Summon Paladin & Holy Caster Paladin
Foreword
Paladins in Median XL offer a strong chassis to build on. The base class is very sturdy; it offers good health and mana scaling, and a few of the skills available to it boost its survivability very well.
Summon Paladin is arguably the best early game build for paladin. Regardless of where you end up, running a Summon Paladin will get you through the early game quickly and efficiently.
That said, Summon Paladin hits a wall hard. At Lv120, or earlier, you may find yourself wanting to remove your eyes with a spoon. That's not unusual, Summon Paladin has simply outlived its usefulness.
At that point it's time to swap out of Summon Paladin. Enter the Holy Caster, a boss hunting spec. It does not have good clear speed, and leveling as a Holy Caster is a dismal experience to say the least. What it does is kill bosses and clear the Labyrinth. It does both of these things very well, and it does these things on a good budget.
If you want a solid guide for leveling a paladin quickly, Summon Paladin is for you.
If you want a solid guide for a boss-hunting paladin spec, Holy Caster is for you.
This is a guide for both.
Quick Links
WIP
Basic Information
Useful Links
- Docs: http://docs.median-xl.com/
- Mechanics: viewtopic.php?f=40&t=22672 by Thraxis
- Spell Damage: viewtopic.php?f=40&t=23536 by mortimer_85
- Tools: https://www.median-xl.com/tools.php
Grab the 'D2Stats Reader' tool from the 'Tools' link above if you don't already have it.
It is both a loot filter and a great way to accurately read the statistics of your character.
Paladin Base Stats
STR 25
DEX 20
VIT 25 (75 starting life)
ENE 15 (15 starting mana)
+35 life, +10 mana per character level
Gains +3 life per point in Vitality
Gains +3 mana per point in Energy
Breakpoints
For those who don't know, in Diablo II actions such as completing an attack, casting a spell, or blocking an enemy's strike require a certain number of frames to complete their animation. This is referred to as 'frames per action' (FPA).
When an item or skill boosts the speed of a certain action (e.g. faster cast rate) the game will determine if you have enough of a boost to reduce the FPA necessary for that action; the numbers required for the game to lower your FPA are referred to as breakpoints.
The table below lists a few of the relevant breakpoints we will consider when building a Paladin. To check these yourself, you can use the Speed Calculator found here: https://dev.median-xl.com/speedcalc
For clarity, here are the acronyms used to refer to breakpoints:
FPA: Frames Per Action
IAS: Increased Attack Speed
FCR: Faster Cast Rate
FHR: Faster Hit Recovery
FBR: Faster Block Recovery
Holy Caster cares about the breakpoint entries marked in red.
Summon Paladin cares about anything higher than the default breakpoints.
Entries for Paladin's Block Rate have not been included; you will not have a high enough block chance for them to matter.
Mercenary
I don't like mercenaries; they steal kills and die inglorious deaths.
If you want to use one, then each guide (Summon & Holy Caster) will provide a short section on gearing an appropriate mercenary to meet your needs.
Introduction to Paladin Skills
This section will provide a brief description of the Paladin skills from the perspective of both Summon Paladin, and Holy Caster.
► Show Spoiler
Innate Skill
Vindicate
Increases Weapon Physical Damage and Life Regeneration. We care about the latter, for both Summon and Holy Caster.
There's no cooldown, you can have 100% uptime on this. But no one's grading you on your performance, so cast it when you need it.
Holy Tree - Honour
Retaliate
Summon: You can use this to deal damage to packs of enemies before Lv30.
Holy Caster: Pre-requisite.
Divine Judgment
Summon: Put 6 pts into this skill to remove cooldown, use this before Hell to help your summons kill bosses.
Holy Caster: Pre-requisite.
Plague
Summon: Put 16 pts into this skill to help boost Dragonheart's max skill level.
Holy Caster: Pre-requisite.
Dragonheart
Summon: Max this skill. 25% of Base STR added as VIT is nice, and the flat defense boost is huge.
Holy Caster: As above. The VIT bonus will be lower, we're interested in the defense boost here.
Colosseum
Summon: Your main entry skill. The debuff it applies is great. 16 pts is more than you need, but boosts Dragonheart by another skill level. We want that.
Holy Caster: Not worth taking.
Holy Tree - Dragon
Solar Flare
Summon: Not worth taking.
Holy Caster: 1 pt. This is the activator for your Dragon Wyrms and Incarnation.
Drakemaw
Summon: Not worth taking.
Holy Caster: Pre-requisite.
Frozen Breath
Summon: Not worth taking.
Holy Caster: Pre-requisite. You can throw this out if you want to apply its debuff, or if you're bored.
Incarnation
Summon: Not worth taking.
Holy Caster: Passively boosts spell damage while Solar Flare is active (which should be always).
Dragon Wyrms
Summon: Not worth taking.
Holy Caster: Your main source of damage. These bad boys are one of the only reasons to play this build.
Note on the following:
Holy Caster wants to spec into the Light Influence tree.
Summon Paladin wants to spec into the Shadow Influence tree.
The only reason to take Shadow Influence as a Holy Caster is if you can't hit your Elemental Pierce requirements.
Light Influence will only consider Holy Caster, and Shadow Influence will only consider Summon.
Influence - Light
Vessel of Retribution
Pre-requisite. There is no reason to even cast this, even with all the bonus spell damage you will accumulate.
Rapture
Rapture is amazing. It will help you hit your breakpoints without much gearing, and it boost your movement speed.
Solstice and Equinox
Pre-requisite.
Sacred Armour
Strong panic button, even with just one point in it.
Hoplite
A one point wonder. There’s no room to build them up to be strong, but they can still be used to create a buffer between yourself and mobs.
Influence - Shadow
Vessel of Justice
Pre-requisite.
Euphoria
Pre-requisite.
If you find yourself needing more elemental pierce as a Holy Caster, this is the only reason you'd consider taking points in the Shadow Influence tree.
Life and Death
Pre-requisite.
Demiurge
This spell has a cool name. That is all.
Scourge
Oh baby, this is the gas for a Summon Paladin. This is the only reason to take Shadow Influence.
They have more damage than Hoplites, and there are 3x as many of them. Crime never felt so good.
Ultimate Skill
Dragon's Blessing
This morph boosts your stats by a percentage that increases with hard points, which can let us get away with wearing higher quality gear while investing less into Strength and Dexterity.
Ennead Skill
Divine Apparition
Three second cool-down blink that has a chance to freeze enemies around the impact zone. Powerful 1 point skill for both Summon and Holy Caster.
Black Road Skill
Blessed Life
Adds flat damage reduction, and % physical resistance. Nice. Also, apples will taste better. Double nice.
Vindicate
Increases Weapon Physical Damage and Life Regeneration. We care about the latter, for both Summon and Holy Caster.
There's no cooldown, you can have 100% uptime on this. But no one's grading you on your performance, so cast it when you need it.
Holy Tree - Honour
Retaliate
Summon: You can use this to deal damage to packs of enemies before Lv30.
Holy Caster: Pre-requisite.
Divine Judgment
Summon: Put 6 pts into this skill to remove cooldown, use this before Hell to help your summons kill bosses.
Holy Caster: Pre-requisite.
Plague
Summon: Put 16 pts into this skill to help boost Dragonheart's max skill level.
Holy Caster: Pre-requisite.
Dragonheart
Summon: Max this skill. 25% of Base STR added as VIT is nice, and the flat defense boost is huge.
Holy Caster: As above. The VIT bonus will be lower, we're interested in the defense boost here.
Colosseum
Summon: Your main entry skill. The debuff it applies is great. 16 pts is more than you need, but boosts Dragonheart by another skill level. We want that.
Holy Caster: Not worth taking.
Holy Tree - Dragon
Solar Flare
Summon: Not worth taking.
Holy Caster: 1 pt. This is the activator for your Dragon Wyrms and Incarnation.
Drakemaw
Summon: Not worth taking.
Holy Caster: Pre-requisite.
Frozen Breath
Summon: Not worth taking.
Holy Caster: Pre-requisite. You can throw this out if you want to apply its debuff, or if you're bored.
Incarnation
Summon: Not worth taking.
Holy Caster: Passively boosts spell damage while Solar Flare is active (which should be always).
Dragon Wyrms
Summon: Not worth taking.
Holy Caster: Your main source of damage. These bad boys are one of the only reasons to play this build.
Note on the following:
Holy Caster wants to spec into the Light Influence tree.
Summon Paladin wants to spec into the Shadow Influence tree.
The only reason to take Shadow Influence as a Holy Caster is if you can't hit your Elemental Pierce requirements.
Light Influence will only consider Holy Caster, and Shadow Influence will only consider Summon.
Influence - Light
Vessel of Retribution
Pre-requisite. There is no reason to even cast this, even with all the bonus spell damage you will accumulate.
Rapture
Rapture is amazing. It will help you hit your breakpoints without much gearing, and it boost your movement speed.
Solstice and Equinox
Pre-requisite.
Sacred Armour
Strong panic button, even with just one point in it.
Hoplite
A one point wonder. There’s no room to build them up to be strong, but they can still be used to create a buffer between yourself and mobs.
Influence - Shadow
Vessel of Justice
Pre-requisite.
Euphoria
Pre-requisite.
If you find yourself needing more elemental pierce as a Holy Caster, this is the only reason you'd consider taking points in the Shadow Influence tree.
Life and Death
Pre-requisite.
Demiurge
This spell has a cool name. That is all.
Scourge
Oh baby, this is the gas for a Summon Paladin. This is the only reason to take Shadow Influence.
They have more damage than Hoplites, and there are 3x as many of them. Crime never felt so good.
Ultimate Skill
Dragon's Blessing
This morph boosts your stats by a percentage that increases with hard points, which can let us get away with wearing higher quality gear while investing less into Strength and Dexterity.
Ennead Skill
Divine Apparition
Three second cool-down blink that has a chance to freeze enemies around the impact zone. Powerful 1 point skill for both Summon and Holy Caster.
Black Road Skill
Blessed Life
Adds flat damage reduction, and % physical resistance. Nice. Also, apples will taste better. Double nice.
Crafting Tiered Uniques
This section is for players who are new to Median XL, and don't know about crafting Tiered Uniques.
► Show Spoiler
The Gear sections below list many items known as Tiered Uniques. You can find these during your run through the acts of each difficulty, but it is far more efficient to craft them. In act 1 you will receive the Catalyst of Disenchantment from Andariel, you can cube this with any unique item to receive an Arcane Shard. 5 Arcane Shards can be cubed together to form an Arcane Crystal, which in turn is used in many crafting recipes.
Tiered Unique: Any non-sacred item + Oil of Enhancement + Arcane Crystal x2 -> re-roll item as a Tiered Unique.
You can use the above recipe to re-roll a tiered base item as its unique variant.
Uptier Unique: Tiered Unique + Arcane Crystal + Rune (any) -> re-roll Tiered Unique as 1 tier higher.
Make sure you don't forget to add a rune when you use the above recipe, if you forget the rune it will uptier the base item but it won't upgrade the affixes.
Farming Arcane Crystals:
You should make it to Act 5 without much trouble, at which point you can kill Nihlathak to gather up Uniques and turn them into Shards.
I've had the best results from killing either Mephisto or Nihlathak as they drop 2 and 3 Unique Items respectively.
Tiered Unique: Any non-sacred item + Oil of Enhancement + Arcane Crystal x2 -> re-roll item as a Tiered Unique.
You can use the above recipe to re-roll a tiered base item as its unique variant.
Uptier Unique: Tiered Unique + Arcane Crystal + Rune (any) -> re-roll Tiered Unique as 1 tier higher.
Make sure you don't forget to add a rune when you use the above recipe, if you forget the rune it will uptier the base item but it won't upgrade the affixes.
Farming Arcane Crystals:
You should make it to Act 5 without much trouble, at which point you can kill Nihlathak to gather up Uniques and turn them into Shards.
I've had the best results from killing either Mephisto or Nihlathak as they drop 2 and 3 Unique Items respectively.
Early Game - Summon Paladin
This section will cover how to prepare a Summon Paladin, which will take you from level 1 to 120.
Attributes
► Show Spoiler
Skill Trees
► Show Spoiler
Divine Judgment will help you defeat bosses in the early stages of the game, it also boosts the max level of Dragonheart.
Colosseum only needs 15 points to reduce the cooldown to 3 seconds. We add 16 points because it gives another max level to Dragonheart.
Plague is only useful in the very early stages of the game. The added damage will quickly become irrelevant to us, but it increases the max level of Dragonheart.
Minion Resistances
This section is aimed towards new players. If you already know how Minion Resistances work, move onto the next section.
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Summoned minions have an innate bonus to their elemental resistances. They gain 15% resistance for each soft point in that skill, and this bonus caps at 75%.
This means you need at least 5 points in Scourge to cap their innate resistance bonus.
In addition to this, summoned minions can benefit from added elemental resistances from your gear. The gear bonus for elemental resistances caps at 75%.
Minions suffer the resistance penalties of Nightmare and Hell. All told you will need 75% added resistance from skill points, and 75% added resistance from gear (Total: 150%).
Assuming you meet these requirements, their elemental resistance (after Hell penalties) will be 50%.
This means you need at least 5 points in Scourge to cap their innate resistance bonus.
In addition to this, summoned minions can benefit from added elemental resistances from your gear. The gear bonus for elemental resistances caps at 75%.
Minions suffer the resistance penalties of Nightmare and Hell. All told you will need 75% added resistance from skill points, and 75% added resistance from gear (Total: 150%).
Assuming you meet these requirements, their elemental resistance (after Hell penalties) will be 50%.
Gear: Level 1 - 100
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This list will provide the most optimal choice first, then possible alternatives after.
Weapon:
At Tier 4, this adds 30% to Minion Resistances (Running Total: 30%). It also adds to Minion Life, and provides some Increased Attack Speed which helps Colosseum a little bit.
Alternatives: None.
Shield:
This shield adds Fire/Cold/Lightning Absorb, which helps shore up this build's lack of elemental resistance. On top of that it boosts Minion Life, and gives a small boost to Cast Rate and Attack Speed.
Alternatives: None.
Helmet:
Stillwater is important for managing mana issues. It adds a lot to your mana pool and provides passive, and on kill, mana regeneration.
Bone Helms are also the best fashion, so there's that too.
Alternatives:
Lavadome adds to skill levels, and provides a lot of extra life; while Umbaru's Jinx boosts Minion Stats nicely.
Stillwater wins for me, because it smooths out the early game mana problems, it means you can contribute to boss fights with Divine Judgment at a time where your Scourge aren't quite strong enough yet.
Body Armour:
At Tier 4, this adds 21-25% to Minion Resistances (Running Total: 51-55%). It also adds to Minion Life, and adds a healthy amount of Flat Life, Defense, and Physical Resistance.
Alternatives: None.
Gloves:
There isn't much to say about this. +2 to all skills is really nice, the fire resistance is a boon and this build lacks elemental resistance from gear.
Alternatives:
Solid gloves. Not really worth crafting because Kali is simply cheaper, and better.
Belt:
+16-20% Minion Resistances (Running Total: 67-75%). It also adds to your own elemental resistances! Nice.
Alternatives:
Primarily an option because it provides a bit of Life Steal. Additionally it boosts Dexterity, and Attack Rating.
Boots:
+11-20% Minion Resistances (Running Total: 78-95%). If you take all the recommended pieces, you won't need to worry about rerolling any items to reach 75% Minion Resistances.
Outlaw also offers Minion Damage, and a few other goodies.
Alternatives:
Lionpaw offers a lot of Flat Life, Mana, and +All Attributes. It's a classic choice for many builds.
Amulet: Anything will do, I used
Rings: Anything will do, I used one
Mystic Orbs
Early game doesn't demand Mystic Orb use, so don't waste your money.
Socketables
Similar to Mystic Orbs, socketables are not mandatory before Hell. Though you can start working towards socketing your gear as follows:
Weapon: Jah Runes, Ith Runes, or Perfect Skulls. This will add some extra damage to your hits, while your hits still matter.
Armour: Resistance Gems. Bloodstone, Onyx, Amber, and Turquoise each boost an elemental resistance, and its maximum resistance cap. Prioritise Fire, Cold, and Lightning resistance before Poison.
Shield: Resistance Gems. One of each: Ruby, Sapphire, Topaz, and Emerald.
Weapon:
Dies Metus
Dies Metus
Goedendag (4)
One-Hand Damage: (8 - 9) to (13 - 19)
(Paladin Only)
Required Level: 6
Required Strength: 46
Item Level: 10
Strength Damage Bonus: (0.14 per Strength)%
4% Chance to cast level 1 Ice Elementals on Death Blow
5% Attack Speed
+(3 to 7) to Maximum Damage
+50% Damage to Undead
Stun Attack
+(4 to 6)% to Spell Damage
+(18 to 40)% Enhanced Damage
Slow Target (3 to 5)%
+(11 to 20)% to Summoned Minion Life
+10% to Summoned Minion Resistances
Socketed (1)
One-Hand Damage: (22 - 26) to (42 - 49)
(Paladin Only)
Required Level: 24
Required Strength: 81
Item Level: 36
Strength Damage Bonus: (0.14 per Strength)%
5% Chance to cast level 5 Ice Elementals on Death Blow
15% Attack Speed
+(11 to 14) to Maximum Damage
+50% Damage to Undead
Stun Attack
+(7 to 9)% to Spell Damage
+(64 to 86)% Enhanced Damage
Slow Target (9 to 11)%
+(21 to 30)% to Summoned Minion Life
+15% to Summoned Minion Resistances
Socketed (2)
One-Hand Damage: (50 - 55) to (84 - 96)
(Paladin Only)
Required Level: 43
Required Strength: 169
Item Level: 51
Strength Damage Bonus: (0.14 per Strength)%
6% Chance to cast level 10 Ice Elementals on Death Blow
25% Attack Speed
+(18 to 22) to Maximum Damage
+50% Damage to Undead
Stun Attack
+(10 to 12)% to Spell Damage
+(109 to 132)% Enhanced Damage
Slow Target (15 to 17)%
+(31 to 40)% to Summoned Minion Life
+20% to Summoned Minion Resistances
Socketed (3)
One-Hand Damage: (67 - 73) to (112 - 124)
(Paladin Only)
Required Level: 52
Required Strength: 339
Item Level: 77
Strength Damage Bonus: (0.14 per Strength)%
8% Chance to cast level 16 Ice Elementals on Death Blow
30% Attack Speed
+(22 to 25) to Maximum Damage
+50% Damage to Undead
Stun Attack
+(13 to 15)% to Spell Damage
+(132 to 154)% Enhanced Damage
Slow Target (18 to 20)%
+(41 to 50)% to Summoned Minion Life
+30% to Summoned Minion Resistances
Socketed (3)
Goedendag (4)
One-Hand Damage: (8 - 9) to (13 - 19)
(Paladin Only)
Required Level: 6
Required Strength: 46
Item Level: 10
Strength Damage Bonus: (0.14 per Strength)%
4% Chance to cast level 1 Ice Elementals on Death Blow
5% Attack Speed
+(3 to 7) to Maximum Damage
+50% Damage to Undead
Stun Attack
+(4 to 6)% to Spell Damage
+(18 to 40)% Enhanced Damage
Slow Target (3 to 5)%
+(11 to 20)% to Summoned Minion Life
+10% to Summoned Minion Resistances
Socketed (1)
One-Hand Damage: (22 - 26) to (42 - 49)
(Paladin Only)
Required Level: 24
Required Strength: 81
Item Level: 36
Strength Damage Bonus: (0.14 per Strength)%
5% Chance to cast level 5 Ice Elementals on Death Blow
15% Attack Speed
+(11 to 14) to Maximum Damage
+50% Damage to Undead
Stun Attack
+(7 to 9)% to Spell Damage
+(64 to 86)% Enhanced Damage
Slow Target (9 to 11)%
+(21 to 30)% to Summoned Minion Life
+15% to Summoned Minion Resistances
Socketed (2)
One-Hand Damage: (50 - 55) to (84 - 96)
(Paladin Only)
Required Level: 43
Required Strength: 169
Item Level: 51
Strength Damage Bonus: (0.14 per Strength)%
6% Chance to cast level 10 Ice Elementals on Death Blow
25% Attack Speed
+(18 to 22) to Maximum Damage
+50% Damage to Undead
Stun Attack
+(10 to 12)% to Spell Damage
+(109 to 132)% Enhanced Damage
Slow Target (15 to 17)%
+(31 to 40)% to Summoned Minion Life
+20% to Summoned Minion Resistances
Socketed (3)
One-Hand Damage: (67 - 73) to (112 - 124)
(Paladin Only)
Required Level: 52
Required Strength: 339
Item Level: 77
Strength Damage Bonus: (0.14 per Strength)%
8% Chance to cast level 16 Ice Elementals on Death Blow
30% Attack Speed
+(22 to 25) to Maximum Damage
+50% Damage to Undead
Stun Attack
+(13 to 15)% to Spell Damage
+(132 to 154)% Enhanced Damage
Slow Target (18 to 20)%
+(41 to 50)% to Summoned Minion Life
+30% to Summoned Minion Resistances
Socketed (3)
At Tier 4, this adds 30% to Minion Resistances (Running Total: 30%). It also adds to Minion Life, and provides some Increased Attack Speed which helps Colosseum a little bit.
Alternatives: None.
Shield:
Shadowmoon
Shadowmoon
Crown Shield (4)
Defense: (167 - 191) to (329 - 376)
Chance to Block: 2%
(Paladin Only)
Required Level: 10
Required Dexterity: 43
Item Level: 10
5% Attack Speed
5% Cast Speed
+(4 to 5)% to Spell Damage
+(8 to 10)% to Summoned Minion Life
+(18 to 35)% Enhanced Defense
Fire Absorb 2%
Lightning Absorb 2%
Cold Absorb 2%
Socketed (2)
Defense: (535 - 594) to (983 - 1093)
Chance to Block: 2%
(Paladin Only)
Required Level: 28
Required Dexterity: 64
Item Level: 31
10% Attack Speed
10% Cast Speed
+(8 to 9)% to Spell Damage
+(14 to 16)% to Summoned Minion Life
+(52 to 69)% Enhanced Defense
Fire Absorb 3%
Lightning Absorb 3%
Cold Absorb 3%
Socketed (2)
Defense: (1325 - 1439) to (2386 - 2590)
Chance to Block: 2%
(Paladin Only)
Required Level: 45
Required Dexterity: 135
Item Level: 51
15% Attack Speed
15% Cast Speed
+(12 to 13)% to Spell Damage
+(20 to 22)% to Summoned Minion Life
+(87 to 103)% Enhanced Defense
Fire Absorb 4%
Lightning Absorb 4%
Cold Absorb 4%
Socketed (3)
Defense: (1968 - 2123) to (3529 - 3806)
Chance to Block: 2%
(Paladin Only)
Required Level: 54
Required Dexterity: 280
Item Level: 77
15% Attack Speed
15% Cast Speed
+(14 to 15)% to Spell Damage
+(23 to 25)% to Summoned Minion Life
+(104 to 120)% Enhanced Defense
Fire Absorb 5%
Lightning Absorb 5%
Cold Absorb 5%
Socketed (4)
Crown Shield (4)
Defense: (167 - 191) to (329 - 376)
Chance to Block: 2%
(Paladin Only)
Required Level: 10
Required Dexterity: 43
Item Level: 10
5% Attack Speed
5% Cast Speed
+(4 to 5)% to Spell Damage
+(8 to 10)% to Summoned Minion Life
+(18 to 35)% Enhanced Defense
Fire Absorb 2%
Lightning Absorb 2%
Cold Absorb 2%
Socketed (2)
Defense: (535 - 594) to (983 - 1093)
Chance to Block: 2%
(Paladin Only)
Required Level: 28
Required Dexterity: 64
Item Level: 31
10% Attack Speed
10% Cast Speed
+(8 to 9)% to Spell Damage
+(14 to 16)% to Summoned Minion Life
+(52 to 69)% Enhanced Defense
Fire Absorb 3%
Lightning Absorb 3%
Cold Absorb 3%
Socketed (2)
Defense: (1325 - 1439) to (2386 - 2590)
Chance to Block: 2%
(Paladin Only)
Required Level: 45
Required Dexterity: 135
Item Level: 51
15% Attack Speed
15% Cast Speed
+(12 to 13)% to Spell Damage
+(20 to 22)% to Summoned Minion Life
+(87 to 103)% Enhanced Defense
Fire Absorb 4%
Lightning Absorb 4%
Cold Absorb 4%
Socketed (3)
Defense: (1968 - 2123) to (3529 - 3806)
Chance to Block: 2%
(Paladin Only)
Required Level: 54
Required Dexterity: 280
Item Level: 77
15% Attack Speed
15% Cast Speed
+(14 to 15)% to Spell Damage
+(23 to 25)% to Summoned Minion Life
+(104 to 120)% Enhanced Defense
Fire Absorb 5%
Lightning Absorb 5%
Cold Absorb 5%
Socketed (4)
This shield adds Fire/Cold/Lightning Absorb, which helps shore up this build's lack of elemental resistance. On top of that it boosts Minion Life, and gives a small boost to Cast Rate and Attack Speed.
Alternatives: None.
Helmet:
Stillwater
Stillwater
Bone Helm (4)
Defense: (73 - 85) to (106 - 123)
Required Level: 10
Required Strength: 29 to 30
Item Level: 19
1% Chance to cast level 8 Mana Sweep when Attacked
+(11 to 15) Spell Focus
+(21 to 40)% Enhanced Defense
+(76 to 100) to Mana
Regenerate Mana +(5 to 7)%
+10 Mana after each Kill
Requirements -(6 to 8)%
Socketed (1)
Defense: (277 - 312) to (371 - 418)
Required Level: 27
Required Strength: 55 to 56
Item Level: 36
1% Chance to cast level 12 Mana Sweep when Attacked
+(21 to 25) Spell Focus
+(51 to 70)% Enhanced Defense
+(126 to 150) to Mana
Regenerate Mana +(10 to 12)%
+20 Mana after each Kill
Requirements -(10 to 12)%
Socketed (3)
Defense: (716 - 831) to (933 - 1083)
Required Level: 45
Required Strength: 183 to 188
Item Level: 51
1% Chance to cast level 20 Mana Sweep when Attacked
+(31 to 35) Spell Focus
+(81 to 110)% Enhanced Defense
+(176 to 225) to Mana
Regenerate Mana +(14 to 16)%
+28 Mana after each Kill
Requirements -(14 to 16)%
Socketed (4)
Defense: (1195 - 1352) to (1553 - 1757)
Required Level: 54
Required Strength: 350 to 359
Item Level: 85
2% Chance to cast level 28 Mana Sweep when Attacked
+(36 to 40) Spell Focus
+(121 to 150)% Enhanced Defense
+(251 to 300) to Mana
Regenerate Mana +(18 to 20)%
+35 Mana after each Kill
Requirements -(18 to 20)%
Socketed (4)
Bone Helm (4)
Defense: (73 - 85) to (106 - 123)
Required Level: 10
Required Strength: 29 to 30
Item Level: 19
1% Chance to cast level 8 Mana Sweep when Attacked
+(11 to 15) Spell Focus
+(21 to 40)% Enhanced Defense
+(76 to 100) to Mana
Regenerate Mana +(5 to 7)%
+10 Mana after each Kill
Requirements -(6 to 8)%
Socketed (1)
Defense: (277 - 312) to (371 - 418)
Required Level: 27
Required Strength: 55 to 56
Item Level: 36
1% Chance to cast level 12 Mana Sweep when Attacked
+(21 to 25) Spell Focus
+(51 to 70)% Enhanced Defense
+(126 to 150) to Mana
Regenerate Mana +(10 to 12)%
+20 Mana after each Kill
Requirements -(10 to 12)%
Socketed (3)
Defense: (716 - 831) to (933 - 1083)
Required Level: 45
Required Strength: 183 to 188
Item Level: 51
1% Chance to cast level 20 Mana Sweep when Attacked
+(31 to 35) Spell Focus
+(81 to 110)% Enhanced Defense
+(176 to 225) to Mana
Regenerate Mana +(14 to 16)%
+28 Mana after each Kill
Requirements -(14 to 16)%
Socketed (4)
Defense: (1195 - 1352) to (1553 - 1757)
Required Level: 54
Required Strength: 350 to 359
Item Level: 85
2% Chance to cast level 28 Mana Sweep when Attacked
+(36 to 40) Spell Focus
+(121 to 150)% Enhanced Defense
+(251 to 300) to Mana
Regenerate Mana +(18 to 20)%
+35 Mana after each Kill
Requirements -(18 to 20)%
Socketed (4)
Stillwater is important for managing mana issues. It adds a lot to your mana pool and provides passive, and on kill, mana regeneration.
Bone Helms are also the best fashion, so there's that too.
Alternatives:
Lavadome
or Lavadome
Helm (4)
Defense: (78 - 89) to (115 - 131)
Required Level: 4
Required Strength: 29
Item Level: 10
+(0 to 1) to All Skills
+(41 to 60)% Enhanced Defense
+15 to Vitality
(3 to 5)% to Vitality
+(81 to 120) to Life
Fire Resist +(11 to 30)%
Socketed (1)
Defense: (300 - 334) to (391 - 435)
Required Level: 22
Required Strength: 57
Item Level: 31
+1 to All Skills
+(71 to 90)% Enhanced Defense
+30 to Vitality
(6 to 10)% to Vitality
+(121 to 160) to Life
Fire Resist +(31 to 50)%
Socketed (3)
Defense: (753 - 825) to (970 - 1062)
Required Level: 39
Required Strength: 201
Item Level: 51
+(1 to 2) to All Skills
+(101 to 120)% Enhanced Defense
+45 to Vitality
(11 to 15)% to Vitality
+(161 to 200) to Life
Fire Resist +(51 to 70)%
Socketed (4)
Defense: (1191 - 1290) to (1519 - 1645)
Required Level: 48
Required Strength: 402
Item Level: 77
+2 to All Skills
+(131 to 150)% Enhanced Defense
+60 to Vitality
(16 to 20)% to Vitality
+(201 to 240) to Life
Fire Resist +(71 to 90)%
Socketed (4)
Helm (4)
Defense: (78 - 89) to (115 - 131)
Required Level: 4
Required Strength: 29
Item Level: 10
+(0 to 1) to All Skills
+(41 to 60)% Enhanced Defense
+15 to Vitality
(3 to 5)% to Vitality
+(81 to 120) to Life
Fire Resist +(11 to 30)%
Socketed (1)
Defense: (300 - 334) to (391 - 435)
Required Level: 22
Required Strength: 57
Item Level: 31
+1 to All Skills
+(71 to 90)% Enhanced Defense
+30 to Vitality
(6 to 10)% to Vitality
+(121 to 160) to Life
Fire Resist +(31 to 50)%
Socketed (3)
Defense: (753 - 825) to (970 - 1062)
Required Level: 39
Required Strength: 201
Item Level: 51
+(1 to 2) to All Skills
+(101 to 120)% Enhanced Defense
+45 to Vitality
(11 to 15)% to Vitality
+(161 to 200) to Life
Fire Resist +(51 to 70)%
Socketed (4)
Defense: (1191 - 1290) to (1519 - 1645)
Required Level: 48
Required Strength: 402
Item Level: 77
+2 to All Skills
+(131 to 150)% Enhanced Defense
+60 to Vitality
(16 to 20)% to Vitality
+(201 to 240) to Life
Fire Resist +(71 to 90)%
Socketed (4)
Umbaru's Jinx
Umbaru's Jinx
Mask (4)
Defense: (116 - 126) to (195 - 209)
Required Level: 7
Required Strength: 30
Item Level: 10
+(0 to 1) to Necromancer Skill Levels
15% Hit Recovery
+(6 to 10)% to Summoned Minion Damage
+(21 to 40)% to Summoned Minion Attack Rating
+(31 to 50)% Enhanced Defense
+(51 to 100) Defense
Poison Length Reduced by (11 to 20)%
Physical Resist 1%
(6 to 10)% Bonus to Defense
Socketed (1)
Defense: (416 - 448) to (546 - 587)
Required Level: 24
Required Strength: 60
Item Level: 31
+(0 to 1) to Necromancer Skill Levels
30% Hit Recovery
+(11 to 15)% to Summoned Minion Damage
+(41 to 60)% to Summoned Minion Attack Rating
+(61 to 80)% Enhanced Defense
+(151 to 200) Defense
Poison Length Reduced by (21 to 30)%
Physical Resist 2%
(11 to 20)% Bonus to Defense
Socketed (3)
Defense: (927 - 994) to (1163 - 1249)
Required Level: 42
Required Strength: 210
Item Level: 51
+(0 to 2) to Necromancer Skill Levels
45% Hit Recovery
+(16 to 20)% to Summoned Minion Damage
+(61 to 80)% to Summoned Minion Attack Rating
+(91 to 110)% Enhanced Defense
+(251 to 300) Defense
Poison Length Reduced by (31 to 40)%
Physical Resist 3%
(21 to 30)% Bonus to Defense
Socketed (4)
Defense: (1422 - 1515) to (1759 - 1876)
Required Level: 50
Required Strength: 420
Item Level: 77
+(1 to 2) to Necromancer Skill Levels
60% Hit Recovery
+(21 to 25)% to Summoned Minion Damage
+(81 to 100)% to Summoned Minion Attack Rating
+(121 to 140)% Enhanced Defense
+(351 to 400) Defense
Poison Length Reduced by (41 to 50)%
Physical Resist 4%
(31 to 40)% Bonus to Defense
Socketed (4)
Mask (4)
Defense: (116 - 126) to (195 - 209)
Required Level: 7
Required Strength: 30
Item Level: 10
+(0 to 1) to Necromancer Skill Levels
15% Hit Recovery
+(6 to 10)% to Summoned Minion Damage
+(21 to 40)% to Summoned Minion Attack Rating
+(31 to 50)% Enhanced Defense
+(51 to 100) Defense
Poison Length Reduced by (11 to 20)%
Physical Resist 1%
(6 to 10)% Bonus to Defense
Socketed (1)
Defense: (416 - 448) to (546 - 587)
Required Level: 24
Required Strength: 60
Item Level: 31
+(0 to 1) to Necromancer Skill Levels
30% Hit Recovery
+(11 to 15)% to Summoned Minion Damage
+(41 to 60)% to Summoned Minion Attack Rating
+(61 to 80)% Enhanced Defense
+(151 to 200) Defense
Poison Length Reduced by (21 to 30)%
Physical Resist 2%
(11 to 20)% Bonus to Defense
Socketed (3)
Defense: (927 - 994) to (1163 - 1249)
Required Level: 42
Required Strength: 210
Item Level: 51
+(0 to 2) to Necromancer Skill Levels
45% Hit Recovery
+(16 to 20)% to Summoned Minion Damage
+(61 to 80)% to Summoned Minion Attack Rating
+(91 to 110)% Enhanced Defense
+(251 to 300) Defense
Poison Length Reduced by (31 to 40)%
Physical Resist 3%
(21 to 30)% Bonus to Defense
Socketed (4)
Defense: (1422 - 1515) to (1759 - 1876)
Required Level: 50
Required Strength: 420
Item Level: 77
+(1 to 2) to Necromancer Skill Levels
60% Hit Recovery
+(21 to 25)% to Summoned Minion Damage
+(81 to 100)% to Summoned Minion Attack Rating
+(121 to 140)% Enhanced Defense
+(351 to 400) Defense
Poison Length Reduced by (41 to 50)%
Physical Resist 4%
(31 to 40)% Bonus to Defense
Socketed (4)
Lavadome adds to skill levels, and provides a lot of extra life; while Umbaru's Jinx boosts Minion Stats nicely.
Stillwater wins for me, because it smooths out the early game mana problems, it means you can contribute to boss fights with Divine Judgment at a time where your Scourge aren't quite strong enough yet.
Body Armour:
Fauztin's Visage
Fauztin's Visage
Field Plate (4)
Defense: 268 to 540
Required Level: 11
Required Strength: 32
Item Level: 19
+(11 to 20)% to Summoned Minion Life
+(6 to 10)% to Summoned Minion Resistances
+50% Enhanced Defense
+250 Defense vs. Melee
+50 to Life
Poison Length Reduced by (21 to 25)%
Physical Resist 1%
Socketed (2)
Defense: 890 to 1668
Required Level: 37
Required Strength: 63
Item Level: 36
+(21 to 30)% to Summoned Minion Life
+(11 to 15)% to Summoned Minion Resistances
+100% Enhanced Defense
+500 Defense vs. Melee
+100 to Life
Poison Length Reduced by (31 to 35)%
Physical Resist 2%
Socketed (4)
Defense: 2232 to 4107
Required Level: 61
Required Strength: 219
Item Level: 59
+(31 to 40)% to Summoned Minion Life
+(16 to 20)% to Summoned Minion Resistances
+150% Enhanced Defense
+750 Defense vs. Melee
+175 to Life
Poison Length Reduced by (41 to 45)%
Physical Resist 3%
Socketed (5)
Defense: 3642 to 6678
Required Level: 75
Required Strength: 438
Item Level: 85
+(41 to 50)% to Summoned Minion Life
+(21 to 25)% to Summoned Minion Resistances
+200% Enhanced Defense
+1000 Defense vs. Melee
+250 to Life
Poison Length Reduced by (46 to 50)%
Physical Resist 5%
Socketed (6)
Field Plate (4)
Defense: 268 to 540
Required Level: 11
Required Strength: 32
Item Level: 19
+(11 to 20)% to Summoned Minion Life
+(6 to 10)% to Summoned Minion Resistances
+50% Enhanced Defense
+250 Defense vs. Melee
+50 to Life
Poison Length Reduced by (21 to 25)%
Physical Resist 1%
Socketed (2)
Defense: 890 to 1668
Required Level: 37
Required Strength: 63
Item Level: 36
+(21 to 30)% to Summoned Minion Life
+(11 to 15)% to Summoned Minion Resistances
+100% Enhanced Defense
+500 Defense vs. Melee
+100 to Life
Poison Length Reduced by (31 to 35)%
Physical Resist 2%
Socketed (4)
Defense: 2232 to 4107
Required Level: 61
Required Strength: 219
Item Level: 59
+(31 to 40)% to Summoned Minion Life
+(16 to 20)% to Summoned Minion Resistances
+150% Enhanced Defense
+750 Defense vs. Melee
+175 to Life
Poison Length Reduced by (41 to 45)%
Physical Resist 3%
Socketed (5)
Defense: 3642 to 6678
Required Level: 75
Required Strength: 438
Item Level: 85
+(41 to 50)% to Summoned Minion Life
+(21 to 25)% to Summoned Minion Resistances
+200% Enhanced Defense
+1000 Defense vs. Melee
+250 to Life
Poison Length Reduced by (46 to 50)%
Physical Resist 5%
Socketed (6)
At Tier 4, this adds 21-25% to Minion Resistances (Running Total: 51-55%). It also adds to Minion Life, and adds a healthy amount of Flat Life, Defense, and Physical Resistance.
Alternatives: None.
Gloves:
Kali
Kali
Gloves
'LumKo'
Runeword Level: 48
15% Chance to cast level 13 Seal of Fire on Kill
+2 to All Skills
+15% to Summoned Minion Resistances
-214 Defense
5% to Strength
Maximum Fire Resist +4%
Fire Resist +25%
Gloves
'LumKo'
Runeword Level: 48
15% Chance to cast level 13 Seal of Fire on Kill
+2 to All Skills
+15% to Summoned Minion Resistances
-214 Defense
5% to Strength
Maximum Fire Resist +4%
Fire Resist +25%
There isn't much to say about this. +2 to all skills is really nice, the fire resistance is a boon and this build lacks elemental resistance from gear.
Alternatives:
Featherclaw
Solid gloves. Not really worth crafting because Kali is simply cheaper, and better.
Belt:
Rainbow
Rainbow
Belts
'Eth'
Runeword Level: 15
+5% to Spell Damage
+(6 to 10)% to Summoned Minion Resistances
Regenerate Mana +(5 to 10)%
Elemental Resists +(10 to 15)%
(6 to 8)% Magic Find
+2 to Light Radius
Belts
'Eth'
Runeword Level: 15
+5% to Spell Damage
+(6 to 10)% to Summoned Minion Resistances
Regenerate Mana +(5 to 10)%
Elemental Resists +(10 to 15)%
(6 to 8)% Magic Find
+2 to Light Radius
+16-20% Minion Resistances (Running Total: 67-75%). It also adds to your own elemental resistances! Nice.
Alternatives:
Wormtongue
Wormtongue
Light Belt (4)
Defense: (53 - 58) to (71 - 78)
Required Level: 3
Required Strength: 26
Item Level: 1
(31 to 50)% Bonus to Attack Rating
Adds 5-13 Poison Damage over 2 seconds
(2 to 4)% Life stolen per Hit
+(18 to 29)% Enhanced Defense
+(11 to 15) to Dexterity
Socketed (1)
Defense: (214 - 231) to (259 - 279)
Required Level: 21
Required Strength: 55
Item Level: 31
(71 to 90)% Bonus to Attack Rating
Adds 19-50 Poison Damage over 2 seconds
(8 to 10)% Life stolen per Hit
+(41 to 52)% Enhanced Defense
+(21 to 25) to Dexterity
Socketed (2)
Defense: (544 - 581) to (649 - 693)
Required Level: 38
Required Strength: 192
Item Level: 51
(111 to 130)% Bonus to Attack Rating
Adds 75-150 Poison Damage over 2 seconds
(14 to 16)% Life stolen per Hit
+(64 to 75)% Enhanced Defense
+(31 to 35) to Dexterity
Socketed (2)
Defense: (801 - 851) to (946 - 1006)
Required Level: 46
Required Strength: 384
Item Level: 77
(131 to 150)% Bonus to Attack Rating
Adds 100-250 Poison Damage over 2 seconds
(17 to 19)% Life stolen per Hit
+(75 to 86)% Enhanced Defense
+(36 to 40) to Dexterity
Socketed (2)
Light Belt (4)
Defense: (53 - 58) to (71 - 78)
Required Level: 3
Required Strength: 26
Item Level: 1
(31 to 50)% Bonus to Attack Rating
Adds 5-13 Poison Damage over 2 seconds
(2 to 4)% Life stolen per Hit
+(18 to 29)% Enhanced Defense
+(11 to 15) to Dexterity
Socketed (1)
Defense: (214 - 231) to (259 - 279)
Required Level: 21
Required Strength: 55
Item Level: 31
(71 to 90)% Bonus to Attack Rating
Adds 19-50 Poison Damage over 2 seconds
(8 to 10)% Life stolen per Hit
+(41 to 52)% Enhanced Defense
+(21 to 25) to Dexterity
Socketed (2)
Defense: (544 - 581) to (649 - 693)
Required Level: 38
Required Strength: 192
Item Level: 51
(111 to 130)% Bonus to Attack Rating
Adds 75-150 Poison Damage over 2 seconds
(14 to 16)% Life stolen per Hit
+(64 to 75)% Enhanced Defense
+(31 to 35) to Dexterity
Socketed (2)
Defense: (801 - 851) to (946 - 1006)
Required Level: 46
Required Strength: 384
Item Level: 77
(131 to 150)% Bonus to Attack Rating
Adds 100-250 Poison Damage over 2 seconds
(17 to 19)% Life stolen per Hit
+(75 to 86)% Enhanced Defense
+(36 to 40) to Dexterity
Socketed (2)
Primarily an option because it provides a bit of Life Steal. Additionally it boosts Dexterity, and Attack Rating.
Boots:
Outlaw
Outlaw
Boots
'TalHel'
Runeword Level: 40
+1 to Necromancer Skill Levels
Attacker Flees after Striking 5%
+(16 to 20)% to Summoned Minion Damage
+(6 to 15)% to Summoned Minion Resistances
+(30 to 57)% Enhanced Defense
-1 Defense
+(11 to 15) to Energy
Elemental Resists +(3 to 5)%
Physical Damage Reduced by (1 to 5)
+(1 to 5) to Light Radius
Boots
'TalHel'
Runeword Level: 40
+1 to Necromancer Skill Levels
Attacker Flees after Striking 5%
+(16 to 20)% to Summoned Minion Damage
+(6 to 15)% to Summoned Minion Resistances
+(30 to 57)% Enhanced Defense
-1 Defense
+(11 to 15) to Energy
Elemental Resists +(3 to 5)%
Physical Damage Reduced by (1 to 5)
+(1 to 5) to Light Radius
+11-20% Minion Resistances (Running Total: 78-95%). If you take all the recommended pieces, you won't need to worry about rerolling any items to reach 75% Minion Resistances.
Outlaw also offers Minion Damage, and a few other goodies.
Alternatives:
Lionpaw
Lionpaw
Chain Boots (4)
Defense: (49 - 54) to (71 - 78)
Required Level: 4
Required Strength: 29
Item Level: 10
(10 to 40)% Movement Speed
+(18 to 29)% Enhanced Defense
+(7 to 10) to all Attributes
+(31 to 50) to Life
+(16 to 25) to Mana
(3 to 5)% Bonus to Defense
10% Gold Find
Socketed (1)
Defense: (203 - 218) to (267 - 288)
Required Level: 22
Required Strength: 58
Item Level: 31
(10 to 40)% Movement Speed
+(41 to 52)% Enhanced Defense
+(15 to 18) to all Attributes
+(71 to 90) to Life
+(36 to 45) to Mana
(9 to 11)% Bonus to Defense
15% Gold Find
Socketed (2)
Defense: (519 - 554) to (667 - 712)
Required Level: 39
Required Strength: 202
Item Level: 51
(10 to 40)% Movement Speed
+(64 to 75)% Enhanced Defense
+(23 to 26) to all Attributes
+(111 to 130) to Life
+(56 to 65) to Mana
(15 to 17)% Bonus to Defense
20% Gold Find
Socketed (3)
Defense: (759 - 807) to (974 - 1036)
Required Level: 48
Required Strength: 403
Item Level: 77
(10 to 40)% Movement Speed
+(75 to 86)% Enhanced Defense
+(31 to 35) to all Attributes
+(131 to 150) to Life
+(66 to 75) to Mana
(18 to 20)% Bonus to Defense
25% Gold Find
Socketed (4)
Chain Boots (4)
Defense: (49 - 54) to (71 - 78)
Required Level: 4
Required Strength: 29
Item Level: 10
(10 to 40)% Movement Speed
+(18 to 29)% Enhanced Defense
+(7 to 10) to all Attributes
+(31 to 50) to Life
+(16 to 25) to Mana
(3 to 5)% Bonus to Defense
10% Gold Find
Socketed (1)
Defense: (203 - 218) to (267 - 288)
Required Level: 22
Required Strength: 58
Item Level: 31
(10 to 40)% Movement Speed
+(41 to 52)% Enhanced Defense
+(15 to 18) to all Attributes
+(71 to 90) to Life
+(36 to 45) to Mana
(9 to 11)% Bonus to Defense
15% Gold Find
Socketed (2)
Defense: (519 - 554) to (667 - 712)
Required Level: 39
Required Strength: 202
Item Level: 51
(10 to 40)% Movement Speed
+(64 to 75)% Enhanced Defense
+(23 to 26) to all Attributes
+(111 to 130) to Life
+(56 to 65) to Mana
(15 to 17)% Bonus to Defense
20% Gold Find
Socketed (3)
Defense: (759 - 807) to (974 - 1036)
Required Level: 48
Required Strength: 403
Item Level: 77
(10 to 40)% Movement Speed
+(75 to 86)% Enhanced Defense
+(31 to 35) to all Attributes
+(131 to 150) to Life
+(66 to 75) to Mana
(18 to 20)% Bonus to Defense
25% Gold Find
Socketed (4)
Lionpaw offers a lot of Flat Life, Mana, and +All Attributes. It's a classic choice for many builds.
Amulet: Anything will do, I used
Scarab of Death
for help with breakpoints but that's a luxury.Scarab of Death
Amulet
Required Level: 40
Item Level: 70
50% Attack Speed
50% Cast Speed
50% Hit Recovery
Elemental Resists +25%
Physical Resist -5%
5% Reanimate as: Random Monster
Amulet
Required Level: 40
Item Level: 70
50% Attack Speed
50% Cast Speed
50% Hit Recovery
Elemental Resists +25%
Physical Resist -5%
5% Reanimate as: Random Monster
Rings: Anything will do, I used one
Ring of Truth
and some random rare ring.Ring of Truth
Ring
Required Level: 20
Item Level: 20
25% Block Speed
15% Hit Recovery
(31 to 50)% Bonus to Attack Rating
Slows Attacker by (3 to 5)%
(11 to 15)% Bonus to Defense
+2 to Light Radius
Ring
Required Level: 20
Item Level: 20
25% Block Speed
15% Hit Recovery
(31 to 50)% Bonus to Attack Rating
Slows Attacker by (3 to 5)%
(11 to 15)% Bonus to Defense
+2 to Light Radius
Mystic Orbs
Early game doesn't demand Mystic Orb use, so don't waste your money.
Socketables
Similar to Mystic Orbs, socketables are not mandatory before Hell. Though you can start working towards socketing your gear as follows:
Weapon: Jah Runes, Ith Runes, or Perfect Skulls. This will add some extra damage to your hits, while your hits still matter.
Armour: Resistance Gems. Bloodstone, Onyx, Amber, and Turquoise each boost an elemental resistance, and its maximum resistance cap. Prioritise Fire, Cold, and Lightning resistance before Poison.
Shield: Resistance Gems. One of each: Ruby, Sapphire, Topaz, and Emerald.
Progression Guide
This section contains important information if you are a new player.
► Show Spoiler
Summon Paladin is a little bit slow right out the gate. We have to wait until Lv24 before we get Scourge, and even then we need to gear up before things really kick off.
Lv1: Hit things with Retaliate and your basic attack until Lv6. Use Vindicate to heal chip damage.
Lv6: Take Divine Judgment, hit things with that instead.
Lv12: Put points into Plague, continue hitting things with Divine Judgment (or Retaliate, dealer's choice).
Lv18: Dragonheart comes online! Don't forget to use Vindicate to heal chip damage instead of wasting potions.
Lv24: Scourge come online! Colosseum comes online! Alternate between Pax Mystica teleports and Colosseum to pounce into packs of enemies.
Important Quests
Here's a list of quests you shouldn't skip while running through each Act of the game.
A1 Den of Evil: +1 Skill Point & Akara Respec.
A1 Tools of the Trade: This quest reward gives you access to a Charsi Imbue. You can use this to help create Sacred Rares later on.
A1 Sisters to the Slaughter: Andariel drops the Catalyst of Discenchantment on Normal Difficulty.
A2 Radament’s Lair: +1 Skill Point.
A2 The Summoner: The Summoner drops the Catalyst of Discenchantment on Nightmare Difficulty.
A3 The Golden Bird: +Health Points.
A3 Lam Esen’s Tome: +Attribute Points.
A4 The Fallen Angel: +2 skill points.
A4 Hell's Forge: This quest can reward you with perfect gems, and high level runes. It can ever reward you with Greater Runes that can only be found in late game content.
A5 Siege on Harrogath: Mark of Infusion (you can kill Shenk again to receive another mark).
A5 Rescue on Mount Arreat: Unlocks Barbarian Mercenary.
A5 Prison of Ice: Scroll of Resistance, cube with your Sunstone of the Twin Seas for +10% all resists.
A5 Rite of Passage: Try to save this quest on Hell; completing this quest gives you a large amount of experience which is handy for essentially skipping a level at or after Lv119.
Tran Athulua (Level Challenge 1) - Sunstone of the Twin Seas
After defeating the Infernal Contraption at the end of Baal’s minion waves in Normal difficulty, a portal will open to Tran Athulua. Find the three priestesses here and defeat them, each will drop a shard that can be used to create the Sunstone of the Twin Seas.
The Sunstone can be cubed with the Scroll of Resistance received in ‘Prison of Ice’; this can be done a total of three times (one for each difficulty).
Aim to complete this quest before Lv60; otherwise you will need to spend Arcane Crystals in order to create the charm.
See below a completed Sunstone.
Ennead Challenge (Level Challenge 2) - Eye of Divinity
After defeating Mephisto on Nightmare difficulty, a portal will open to Kurast 3000BA. Find one of the three Ennead Necromancers here and defeat them to receive a Heroic Torch which you can cube to receive your class charm.
You must be Lv80 to enter Kurast 3000BA, and Lv90 to receive the effects of the charm.
See below an Eye of Divinity.
Invasion - Eye of Divinity Upgrade
In Hell Difficulty, when you enter the Harem Level One at the end of Act 2 you will find a Red Portal that will take you to the Storm Oasis. Defeat the Lesser Riftwalker here to receive its eye, cube this with your class charm to upgrade it.
See below an upgraded Eye of Divinity.
Lv1: Hit things with Retaliate and your basic attack until Lv6. Use Vindicate to heal chip damage.
Lv6: Take Divine Judgment, hit things with that instead.
Lv12: Put points into Plague, continue hitting things with Divine Judgment (or Retaliate, dealer's choice).
Lv18: Dragonheart comes online! Don't forget to use Vindicate to heal chip damage instead of wasting potions.
Lv24: Scourge come online! Colosseum comes online! Alternate between Pax Mystica teleports and Colosseum to pounce into packs of enemies.
Important Quests
Here's a list of quests you shouldn't skip while running through each Act of the game.
A1 Den of Evil: +1 Skill Point & Akara Respec.
A1 Tools of the Trade: This quest reward gives you access to a Charsi Imbue. You can use this to help create Sacred Rares later on.
A1 Sisters to the Slaughter: Andariel drops the Catalyst of Discenchantment on Normal Difficulty.
A2 Radament’s Lair: +1 Skill Point.
A2 The Summoner: The Summoner drops the Catalyst of Discenchantment on Nightmare Difficulty.
A3 The Golden Bird: +Health Points.
A3 Lam Esen’s Tome: +Attribute Points.
A4 The Fallen Angel: +2 skill points.
A4 Hell's Forge: This quest can reward you with perfect gems, and high level runes. It can ever reward you with Greater Runes that can only be found in late game content.
A5 Siege on Harrogath: Mark of Infusion (you can kill Shenk again to receive another mark).
A5 Rescue on Mount Arreat: Unlocks Barbarian Mercenary.
A5 Prison of Ice: Scroll of Resistance, cube with your Sunstone of the Twin Seas for +10% all resists.
A5 Rite of Passage: Try to save this quest on Hell; completing this quest gives you a large amount of experience which is handy for essentially skipping a level at or after Lv119.
Tran Athulua (Level Challenge 1) - Sunstone of the Twin Seas
After defeating the Infernal Contraption at the end of Baal’s minion waves in Normal difficulty, a portal will open to Tran Athulua. Find the three priestesses here and defeat them, each will drop a shard that can be used to create the Sunstone of the Twin Seas.
The Sunstone can be cubed with the Scroll of Resistance received in ‘Prison of Ice’; this can be done a total of three times (one for each difficulty).
Aim to complete this quest before Lv60; otherwise you will need to spend Arcane Crystals in order to create the charm.
See below a completed Sunstone.
Ennead Challenge (Level Challenge 2) - Eye of Divinity
After defeating Mephisto on Nightmare difficulty, a portal will open to Kurast 3000BA. Find one of the three Ennead Necromancers here and defeat them to receive a Heroic Torch which you can cube to receive your class charm.
You must be Lv80 to enter Kurast 3000BA, and Lv90 to receive the effects of the charm.
See below an Eye of Divinity.
Invasion - Eye of Divinity Upgrade
In Hell Difficulty, when you enter the Harem Level One at the end of Act 2 you will find a Red Portal that will take you to the Storm Oasis. Defeat the Lesser Riftwalker here to receive its eye, cube this with your class charm to upgrade it.
See below an upgraded Eye of Divinity.
Honorific Items - Basics
This section is aimed towards new players. If you already know how Honorific Items work, move onto the next section.
► Show Spoiler
Honorific items are blank items that have no affixes. They receive double the bonus when cubed with a Mystic Orb.
To briefly explain Mystic Orbs, they are items you can buy from one of the vendors in each act. They can be used to add certain affixes to items.
At this stage, we will not consider Unique Mystic Orbs.
To create an honorific item, use the following recipe in the Horadric Cube:
Magic Weapon/Armour + Mark of Infusion -> Return item as Honorific.
To create a magic item, you can use the following recipes as needed:
Any Weapon/Armour + Oil of Renewal -> Return item as Superior.
Any Superior Weapon/Armour + Oil of Enhancement -> Return item as Magical.
To briefly explain Mystic Orbs, they are items you can buy from one of the vendors in each act. They can be used to add certain affixes to items.
At this stage, we will not consider Unique Mystic Orbs.
To create an honorific item, use the following recipe in the Horadric Cube:
Magic Weapon/Armour + Mark of Infusion -> Return item as Honorific.
To create a magic item, you can use the following recipes as needed:
Any Weapon/Armour + Oil of Renewal -> Return item as Superior.
Any Superior Weapon/Armour + Oil of Enhancement -> Return item as Magical.
Shrine Crafting - Basics
This section is aimed towards new players. If you already know how Shrine Crafting works, move onto the next section.
► Show Spoiler
The gear section for 100+ will ask you to shrin craft items in two different ways.
The first way is to craft a Sacred Honorific. The second is to craft a Sacred Crafted item; commonly referred to as simply a Crafted item.
Sacred Honorifics
When it's time to craft an honorific item, we're better off crafting it as a sacred honorific. This is because we can add a shrine blessing on top of a sacred honorific and get extra goodies we otherwise couldn't.
Using the recipe found in the 'Honorific Items - Basics' section on a sacred base item will create a sacred honorific. Before adding any Mystic Orbs, it is best practice to roll the Shrine Blessing on it. If the roll is poor, start over by rerolling the item as superior, then magical, then honorific.
The recipe for Shrine Blessing an item is as follows:
Sacred Honorific Weapon/Armour + Shrine + 2x Arcane Crystal -> Return item with added Shrine bonuses (consumes 1 Shrine charge).
Sacred Crafts
Sacred Crafting involves taking a Sacred Rare item and cubing it with a Shrine, this rerolls the item as a Crafted item. Crafting items is a good way to exercise greater control over the gear that we use.
The recipe for Sacred Crafting an item is as follows:
Rare or Crafted item + Shrine -> Reroll item as crafted (consumes 1 Shrine charge).
The first way is to craft a Sacred Honorific. The second is to craft a Sacred Crafted item; commonly referred to as simply a Crafted item.
Sacred Honorifics
When it's time to craft an honorific item, we're better off crafting it as a sacred honorific. This is because we can add a shrine blessing on top of a sacred honorific and get extra goodies we otherwise couldn't.
Using the recipe found in the 'Honorific Items - Basics' section on a sacred base item will create a sacred honorific. Before adding any Mystic Orbs, it is best practice to roll the Shrine Blessing on it. If the roll is poor, start over by rerolling the item as superior, then magical, then honorific.
The recipe for Shrine Blessing an item is as follows:
Sacred Honorific Weapon/Armour + Shrine + 2x Arcane Crystal -> Return item with added Shrine bonuses (consumes 1 Shrine charge).
Sacred Crafts
Sacred Crafting involves taking a Sacred Rare item and cubing it with a Shrine, this rerolls the item as a Crafted item. Crafting items is a good way to exercise greater control over the gear that we use.
The recipe for Sacred Crafting an item is as follows:
Rare or Crafted item + Shrine -> Reroll item as crafted (consumes 1 Shrine charge).
Shrine Crafting - Summon Paladin
► Show Spoiler
This section assumes you know how to craft items.
When it's time to upgrade your gear, and you have the resources available, you should consider crafting the items discussed in the 'Gear 100+' section.
Summon Paladins want to craft items using the following shrines, in order of importance:
Magical Shrines: +Minion Resistance% & +Minion Life%. Craft with Magical Shrines first if you haven't hit the 75% Minion Resistance gear cap.
Tainted Shrines: +Minion Damage% & +Minion Attack Rating%. If you have hit the 75% Minion Resistance gear cap, craft using Tainted Shrines instead.
When it's time to upgrade your gear, and you have the resources available, you should consider crafting the items discussed in the 'Gear 100+' section.
Summon Paladins want to craft items using the following shrines, in order of importance:
Magical Shrines: +Minion Resistance% & +Minion Life%. Craft with Magical Shrines first if you haven't hit the 75% Minion Resistance gear cap.
Tainted Shrines: +Minion Damage% & +Minion Attack Rating%. If you have hit the 75% Minion Resistance gear cap, craft using Tainted Shrines instead.
Gear: Level 100+
► Show Spoiler
As you approach Hell, and push beyond it, you'll find yourself hitting a bit of a soft wall. We solve this by upgrading our gear.
This list will provide the easy choice, not necessarily the most optimal choice. All the build needs to do from here is ferry us to Lv120.
This shift in priority if because the guide assumes you will transition out of Summon Paladin before too much longer.
As discussed in the 'Shrine Crafting - Summon Paladin' section, you'll need to consider what shrines to use and in what order.
First make sure you keep your Minion Resistance bonus from gear capped at 75% by using Magical Shrines.
Once that's done, use Tainted Shrines to boost Minion Damage and Minion Attack Rating.
Weapon: Sacred Honorific Goedendag
Goedendag, Angel Star, Long Sword, whatever. Doesn't really matter. Nab a sacred one-handed weapon and get to work. A Sacred Honorific Weapon is the easiest way to upgrade from
Shrine Blessing: Magical Shrine
Mystic Orbs: Minion Resistances, Minion Damage, Minion Life, Increased Attack Speed, Faster Cast Rate.
Note: It is ideal to add Minion Resistance to your weapon before other items, because you don't really care about it being actually useful in a fight.
Alternatives: "None". There aren't many better options that aren't also costly, and we're swapping out of Summon soon, but:
Shield: Sacred Honorific Aerin Shield
Aerin Shields provide the highest defense for strength-based paladin shields. They're also the best fashion so that's nice.
Shrine Blessing: Most likely Magical Shrine if not already capped on Minion Resistance, otherwise Tainted Shrine.
Mystic Orbs: Minion Resistances (if not already capped), Minion Damage, Minion Life, Increased Attack Speed, Faster Cast Rate.
Alternatives: None.
Helmet:
Stillwater is fine. The optimal upgrade is listed below, but you won't cry for lack of Scourge power so staying on Stillwater is fine.
Alternatives:
Pretty much Best in Slot for a summoner build.
Body Armour: Sacred Crafted Armour
Aim for: +2 Skills, Flat life, Enhanced Defense, and any other goodies like elemental resistance from the Armour Base.
Shrine Craft: Tainted Shrine, aim for +20-25% Minion Damage and a solid +Minion Attack Rating% bonus.
Shrine Blessing: Tainted Shrine, aim loosely for the above again.
Mystic Orbs: Minion Damage, Minion Life, Enhanced Defense, Total Character Defense.
Alternatives: None.
Gloves: Sacred Honorific Gauntlets
Gauntlets are the ideal, but don't hold your breath for them. Start with the first sacred gloves you find and upgrade if you feel the need.
Shrine Blessing: Tainted Shrine.
Mystic Orbs: Minion Damage, Minion Life, Enhanced Defense, Total Character Defense.
Alternatives: None.
Belt: Sacred Honorific Plated Belt
Plated Belt is the ideal, but don't hold your breath for one. Start with the first sacred belt you find and upgrade if you feel the need.
Shrine Blessing: Most likely Magical Shrine if not already capped on Minion Resistance, otherwise Tainted Shrine.
Mystic Orbs: Minion Resistances (if not already capped), Minion Damage, Minion Life, Enhanced Defense, Total Character Defense.
Alternatives: None.
Boots: Sacred Honorific Greaves
Hold your breath for these. Rolling +40% Movement Speed boots is not fun, so try to only do this once. Accept +35% Movement Speed if you're feeling impatient, it's much of a muchness between the two.
Shrine Blessing: Tainted Shrine.
Mystic Orbs: Minion Damage, Minion Life, Enhanced Defense, Total Character Defense.
Alternatives: None.
Amulet: A rare with +All Skills, and Minion Stats is nice. I used
Rings: Rares with +All Skills, and Minion Stats.
Socketables
Similar to Mystic Orbs, socketables are not mandatory before Hell. Though you can start working towards socketing your gear as follows:
Weapon: Jah Runes, Ith Runes, or Perfect Skulls if you're like me and don't care. Crafted Jewels with +Minion Stats if you do care.
Armour: Resistance Gems. Bloodstone, Onyx, Amber, and Turquoise each boost an elemental resistance, and its maximum resistance cap. Diamonds when capped on elemental resistances, or Crafted Jewels with +Minion Stats if you want to go that hard.
Shield: Resistance Gems. One Ruby, Sapphire, Topaz, and Emerald. Crafted Jewels with +Minion Stats if you are capped on elemental resistances.
This list will provide the easy choice, not necessarily the most optimal choice. All the build needs to do from here is ferry us to Lv120.
This shift in priority if because the guide assumes you will transition out of Summon Paladin before too much longer.
As discussed in the 'Shrine Crafting - Summon Paladin' section, you'll need to consider what shrines to use and in what order.
First make sure you keep your Minion Resistance bonus from gear capped at 75% by using Magical Shrines.
Once that's done, use Tainted Shrines to boost Minion Damage and Minion Attack Rating.
Weapon: Sacred Honorific Goedendag
Goedendag, Angel Star, Long Sword, whatever. Doesn't really matter. Nab a sacred one-handed weapon and get to work. A Sacred Honorific Weapon is the easiest way to upgrade from
Dies Metus
.Dies Metus
Goedendag (4)
One-Hand Damage: (8 - 9) to (13 - 19)
(Paladin Only)
Required Level: 6
Required Strength: 46
Item Level: 10
Strength Damage Bonus: (0.14 per Strength)%
4% Chance to cast level 1 Ice Elementals on Death Blow
5% Attack Speed
+(3 to 7) to Maximum Damage
+50% Damage to Undead
Stun Attack
+(4 to 6)% to Spell Damage
+(18 to 40)% Enhanced Damage
Slow Target (3 to 5)%
+(11 to 20)% to Summoned Minion Life
+10% to Summoned Minion Resistances
Socketed (1)
One-Hand Damage: (22 - 26) to (42 - 49)
(Paladin Only)
Required Level: 24
Required Strength: 81
Item Level: 36
Strength Damage Bonus: (0.14 per Strength)%
5% Chance to cast level 5 Ice Elementals on Death Blow
15% Attack Speed
+(11 to 14) to Maximum Damage
+50% Damage to Undead
Stun Attack
+(7 to 9)% to Spell Damage
+(64 to 86)% Enhanced Damage
Slow Target (9 to 11)%
+(21 to 30)% to Summoned Minion Life
+15% to Summoned Minion Resistances
Socketed (2)
One-Hand Damage: (50 - 55) to (84 - 96)
(Paladin Only)
Required Level: 43
Required Strength: 169
Item Level: 51
Strength Damage Bonus: (0.14 per Strength)%
6% Chance to cast level 10 Ice Elementals on Death Blow
25% Attack Speed
+(18 to 22) to Maximum Damage
+50% Damage to Undead
Stun Attack
+(10 to 12)% to Spell Damage
+(109 to 132)% Enhanced Damage
Slow Target (15 to 17)%
+(31 to 40)% to Summoned Minion Life
+20% to Summoned Minion Resistances
Socketed (3)
One-Hand Damage: (67 - 73) to (112 - 124)
(Paladin Only)
Required Level: 52
Required Strength: 339
Item Level: 77
Strength Damage Bonus: (0.14 per Strength)%
8% Chance to cast level 16 Ice Elementals on Death Blow
30% Attack Speed
+(22 to 25) to Maximum Damage
+50% Damage to Undead
Stun Attack
+(13 to 15)% to Spell Damage
+(132 to 154)% Enhanced Damage
Slow Target (18 to 20)%
+(41 to 50)% to Summoned Minion Life
+30% to Summoned Minion Resistances
Socketed (3)
Goedendag (4)
One-Hand Damage: (8 - 9) to (13 - 19)
(Paladin Only)
Required Level: 6
Required Strength: 46
Item Level: 10
Strength Damage Bonus: (0.14 per Strength)%
4% Chance to cast level 1 Ice Elementals on Death Blow
5% Attack Speed
+(3 to 7) to Maximum Damage
+50% Damage to Undead
Stun Attack
+(4 to 6)% to Spell Damage
+(18 to 40)% Enhanced Damage
Slow Target (3 to 5)%
+(11 to 20)% to Summoned Minion Life
+10% to Summoned Minion Resistances
Socketed (1)
One-Hand Damage: (22 - 26) to (42 - 49)
(Paladin Only)
Required Level: 24
Required Strength: 81
Item Level: 36
Strength Damage Bonus: (0.14 per Strength)%
5% Chance to cast level 5 Ice Elementals on Death Blow
15% Attack Speed
+(11 to 14) to Maximum Damage
+50% Damage to Undead
Stun Attack
+(7 to 9)% to Spell Damage
+(64 to 86)% Enhanced Damage
Slow Target (9 to 11)%
+(21 to 30)% to Summoned Minion Life
+15% to Summoned Minion Resistances
Socketed (2)
One-Hand Damage: (50 - 55) to (84 - 96)
(Paladin Only)
Required Level: 43
Required Strength: 169
Item Level: 51
Strength Damage Bonus: (0.14 per Strength)%
6% Chance to cast level 10 Ice Elementals on Death Blow
25% Attack Speed
+(18 to 22) to Maximum Damage
+50% Damage to Undead
Stun Attack
+(10 to 12)% to Spell Damage
+(109 to 132)% Enhanced Damage
Slow Target (15 to 17)%
+(31 to 40)% to Summoned Minion Life
+20% to Summoned Minion Resistances
Socketed (3)
One-Hand Damage: (67 - 73) to (112 - 124)
(Paladin Only)
Required Level: 52
Required Strength: 339
Item Level: 77
Strength Damage Bonus: (0.14 per Strength)%
8% Chance to cast level 16 Ice Elementals on Death Blow
30% Attack Speed
+(22 to 25) to Maximum Damage
+50% Damage to Undead
Stun Attack
+(13 to 15)% to Spell Damage
+(132 to 154)% Enhanced Damage
Slow Target (18 to 20)%
+(41 to 50)% to Summoned Minion Life
+30% to Summoned Minion Resistances
Socketed (3)
Shrine Blessing: Magical Shrine
Mystic Orbs: Minion Resistances, Minion Damage, Minion Life, Increased Attack Speed, Faster Cast Rate.
Note: It is ideal to add Minion Resistance to your weapon before other items, because you don't really care about it being actually useful in a fight.
Alternatives: "None". There aren't many better options that aren't also costly, and we're swapping out of Summon soon, but:
Aurumvorax
is an okay choice, but only because it's also an okay choice for Holy Caster too.Aurumvorax
War Sword (Sacred)
One-Hand Damage: 46 to 50
Required Level: 100
Required Strength: 581
Item Level: 105
Strength Damage Bonus: (0.11 per Strength)%
30% Cast Speed
+(25 to 40)% to Fire Spell Damage
-(15 to 25)% to Enemy Fire Resistance
+(10 to 19) to Pentagram
+20% to Summoned Minion Resistances
+(75 to 150) Life Regenerated per Second
Maximum Fire Resist +(1 to 2)%
Elemental Resists +20%
-10% Gold Find
+5 to Light Radius
Socketed (3)
War Sword (Sacred)
One-Hand Damage: 46 to 50
Required Level: 100
Required Strength: 581
Item Level: 105
Strength Damage Bonus: (0.11 per Strength)%
30% Cast Speed
+(25 to 40)% to Fire Spell Damage
-(15 to 25)% to Enemy Fire Resistance
+(10 to 19) to Pentagram
+20% to Summoned Minion Resistances
+(75 to 150) Life Regenerated per Second
Maximum Fire Resist +(1 to 2)%
Elemental Resists +20%
-10% Gold Find
+5 to Light Radius
Socketed (3)
Shield: Sacred Honorific Aerin Shield
Aerin Shields provide the highest defense for strength-based paladin shields. They're also the best fashion so that's nice.
Shrine Blessing: Most likely Magical Shrine if not already capped on Minion Resistance, otherwise Tainted Shrine.
Mystic Orbs: Minion Resistances (if not already capped), Minion Damage, Minion Life, Increased Attack Speed, Faster Cast Rate.
Alternatives: None.
Helmet:
Stillwater
Stillwater
Bone Helm (4)
Defense: (73 - 85) to (106 - 123)
Required Level: 10
Required Strength: 29 to 30
Item Level: 19
1% Chance to cast level 8 Mana Sweep when Attacked
+(11 to 15) Spell Focus
+(21 to 40)% Enhanced Defense
+(76 to 100) to Mana
Regenerate Mana +(5 to 7)%
+10 Mana after each Kill
Requirements -(6 to 8)%
Socketed (1)
Defense: (277 - 312) to (371 - 418)
Required Level: 27
Required Strength: 55 to 56
Item Level: 36
1% Chance to cast level 12 Mana Sweep when Attacked
+(21 to 25) Spell Focus
+(51 to 70)% Enhanced Defense
+(126 to 150) to Mana
Regenerate Mana +(10 to 12)%
+20 Mana after each Kill
Requirements -(10 to 12)%
Socketed (3)
Defense: (716 - 831) to (933 - 1083)
Required Level: 45
Required Strength: 183 to 188
Item Level: 51
1% Chance to cast level 20 Mana Sweep when Attacked
+(31 to 35) Spell Focus
+(81 to 110)% Enhanced Defense
+(176 to 225) to Mana
Regenerate Mana +(14 to 16)%
+28 Mana after each Kill
Requirements -(14 to 16)%
Socketed (4)
Defense: (1195 - 1352) to (1553 - 1757)
Required Level: 54
Required Strength: 350 to 359
Item Level: 85
2% Chance to cast level 28 Mana Sweep when Attacked
+(36 to 40) Spell Focus
+(121 to 150)% Enhanced Defense
+(251 to 300) to Mana
Regenerate Mana +(18 to 20)%
+35 Mana after each Kill
Requirements -(18 to 20)%
Socketed (4)
Bone Helm (4)
Defense: (73 - 85) to (106 - 123)
Required Level: 10
Required Strength: 29 to 30
Item Level: 19
1% Chance to cast level 8 Mana Sweep when Attacked
+(11 to 15) Spell Focus
+(21 to 40)% Enhanced Defense
+(76 to 100) to Mana
Regenerate Mana +(5 to 7)%
+10 Mana after each Kill
Requirements -(6 to 8)%
Socketed (1)
Defense: (277 - 312) to (371 - 418)
Required Level: 27
Required Strength: 55 to 56
Item Level: 36
1% Chance to cast level 12 Mana Sweep when Attacked
+(21 to 25) Spell Focus
+(51 to 70)% Enhanced Defense
+(126 to 150) to Mana
Regenerate Mana +(10 to 12)%
+20 Mana after each Kill
Requirements -(10 to 12)%
Socketed (3)
Defense: (716 - 831) to (933 - 1083)
Required Level: 45
Required Strength: 183 to 188
Item Level: 51
1% Chance to cast level 20 Mana Sweep when Attacked
+(31 to 35) Spell Focus
+(81 to 110)% Enhanced Defense
+(176 to 225) to Mana
Regenerate Mana +(14 to 16)%
+28 Mana after each Kill
Requirements -(14 to 16)%
Socketed (4)
Defense: (1195 - 1352) to (1553 - 1757)
Required Level: 54
Required Strength: 350 to 359
Item Level: 85
2% Chance to cast level 28 Mana Sweep when Attacked
+(36 to 40) Spell Focus
+(121 to 150)% Enhanced Defense
+(251 to 300) to Mana
Regenerate Mana +(18 to 20)%
+35 Mana after each Kill
Requirements -(18 to 20)%
Socketed (4)
Stillwater is fine. The optimal upgrade is listed below, but you won't cry for lack of Scourge power so staying on Stillwater is fine.
Alternatives:
Rathma's Blessing
Rathma's Blessing
Circlets
'OrtGlaThulGla'
Runeword Level: 100
+(2 to 3) to All Skills
+50% to Summoned Minion Life
+25% to Summoned Minion Damage
+50% to Summoned Minion Resistances
Lightning Resist +25%
Cold Resist +50%
+10 Cold Absorb
(15 to 20)% Magic Find
Circlets
'OrtGlaThulGla'
Runeword Level: 100
+(2 to 3) to All Skills
+50% to Summoned Minion Life
+25% to Summoned Minion Damage
+50% to Summoned Minion Resistances
Lightning Resist +25%
Cold Resist +50%
+10 Cold Absorb
(15 to 20)% Magic Find
Pretty much Best in Slot for a summoner build.
Body Armour: Sacred Crafted Armour
Aim for: +2 Skills, Flat life, Enhanced Defense, and any other goodies like elemental resistance from the Armour Base.
Shrine Craft: Tainted Shrine, aim for +20-25% Minion Damage and a solid +Minion Attack Rating% bonus.
Shrine Blessing: Tainted Shrine, aim loosely for the above again.
Mystic Orbs: Minion Damage, Minion Life, Enhanced Defense, Total Character Defense.
Alternatives: None.
Gloves: Sacred Honorific Gauntlets
Gauntlets are the ideal, but don't hold your breath for them. Start with the first sacred gloves you find and upgrade if you feel the need.
Shrine Blessing: Tainted Shrine.
Mystic Orbs: Minion Damage, Minion Life, Enhanced Defense, Total Character Defense.
Alternatives: None.
Belt: Sacred Honorific Plated Belt
Plated Belt is the ideal, but don't hold your breath for one. Start with the first sacred belt you find and upgrade if you feel the need.
Shrine Blessing: Most likely Magical Shrine if not already capped on Minion Resistance, otherwise Tainted Shrine.
Mystic Orbs: Minion Resistances (if not already capped), Minion Damage, Minion Life, Enhanced Defense, Total Character Defense.
Alternatives: None.
Boots: Sacred Honorific Greaves
Hold your breath for these. Rolling +40% Movement Speed boots is not fun, so try to only do this once. Accept +35% Movement Speed if you're feeling impatient, it's much of a muchness between the two.
Shrine Blessing: Tainted Shrine.
Mystic Orbs: Minion Damage, Minion Life, Enhanced Defense, Total Character Defense.
Alternatives: None.
Amulet: A rare with +All Skills, and Minion Stats is nice. I used
Angel Heart
.Angel Heart
Amulet
Required Level: 40
Item Level: 40
+(1 to 2) to All Skills
(5 to 10)% to Strength
(5 to 10)% to Dexterity
(15 to 25)% Bonus to Defense
+(3 to 5) to Light Radius
Amulet
Required Level: 40
Item Level: 40
+(1 to 2) to All Skills
(5 to 10)% to Strength
(5 to 10)% to Dexterity
(15 to 25)% Bonus to Defense
+(3 to 5) to Light Radius
Rings: Rares with +All Skills, and Minion Stats.
Socketables
Similar to Mystic Orbs, socketables are not mandatory before Hell. Though you can start working towards socketing your gear as follows:
Weapon: Jah Runes, Ith Runes, or Perfect Skulls if you're like me and don't care. Crafted Jewels with +Minion Stats if you do care.
Armour: Resistance Gems. Bloodstone, Onyx, Amber, and Turquoise each boost an elemental resistance, and its maximum resistance cap. Diamonds when capped on elemental resistances, or Crafted Jewels with +Minion Stats if you want to go that hard.
Shield: Resistance Gems. One Ruby, Sapphire, Topaz, and Emerald. Crafted Jewels with +Minion Stats if you are capped on elemental resistances.
End Game - Holy Caster
This section will cover how to prepare a Holy Caster Paladin and when to transition. It will take you from roughly level 120 onwards.
Attributes
► Show Spoiler
Ideally you put no points into either Strength or Dexterity.
2,100 points in Energy is a happy place to stop in terms of the bonus damage it will provide your spells.
Skill Trees
► Show Spoiler
Rapture can be given more points if you are struggling to hit your breakpoints.
There are more skills listed as 'MAX' than you will likely be able to actually max, here is a list for point allocation priority:
Dragon Wyrms, Incarnation, Dragon's Blessing, Dragonheart, Blessed Life.
Gear: Level 120+
► Show Spoiler
This list will provide the most optimal choice first, then possible alternatives after.
Weapon:
Dragon Wyrms fire two bolts. This weapon is easily best in slot. Wyrm count reduced by 5? Doesn't really matter to us.
The rest of the affixes are pretty good too: +Paladin Skills, -33% Enemy Fire Resistance, +21-25% Vitality, Big +Flat Energy, Max Fire Resist, 6 sockets. Huge.
Alternatives:
First, here are some affixes to look for: +Skills, +Fire Spell Damage, -Enemy Fire Resistance, +Spell Focus, +Energy.
With that in mind, here are a few candidates:
Shield: Sacred Crafted Aerin Shield (Fascinating Shrine)
Best in slot. Prioritise +4 Paladin Skills and a good roll for -Enemy Fire Resistance; after that aim for: +Fire Spell Damage, +Spell Focus, +Flat Energy, and/or +Flat Life.
Alternatives: None.
Helmet:
Veil is best in slot. +Paladin Skills, +Fire Spell Damage, -Enemy Fire Resistance, and +Spell Focus are all nice. On top of that it adds some healthy defense affixes, negative Physical Resistance% is almost a non-factor for a paladin.
Alternatives: Sacred Crafted Paladin Helm (Fascinating Shrine)
It's hard to beat what Veil offers, a craft is probably as close as you'll get.
Aim for: +Paladin Skills, -Enemy Fire Resistance, +Fire Spell Damage.
Body Armour:
The 2 piece Armageddon set is pretty good. On top of being a happy equivalent to a crafted chest, it offers the Cataclysm oskill and a heft movement speed boost when you use that skill.
Alternatives: Sacred Crafted Armour (Fascinating Shrine)
Aim for: +2 All Skills, -Enemy Fire Resistance, +Fire Spell Damage.
After that be happy with things like: +All Attributes%, +Flat Energy, +All Attributes, +Flat Life
Gloves: Sacred Crafted Gauntlets (Eerie Shrine)
Glove slot isn't amazing for Holy Caster, and you should hit -170% Enemy Fire Resistance from the rest of your gear.
Aim for: +Spell Focus, +Energy%, +Flat Energy, +Life, +All Attributes. Even +Faster Cast Rate if you desperately need it.
Alternatives: None.
Belt:
Use this if you have it and reach -170% Enemy Fire Resistance from the rest of your gear.
Alternatives: Sacred Crafted Plated Belt (Fascinating Shrine)
Use this if you don't have Lunar Eclipse, or don't have enough -Enemy Fire Resistance%.
Aim for: +2 Paladin Skills, -Enemy Fire Resistance, +Fire Spell Damage, +Energy, +Life, etc.
Boots:
Boots slot doesn't have many good options for casters. Wake of Destruction is a really good choice, unless you want to shill out for Spirit Walkers.
Mystic Orbs: +Fire Spell Damage, +Spell Focus, +Flat Energy, +Flat Vitality.
Alternatives:
Pretty good boots.
Amulet:
Wear this if you have
Alternatives:
A well rolled Tesseract will beat most rare amulets.
Rings:
Alternatives: Rares with +All Skills, -Enemy Fire Resistance, +Fire Spell Damage, other goodies.
Mystic Orbs
Generally speaking: +Fire Spell Damage, +Spell Focus, +Flat Energy, +Flat Vitality.
Socketables
Zod Crafted Jewels everywhere. If you need elemental resistances, git gud use the relevant gems instead.
Weapon:
Fire Hydra
Dragon Wyrms fire two bolts. This weapon is easily best in slot. Wyrm count reduced by 5? Doesn't really matter to us.
The rest of the affixes are pretty good too: +Paladin Skills, -33% Enemy Fire Resistance, +21-25% Vitality, Big +Flat Energy, Max Fire Resist, 6 sockets. Huge.
Alternatives:
First, here are some affixes to look for: +Skills, +Fire Spell Damage, -Enemy Fire Resistance, +Spell Focus, +Energy.
With that in mind, here are a few candidates:
- MinefieldMinefield
One-Handed Swords
Except Two-Handed Swords, Two-Handed Swords
'IgnTyrRalOhm'
Runeword Level: 100
If you have 90% Fire Resist: +50% Fire Spell Damage
40% Hit Recovery
+(25 to 30)% to Fire Spell Damage
-60% to Enemy Fire Resistance
Fire Resist +30%
Fire Absorb (1 to 2)%
Attacker Takes Fire Damage of (400 to 500) - Sacred Crafted Paladin Blunt Weapon (Fascinating Shrine)
- AurumvoraxAurumvorax
War Sword (Sacred)
One-Hand Damage: 46 to 50
Required Level: 100
Required Strength: 581
Item Level: 105
Strength Damage Bonus: (0.11 per Strength)%
30% Cast Speed
+(25 to 40)% to Fire Spell Damage
-(15 to 25)% to Enemy Fire Resistance
+(10 to 19) to Pentagram
+20% to Summoned Minion Resistances
+(75 to 150) Life Regenerated per Second
Maximum Fire Resist +(1 to 2)%
Elemental Resists +20%
-10% Gold Find
+5 to Light Radius
Socketed (3) - The PyreThe Pyre
Bonebreaker (Sacred)
One-Hand Damage: 51 to 52
(Paladin Only)
Required Level: 100
Required Strength: 544
Item Level: 105
Strength Damage Bonus: (0.14 per Strength)%
+(2 to 3) to Paladin Skill Levels
50% Cast Speed
+50% Damage to Undead
+(30 to 40)% to Physical/Magic Spell Damage
+(15 to 25)% to Fire Spell Damage
-15% to Enemy Fire Resistance
+(17 to 28) to Flamestrike
Elemental Resists +15%
+(75 to 100) Life after each Kill
30% Gold Find
Socketed (3) - The RedeemerThe Redeemer
Grand Scepter (Sacred)
One-Hand Damage: 36 to 40
Required Level: 100
Required Dexterity: 449
Item Level: 120
Dexterity Damage Bonus: (0.11 per Dexterity)%
Fire Elementals Inherit Your Fire Spell Damage
5% Chance to cast level 36 Lava Pit on Death Blow
+(3 to 4) to Amazon Skill Levels
25% Cast Speed
+50% Damage to Undead
+(20 to 30)% to Fire Spell Damage
-(20 to 25)% to Enemy Fire Resistance
+(51 to 60) to Energy
+(50 to 75) Life after each Kill
2% Reanimate as: Random Monster
Socketed (3)
Shield: Sacred Crafted Aerin Shield (Fascinating Shrine)
Best in slot. Prioritise +4 Paladin Skills and a good roll for -Enemy Fire Resistance; after that aim for: +Fire Spell Damage, +Spell Focus, +Flat Energy, and/or +Flat Life.
Alternatives: None.
Helmet:
Veil of the Tainted Sun
Veil of the Tainted Sun
Blackguard Helm (Sacred)
Defense: (3042 - 3434) to (3680 - 4093)
(Paladin Only)
Required Level: 100
Required Dexterity: 387
Item Level: 120
+(3 to 4) to Paladin Skill Levels
+150 Spell Focus
+(35 to 40)% to Physical/Magic Spell Damage
+(25 to 30)% to Fire Spell Damage
-(20 to 25)% to Enemy Fire Resistance
+(10 to 15) to Pentagram
+(160 to 200)% Enhanced Defense
+(500 to 1000) Defense
Physical Resist -6%
1% Reanimate as: Random Monster
Socketed (4)
Blackguard Helm (Sacred)
Defense: (3042 - 3434) to (3680 - 4093)
(Paladin Only)
Required Level: 100
Required Dexterity: 387
Item Level: 120
+(3 to 4) to Paladin Skill Levels
+150 Spell Focus
+(35 to 40)% to Physical/Magic Spell Damage
+(25 to 30)% to Fire Spell Damage
-(20 to 25)% to Enemy Fire Resistance
+(10 to 15) to Pentagram
+(160 to 200)% Enhanced Defense
+(500 to 1000) Defense
Physical Resist -6%
1% Reanimate as: Random Monster
Socketed (4)
Veil is best in slot. +Paladin Skills, +Fire Spell Damage, -Enemy Fire Resistance, and +Spell Focus are all nice. On top of that it adds some healthy defense affixes, negative Physical Resistance% is almost a non-factor for a paladin.
Alternatives: Sacred Crafted Paladin Helm (Fascinating Shrine)
It's hard to beat what Veil offers, a craft is probably as close as you'll get.
Aim for: +Paladin Skills, -Enemy Fire Resistance, +Fire Spell Damage.
Body Armour:
The Witness
Armageddon
(Paladin Oskill Set)
The Witness
Full Plate Mail (Sacred)
Defense: (8436 - 9339) to (10338 - 11445)
Required Level: 100
Required Strength: 700
Item Level: 118
(31 to 45)% Cast Speed
+(16 to 25)% to Fire Spell Damage
-(6 to 20)% to Enemy Fire Resistance
+(171 to 200)% Enhanced Defense
+(51 to 250) to Mana
Socketed (6)
Full Plate Mail (Sacred)
Defense: (8436 - 9339) to (10338 - 11445)
Required Level: 100
Required Strength: 700
Item Level: 118
(31 to 45)% Cast Speed
+(16 to 25)% to Fire Spell Damage
-(6 to 20)% to Enemy Fire Resistance
+(171 to 200)% Enhanced Defense
+(51 to 250) to Mana
Socketed (6)
Armageddon
(Paladin Oskill Set)
The 2 piece Armageddon set is pretty good. On top of being a happy equivalent to a crafted chest, it offers the Cataclysm oskill and a heft movement speed boost when you use that skill.
Alternatives: Sacred Crafted Armour (Fascinating Shrine)
Aim for: +2 All Skills, -Enemy Fire Resistance, +Fire Spell Damage.
After that be happy with things like: +All Attributes%, +Flat Energy, +All Attributes, +Flat Life
Gloves: Sacred Crafted Gauntlets (Eerie Shrine)
Glove slot isn't amazing for Holy Caster, and you should hit -170% Enemy Fire Resistance from the rest of your gear.
Aim for: +Spell Focus, +Energy%, +Flat Energy, +Life, +All Attributes. Even +Faster Cast Rate if you desperately need it.
Alternatives: None.
Belt:
Lunar Eclipse
Lunar Eclipse
Light Belt (Sacred)
Defense: (2091 - 2422) to (2171 - 2514)
Required Level: 100
Required Strength: 550
Item Level: 120
+2 to All Skills
+(51 to 60) Spell Focus
25% Cast Speed
30% Hit Recovery
+(10 to 15)% to Spell Damage
+(90 to 120)% Enhanced Defense
+(40 to 50) to Energy
+100 to Life
Elemental Resists +15%
+5 to Light Radius
Socketed (2)
Light Belt (Sacred)
Defense: (2091 - 2422) to (2171 - 2514)
Required Level: 100
Required Strength: 550
Item Level: 120
+2 to All Skills
+(51 to 60) Spell Focus
25% Cast Speed
30% Hit Recovery
+(10 to 15)% to Spell Damage
+(90 to 120)% Enhanced Defense
+(40 to 50) to Energy
+100 to Life
Elemental Resists +15%
+5 to Light Radius
Socketed (2)
Use this if you have it and reach -170% Enemy Fire Resistance from the rest of your gear.
Alternatives: Sacred Crafted Plated Belt (Fascinating Shrine)
Use this if you don't have Lunar Eclipse, or don't have enough -Enemy Fire Resistance%.
Aim for: +2 Paladin Skills, -Enemy Fire Resistance, +Fire Spell Damage, +Energy, +Life, etc.
Boots:
Wake of Destruction
Wake of Destruction
Greaves (4)
Defense: (90 - 102) to (135 - 152)
Required Level: 9
Required Strength: 17
Item Level: 19
+(4 to 6)% Bonus to Spell Focus
(10 to 40)% Movement Speed
+(11 to 13)% to Physical/Magic Spell Damage
+(6 to 8)% to Fire Spell Damage
+(6 to 8)% to Poison Spell Damage
+(24 to 40)% Enhanced Defense
+(21 to 25) to Energy
Requirements -20%
Socketed (1)
Defense: (333 - 369) to (462 - 512)
Required Level: 27
Required Strength: 33
Item Level: 36
+(7 to 9)% Bonus to Spell Focus
(10 to 40)% Movement Speed
+(15 to 17)% to Physical/Magic Spell Damage
+(10 to 12)% to Fire Spell Damage
+(10 to 12)% to Poison Spell Damage
+(58 to 75)% Enhanced Defense
+(26 to 30) to Energy
Requirements -25%
Socketed (2)
Defense: (854 - 930) to (1152 - 1254)
Required Level: 44
Required Strength: 158
Item Level: 59
+(10 to 12)% Bonus to Spell Focus
(10 to 40)% Movement Speed
+(19 to 21)% to Physical/Magic Spell Damage
+(14 to 16)% to Fire Spell Damage
+(14 to 16)% to Poison Spell Damage
+(92 to 109)% Enhanced Defense
+(31 to 35) to Energy
Requirements -30%
Socketed (3)
Defense: (1274 - 1378) to (1713 - 1853)
Required Level: 52
Required Strength: 272
Item Level: 85
+(13 to 15)% Bonus to Spell Focus
(10 to 40)% Movement Speed
+(23 to 25)% to Physical/Magic Spell Damage
+(18 to 20)% to Fire Spell Damage
+(18 to 20)% to Poison Spell Damage
+(109 to 126)% Enhanced Defense
+(36 to 40) to Energy
Requirements -40%
Socketed (4)
Greaves (4)
Defense: (90 - 102) to (135 - 152)
Required Level: 9
Required Strength: 17
Item Level: 19
+(4 to 6)% Bonus to Spell Focus
(10 to 40)% Movement Speed
+(11 to 13)% to Physical/Magic Spell Damage
+(6 to 8)% to Fire Spell Damage
+(6 to 8)% to Poison Spell Damage
+(24 to 40)% Enhanced Defense
+(21 to 25) to Energy
Requirements -20%
Socketed (1)
Defense: (333 - 369) to (462 - 512)
Required Level: 27
Required Strength: 33
Item Level: 36
+(7 to 9)% Bonus to Spell Focus
(10 to 40)% Movement Speed
+(15 to 17)% to Physical/Magic Spell Damage
+(10 to 12)% to Fire Spell Damage
+(10 to 12)% to Poison Spell Damage
+(58 to 75)% Enhanced Defense
+(26 to 30) to Energy
Requirements -25%
Socketed (2)
Defense: (854 - 930) to (1152 - 1254)
Required Level: 44
Required Strength: 158
Item Level: 59
+(10 to 12)% Bonus to Spell Focus
(10 to 40)% Movement Speed
+(19 to 21)% to Physical/Magic Spell Damage
+(14 to 16)% to Fire Spell Damage
+(14 to 16)% to Poison Spell Damage
+(92 to 109)% Enhanced Defense
+(31 to 35) to Energy
Requirements -30%
Socketed (3)
Defense: (1274 - 1378) to (1713 - 1853)
Required Level: 52
Required Strength: 272
Item Level: 85
+(13 to 15)% Bonus to Spell Focus
(10 to 40)% Movement Speed
+(23 to 25)% to Physical/Magic Spell Damage
+(18 to 20)% to Fire Spell Damage
+(18 to 20)% to Poison Spell Damage
+(109 to 126)% Enhanced Defense
+(36 to 40) to Energy
Requirements -40%
Socketed (4)
Boots slot doesn't have many good options for casters. Wake of Destruction is a really good choice, unless you want to shill out for Spirit Walkers.
Mystic Orbs: +Fire Spell Damage, +Spell Focus, +Flat Energy, +Flat Vitality.
Alternatives:
Spirit Walker
Spirit Walker
Heavy Boots (Sacred)
Defense: 696 to 737
Required Level: 100
Required Strength: 550
Item Level: 120
+1% Physical Resist per 18% Mana Regeneration
+2 to All Skills
+(50 to 100) Spell Focus
(10 to 40)% Movement Speed
Jitan's Gate Cooldown Reduced by 1 seconds
+35% to Physical/Magic Spell Damage
-15% to Enemy Elemental Resistances
Socketed (4)
Heavy Boots (Sacred)
Defense: 696 to 737
Required Level: 100
Required Strength: 550
Item Level: 120
+1% Physical Resist per 18% Mana Regeneration
+2 to All Skills
+(50 to 100) Spell Focus
(10 to 40)% Movement Speed
Jitan's Gate Cooldown Reduced by 1 seconds
+35% to Physical/Magic Spell Damage
-15% to Enemy Elemental Resistances
Socketed (4)
Pretty good boots.
Amulet:
Eye of Wisdom (Paladin)
Armageddon
(Paladin Oskill Set)
Eye of Wisdom
Amulet
(Paladin Only)
Required Level: 100
Item Level: 123
+(101 to 500) to Life
+50 Life after each Kill
Amulet
(Paladin Only)
Required Level: 100
Item Level: 123
+(101 to 500) to Life
+50 Life after each Kill
Armageddon
(Paladin Oskill Set)
Wear this if you have
The Witness
Armageddon
(Paladin Oskill Set)
.The Witness
Full Plate Mail (Sacred)
Defense: (8436 - 9339) to (10338 - 11445)
Required Level: 100
Required Strength: 700
Item Level: 118
(31 to 45)% Cast Speed
+(16 to 25)% to Fire Spell Damage
-(6 to 20)% to Enemy Fire Resistance
+(171 to 200)% Enhanced Defense
+(51 to 250) to Mana
Socketed (6)
Full Plate Mail (Sacred)
Defense: (8436 - 9339) to (10338 - 11445)
Required Level: 100
Required Strength: 700
Item Level: 118
(31 to 45)% Cast Speed
+(16 to 25)% to Fire Spell Damage
-(6 to 20)% to Enemy Fire Resistance
+(171 to 200)% Enhanced Defense
+(51 to 250) to Mana
Socketed (6)
Armageddon
(Paladin Oskill Set)
Alternatives:
The Tesseract
The Tesseract
Amulet
Required Level: 100
Item Level: 105
+2 to All Skills
25% Cast Speed
+(1 to 30)% to Fire Spell Damage
-(1 to 20)% to Enemy Fire Resistance
+(1 to 30)% to Lightning Spell Damage
-(1 to 20)% to Enemy Lightning Resistance
+(1 to 30)% to Cold Spell Damage
-(1 to 20)% to Enemy Cold Resistance
+(1 to 30)% to Poison Spell Damage
-(1 to 20)% to Enemy Poison Resistance
Amulet
Required Level: 100
Item Level: 105
+2 to All Skills
25% Cast Speed
+(1 to 30)% to Fire Spell Damage
-(1 to 20)% to Enemy Fire Resistance
+(1 to 30)% to Lightning Spell Damage
-(1 to 20)% to Enemy Lightning Resistance
+(1 to 30)% to Cold Spell Damage
-(1 to 20)% to Enemy Cold Resistance
+(1 to 30)% to Poison Spell Damage
-(1 to 20)% to Enemy Poison Resistance
A well rolled Tesseract will beat most rare amulets.
Rings:
Ras Algethi
x2Ras Algethi
Ring
Required Level: 100
Item Level: 105
2% Chance to cast level 44 Magic Missiles on Melee Attack
+(40 to 50) Spell Focus
+(15 to 20)% to Physical/Magic Spell Damage
+(15 to 20)% to Fire Spell Damage
-10% to Enemy Fire Resistance
Physical Resist -2%
Ring
Required Level: 100
Item Level: 105
2% Chance to cast level 44 Magic Missiles on Melee Attack
+(40 to 50) Spell Focus
+(15 to 20)% to Physical/Magic Spell Damage
+(15 to 20)% to Fire Spell Damage
-10% to Enemy Fire Resistance
Physical Resist -2%
Alternatives: Rares with +All Skills, -Enemy Fire Resistance, +Fire Spell Damage, other goodies.
Mystic Orbs
Generally speaking: +Fire Spell Damage, +Spell Focus, +Flat Energy, +Flat Vitality.
Socketables
Zod Crafted Jewels everywhere. If you need elemental resistances, git gud use the relevant gems instead.
Progression Guide - Not Updated Yet
► Show Spoiler
How to pilot the build hasn’t really changed. When you reach Lv115 and kill Buyard Cholik, you’ll gain access to Blessed Life, which will allow you to be a bit more aggressive with your positioning.
Otherwise it’s business as usual; keep buffs active, resummon Hoplites and drop Wyrms as you advance. Cover mobs with Frozen Breath, and use Divine Apparition to reposition yourself. Use Sacred Armour when appropriate.
Levelling
Clear Ubers as you reach the level requirement, if you struggle too much on one you can always come back for it after a few more levels or gear upgrades.
Uber Quests
Otherwise it’s business as usual; keep buffs active, resummon Hoplites and drop Wyrms as you advance. Cover mobs with Frozen Breath, and use Divine Apparition to reposition yourself. Use Sacred Armour when appropriate.
Levelling
Clear Ubers as you reach the level requirement, if you struggle too much on one you can always come back for it after a few more levels or gear upgrades.
- 100: Run through Hell up until the Ancients in A5 (don’t complete the quest yet), if you get stuck or want to start ubers you can run Nightmare Baal’s minion waves until 105.
105: Best experience is to run Isle of the Sunless Sea until 110, also make sure you get -5% enemy resistances on your Six Angel Bag.
110: Cow Level or Torajan Jungle. Cows are more experience but are more likely to kill you, Jungle has a solid chance to drop some signets. Either will get you to 115 in good time.
115: Tran Athulua or Kurast 3000BA. This build can pretty happily run either without trouble, the drops are better in Kurast but either will do just fine.
Uber Quests
- 105
- Horror Under Tristram: Free charm. Drop Wyrms and keep Hoplites between you and The Butcher.
- Infernal Machine: The real difficulty from this fight usually comes from desync caused by how many mobs the Machine spawns. Otherwise approach the fight as normal: Buffs, Wyrms, Hoplites, Frozen Breath, etc.
- Death Projector: Do your best impression of the second hand on a clock while Wyrms do their thing.
- Isle of the Sunless Sea: Invisible mobs complicate this rift a bit, but Wyrms don’t need to see them to shoot them. Be a bit more patient when moving through this area.
110 - Assault on Mount Arreat: Dragon Knight means we don’t have to do this fight as Diablo, so we save our FPAs.
Be patient in this fight and avoid getting stuck in groups of enemies because they hit pretty hard.
Keep your distance; resummon Hoplites and Wyrms as needed. - The Binding of Baal: Wyrms are pretty good.
- Akarat: You should have enough DPS to deal with Akarat’s healing. Business as usual.
- Lord Aldric Jitan: Approach with caution, this fight is more frustrating than dangerous. Drop Wyrms and kite away to stay away from clumps of towers/fortress.
- Horazon's Sanctum: Wyrms are pretty good.
115 - The Black Road: This fight can get a bit dicey. Your Hoplites will die too quickly to be of much help.
Drop Wyrms in the circle of fire, and kite around in a circle to keep Buyard inside so he can be damaged. Blink out when the mob waves start spawning and drop Wyrms/Frozen Breath until they die. Rinse and repeat until victory is yours. - Tran Athulua: Avoid standing in too much arrow fire and this should be easy enough.
- Kurast 3000BA: Don’t get surrounded and this one is free.
- Legacy of Blood: Make sure your fire resistance is at least 80%. Summon Hoplites and Wyrms, keep your distance and keep moving.
- Bull Prince Rodeo: All you need here is a bit of patience. Drop Wyrms and keep your distance from the Prince, try not to get hit by too many cows.
- Rathma Square: Don’t get surrounded by the Gore Crawlers and you’ll do just fine.
- The Veiled Prophet: Avoid the lightning bolts thrown out by the Crystal Ball, either wait for them to stop or carefully approach and drop Wyrms on top of it. When it dies Inarius will show up and your Wyrms should make short work of him.
- Heart of Sin: Be wary of the Ravening Breeds that will spit GG Fireballs at you, you can’t kill them so keep an eye out and don’t get caught with your pants down. Drop Wyrms on Azmodan whenever he moves and this should be over quickly.
Sine Qua Non
Many thanks to everyone in the MXL Discord who helped me in putting this guide together.
Ben-, Seekers, Cube, and Trognar all helped a lot in putting together this guide.
Thanks also to KissofAries, and mortimer_85 for some extra gearing suggestions.
If you'd like to get in touch with me, best bet is through the MXL Discord: @Igneus#0749