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PvM Chargeadin questions

Discussion in 'Paladin' started by themachine, Oct 22, 2006.

  1. themachine

    themachine IncGamers Member

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    PvM Chargeadin questions

    I can't seem to find a guide or build for a player-vs-monster Paladin using maxed charge/synergies skills. Can someone point me in the right direction?

    Also, with charge against a pack of enemies, since you cant charge anything within melee range, what do you do once youve charged and are within their grasp? Zeal? Retreat and charge again? What?
     
  2. k/t

    k/t Banned

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    This is why Charge isn't usually used for PvM. Knockback would help in this case, but what you could do is Charge away then Charge the monster again.
     
  3. Eilo Rytyj

    Eilo Rytyj IncGamers Member

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    IMHO Charge is either only used for a mode of transport, or a specialised PvP build.

    You'll pull your hair out trying to use one in PvM. The damage/time (thus killing speed) is pitiful. You may be dealing thousands of damage per hit, but it's like 1 second between attacks. Think Impalezon, only more awkward to play...
     
  4. SSoG

    SSoG IncGamers Member

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    There are a lot of negative nellies in this thread who have never seen a properly-driven PvM Paladin in action. Those things are BEASTS that just tear monsters to shreds. Seriously, they are only weak if you consider a character weak that can get 2000% off-weapon ED, and make any weapon in the game (including War Pikes and Ogre Mauls) capable of getting somewhere between 4-6 frames per attack. I'm serious here.

    First off, some background on how charge works. When you Charge an enemy, as soon as they enter your melee range, you will unleash a *VERY FAST* attack and knock the enemy back (out of melee range again).

    Now SSoG, you might say... I've charged before, and trust me, it's not a very fast attack. That's where you're wrong. You see, what you probably did is NAMELOCKED a monster. When you NAMELOCK a monster, you will let off a series of charges (charge, knockback, charge, knockback, charge, knockback, etc). After the final charge, when the enemy cannot be knocked back again (because there's something behind it), you will switch and just perform a standard attack. Normally, you're performing this standard attack with a very big, slow charge weapon. *THAT* is what makes Charge look so slow- not the Charge itself, but the standard attack at the end.

    I wrote a PvM charge guide, and I'll copy/paste some relevant sections here.

    And then here was a later post I made on Chargers.
    Also, a few last tips... Fanatacism looks very enticing for Chargers, but IAS is so pointless for Chargers (since it doesn't speed up the main Charge attack), and the Enhanced Damage is just a drop in the bucket (since you already have so much off-weapon ED), that really Fanaticism just winds up being a souped up Blessed Aim. Holy Shock, Holy Freeze, and Conviction all wind up being better Charger auras. Also, Cleansing (with maxed Prayer), Salvation (for no-twink Chargers), and Meditation (again, max Prayer) all make solid Charger auras. Heck, Vigor itself makes for a fantastic Charger aura. Yes, I just said Vigor makes a fantastic Charger aura. Since the build is all about setting up chains, running faster than your enemies is a huge help.

    Oh, and while the common wisdom is that you shouldn't charge with long-range weapons such as Pikes, in my experience once you become a VERY EXPERIENCED Charger, long-rage weapons present a whole lot of tactical applications that short-range weapons can't even come close to matching. The key here is that you better be a darn good charger, because if you're new to the class and you slap on a pike, you're going to get torn to shreds.
     
  5. themachine

    themachine IncGamers Member

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    SSoG, that link you sent was possibly one of the most informative 'guides' I have ever read. THanks muchly.
     

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