Kuro's 1.11 PvP Charge Auradin

Kuronishen

Diabloii.Net Member
Kuro's 1.11 PvP Charge Auradin

If the information listed here seems a little redundant at times, it is because I was trying to write from the position of a new player. Enjoy, read, and review. :jig:

Dual Element Auradin PvP Build Version 1.11
By Kuronishen (AKA X[D_Kuro)

i. Disclaimer
1. Overview
1.1 What is an auradin?
1.2 Why is this class worth building?
1.3 Strengths and Weaknesses
2. Skills
2.1 Combat Skills
2.2 Defensive Auras
2.3 Offensive Auras
2.4 In a Nutshell (Skills)
3. Stats/Attributes
4. Gear
4.1 Helm
4.2 Shield
4.3 Armor
4.4 Weapon
4.5 Boots
4.6 Amulet
4.7 Rings
4.8 Gloves
4.9 Inventory
4.10 Weapon Slot II
4.11 Shield Slot II
5. Mercenary
5.1 Helm
5.2 Armor
5.3 Weapon
6. Tips
6.1 General Dueling
6.2 The Opponents
6.3 Barbarians
6.4 Sorceresses
6.5 Assassins
6.6 Druids
6.7 Necromancers
6.8 Amazons
6.9 Paladins
7. Sources

i. Disclaimer

This guide is property of Alex Dedmon (Kuronishen, X[D_Kuro). It is written for members of Clan XD’s D2: LoD Squad and is not allowed to be copied, reproduced, or used outside of the clan without permission.

1. Overview

1.1 What is an Auradin?

-An auradin is a paladin which utilizes the skills charge and conviction in order to deal maximum damage. His damage, however, does not just come from his physical damage; it also lies in the added damage from the holy shock aura added from his gear. In addition, the holy freeze aura slows opponents and makes them easier to handle.

1.2 Why is this class worth building?

-Auradins combine the best of both worlds: massive elemental damage as well as significant physical damage. The pulses from holy shock chip away at opponents’ life, while the actual charge damage is about 12-13k maximum damage.

1.3 Strengths and Weaknesses

Strengths
-Decent amount of life
-Excellent against elemental-based opponents
-Formidable damage

Weaknesses
-EXTREMELY expensive gear
-Virtually impossible to make on non-ladder
-Extremely useless build until gear is equipped (This build is more dependent on gear than any other in Diablo 2)
-Slightly lower overall defense than smiters or hammerdins, especially early on
-May not have significant enough attack rating to dependently hit high defense opponents (i.e. barbarians, smiters)
-Receive more flames and trash than almost any other build in the game. Be prepared to be chewed out when people get pissed that your aura killed them.
-Unintentional NK. Be wary that when people come out to get their bodies, your aura may unintentionally kill them.

2. Skills

If a skill is not listed here, it either:
a. Is not a part of the build, and gets 0 points, or
b. Is a prerequisite for one of the skills and requires no more than 1 point (I assume you know how to climb the skill trees)

2.1 Combat Skills

There are only a few skills in this tree necessary for the auradin to perform well:

Charge
20 points
Your main method of attack and movement. Max it. Also a prerequisite for holy shield.

Holy Shield
Dependent
After all other important skills have been maxed, all other skill points will go here for maxing block and defense.

2.2 Defensive Auras

Resist Shock
20 points
It adds bonus damage to your holy shock via synergy. Also, as a bonus, it is an excellent aura against lightning-based opponents. Max it.

Salvation
20 points
Aside from being a great party friendly skill, it synergizes holy shock. Max it.

2.3 Offensive Auras

Conviction
Dependent
You only want enough points into this skill that it hits 25 with all +skills added. The reason for this is that past level 25, the –defense bonus continues, but the –resist is capped at -150%. Therefore, it is a waste of points for auradins to spend more skills than necessary into this. The only exception to this rule is if you need a higher level conviction to cancel out the conviction of another user.

2.4 – In a Nutshell (Skills)

20 points resist shock
20 points salvation
Enough points into conviction to hit 25 with +skill bonuses
20 points charge
All other points holy shield

3. Stats/Attributes

Strength

As with virtually all other builds, you only want enough strength so that you can equip all of your gear. Keep in mind that you will receive bonuses to strength from your gear. (My auradin is strength glitched w/o any strength small charms)

Dexterity

You will need only enough dexterity to both max block with holy shield. Keep in mind that your percentage chance to block decreases with each increase in level if you do not add points to this attribute, due to the fact that Dream shields have a lower block rate than HoZ, Exile, or other popular paladin shields.

Vitality

All of your other points will go here. The more life the better for this build. In short, this will be the focus of all of your points once your block is maxed and your gear is equipped.

Energy

None whatsoever. Mana is irrelevant to this build.

4. Gear

A quick note on gear: There are many good crafted gloves, amulets, rings, and boots that can be used here. Everything else is pretty much set in stone.

4.1 – Helm

There is really only one choice of helm for this auradin, and that would be the runeword Dream for its holy shock aura. Shoot for a high base defense/lower strength requirement helm (A bone visage is a good choice).

Dream – 3 socket helms
Io + Jah + Pul
Required Level: 65
(Ladder only)

10% Chance To Cast Level 15 Confuse When Struck
Level 15 Holy Shock Aura When Equipped
+20-30% Faster Hit Recovery (varies)
+30% Enhanced Defense
+150-220 Defense (varies)
+10 To Vitality
Increase Maximum Life 5%
+0.625-61.875 To Mana (Based On Character Level)
All Resistances +5-20 (varies)
12-25% Better Chance of Getting Magic Items (varies)

4.2 - Shield

Only one shield will work here: Dream increases your holy shock aura. Shoot for a decent elite paladin shield for added resists and block bonuses (Sacred targes are nice).

Dream – 3 socket shields
Io + Jah + Pul
Required Level: 65
(Ladder only)

10% Chance To Cast Level 15 Confuse When Struck
Level 15 Holy Shock Aura When Equipped
+20-30% Faster Hit Recovery (varies)
+30% Enhanced Defense
+150-220 Defense (varies)
+10 To Vitality
+50 To Life
+0.625-61.875 To Mana (Based On Character Level)
All Resistances +5-20 (varies)
12-25% Better Chance of Getting Magic Items (varies)

4.3 - Armor

I find it a toss-up between Chains of Honor and Fortitude. Either way, I suggest it in an archon plate.

Chains of Honor is great for +skills, damage reduction, and large resistances.

Chains of Honor – 4 socket armors
Dol + Um + Ber + Ist
Required Level: 63

+2 To All Skills
+200% Damage To Demons
+100% Damage To Undead
8% Life Stolen Per Hit
+70% Enhanced Defense
+20 To Strength
Replenish Life +7
All Resistances +65
Damage Reduced By 8%
25% Better Chance of Getting Magic Items

Fortitude, however, has much higher defense, damage bonuses, large bonuses to life, and also gives a decent amount of resistance.

Fortitude – 4 socket armors
El + Sol + Dol + Lo
Required Level: 59
(Ladder Only)

20% Chance To Cast Level 15 Chilling Armor when Struck
+25% Faster Cast Rate
+300% Enhanced Damage
+200% Enhanced Defense
+15 Defense
+X To Life (Based on Character Level)*
Replenish Life +7
+5% To Maximum Lightning Resist
All Resistances +20-30 (varies)
Damage Reduced By 7
12% Damage Taken Goes To Mana
+1 To Light Radius

4.4 – Weapon

Doom is great here. +skills, excellent damage, increased attack speed, and above all, a holy freeze aura to slow opponents. Get it in a berserker axe.

Doom – 5 socket axes/polearms/hammers
Hel + Ohm + Um + Lo + Cham
Required Level: 65

5% Chance To Cast Level 18 Volcano On Striking
Level 12 Holy Freeze Aura When Equipped
+2 To All Skills
+45% Increased Attack Speed
+330-370% Enhanced Damage (varies)
-(40-60)% To Enemy Cold Resistance (varies)
20% Deadly Strike
25% Chance of Open Wounds
Prevent Monster Heal
Freezes Target +3
Requirements -20%

For raw damage, however, Grief is the way to go.

Grief – 5 socket swords/axes
Eth + Tir + Lo + Mal + Ral
Required Level: 59
(Ladder Only)

35% Chance To Cast Level 15 Venom On Striking
+30-40% Increased Attack Speed (varies)
Damage +340-400 (varies)
Ignore Target's Defense
-25% Target Defense
+(1.875 per character level) 1.875-185.625% Damage To Demons
(Based on Character Level)
Adds 5-30 Fire Damage
-20-25% To Enemy Poison Resistance (varies)
20% Deadly Strike
Prevent Monster Heal
+2 To Mana After Each Kill
+10-15 Life After Each Kill (varies)

4.5 – Boots

Sandstorm Treks are wonderful for strength/vitality boosts and faster hit recovery, preferably ethereal if you can afford it.

Sandstorm Trek – Unique scarabshell boots

Defense: 158-178 (varies)
Required Level: 64
Required Strength: 91
Durability: 14

+140-170% Enhanced Defense (varies)
+20% Faster Hit Recovery
+20% Faster Run/Walk
+ (1 Per Character Level) +1-99 Maximum Stamina (Based On Character Level)
+10-15 To Strength (varies)
+10-15 To Vitality (varies)
50% Slower Stamina Drain
Poison Resist +40-70% (varies)
Repairs 1 Durability In 20 Seconds

Gore Riders are also a viable option.

Gore Rider – Unique War Boots
Defense: 140-162 (varies)
Required Level: 47
Required Strength: 94
Durability: 34

+160-200% Enhanced Defense (varies)
30% Faster Run/Walk
10% Chance Of Open Wounds
15% Chance Of Crushing Blow
15% Deadly Strike
Requirements -25%
+20 Maximum Stamina

4.6 – Amulet

Metalgrid is the ideal choice for defense, resists, and attack rating.

Metalgrid – Unique Amulet
Required Level: 81
(Ladder Only)

+400-450 To Attack Rating (varies)
Level 22 Iron Golem (11 Charges)
Level 12 Iron Maiden (20 Charges)
All Resistances +25-35 (varies)
+300-350 Defense (varies)

Mara’s Kaleidoscope is still a solid choice as well.

Mara’s Kaleidoscope – Unique Amulet
Required level: 67

+2 To All Skills
All Resistances +20-30 (varies)
+5 To All Attributes

4.7 – Rings

There are 2 basic setups here. One is dual Ravenfrosts, for “cannot be frozen,†cold absorb, dexterity, and attack rating. The other is to couple one Ravenfrost with a Bul-Kathos’ Wedding Band, Which provides +1 to skills, life bonuses, and life leech.

Ravenfrost – Unique Ring
Required Level: 45

+150-250 To Attack Rating (varies)
Adds 15-45 Cold Damage, 4 sec. Duration (Normal)
Cannot Be Frozen
+15-20 To Dexterity (varies)
+40 To Mana
Cold Absorb 20%

Bul-Kathos’ Wedding Band – Unique Ring
Required Level: 58

+1 To All Skills
+ (0.5 Per Character Level) 0-49 To Life (Based On Character Level)
3-5% Life Stolen Per Hit (varies)
+50 Maximum Stamina

4.8 – Gloves

Bloodfists are the king of unique PvP gloves. Upgrade them if you can.

Bloodfist – Unique Heavy Gloves
Defense: 17-18
Required Level: 9
Durability: 14

+10-20% Enhanced Defense (varies)
+10 Defense
10% Increased Attack Speed
30% Faster Hit Recovery
+40 To Life
+5 To Min Damage

4.9 – Inventory

Aside from the obvious Hellfire Torch and Annihilus, the small charms you will want will be +20 lifers, +5% resist alls, and +5% faster hit recovery.

4.10 – Weapon slot II

The obvious choice here is Call to Arms. Get it in a crystal sword or flail for low requirements.

Call to Arms – 5 socket weapons
Amn + Ral + Mal + Ist + Ohm
Required Level: 51

+1 To All Skills
+40% Increased Attack Speed
+250-290% Enhanced Damage (varies)
Adds 5-30 Fire Damage
7% Life Stolen Per Hit
+2-6 To Battle Command (varies)
+1-6 To Battle Orders (varies)
+1-4 To Battle Cry (varies)
Prevent Monster Heal
Replenish Life +12
30% Better Chance of Getting Magic Items

4.11 – Shield Slot II

For the +skills to add to your battle command/orders, use spirit in a low strength shield. Since you will only need it on switch, the defense is irrelevant. Shoot for a low strength requirement paladin shield.

Spirit – 4 socket shields
Tal + Thul + Ort + Amn
Required Level: 25
(Ladder only)

+2 To All Skills
+25-35% Faster Cast Rate (varies)
+55% Faster Hit Recovery
+250 Defense Vs. Missile
+22 To Vitality
+89-112 To Mana (varies)
Cold Resist +35%
Lightning Resist +35%
Poison Resist +35%
+3-8 Magic Absorb (varies)
Attacker Takes Damage of 14


5. Mercenary

-Simple. You won’t need one since this a PvP character.

6. Tips

6.1 General Dueling

There are two methods of dueling with this character. Both work, but one is generally preferred over the other:

1) Charge around like crazy, avoid getting hit, and kill people with your aura. I personally dislike this method (along with almost every other player on Battle.net), since there is very little skill involved. Also, some classes can tank your aura quite well and kill you.

2) Charge around, chipping your opponent’s life, and look for an opening to charge into your opponent. Once you close, either continue charging and smiting, or charge back out and look for another opening to hit and run. This is my personal strategy, and it works relatively well.

6.2 The Opponents

6.3 Barbarians

In general, barbarians are a pain for this build because of their high life, high defense, ability to tank, and heavy damage. They can tear you apart with a few hits of Grief or BOTD, so be careful.

Whirlwind/Berserkers - Actually probably the easiest barb class to fight. Keep your distance and avoid getting hit at all costs, letting your aura wear them down. When you charge into them, time it so that you hit just after they finish their whirlwind or berserk swing, then charge away again. Don’t try to go toe to toe, or you will be a corpse.

Telewinders – Arguably the toughest barbarian class for you to beat. They have the rather nasty habit of killing you in 1-2 whirlwinds, so keep moving to avoid being teleported on. Once again, hit them with a charge after they finish their whirlwind.

Singers – Easy. Simply charge away when they try to teleport onto you, then charge into them. Rinse and repeat. They seem to die much faster than melee ones.

Frenziers – No experience dueling one as an auradin.

2x throwers – No experience dueling one as an auradin.

6.4 Sorceresses

Since sorcs are generally elemental opponents, they are generally a little easier to defeat than some of the stronger melee builds. Some, however, are much more difficult than others. One advantage you have over sorcs, however, is that they oftentimes rely on energy shield; your aura will constantly hit them, draining their mana (The ES tanks, however, are VERY hard to beat). Your general strategy to fight sorceresses will be to avoid their spamming spells while looking for an opening to charge. These duels will be a test of patience and how well you can avoid projectiles.

Fire Sorceresses – Can range from average to very difficult. The good ones can kill you in 2-3 fireballs. Generally speaking, they will teleport around and spam fireball, hoping they will hit you. Of fire sorcs, there are two varieties:

Energy shield: Pop on salvation for added fire resistance (conviction doesn’t affect energy shield) and charge around, avoiding their fireballs and looking for them to teleport too close. Once you have an opening, charge/smite them and they should die relatively fast. If their hit recovery is good enough for them to start casting again, run and wait for another opening. Again, beware of max es sorcs; they can tank your aura with little damage to their mana.

Vitality: If you feel you can avoid their fireballs well enough, pop on conviction, start chipping away, and look for your opening to charge. If they are good, you may want to switch to salvation to allow you to take a few more hits. In either way, face them the same as an energy shield fire sorc, just with the ability to harm them with conviction.

Cold Sorceresses – Like fire sorcs, they generally port around and spam, except they will use blizzard and/or frozen orb. Keep salvation on at all times to help counter their –cold resistance bonus.

Blizzard: Very painful. Avoid it whenever possible. Again, 2-3 blizzards will probably do you in. Follow the strategy above.

Frozen orb: Generally less dangerous than Blizzard, but can wear you down if you aren’t careful. Dodge the best you can and follow the common strategy.

Lightning sorceresses – Ultimate rape. Lightning sorcs can’t touch you with resist lightning on, and they will die relatively fast when you charge them. Tank and kill them.

6.5 Assassins

In my opinion, this auradin is the anti-assassin. I have yet to be beat by an assassin.

Trappers – Fun. If lightning sorcs can’t hurt you, neither can these guys (For crying out loud, their shadows do more damage than their traps to you). The only difficulty is chasing them down and beating them to death. Throw on resist lightning, avoid their traps if you want (You usually are able to tank them for a while), and beat them down.

Ghosts/Whirlwind sins – Another easy PK. Their traps are nigh useless against you, their whirlwind is only moderately dangerous, and they have the fortunate habit of getting stuck in whirlwind for an extended period of time due to your holy freeze and glitching from attempting to follow your charges. Keep conviction on and treat them like smaller, weaker telewinder barbarians.

Kickers – Actually, sadly enough, they are the strongest of the three sin builds against you. Charge them asap and beat them down before they dragon flight you to death.

6.6 Druids

Druids can another very difficult class to beat, depending on the build.

Wind – This is most probably a no-win situation. Windys can tank your aura well from cyclone armor, have a large amount of pets to block you from charging them, a lot of life from their oak sage, and to top it all off, they can kill you with 3-5 tornadoes. If you must duel one, circlecharge/dodge them and kill their pets/sage with your aura; this will most likely wear down their cyclone armor as well. They will most likely teleport away to recast their pets/armor, and this will be your best shot to charge at them.

Fire – Not as bad as wind, but can still be an issue if you’re not careful. Pop on salvation and you should be able to tank their attacks. The faster you charge them down, the less chance that they will be able to wear you down. Thankfully, they usually lack the cyclone armor and pets of a Windy, so they will die faster.

Wolf/Bear – Sad. Charge away and slow them with your aura, then bash into them and charge out of melee range again. Rinse and repeat.

6.7 Necromancers

Depending on the player and how well they are built, necros can be EZPK or a royal pain.

Bone – The toughest of the necro builds. They will teleport, spam bone spirit, and, if they get the chance, will bone prison you and kill you with bone spear. Never stop charging to 1) outrun bone spirit and 2) make it more difficult to be trapped in a prison. If you are trapped, break out asap. Look for an opening to charge them down while they teleport around, and hope for the best.

Poison – Can be dangerous, but chances are you will crush them before their poison kills you. Lock ‘em and corpse ‘em.

Summoners – Their minions keep you from charging them, but your aura will kill them relatively fast. Don’t let them telekill you and keep moving until their minions die; once their meat shields are gone, they will be defenseless.
6.8 Amazons

Zons are a pain (The good ones anyway).

Javazons – For the love of god, keep Resist Lightning on and your distance until they are slowed, then use hit and run tactics while they are slowed. Staying in melee range can be a death sentence even with Resist Lightning (Charged Strike is painful). Then, there are the Bmers who use Far Cast with Charged Strike. This is one of the few times I suggest you stack, since if they can use hacks, you can use glitches.

Bowazons – Weak ones aren’t a problem. You can tank a couple of their arrows and charge them down with relatively little trouble. The good ones, however, can tear you apart very fast. Try to close as fast as you can before they can spam too many guided arrows.

6.9 – Paladins

The nightmare class for this build. Most other paladin builds will kill you since nearly all of them have excellent defense and resists.

Hammerdins – The easy ones are the ones that try to stay in one place and spam hammers, or telekill you. Just keep your distance and wear them down (Unfortunately, they can tank very well). The good ones charge desynch and kill you with invisible hammers. Remember, if you are going to chare them, hit them from below, never from above, and never stay within melee range for too long. This is a patience fight.

Smiters – Ouch. They usually will pop on salvation and charge you down, then smite you to death. Your charge is very weak against them, and for the most part your only hope is that your aura will slow them down enough to give you a fighting chance (AKA hit and run). Usually though, you will most likely end up a corpse.

Auradins – There are a couple different variants: Fire/shock, pure Fire, and pure Shock. In any case, I suggest popping on some offensive grand charms to boost your conviction aura; this will cancel theirs out and make their attacks much less dangerous compared to yours.
I have found that the danger of the three goes in this order, from least to most threatening – Hybrid, fire, shock. In any case, it all boils down to who has the better gear and damage.

7. Sources

The Arreat Summit – Great place for all information on Diablo II statistics and items.

Battle.net – I have asked many people online for their ideas on how to make this build. Using their responses and information, I picked out what I found worked best and fine-tuned it into the build I presented here.

Personal trial and error- I am a perfectionist, and I revised this guide several times before posting it here. If you have any suggestions, throw me some feedback.

~END~
 

UberB

Diabloii.Net Member
Re: Kuro's 1.11 PvP Charge Auradin

Nice guide, I would take Highlord's over Metalgrid and Grief over Doom, reason being that +skills won't increase the holy shock level anyway, and holy freeze from doom is generally BM. Grief would have a higher charge damage and Doom should be used mainly for holy freeze.

I would've thought that a dual dreamer would have Enigma on, or at least in stash for the more defensive casters.
Mention angelic set as a good way to boost your AR up. BK isn't good for the same reasons as above.

And for bone nec, if you get bone prison'ed, GG.

Lastly have you considered skipping on salvation and maxing another charge synergy? Salvation only gives 4% IIRC which really is a waste on a single element IMO, and maybe even on dual element auradins.
 

Kuronishen

Diabloii.Net Member
Re: Kuro's 1.11 PvP Charge Auradin

Nice guide, I would take Highlord's over Metalgrid and Grief over Doom, reason being that +skills won't increase the holy shock level anyway, and holy freeze from doom is generally BM. Grief would have a higher charge damage and Doom should be used mainly for holy freeze.

I would've thought that a dual dreamer would have Enigma on, or at least in stash for the more defensive casters.
Mention angelic set as a good way to boost your AR up. BK isn't good for the same reasons as above.

And for bone nec, if you get bone prison'ed, GG.

Lastly have you considered skipping on salvation and maxing another charge synergy? Salvation only gives 4% IIRC which really is a waste on a single element IMO, and maybe even on dual element auradins.
Thanks for the feedback. In response:

Metalgrid doesn't give +skills.

I am aware +skills don't help my auras. Therefore, I usually use the Doom for Holy Freeze, not its +skills (I personally dont believe Doom is BM), but I have been asked to switch to Grief before, and I do if it I am asked to in duel games.

I personally prefer dual Ravenfrosts over the angelic set, but you're right, it is worth mentioning. i only included BK as an option since some people like focusing on life.

I find salvation > charge synergy, especially when dueling cold sorceresses.

Bone prisons are a pain, but I can usually bash out before the average bone necro can kill me. GG ones do have a tendency to rape me though.

Keep up the comments :)


 

koeraokse

Diabloii.Net Member
Re: Kuro's 1.11 PvP Charge Auradin

I think this guide has some flaws yet..

I am sorry if I didnt see it but it seems that htere is nothing about Belts..

Also there could be more item options that would make it more flexible, and good pvp character chas differend equipment in stash to swap if u need more def/res/ar etc..

I would add some weak sides to your character:
-Very low attack rating (I use dual angelics on every melee character)
-Low DR (45% atleast, otherwise, 1 ww and gg, for example there is a unique armor called Leviathan :whistling:)


Also did u even consider how much fhr or dr u should/could have..
 

mephiztophelez

Diabloii.Net Member
Re: Kuro's 1.11 PvP Charge Auradin

this build has all the usual flaws of all auradins, that is: as soon as someone can stack out your conviction, you're screwed.

a t-gods + some res > this build.
 

Kuronishen

Diabloii.Net Member
Re: Kuro's 1.11 PvP Charge Auradin

Thanks for all the feedback.

Tgods is a pain in the *** for this build, but usually my charge damage is good enough to shred most of the javazons I have fought.

For belts i suggested Verdungos.

As far as fhr, I assume you know the breakpoints of paladins :). treat this guy as a variant of the standard charger. Same goes for DR.

I usually don't need angelics unless I'm against a high defense barbarian or paladin build but you're right, they're worth mentioning. Otherwise 2 decent Rfrosts seem to do the trick.

I never did consider Leviathan though, it might save me against those WW barbs ;)
I pobably should have listed the gear swaps. Will have to get around to that after finals :)

Keep replying. I appreciate it.
 

KellKheraptis

Diabloii.Net Member
Re: Kuro's 1.11 PvP Charge Auradin

Don't know which wolves/bears you've been dueling, but generally speaking any paladin that gets lured into charging a shifter with max block ends up decorating the moor (especially against Fury). You might mention that if the druid in question is fast on shift+(attack skill of choice) and toggling run/walk, playing defensive is the only viable option, not to mention what happens if you get bitten with Rabies (in which case we WANT you to start charging :) ). Just some thoughts, since it seems you might be the only gm auradin on UsWest (99.999% of the pub ones are words I would get banned for for uttering here, as you've probably noted).
 

koeraokse

Diabloii.Net Member
Re: Kuro's 1.11 PvP Charge Auradin

As far as fhr, I assume you know the breakpoints of paladins :). treat this guy as a variant of the standard charger. Same goes for DR.

Yes I know the Fhr breakpoints, but many people may not know them and since guides are for guiding people they should include everything . You should discuss them in your thread in my opinion :cloud9:



 

Kuronishen

Diabloii.Net Member
Re: Kuro's 1.11 PvP Charge Auradin

I have yet to duel a ss druid that was difficult to beat, but then again I haven't dueled everybody ;)

I will get around to adding the breakpoints for FHR soon (Or at least linking to the thread on the forums that have it)

Being called a GM auradin is high praise, thanks. God knows how many ppl say I stack/sorb when I kill them, and it gets annoying after a while :)

Keep the comments rolling!
 
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