1. SPS Accounts:
    Do you find yourself coming back time after time? Do you appreciate the ongoing hard work to keep this community focused and successful in its mission? Please consider supporting us by upgrading to an SPS Account. Besides the warm and fuzzy feeling that comes from supporting a good cause, you'll also get a significant number of ever-expanding perks and benefits on the site and the forums. Click here to find out more.
    Dismiss Notice
Dismiss Notice
You are currently viewing Boards o' Magick as a guest, but you can register an account here. Registration is fast, easy and free. Once registered you will have access to search the forums, create and respond to threads, PM other members, upload screenshots and access many other features unavailable to guests.

BoM cultivates a friendly and welcoming atmosphere. We have been aiming for quality over quantity with our forums from their inception, and believe that this distinction is truly tangible and valued by our members. We'd love to have you join us today!

(If you have any problems with the registration process or your account login, please contact us. If you've forgotten your username or password, click here.)

Diablo 2 classes

Discussion in 'Diablo 1 & 2' started by Melkhior, Jun 8, 2001.

  1. Sephiroth Gems: 14/31
    Latest gem: Chrysoberyl


    Joined:
    Mar 7, 2003
    Messages:
    624
    Likes Received:
    0
    Of course the werwolf,the bear is much too slow.And anyway,werewolf is classic ;)
     
  2. Ex-Paladine Banned

    Joined:
    Feb 13, 2003
    Messages:
    224
    Likes Received:
    0
    You answered... Correct!

    Now 3rd question

    Which is better

    Grizzly
    Dire Wolf
    Sprit Wolf
     
  3. Sephiroth Gems: 14/31
    Latest gem: Chrysoberyl


    Joined:
    Mar 7, 2003
    Messages:
    624
    Likes Received:
    0
    Dire wolf is the best one,although he can't survive very long in hell.If you have a summon I would say you shoul also have a oak sage,it's really usefull with summons.
    Did I pass the test ? :D
     
  4. Ex-Paladine Banned

    Joined:
    Feb 13, 2003
    Messages:
    224
    Likes Received:
    0
    You passed the test... :lol:

    And what do you think about unique items like goldskin or corpsemorn or azuwreth or ginther'S rift or lightsabre or ..... :lol:
     
  5. Sephiroth Gems: 14/31
    Latest gem: Chrysoberyl


    Joined:
    Mar 7, 2003
    Messages:
    624
    Likes Received:
    0
    ehm.... :D
    My Paladin has got the lightsabre and this sabre is ultra cool (My Paladin has up to 6000 damage with it :) )
     
  6. Erebus Gems: 16/31
    Latest gem: Shandon


    Joined:
    Oct 22, 2002
    Messages:
    807
    Likes Received:
    1
    My barbarian once had Grandfather (took me hours to find) and I accidently deleted him :bang:
     
  7. Ex-Paladine Banned

    Joined:
    Feb 13, 2003
    Messages:
    224
    Likes Received:
    0
    :eek: sorry for your barbarian. I got a boss mod so I can get items easily. :eek:

    Lightsabre with ber is something that I couldn't say with words.
     
  8. Khelben Gems: 15/31
    Latest gem: Waterstar


    Joined:
    Dec 26, 2002
    Messages:
    736
    Likes Received:
    0
    LoL!
    I just laugh at the guys who say NOVA is bad and FIREBALL is good! LoLoLoL
    Seriously the 2 major types of sorceresses are fire-cold and cold-lightning
    Either way you'll max frozen orb and/orcold mastery and if you go with fire go and max fire wall and fire mastery, i have lvl 26 or 29 (not sure) fire wall with the same level of fire mastery on Battle.net Europe realm nad i deal something like 6000-6500 damage.
    In second way you'll need to go with nova and thunder storm and you can't max cold mastery because there wouldn't be enough skills!
    You guys go and try nova.
     
  9. Sephiroth Gems: 14/31
    Latest gem: Chrysoberyl


    Joined:
    Mar 7, 2003
    Messages:
    624
    Likes Received:
    0
    I completly agree with Khelben. Nova is much better than fireball, here are some stats :
    - Fireball : Lvl. 20, Damage 207-215
    - Nova : Lvl.20, Damage 150-169

    So the fist round goes to fireball ;)

    Now both with they're masteries at lvl. 20:
    - Fireball : Lvl. 20, Damage 544-565
    - Nova : Lvl. 20, Damage 567-638

    So the second round goes to Nova :)
    And you must remember that Nova has a much bigger radius than Fireball. So Nova wins through K.O. :D
     
  10. Ex-Paladine Banned

    Joined:
    Feb 13, 2003
    Messages:
    224
    Likes Received:
    0
    [​IMG] Ohh I don't count 2nd round becouse I don't make Lightning Mastery.. But so I like nova and nowa is better.. :lol:
     
  11. Pyro Gems: 5/31
    Latest gem: Andar


    Joined:
    Mar 8, 2002
    Messages:
    119
    Likes Received:
    0
    The comparision is quite silly, because you can cast nova a lot of times in the same time as one fireball.
     
  12. Sephiroth Gems: 14/31
    Latest gem: Chrysoberyl


    Joined:
    Mar 7, 2003
    Messages:
    624
    Likes Received:
    0
    Really, I checked it, and it seemed like they had the same casting time. Maybe it looks so, because nova has a bigger damage area ?
     
  13. Paladine_ Banned

    Joined:
    May 7, 2003
    Messages:
    1
    Likes Received:
    0
    Paladins


    The Knights of Westmarch who felled the armies of mighty King Leoric are pure at the heart and follow closely the teachings of Zakarum, the Religion of the Light. A battle-ready warrior for whom faith is a shield, he fights for what he believes to be right. Furthermore, his steadfastness gives him powers to do good upon friends, and wreak cruel justice upon foes. There are those who call the Paladin an overwrought zealot, but others recognise in him the strength and goodness of Light.


    Here we have our Holy Warrior, the knight-errant who defends all that is just in the name of his god. The Paladin is a well-rounded character with projectile defensive and offensive spells that his friendly party will also benefit from as well as melee enhancing skills.

    Although a fighter at heart his forte lies in the ability to create auras to enhance his equipped items and armour, increase effectiveness of his attacks and offer increased protection for himself and his friendly party.

    Auras are intangible halos of magical effects which emanate from the Paladin affecting all those they come into contact with, either positively or negatively, depending on the aura and in the case of other players, the Player Setting. Adding points to auras will increase the duration, radius and strength of the aura's effect.

    Mana Costs

    Mana is not needed to cast or sustain an aura {with one exception detailed below}. If another player is within the radius of the aura and thus affected by it {positively or negatively}, no mana will be drained from the Paladin either. Other friendly players {and their minions} will reap the same benefits from an aura that the Paladin does. So for example, with Might at a Slvl of 3, the aura will increase damage dealt by each affected player by 70%. Of course that's 70% of their individual damage potential, not everyone inflicting an additional 70% of the Paladin's damage capabilities. All players affected by an aura will have the same glowing graphic circling their feet which will appear after a short time delay in the case of other friendly players.

    One aura works in a slightly different way from all others. Prayer will not only require mana to cast but will continue to deplete mana whilst it is activated. The mana used for Prayer is the same regardless of how many friendly players are benefiting from it.

    Casting Auras

    The Paladin can only have one aura active at a time. Casting another aura will replace whichever one he has active at the time with the new one. As auras are classed as Passive skills, they do not cast like the Necromancer's curses, which are readied first then cast with the mouse button. As soon as auras are readied in the right skill button they are automatically cast. Changing auras with the use of your assigned hotkey or selecting from the 'S' menu will instantly replace the aura, there is no delay in aura swapping.

    Sharing Auras

    The game checks auras in cycles, around every 3 seconds, some with multiple checks more often than that, but the apparent effect (which is somewhat odd on your end due to lag) when playing is that when you change an aura, it switches instantly on you, but you might need to wait up to 3 or 4 seconds for the change to take effect on the monsters or your friends. So if you are switching between say Concentration and Lightning resistance, and your friends have concentration on them, you can be changing every second, but they might stay with Concentration the whole time, never getting any of the Lightning resistance. This matters with monsters also, as holy freeze can take a few seconds for it to start chilling them.

    Stacking Auras

    Multiple auras by more than one Paladin can combine. So one Paladin can have Might activated and another Holy Fire and if they're within the radius of each other's aura they will benefit from both effects {increased damage and fire damage}. This applies to other characters set to friendly also. If both were to cast the same aura though they would not accumulate, so two Holy Fires wouldn't equal double the fire damage.

    There's one way to stack resistances though. One Paladin uses one of the three Resist skills {Cold, Fire, Lightning} and the other activates Salvation which protects against all three. Each of these skills at level protecting at 54% means an overall protection of 108% depending on which Resist you're using. Very handy for Nightmare and Hell games where resistances are reduced by 20% and 50% respectively.

    If 2 Paladins have the same aura, it doesn't do the higher one, it does whichever one has pulsed more recently, so it might do one for 3 seconds, the other for 3 seconds, etc. It probably goes without saying that 2 Paladins shouldn't use the same aura at the same time. They should have whoever has more points in the aura use it.

    The danger with this, is that auras can not be showing, but still be in effect for a few seconds. This comes in mostly with converted monsters. They can unconvert, and begin attacking you, but still be benefiting from your aura for several seconds, even though it wouldn't show on them. It's best to keep clear of a previously converted foe for a few seconds before attempting to kill them.

    Radius of Auras

    Most aura radiuses increase with each new skill point. In these screenshots you get a better idea of how this operates within the game. It demonstrates an aura affecting another player at 10 yards. In the bottom screenshot you can see the distance illustrated on a level map with the blue X representing the Paladin and the green an allied player.

    Non-Aura Combat

    As well as offensive and defensive auras the Paladin has a tree dedicated to combat skills. These work in much the same way as the Barbarian's Combat Skills, imbuing weapons and shields with magical properties to increase his accuracy, adding bonus damage, stun potential, projectile attacks and even a smattering of minion control. These are executed differently to Auras. They are readied, usually in the left icon box, and then cast at a cost to his mana reserves. If the Paladin has no mana the Combat Skill will not execute, he will just perform a normal attack. None of these skills are transferable to allied players.

    Attribute Starts Per additional point Each Level Up
    Strength 25
    Dexterity 20
    Vitality 25 + 3 to Life, + 1 to Stamina
    Energy 15 + 1.5 to Mana
    Stamina 89 +1
    Life 55 +2
    Mana 15 +1.5

    You can see a listing of all the popular variants of Paladins here.



    Focusing on this tree will bring out the warrior in your Paladin. Eight of the ten skills effect his attack in one or more ways; extra damage, increased attack rating, or adding elemental or magic damage. Two of the skills are not strictly attack enhancing. Conversion offering a chance of minion assistance and Holy Shield increasing the defensive and blocking capabilities of his shield.

    Four skills {Holy Bolt, Charge, Blessed Hammer and Fist of Heavens} do not require any weapon to use so can come in particularly handy when making your way back to your corpse with no back up equipment. If you have a full backpack you may wish to keep your body empty so that you immediately equip all your original items in one click. These attacks are of use in these situations if monsters are still hovering over your corpse.

    All ten skills, cost mana or health points to use and friendly players do not benefit from them as with most Auras. You can map any combat skills to the left or right mouse button but it is advisable to use the left and leave the right for auras to further enhance their effects.


    Auras are where it's at with Paladin and this tree is where he becomes such a useful multiplayer friend. Player's set to 'friendly mode' and their summoned creatures will benefit from some auras he casts if they are nearby, sort of like splash damage but in reverse. Usually auras do not cost to sustain but Prayer, the healing aura, is an exception.

    As you'd expect from the Paladin's defence tree, resistance to spell attacks is well catered for. Fire, cold and lightning all come as individual resistance skills, culminating in 'Salvation' which offers protection against all these attacks.

    As this character specialises, to a degree, in melee combat you may wish to apply points to 'Defiance' {Clvl 6, in the central branch of this tree} as soon as you can as this will increase his AC rating allowing him to remain toe to toe for longer before retreating to heal with the help of 'Prayer' {Clvl 1}. It's not until he reaches a character level of 24 that he can start to really boost his mana reserves, Clvl 24 'Meditation' being the first and Clvl 30 'Redemption' the second, possibly the more desirable of the two.


    To complement his Combat Skills this tree will offer further enhancement to his offensive strategies. As with the Defensive Auras nearby friendly players and their summoned minions will benefit from some of the auras, half in fact.

    The majority of auras in this tree affect the monster directly. Auras within the 2nd and 3rd branches inflict various forms of elemental and magic damage, reflect damage back to the monster and reduce their overall defenses. The remaining four, all within the first branch, affect the Paladin's potential damage, attack rating and speed.


    Thx Diabloii.net
     
  14. Sephiroth Gems: 14/31
    Latest gem: Chrysoberyl


    Joined:
    Mar 7, 2003
    Messages:
    624
    Likes Received:
    0
    Paladine_ , I could have wroten you that much shorter ;) .
    And anyway, there aren't any good tactics, they only describe what the skills do.
     
  15. Nobleman Gems: 27/31
    Latest gem: Emerald


    Joined:
    May 8, 2001
    Messages:
    2,748
    Likes Received:
    7
    [​IMG] Argh!! This is what I spank myself with for not visiting playground Forums in half a year.

    First off I still spend around 4-6 hours each day playing Diablo II LoD online on closed B-net.

    Best character on closed b-net?
    To answer the original question. What class is best? If you are starting from scratch; A Sorcerer who specializes in Magic find is the only wise timesaving solution on closed battlenet. The best cow killier is a Necromancer. The best rusher is a sorcerer. Amazons look sweet and deadly with circlets on. And with Titans, Eagle or windforce and act 2 nightmare offensive merc they can actually kill something on hell-difficulty. Buriza saved the day for poor b-net amazons and melee druids. Yes melee druids :) .

    Duelling on b-net
    In most duels
    Sorcs beat Amazons
    Barbarians beat Sorcs
    Amazons beat Barbarians

    Paladins Vs Druids is a fun one on one wrestle.

    Trap-Assassins and Necroes can kill everyone if they succesfully get their Lag tactics going. Hardly a measurement of strenght. More likely a victory over battlenet conncetions than over other players.

    In low level duels (level 9) I must say an Assassin doesn't take the price. A throwing Barbarian does. Although Assassins come second. Craft some jewels for added damage (you can craft jewels higher than they are possible to find from drops ;) ) and put them into a 4 socketed low level armor and start throwing away.

    Don't worry about dupes and crap
    Anyway. I won't tell any of my accounts. I got enough people wanting to PK me already. And Sod off Lame Dupers. Hopefully patch 1.10 will solve duped and bugged items. Still They won't ruin it for us veteran gamers. We play in clans. Magic find in clans. Clan wars rock. etc. Only rarely do we mengle in public games and enjoy the sweet Occy Sorcerers, Slowing-poisoning-townshooting- knockbacking-guided-arrowing Amazons, and ith buggar Barbarians have their fun. A Public duel game is kinda like observing puppies fight. Cute and entertaining but hardly innovative and teaching.

    One note. Single player diablo 2 and OPEN battlenet are probably the worst gametypes I've ever played. No doubt. Like playing basic CS with no mods in singleplayer...

    *Goes to read all the post to spot some interesting comments. Boy its exhaustive what you guys type. :)


    Notes
    EDIT; Some Quick Notes, All aiming for hell level:
    ***Use Act2 Nightmare defence merc with the firewall sorc. He has holy freeze.

    ***Don't spend anymore than one point in warmth. Anything else is rediculous later on. Just pick up mana potions as you walk. Firewall+firemastery is all you need in fireskills.

    ***Static is indeed an excellent spell even at higher levels. But don't spend 20 points in it. Just one and items will take care of the rest. Just like Cold mastery. You should plan it carefully, if you want more than one point in cold mastery. Items will help you remember.

    *Max Nova With Lightning Mastery and Firewall with Firemastery and 20 in Frozen Orb. that is 100 skillpoints. Anyway You get a long way with just frozen orb, static and an Act2 Defence Merc alone and either firewall or nova. Don't worry about hitting level 99 :)

    And Khelben; oculus(+3skills)+Lidless(+1skills)+TalAmulet(+2skills)+Circlet(+3skills)+2*Soj(2skills)+magefist(+1skills)+Skullders(+1skills)+4firecharms=+17 to fireskills. That is 37 to firewall and 37 to firemastery. Solely a cowlevel set for levelling. All obtainable for a regular closed b-net player. It is possible to go higher of course with some time sacrife. :)

    And for druid summonings; Almost all the time one points in Grizzly bear can keep most enemies at bay for the time it takes to kill monster in hell. All those Wolves will just perish like beer in Pac Man's mouth in Hell-difficulty. And Oak sage is cool. Spirit of Barbs is really really bad. If it weren't for the nice sparkling graphics I would have dizzed it totally.

    Sephiroth;
    Lightsabre is good indeed. One day you should try the sweet joy of banging people with schaefer's hammer and fanatism. Mmmm.

    Ex-Paladine
    At the topic of lightsabre... With ber. Well why not, but I would prefer to wear Guilammes face and save the ber rune for Storm shield or a perfect Gaze(or even the sneaky trick with rockstopper and ber and still hitting 95% physical immunities) if you really needed that crushing blow. If you asked me. Ber is really really rare. Guilammes face is not. Ber runes are more in league with Perfect Gazes and Storms.

    And who said it took only hours to find grandfather? Try days. Or weeks. OR months. Honestly... Hours? *crips*

    [ May 08, 2003, 03:50: Message edited by: Nobleman ]
     
  16. ToTaL Gems: 12/31
    Latest gem: Moonstone


    Joined:
    Jan 7, 2002
    Messages:
    490
    Likes Received:
    0
    What is fire wand? And how can necro be the best cow killer? Isn`t amazon better?

    ToTaL, played with sorc, amazon and necro all the way to hell
     
  17. Sephiroth Gems: 14/31
    Latest gem: Chrysoberyl


    Joined:
    Mar 7, 2003
    Messages:
    624
    Likes Received:
    0
    @ToTaL: Fire wand is a spell of the sorcerss, you can guess how it looks ;)
    I'm not sure why the necro should be the best cowkiller, but I think he can handle this with his corpse explosion.
     
  18. Nobleman Gems: 27/31
    Latest gem: Emerald


    Joined:
    May 8, 2001
    Messages:
    2,748
    Likes Received:
    7
    [​IMG] I think he means firewall.

    On the other question with Necromancers. I am thinking about cowkilling in 8 player mode, as most public cowruns on closed b-net gets flooded with players. anyway You'll have to increase your Corpse Explosions so it hits an entire group of cows. You'll need a might Merc and revive cows and finally run around and Amp cows. he is a little slow at first, but makes up for it. The fun part is he doesn't even need any items.... well almost. But comparing to an amazon who needs to kill cows fast in 8 player mode. Oh dear she needs to buggle up some heavy elite unique gear.
     
  19. Khelben Gems: 15/31
    Latest gem: Waterstar


    Joined:
    Dec 26, 2002
    Messages:
    736
    Likes Received:
    0
    Nobleman, I have most of those items except tal's amu and fire skills.And even if I hadn't some of them (save oculus :) ) I could easily beat the cow level alone.The problem with cow level is that it doesn't give much xp without an eight player game.And lamers always kill the durned king!
    I have some questions, I started diablo II again after a year or so, and at the time I left the game, the universal item exchanger was SoJ's.
    Now I see that poison charms, mf charms and bugged items are all over the place!.
    Now can you tell me,how many SoJ I can get for a WF or Buri.
    I just laugh at the guys who claim that they got Grandfather in hours! Dude how many MF have you got?I have something like 375-400 (I know that it's not too much) and I danced with Hell Mephisto weeks to get a Skullder's Ire.
    Khelben is still searching for a Tal's Armor !
    A funny memory here, we were cow leveling and there was a pile of cows on north-west of cow level, I along with three people rushed to that direction and there was a lone cow in the way, I didn't bother to fight with it , because sorcerers are more powerful in pile combats, and a barb berserked the cow, it dropped a DOOMBRINGER!, suddenly 3 people rushed to get it, me as a smartass tried to telekinesis it, and couldn't get it, then when i read the patch I saw that telekinesis was limited to potions and golds!
    DAMN
    One more thing, I thing Occy's teleport thing is it's weakness and designed to weaken that BAH-roken staff.
    WF=WindForce, helluva damage, Hydra Bow, Unique
    SoJ=Stone of Jordan
    Buri=Buriza Da Kyanon, Ballista of your dreams!
    Occy= Oculus, best one handed staff for a sorceress.
    MF= Magic find, only with it can we get better uniques and sets.
     
  20. Pyro Gems: 5/31
    Latest gem: Andar


    Joined:
    Mar 8, 2002
    Messages:
    119
    Likes Received:
    0
    You don't really need any elite gear at all really, you need the exeptional javelin and something with manasteal aswell as any kind of boots with plus to run/walk. Everything else is just a matter of preference, and you don't really need it.

    Sorry, but that's quite far from true. Ask in any Diablo II strategy forum and you will se how many agrees with you. The Javazon simply is faster, even though the necro might make second place.


    That depends on level. A level 80 Bowazon with elite equipment easily beats a level 80 Sorceress with elite equipment. I have a hard time finding a scenario were a sorc would take out an Amazon of the same level to be honest. Barbarians probably beat sorcs though, that I can agree with. Amazons and barbarians is a very even battle (unless the Ama uses 25% slow, which will result in being cursed at by all the kids playing who are possitive everything that beats their chars has to be a bug).
     
Sorcerer's Place is a project run entirely by fans and for fans. Maintaining Sorcerer's Place and a stable environment for all our hosted sites requires a substantial amount of our time and funds on a regular basis, so please consider supporting us to keep the site up & running smoothly. Thank you!

Sorcerers.net is a participant in the Amazon Services LLC Associates Program, an affiliate advertising program designed to provide a means for sites to earn advertising fees by advertising and linking to products on amazon.com, amazon.ca and amazon.co.uk. Amazon and the Amazon logo are trademarks of Amazon.com, Inc. or its affiliates.