A. Holy Fire Auradin
I. Stats (holy fire)
II. Skills (holy fire)
III. Gear (holy fire)
IV. Strategy (holy fire)
B. Holy Shock and Holy Fire hybrid
V. Stats
VI. Skills
VII. Gear
VIII. Strategy (same as holyfire)
C. Holy Shock FoHdin
VIV. Stats
VV. Skills
VVI. Gear
VVII. Strategy
Press Control + F then type in the roman numeral or the letter to navigate the guide more easily
Please keep in mind that this is my first guide ever. I'd appreciate ways to make this build better but I will try my best to spread the auradin to others and give them a fun character to use in PvP. Also i don't claim that i'm the best, because i'm not. I'm merely offering my take on the auradin set and that is all.
<INTRO>
One thing you should know about the auradin is that they are extremely expensive, with the new ladder reset it should be easier to attain the gear.
From my experiences with PvP using an auradin I believe that the best
auradin is not one with Level 30 Holy Shock AND Level 30 Holyfire. For me, the aura did some damage, but didn't do much when out of range of the holy shock. A lot of the strategy of being an auradin is well. . . running.
I tried holy fire/shock and it did not work for me at all. After being dissatisfied with my choice of being a hybrid dual element auradin i tried yet another build with it. That failed.
Since then I gave my auradin another chance but this time I used a pure holyfire build with level 44 holyfire.
The holyfire auradin is what I STRONGLY suggest you use but i will provide 3 variations of the auradin.
This is a charge variant auradin build because charge is much more useful than any other attacking skill and is your main transportation and useful attack.
With the right gear and the right timing with the first build using my holy fire set up you can charge in and lock someone in while you and your aura kill them. Great stuff.
A. The Holy Fire Auradin
I. <STATS>
Strength - I'm sure you all know the drill, just enough for your gear. If you choose a low strength armor for your dragon then you will have more health.
Dexterity - Either enough for max block (my choice) or just enough to wear your weapon which will either be a phase blade or a beserker axe.
Vitality - All of the rest, pretty standard stuff.
Energy - You will not need a singly point in this attribute, if you're saying "Maybe a few points wouldn't hurt," then you should probably just quit this game.
II. <Skills>
Offensive Auras:
The only aura you'll really need here is conviction,
1pt Might - Synergie for charge [Optional]
1pt Holy Fire - Prerequisite
1pt Holy Freeze - Prereq
1pt Thorns - Prereq
Max or enough for lvl 25 Conviction - Your main aura which will be used in nearly every situation. This will be discussed in the strategy portion, but you may want to max it just in case.
Defensive Auras:
Your main skills here and salvation and holy fire.
Max Resist Fire - Adds damage to your fire aura, this absoloutely MUST be maxed
Max Salvation - Also adds damage to your fire aura, this too must be maxed
The following is optional:
1pt Prayer - Prereq
1pt Defiance - Synergy for holy shield
1pt Cleansing - Prereq
1pt Vigor - synergy for charge
Combat Skills:
Your main skills here and holy shield and charge.
1pt Smite - prereq in this guide
10-15pts Charge - main attacking skill
10-15pts Holy Shield - your defense
1pt holy bolt - prereq
1pt Blessed Hammer - prereq
My auradin has attained all of this by level 89 and by doing all of the skill quests so i highly reccomend doing that.
III. <Gear>
I will try to give choices but there really isn't much that can vary. For what can vary, i placed my choice, also the most recommended choice first.
Helmet:
Harlequin Crest Shako - this is what i use, a little damage reduction, +2 skills, LIFE, mana, etc. A good overall helmet
Crown Of Ages - I guess you can use this if you really want to, i dont reccomend it but its viable. Drawbacks: very expensive, HIGH strength requirement, only +1 skills. Bonuses: lots of damage reduction, all resistances, 1-2 sockets
3 Open Socketed +Life Circlet - Stick 3 perfect 5/5 fire facets in this baby to allow your aura to do a lot more damage. I don't like using this but its viable.
Armor:
Dragon Runeword (3 sockets, Sur Lo Sol)- Dusk Shroud, Breast Plate, Mage Plate, or Archon Plate (if you plan on using a Crown Of Ages), Use whatever you can get if you are in nonladder. I was forced to get an archon plate :P Getting one of the other armors will help more with your health because of lower strength requirements. Gives you a level 14 holyfire aura.
Only option
Shield:
Dragon Runeword (3 sockets, Sur Lo Sol)- I strongly suggest a sacred targe but again, use whats available. Gives you another level 14 holyfire aura (Trust me, auras stack)
Only Option
Weapon:
Hand of Justice (4 sockets, Sur Cham Amn Lo) - I use a phase blade since it never breaks which is nice so you dont have to keep a lot of gold around which you do for a zerker axe, or you can use a beserker axe. Either way works fine. I use a phase blade since it has good enhanced defense. Adds a level 16 holy fire aura totalling 44.
Only option
Gloves:
Cleglaw's Pincers - No, I have not gone insane. If you look at the stuff this thing gives it is just godly. Slows Target so when they try to escape its slower, and. . . KNOCKBACK, this guarentees a knockback from your charge locking them into their dooms. Great gloves, very very very easy to find. Look around normal act 1, or simply make a normal game asking for cleglaws set.
Dracul's Grasp - Good mods, +strength is nice, life leech, chance to cast life tap on striking which can be a life saver. Used to use these but they are inferior to Clewglaw's. Make the switch.
Boots:
Sandstorm Treks - This is what i use personally, i like the +strength but it isnt necessary, anything really works.
+res boots, faster hit recovery, faster run/walk, etc. also work fine here
Gore Riders - Another viable option, this is all about preferences.
Amulet:
Mara's Kaleidoscope - +2 skills, all resistances, 5 all attributes, an overall good amulet for any build.
Seraph's Hymn - +2 skills, +2 offensive auras, etc etc. Another viable option
Rings:
Raven Frost - +20 dexterity if possible, AR is bonus not necessary. Has cold absorb. Using one is default, keep another in your stash for those pesky little cold sorceresses.
Bul-Kathos Wedding Band - +1 skills, life leech, added life. Default set up as other ring. Keep another in the stash if you come up to someone with a higher level convicion aura than you. Will be discussed later in strategy.
Keep the following in your stash - 2 dwarf stars, 2 wisp protectors
Belt:
Verdungos Heary Coil - Faster hit recovery, health, damage reduction. Try to get a pair with 40 vitality and 15% damage reduction but don't kill yourself over it.
Arachnids Mesh - +1 skills, definitely keep in the stash in case of higher level conviction. Also has slow target which is nice.
Nosferatu's - a decent enough belt, +15 strength, easy to get.
Keep a pair of Thundergods in your stash, discussed in strategy section.
IV. <Stategy>
The reason i said to keep the extra items in your stash was mainly to help you resist the attacks of others better and kill them more effectively.
I will now discuss the various forms of paladins you may meet and how i go about beating them.
If i do not state a different set-up, use the default set up.
Assasins:
Kickers - these should be no problem at all, you won't see them often either. Use standard set up except with a second bul-kathos instead of ravenfrost.
Trapsins - Charge around and dodge their traps, let your aura do most of the work. Either they will flee in which case you follow them, keep in range but dodge traps. If they go on the offensive then you charge lock them into oblivion.
Pure Whirlwind - Just dodge and let aura do the work, look for an opening and charge lock them. Should be easy.
Whirlwind/Trap hybrid - Sam as trappers but you probably won't get a good charge in on them as easily.
Barbarians:
Whirlwind - Dodge their whilrwinds and let the aura do the job, don't attempt a charge lock but simply hit and run
Werebear - DO NOT CHARGE them at all, just let aura do the work and dodge them.
Amazons:
Javazons - See how much aura does, if you're lucky it will do a lot, if not dodge their furies and try to charge lock, get them when they're throwing, avoid getting charge striked.
Bowzons - Charge around and dodge arrows, attempt to charge lock, should be easy.
Hybrid both - Same as bowzons, try to get them while they shoot arrows, if they switch to spear then let aura do its work until they switch back to bow.
Druids:
Wind Druids - Extremely hard to beat, look for an opening to get a charge lock in but good luck on that. A good wind druid will always beat you.
Fire druids - Peice of cake, just charge lock them.
Shapeshifter - Let aura do work, if they are werewolves just charge lock them, for werebears i let aura do the work because they don't get knocked back as well for some reason.
Paladins:
Hammerdin - dodge hammers, let aura do most of the work, when they tele right on you try to hit with a charge or two. Pretty hard to kill
Smiters - Dodge and let aura kill, pretty much all you can do imo
V/T - Easy, when they switch to FoH you charge lock them, if they don't then just let aura kill.
Chargers - Good ones are difficult to beat, they usually have low resistances, especially ones that use Andariel's Visage, aura kills pretty fast. Just dodge them and let aura do the work for you.
Zealers - Laugh at them as they chase you and charge lock their butts. Not too hard.
FoHdins - Equip alllllllllllllll of your +skills gear to try and out conviction them, it will cancel their conviction aura and you will be abled to easily beat them unless they have superior levels of conviction, if they do even with +skills gear, good luck and try to charge lock.
Auradins - Same as FoHdins, try to charge lock.
Necromancers:
Bone Necros - Dodge their spirits, let aura kill mostly, if you can go ahead and try to charge lock, good ones can be difficult.
Poison necros - simply charge lock, they can't teleport, if they do then their damge will suck.
Summoners - You're aura should kill them pretty well along with their summons.
Sorceresses:
ES builds - let your aura take out their mana then charge lock them, dodge all of their attacks, obviously. If they are lighting, use 2 wisp protector rings, and thundergod's belt. If they are blizzard, use 2 ravenfrosts for cold sorceresses, and 2 dwarf stars and a rising sun amulet if you have it.
Vita builds - Dodge and charge lock, equip the same as ES builds.
B. The Holy Shock/Fire Hybrid Auradin
V. <STATS>
Strength - I'm sure you all know the drill, just enough for your gear. If you choose a low strength armor for your dragon then you will have more health.
Dexterity - Either enough for max block (my choice) or just enough to wear your weapon which will either be a phase blade or a beserker axe.
Vitality - All of the rest, pretty standard stuff.
Energy - You will not need a singly point in this attribute, if you're saying "Maybe a few points wouldn't hurt," then you should probably just quit this game.
VI. <Skills>
Offensive Auras:
The only aura you'll really need here is conviction,
1pt Might - Synergie for charge [Optional]
1pt Holy Fire - Prerequisite
1pt Holy Freeze - Prereq
1pt Thorns - Prereq
Max or enough for lvl 25 Conviction - Your main aura which will be used in nearly every situation. This will be discussed in the strategy portion, but you may want to max it just in case.
Defensive Auras:
Your main skills here and salvation and holy fire.
Max Resist Lightning - Adds damage to your shock aura, must be maxed.
Max Resist Fire - Adds damage to your fire aura, this absoloutely must be maxed
Max Salvation - Also adds damage to your fire aura, this too must be maxed
The following is optional:
1pt Prayer - Prereq
1pt Defiance - Synergy for holy shield
1pt Cleansing - Prereq
1pt Vigor - synergy for charge
Combat Skills:
Your main skills here and holy shield and charge.
1pt Smite - prereq in this guide
1pt Charge - main attacking skill
10pts Holy Shield - your defense
1pt holy bolt - prereq
1pt Blessed Hammer - prereq
VII. <Gear>
Helmet:
Dream (Io [Thats an "i" not "L"] Jah Pul)- preferably bone visage, level 15 holy shock aura, whatever you can get really.
Only option
Armor:
Dragon (Sur Sol Lo) - Breast plate, mage plate, archon plate, whatever you prefer. Level 14 holy shock aura.
Only option
Shield:
Dream (Io Jah Pul) - you'll probably find a troll nest when trading, try to get one with high resistances if possible, other level 15 holy shock aura.
Weapon:
Hand of Justice (4 sockets, Sur Cham Amn Lo) - I use a phase blade since it never breaks which is nice so you dont have to keep a lot of gold around which you do for a zerker axe, or you can use a beserker axe. Either way works fine. I use a phase blade since it has good enhanced defense. Adds a level 16 holy fire aura totalling 44.
Only option
Gloves:
Cleglaw's Pincers - No, I have not gone insane. If you look at the stuff this thing gives it is just godly. Slows Target so when they try to escape its slower, and. . . KNOCKBACK, this guarentees a knockback from your charge locking them into their dooms. Great gloves, very very very easy to find. Look around normal act 1, or simply make a normal game asking for cleglaws set.
Dracul's Grasp - Good mods, +strength is nice, life leech, chance to cast life tap on striking which can be a life saver. Used to use these but they are inferior to Clewglaw's. Make the switch.
Boots:
Sandstorm Treks - This is what i use personally, i like the +strength but it isnt necessary, anything really works.
+res boots, faster hit recovery, faster run/walk, etc. also work fine here
Gore Riders - Another viable option, this is all about preferences.
Amulet:
Mara's Kaleidoscope - +2 skills, all resistances, 5 all attributes, an overall good amulet for any build.
Seraph's Hymn - +2 skills, +2 offensive auras, etc etc. Another viable option
Rings:
Raven Frost - +20 dexterity if possible, AR is bonus not necessary. Has cold absorb. Using one is default, keep another in your stash for those pesky little cold sorceresses.
Bul-Kathos Wedding Band - +1 skills, life leech, added life. Default set up as other ring. Keep another in the stash if you come up to someone with a higher level convicion aura than you. Will be discussed later in strategy.
Keep the following in your stash - 2 dwarf stars, 2 wisp protectors
Belt:
Verdungos Heary Coil - Faster hit recovery, health, damage reduction. Try to get a pair with 40 vitality and 15% damage reduction but don't kill yourself over it.
Arachnids Mesh - +1 skills, definitely keep in the stash in case of higher level conviction. Also has slow target which is nice.
Nosferatu's - a decent enough belt, +15 strength, easy to get.
Keep a pair of Thundergods in your stash, discussed in strategy section.
VII. <Strategy>
See IV. Strategy Section
C. Holy Shock FoHdin
The Holy Shock lightning build utilizes Fist of the Heavens as its main skill whilst having a level 30 holy shock aura on at all times.
VIV. <Stats>
Strength - I'm sure you all know the drill, just enough for your gear. If you choose a low strength armor for your dragon then you will have more health.
Dexterity - Either enough for max block (my choice) or just enough to wear your weapon which will either be a phase blade or a beserker axe.
Vitality - All of the rest, pretty standard stuff.
Energy - You will not need a singly point in this attribute, if you're saying "Maybe a few points wouldn't hurt," then you should probably just quit this game.
VV. <Skills>
Combat Skills:
1pt all combat skills
Max Fist of the Heavens
Offensive Auras:
1pt Might - prereq
1pt Holy Fire - prereq
1pt Holy Freeze - prereq
1pt Thorns - prereq
1pt Sanctuary - prereq
Max Conviction (or get it up to 25 with gear on)
Defensive Auras:
Max resist lightning
Max Salvation
Thats all you need for defensive auras, no prereqs here.
VVI. <Gear>
Helmet:
Dream (Io Jah Pul) - Probably bone visage, whatever you can get
Only option
Armor:
Dream - (Io Jah Pul) - more holy shock damage, if not this then chains of honor or enigma
Chains of Honor (Dol Um Ber Ist) - +2 skills, all res, godly godly armor.
Enigma (Jah Ith Ber) - teleport, +2 skills, a little damage reduction
Weapon:
FoH stick - AKA a scepter with +3 conviction, +3 fist of the heavens, 5 scckets, with 5 perfect light facets
Heart of the Oak - +3 skills, fcr, resistances, etc
Some type of scepter - + skills to fist of the heavens with however many light facets you can fit in
Grisswold's Redemption - socketed with 5/5 light facets
Shield:
Dream (Io Jah Pul) - troll nest, as much res on it as you can get. the more the better
Amulets:
+2 Pally skills, +strength, +other stuff - self-explanatory
Mara's Kaleidoscope - +2 skill, res, attributes
Rings:
Soj and Bul-kathos - give life, mana, +2 skills in all, good combo
Bul-kathos and Bul-kathos - All life
Soj and Soj - all mana
Belt:
Arachnid's Mesh - +1 skills, fcr
Pretty much only good option.
Boots:
Good rare boots - +res, + faster run/walk, etc
Sandstorm Treks - +strength, +health, faster run/walk
Gloves:
Magefists - faster cast rate, mana
Trang Gloves - faster cast rate, cold resistance
Bloodfists - life, life, life
VVII. <Strategy>
Honestly I wrote this whole guide in one night and it's been taking forever. So instead of writing up a long strategy for every character. . . all you do is have left click be Fist of the Heavens and right click be conviction, click on the target. Equip sorb rings/belts/amulets when necessary.
This is my first guide, but feel free to criticize anything and everything i will try to update accordingly. Thanks for your time and happy auradining

Only thing I disagree with is the stragedys and that's mainly because auradins unfortunately have no room in serious pvp. Aura doesn't do enough damage to kill people, making you a weak charger.|||Thanks, and yea should i mention this guide is mainly for having fun in public duels?
However this paladin can actually do decently well in competetive if played right|||Quote:
Thanks, and yea should i mention this guide is mainly for having fun in public duels?
However this paladin can actually do defently well in competetive if played right
you can't have fun in public games unless you're using a solid pvp char.
with the number of bmers and modders out there, you can expect to face mass sorbers and hammerdins/druids/summon necs that tele stomp you from 2 screens away with tmc hammers/nados/spirits so thick you can almost walk on them.
not very fun unless you're a masochist and like dying over and over again.|||Well maybe try this build, cleglaws allow you to always knockback, i get quite a bit of kills and rarely die, i highly doubt this is due to skill, USEast Nonladder, mostly a magekiller class.
I will try to get some youtube videos of pub duels with my auradin thus weekend if anyone is interested
Oh and by the way i am referring to the holyfire auradin build as this is the only one i run now.
Quote:
you can't have fun in public games unless you're using a solid pvp char.
with the number of bmers and modders out there, you can expect to face mass sorbers and hammerdins/druids/summon necs that tele stomp you from 2 screens away with tmc hammers/nados/spirits so thick you can almost walk on them.
not very fun unless you're a masochist and like dying over and over again.
I'd say bmers/botters/sorbers can be a problem for many builds. Every build has its weaknesses and hdins & wind druids are the most prominent ones. At any rate, you cant expect a perfect build to beat them all. Again, i will try to post videos of my holyfire auradin to those that wish to see it. I encourage you to try this build.|||@BTK ghost
You can edit your posts - no need for multiple posts in a row really.
And yes, it would be cool if you posted some vids of you pubbing.|||Point taken Uncle_Mike
Anyway maybe i'll even try to get one or two today, no idea when it will be here but i'll post it on here when i can
Edit: Got a recorder, have a youtube account, just gotta start recording because i accidently lost the first film :P Hurray ignorance and also, Please Give Feedback!|||I glanced through the guide and I think you ommitted the most important part - the actual damage of this char and his life.
I think crafted gloves would be better than cleglaw's - more stats.
I have no idea how can you recommend life tap for a PvP char...|||Quote:
I glanced through the guide and I think you ommitted the most important part - the actual damage of this char and his life.
I think crafted gloves would be better than cleglaw's - more stats.
I have no idea how can you recommend life tap for a PvP char...
The knockback on cleglaws is invaluable to me, and as far as dracs go, you won't be hitting all that much so 5% is no big deal i will post life expectancies, ad damage but this all depends on your gear quality and inventory which i also forgot to mention
Alright, so im having major tech issues, my comp sucks. Etc., so i dont forsee any videoes, maybe screenshots if requested. If you really don't like thus build, use another, but i hope you try the cleglaws gloves!
No comments:
Post a Comment