your gear pieces (it also works on rings or the amulet) with an Arcane Crystal and the Catalyst of Destruction.
It's nice to have the cows run towards you, into Apocalypse, but a low chance for reanimates can also distract cows so you can pull more at once. Personally I like to use the RIP modifier because it seems to decrease lag and connection drops. Your choice, but thought I'd let you know that this is possible.


How to play?

Before entering, make Strong Experience pots (350 xp bonus% for 30 seconds) by cubing a Perfect Emerald with a Scroll of Townportal while having 500 crafting points, either from the Bremmtown upgrade or from orbing that amount on some random rings.

Open the Cow portal, go in. Buff yourself. Summon some Hoplites, cast Sacred Armor, walk into the level until you are sure that there are some cows there and drink an experience pot. Spam some Apoc and they should die very quickly.

If your connection is good you can dive into cows a lot without worrying much about getting hit, as they die after 2-4 casts and runs should go pretty fast. If you have bad Internet or are fearing some sudden lag spikes, you can walk a few steps, cast Apocalypse once, walk again, and repeat that process. Keep some Hoplites close to you in case your connection freezes so they can take a few hits for you while you are unable to respond.

Cast Sacred Armor whenever you have the chance for more risky Maneuvers. Since the Cooldown Timer for it is 30 seconds you have a good approximation of when an Experience pot is used up or when it's time to reapply your buffs.

Runs should yield at the very minimum 1,000,000 experience per solo run. If you get less than that, that's a problem. If you get far less, chances are that you don't have any Strong Experience pots left. Those are highly recommended for fast leveling, so never stop picking Perfect Emeralds as you go.



If you encounter Bull Prince Rodeo you can either exit the game and reenter to go into the opposite direction, or, which is very often possible, cast Sacred Armor to bridge the time where you can get hit by his Stampede to quickly escape him. It's good to always have Hoplites up, because they will often cause him to use the annoying knockback attack Hoofstomp, so you will often know that he's there and that the Stampede will be coming soon.

In the event that you die to a pack of regular cows, body recovery is easily possible in most cases. Just walk as close as you can to your corpse location by casting Hoplites in front of you as you progress and when you see cows, use Sacred Armor to try and fetch your corpse. Sometimes you have to lure the cows away a bit. If that's the case and you realize that you won't be able to recover your corpse try to quickly go to town and wait until you can use Sacred Armor again instead of letting the cows kill you. If you can help it only die once. Usually you will be able to recover your body by the second or thrid try. Once you have your body, run around while spamming Apocalypse to kill excess cows. That's the taste of revenge, oh it tastes so sweet. Stupid cows. :P

If you die to Bull Prince Rodeo it's different. The body recovery process is the same, but instead of fighting back just pick up your body to salvage lost experience and rejoin. It's not worth the possible complications.


Achieving The Dream

And that's it. You repeat this 80 or so times and then you're officially a cool kid! Yay!!! :D

Something that I want to mention about Apocalypse is that it's a fantastic skill for almost all classes to use, not just the Paladin. You could easily use it instead of Stormcall on an Amazon if you're feeling like making a fancy extraordinary build: It synergizes well with Spirit of Vengeance. It could also potentially be useful for Assassins, I've been looking into that recently, it's definitely promising with Tiefling Form but Assa doesn't have the same tankiness as the Apocdin. On a Totem Necro you can easily reach 75k Apoc damage and more. So just because this guide is specifically written for the Paladin, it can, with some modifications, apply to nearly all classes, there's a lot of room for more Apoc-based builds.

Image
Done 8-)



MY THANKS GO TO:
Marco and BrotherLaz for creating an excellent mod
Blizzard Entertainment for providing the basis for all Diablo II mods
Everyone involved in creating content for Median XL, it's amazing how many people can put so much work into this
This awesome community for keeping me engaged
This ladder specifically vampyra, Mord0r_, *Eneitilyn, LHawkins1, Icegod101, Doge, OnlyForFun, shnurr214, Naabaanit and many more for providing charms and helping with ubers where I couldn't do it alone with my bad Internet

I hope I didn't forget anything important, and I hope that you find this useful.
Thank you
Edited by void 10 months.
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Nitz
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Auto Da Fe
Auto Da Fe
Bonebreaker (6)

One-Hand Damage: 7 to (9-10)
Required Strength: 31
Required Level: 4
(Paladin Only)
Current Strength Damage Bonus: (76/256 per Strength)%
+(11 to 25) Energy Factor to Spell Damage
2% Chance to cast level 4 Cataclysm on Melee Attack
5% Increased Attack Speed
5% Faster Cast Rate
+(18 to 29)% Enhanced damage
+50% Damage to Undead
-(2 to 3)% to Enemy Fire Resistance
+(2 to 4) to Apocalypse
Socketed (1)

One-Hand Damage: (11-12) to (15-16)
Required Strength: 54
Required Level: 13
(Paladin Only)
Current Strength Damage Bonus: (76/256 per Strength)%
+(26 to 40) Energy Factor to Spell Damage
4% Chance to cast level 9 Cataclysm on Melee Attack
10% Increased Attack Speed
10% Faster Cast Rate
+(30 to 40)% Enhanced damage
+50% Damage to Undead
-(3 to 4)% to Enemy Fire Resistance
+(5 to 7) to Apocalypse
Socketed (2)

One-Hand Damage: (16-18) to (22-24)
Required Strength: 87
Required Level: 22
(Paladin Only)
Current Strength Damage Bonus: (76/256 per Strength)%
+(41 to 55) Energy Factor to Spell Damage
6% Chance to cast level 14 Cataclysm on Melee Attack
15% Increased Attack Speed
15% Faster Cast Rate
+(41 to 52)% Enhanced damage
+50% Damage to Undead
-(5 to 6)% to Enemy Fire Resistance
+(8 to 10) to Apocalypse
Socketed (2)

One-Hand Damage: (25-27) to (31-34)
Required Strength: 131
Required Level: 32
(Paladin Only)
Current Strength Damage Bonus: (76/256 per Strength)%
+(56 to 70) Energy Factor to Spell Damage
8% Chance to cast level 19 Cataclysm on Melee Attack
20% Increased Attack Speed
20% Faster Cast Rate
+(52 to 63)% Enhanced damage
+50% Damage to Undead
-(6 to 7)% to Enemy Fire Resistance
+(11 to 13) to Apocalypse
Socketed (2)

One-Hand Damage: (34-36) to (41-43)
Required Strength: 189
Required Level: 41
(Paladin Only)
Current Strength Damage Bonus: (76/256 per Strength)%
+(71 to 85) Energy Factor to Spell Damage
10% Chance to cast level 24 Cataclysm on Melee Attack
25% Increased Attack Speed
25% Faster Cast Rate
+(64 to 75)% Enhanced damage
+50% Damage to Undead
-(8 to 9)% to Enemy Fire Resistance
+(14 to 16) to Apocalypse
Socketed (3)

One-Hand Damage: (42-44) to (54-57)
Required Strength: 269
Required Level: 50
(Paladin Only)
Current Strength Damage Bonus: (76/256 per Strength)%
+(86 to 100) Energy Factor to Spell Damage
12% Chance to cast level 29 Cataclysm on Melee Attack
30% Increased Attack Speed
30% Faster Cast Rate
+(75 to 86)% Enhanced damage
+50% Damage to Undead
-(9 to 10)% to Enemy Fire Resistance
+(17 to 19) to Apocalypse
Socketed (3)

nuff said
candyland
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ez , nice work!
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Prime_Evil
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Gloves - 4x Fire Sacred Gauntlets, keep re reolling til 49 or 50% -efr and +1 to all skill , would be a nice alternative imo.

GG, have a cookie.
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Seekers
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ez cookied.
Didn't miss anything important, if we check the full su list we may find some more better choices (such as auto + fire boosting shield, which I don't know if said thing exists but prolly it does) but otherwise very gud.
Altough you should put a description of every cow just so newbies know wtf are they gonna face, even if they geat roasted in 0,2 sec :P.
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Nitz
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Seekers wrote: fire boosting shield, which I don't know if said thing exists but prolly it does


In the real item thread there once was a great shrine crafted shield. Pala shields can spawn with Fire Spell Damage +(41 to 50)%, fascinating shrine + blessing another 30% + 4 sockets another 20%, then 15 MOs, 130% is possible.
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void
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Thank you guys. :)

Nitz wrote:
Auto Da Fe
Auto Da Fe
Bonebreaker (6)

One-Hand Damage: 7 to (9-10)
Required Strength: 31
Required Level: 4
(Paladin Only)
Current Strength Damage Bonus: (76/256 per Strength)%
+(11 to 25) Energy Factor to Spell Damage
2% Chance to cast level 4 Cataclysm on Melee Attack
5% Increased Attack Speed
5% Faster Cast Rate
+(18 to 29)% Enhanced damage
+50% Damage to Undead
-(2 to 3)% to Enemy Fire Resistance
+(2 to 4) to Apocalypse
Socketed (1)

One-Hand Damage: (11-12) to (15-16)
Required Strength: 54
Required Level: 13
(Paladin Only)
Current Strength Damage Bonus: (76/256 per Strength)%
+(26 to 40) Energy Factor to Spell Damage
4% Chance to cast level 9 Cataclysm on Melee Attack
10% Increased Attack Speed
10% Faster Cast Rate
+(30 to 40)% Enhanced damage
+50% Damage to Undead
-(3 to 4)% to Enemy Fire Resistance
+(5 to 7) to Apocalypse
Socketed (2)

One-Hand Damage: (16-18) to (22-24)
Required Strength: 87
Required Level: 22
(Paladin Only)
Current Strength Damage Bonus: (76/256 per Strength)%
+(41 to 55) Energy Factor to Spell Damage
6% Chance to cast level 14 Cataclysm on Melee Attack
15% Increased Attack Speed
15% Faster Cast Rate
+(41 to 52)% Enhanced damage
+50% Damage to Undead
-(5 to 6)% to Enemy Fire Resistance
+(8 to 10) to Apocalypse
Socketed (2)

One-Hand Damage: (25-27) to (31-34)
Required Strength: 131
Required Level: 32
(Paladin Only)
Current Strength Damage Bonus: (76/256 per Strength)%
+(56 to 70) Energy Factor to Spell Damage
8% Chance to cast level 19 Cataclysm on Melee Attack
20% Increased Attack Speed
20% Faster Cast Rate
+(52 to 63)% Enhanced damage
+50% Damage to Undead
-(6 to 7)% to Enemy Fire Resistance
+(11 to 13) to Apocalypse
Socketed (2)

One-Hand Damage: (34-36) to (41-43)
Required Strength: 189
Required Level: 41
(Paladin Only)
Current Strength Damage Bonus: (76/256 per Strength)%
+(71 to 85) Energy Factor to Spell Damage
10% Chance to cast level 24 Cataclysm on Melee Attack
25% Increased Attack Speed
25% Faster Cast Rate
+(64 to 75)% Enhanced damage
+50% Damage to Undead
-(8 to 9)% to Enemy Fire Resistance
+(14 to 16) to Apocalypse
Socketed (3)

One-Hand Damage: (42-44) to (54-57)
Required Strength: 269
Required Level: 50
(Paladin Only)
Current Strength Damage Bonus: (76/256 per Strength)%
+(86 to 100) Energy Factor to Spell Damage
12% Chance to cast level 29 Cataclysm on Melee Attack
30% Increased Attack Speed
30% Faster Cast Rate
+(75 to 86)% Enhanced damage
+50% Damage to Undead
-(9 to 10)% to Enemy Fire Resistance
+(17 to 19) to Apocalypse
Socketed (3)

nuff said

Nitz wrote:Pala shields can spawn with Fire Spell Damage +(41 to 50)%, fascinating shrine + blessing another 30% + 4 sockets another 20%, then 15 MOs, 130% is possible.

It may not actually be stronger.
When comparing the two some time ago I remember Magister having marginally better dmg. Yes. Really. Gonna start crafting a 110+ spell dmg% shield in the next few hours, that should be realistic for somebody looking to do 80-ish cowruns.

But: If a fully spell dmg orbed Auto Da Fe + Shield is proven to be better than a Magister, I'm happy to concede. ;)

/e: If anyone on realm has such an OP shield and could lend it to me for a few moments to test, that would be greatly appreciated!

Prime_Evil wrote:Gloves - 4x Fire Sacred Gauntlets, keep re reolling til 49 or 50% -efr and +1 to all skill , would be a nice alternative imo.

GG, have a cookie.

Thaaank you Prime. :D It's true that Fire gloves are a great choice if you don't have the material for decent crafts. Gonna add them to the list.

Seekers wrote:Altough you should put a description of every cow just so newbies know wtf are they gonna face, even if they geat roasted in 0,2 sec :P.

But Seekers, this guide rly isn't for absolute beginners, it literally picks you up in midgame or later. I tried hard to only put the most relevant information. Ofc could put a category "What to expect in the Cow Level?" but.... I kinda expect that everybody interested in making Apocdin for cows already knows that they are not extremely threatening and that putting this information into the guide isn't rly of benefit. Do you still insist that this guide needs cow descriptions?
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@Nitz
Dmg with Magister
Dmg with Auto Da Fe
Stats Magister
Stats Auto Da Fe and shield
For both damage screens there were the same charms, buff lvls, and all other items slots were unchanged. As you can see the dmg output is the same too. I think I forgot to put 1 energy factor orb on Auto Da Fe though, and the shield is not as good as it can be.

But yes, wagering the stats from Magister vs Auto Da Fe/Shield with up to +4 additional Pally skills and about 70 enemy pierce% (Auto Da Fe 20 and on the shield about 50 are possible) it's just better to use the Auto Da Fe setup, even though the difference in damage is very very small.

So yea, I'm gonna include it in the guide. :)
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void wrote:But yes, wagering the stats from Magister vs Auto Da Fe/Shield with up to +4 additional Pally skills and about 70 enemy pierce% (Auto Da Fe 20 and on the shield about 50 are possible) it's just better to use the Auto Da Fe setup, even though the difference in damage is very very small.)


Dat block chance is really going to safe your life. And bonus defense!

You should include that it's hella easy making T6 uniques double MO. Just "upgrade" them with an arcane crystal to reroll stats and then cube with double MO.
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Nitz wrote:Dat block chance is really going to safe your life. And bonus defense

Not rly lol, at least not to a relevant degree. Because, I've been using Magister setup to reach 121 & phone Internet throttled down to like 10kbps speed, so essentially I had permanent lag and not-a-shield, sometimes multiple seconds where everything froze and more connection drops than I could bother to count. And it was still a rare occurrance to die. There never was an xp crisis from dying too much or being unable to recover body despite all these problems. So there's nothing there that would need to be fixed.

And frankly, I'm still wondering whether a Magister with perfect +skills will give better damage, because Apoc scales with +skills, and we have so much spell damage from Superbeast and possibly enough -res on the other gear that in terms of Apoc damage output the +Apoc on Magister might come out stronger.

The defense on the shield is fair game, but the block... it may save on some crazy lagspike very rarely, but well since Superbeast has slow hit recovery and shields on Superbeast use hit recovery instead of faster block I'd rather take the hit than go into hit recovery lol.

Nitz wrote:You should include that it's hella easy making T6 uniques double MO. Just "upgrade" them with an arcane crystal to reroll stats and then cube with double MO.

It's possible that someone beat the game without even knowing about that recipe. Sounds good.