Holy Caster Guide

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Igneus
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Holy Caster Paladin



Ever wanted to watch the world burn?

Holy Casters offer excellent damage in the form of Dragon Wyrms that operate the same way as Hydras did in Lord of Destruction. On top of this it is easy to build a solid defence value and physical resistance (both flat and %). Combine these two with the fact that we're not stuck standing in the same spot in order to output damage and we get a very efficient boss hunter that is very hard to kill.

Holy Casters are patient hunters; you won't always be dropping bosses in seconds, but they won't be dropping you either.
Image"It's more what you'd call 'guidelines' than actual rules"

One thing to keep in mind when you're reading this guide is that you can make deviations as your situation allows or demands. The core tenets of making any caster build are laid out by Ben- in the image below, making a Holy Caster takes these lessons and adds a ton of staying power into the mix.

Image
If you would like to take what's in this guide and put your own spin on it, I encourage you to do so.


Information



Useful Links


If you don't already have them I recommend grabbing the D2Stats Reader and Speed Calculator from the 'tools' link above.

Paladin Base Stats
STR 25
DEX 20
VIT 25 (75 life)
ENE 15 (15 mana)
+35 life, +10 mana per character level
Gains +3 life per point in Vitality
Gains +3 mana per point in Energy

PROS
• Fast and tanky caster
• Good at tackling many Uber bosses
• Doesn't require rare Sacred Uniques to operate efficiently
• You're a Dragon

CONS
• Mana can be an issue at times
• Lots of skill switching
• Relies heavily on crafted gear


Breakpoints

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Mercenary


I don't use mercenaries; they steal kills and die inglorious deaths.
If you want to use one then I would suggest a Barbarian from A5.


Introduction to Paladin Skills

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Early Game


This section will cover the run from Lv1 to Lv100 through to the end of Nightmare.
Attributes
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Skill Trees
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Crafting Tiered Uniques
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Gear
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Progression Guide
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Mid Game


This section covers from the end of Nightmare until the Ancients in A5 Hell, roughly from Lv100 to Lv120.

Attributes
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Skill Trees
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Crafting
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Crafting Affixes
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Gear
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Progression Guide
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Late Game


This section covers content from Lv120 onwards.

Attributes
► Show Spoiler


Skill Trees
► Show Spoiler


Gear
► Show Spoiler


Progression Guide
► Show Spoiler



Thank


Many thanks to everyone in the MXL Discord who helped me in putting this guide together.
Biggest thanks go to Ben-, Seekers, and Trognar.
Thanks KissofAries, and mortimer_85 for some gearing suggestions.

If you'd like to get in touch with me, best bet is through the MXL Discord: @Igneus#0749

pls no nerf
Edited by Igneus 2 months.
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DonkeyNeutron
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Orr
Cog
220 | 5
why u are using rapture instead of euphoria ? , atleast euphoria provides free pierce
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Igneus
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Running Euphoria also means less points for Dragonheart.
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Dreamhunter
Grubber
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Nice one mate (:
Kepy11
Monkey King
252 | -1
Im currently building one of these. I really like
Dux Infernum
Dux Infernum
War Axe (Sacred)

Required Level: 100
Required Strength: 581
One-Hand Damage: (115-128) to (140-156)
Strength Damage Bonus: (20/256 per Strength)%
+30 Second Cooldown to Jinn
15% Chance to cast level 60 Jinn on Melee Attack
+(5 to 6) to All Skills
+(150 to 180)% Enhanced Damage
Adds 1000-2000 fire damage
(0.5 per level)% to Fire Spell Damage (Based on Character Level)
+1 to Jinn
+200% to Summoned Minion Life
Maximum Cold Resist -2%
+200 Life on Attack
Socketed (6)

and
Celestial Barrier
Celestial Barrier
Spiked Shield (Sacred)

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

combo. I also use Euphoria so I can get gear with more spell damage, like using
Elemental Disciple
Elemental Disciple
Light Plate (Sacred)

Required Level: 80
Required Strength: 602
Defense: (6034-7131) to (7246-8564)
+(1 to 4) to Druid Skill Levels
+(1 to 4) to Assassin Skill Levels
+(1 to 4) to Paladin Skill Levels
1% Base Block Chance
+(15 to 35)% to Fire Spell Damage
+(15 to 35)% to Lightning Spell Damage
-5% to Enemy Fire Resistance
-5% to Enemy Lightning Resistance
+(120 to 160)% Enhanced Defense
Regenerate Mana +30%
20% Gold Find
Socketed (6)

,
Lorekeeper
Lorekeeper
Light Gauntlets (Sacred)

Required Level: 80
Required Strength: 272
Defense: (1018-1179) to (1159-1342)
+3 to All Skills
20% Combat Speeds
+(10 to 20) to Firedance
+(90 to 120)% Enhanced Defense
Regenerate Mana +(40 to 60)%
Requirements -50%
Socketed (4)

and
Veil of the Tainted Sun
Veil of the Tainted Sun
Blackguard Helm (Sacred)

(Paladin Only)
Required Level: 100
Required Dexterity: 387
Defense: (3042-3934) to (3180-4093)
+150 Strength Factor to Spell Damage
+(3 to 4) to Paladin Skill Levels
+(25 to 30)% to Fire Spell Damage
-(20 to 25)% to Enemy Fire Resistance
+(35 to 40)% to Physical/Magic Spell Damage
+(160 to 200)% Enhanced Defense
+(500 to 1000) Defense
Regenerate Mana +(20 to 25)%
Physical Resist -6%
1% Reanimate as: Howling Spirit
Socketed (4)

. Personally Ive found regen mana an issue without the above 3 items

Also I use 2x
Ras Algethi
Ras Algethi
Ring (Sacred)

Required Level: 100
+(40 to 50) Energy Factor to Spell Damage
2% Chance to cast level 44 Magic Missiles on Melee Attack
+(15 to 20)% to Fire Spell Damage
-10% to Enemy Fire Resistance
+(15 to 20)% to Physical/Magic Spell Damage
Physical Resist -2%

and a +3
The Tesseract
The Tesseract
Amulet (Sacred)

Required Level: 100
+2 to All Skills
25% Cast Speed
+(1 to 30)% to Fire Spell Damage
+(1 to 30)% to Lightning Spell Damage
+(1 to 30)% to Cold Spell Damage
+(1 to 30)% to Poison Spell Damage
-(1 to 20)% to Enemy Fire Resistance
-(1 to 20)% to Enemy Lightning Resistance
-(1 to 20)% to Enemy Cold Resistance
-(1 to 20)% to Enemy Poison Resistance

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Igneus
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Forgot that I'm using Ras Algethis, ty. I've had terrible luck with all my Tesseracts so far. I'll add them in any case.

If you're able to get decent pierce off gear then I think it's much better to run Light Influence for Rapture and Sacred Armour; it's much easier to hit breakpoints with Rapture. Hoplites are actually useful in rifts, they're a bit more sturdy than Scourge and they're less mana/time intensive to resummon.

There are definitely merits to both Influence paths, but I think Light edges out Shadow with proper gear.

I don't have any struggles with mana usage in late game to be honest, regen from jewellery helps enough. Casting all Wyrms shouldn't drain your mana completely, and the other spells you actively cast aren't nearly as expensive as that.

One thing I'd like to do soon is calculate perfect % rolls for Crafts, but that will probably come next ladder cause I'm pretty burnt out on playing at the moment.
Necrofeelyah
Prowler
15 | 0
So I’m not much for caster’s in general, but if I were to run one this would be it. Super well written guide. Very clean and clearly detailed. GG bro
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Igneus
Prowler
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Thanks homie, I appreciate it!


I changed some gear suggestions and added a table that lists out ideal crafting affixes innate to equipment, if anyone finds any mistakes in the table please let me know and I'll fix them.

I also added a link to mortimer_85's spell damage guide, helps to understand the relationship between spell damage and energy factor.
mortimer_85
Cog
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I know that affix list in the docs may be out of date, but here some notes on your crafting affixes.

Boots: never saw EF innately on Boots, it is also not in the affix ist in the docs
Paladin Blunt: According to docs at least Bonebreakers can roll up to 21-30 EF.
Weapon in general: can roll 31-40 all attr so Paladin Blunt and War Scepter can
Scepters: can roll up to 51-75 energy according to docs

Also note that affix from the same group cannot roll at the same time: (all attr + energy for example)