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Diablo 2 Resurrected Guide by gamepressure.com

Diablo 2 Resurrected Guide

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Diablo 2 Resurrected: Paladin - skills Diablo 2 Resurrected guide, tips

On this page of the Diablo 2 Resurrected game guide, you'll get information on the skills of the Paladin class and the builds you can successfully compose using them.

Last update: 04 November 2021

The following page presents the skills available for the Paladin class in Diablo 2 Resurrected.

The Paladin character is practical and self-sufficient: it has auras that increase the movement speed, heal, or even dispose of corpses (in the case of enemies who resurrect their subordinates) - Diablo 2 Resurrected: Paladin - skills - Paladin - Diablo 2 Resurrected Guide

The Paladin character is practical and self-sufficient: it has auras that increase the movement speed, heal, or even dispose of corpses (in the case of enemies who resurrect their subordinates). You can use the auras passively, while other attack skills can be used without deactivating auras. Depending on the build, you can create an attack or defense-oriented Paladin. Most auras have a specified range and affect all allies when they are in it. Most auras do not require Mana to activate/use. Key skills:

  1. Holy Shock,
  2. Fanaticism,
  3. Salvation,
  4. Conviction,
  5. Vengeance,
  6. Holy Shield,
  7. Zeal.

At the beginning of the game, it is worth investing in the Holy Fire aura and the Zeal skill to eliminate various enemies effectively.

Keep in mind that auras do not overlap! If you use an aura, for example, of Desert Mercenary, the active one will be that with a higher level.

Defensive auras

Defensive auras increase the hero's resistance and allow him to restore health.

Level 2 - Prayer

The simplest and, at the same time, one of the most useful auras at the beginning. It allows you to regenerate health - it will definitely be useful in the initial stages of the game to save on health potions. Skill is quickly replaced by Cleansing.

 

Level 1

Level 20

Difference per level

Mana cost

1

4.5

0.1

Healing

2

25

1

Range (yards)

10.6

36

1.4

It is not worth investing many points in this skill because the regeneration rate allows you to restore health only between fights - it is too inefficient to help during combat.

Level 2 - Resist Fire

As the name implies, this aura increases your resistance to fire magic.

 

Level 1

Level 20

Difference per level

Bonus to maximum resistance

1

20

1

Resistance (percentage)

52

131

14 and rapidly decreases

Range (yards)

10.6

36

1.4

Note - passive skills add half of the bonus to maximum resistance.

Level 6 - Resist Cold

Similar as before - increases resistance to cold. Remember that you can still be frozen, regardless of the resistance level.

 

Level 1

Level 20

Difference per level

Bonus to maximum resistance

1

20

1

Resistance (percentage)

52

131

14 and rapidly decreases

Range (yards)

7.3

32.6

1.3

Note - passive skills add half of the bonus to maximum resistance.

Level 6 - Defiance

When Defiance aura is active, it increases the resistance of Paladin and nearby allies. The aura is cast by Desert Mercenaries, but it can also be cast by other characters who use the runic word: Exile.

 

Level 1

Level 20

Difference per level

Bonus to defense

70%

260%

10%

Range (yards)

10.6

36

1.4

Level 12 - Cleansing

Cleansing reduces the duration of poison - but does not increase the resistance to it. In addition, it passively restores health slightly, without consuming Mana (replacing Prayer). It also decreases the duration of curses.

 

Level 1

Level 20

Difference per level

Poison duration reduction

39%

80%

7 and decreases

Range (yards)

10.6

36

1.4

Level 12 - Resist Lightning

Similar to the previous resistance, you can activate aura increasing resistance to lightning spells - it can be useful in some places in Act 2.

 

Level 1

Level 20

Difference per level

Bonus to maximum resistance

1

20

1

Resistance (percentage)

52

131

14 and rapidly decreases

Range (yards)

10.6

36

1.4

Note - passive skills add half of the bonus to maximum resistance.

Level 18 - Vigor

Increases the movement speed of the character. It has many applications - reduces the time spent in the camp/during exploration, helps to evacuate from difficult situations, easier farming, by quickly getting to the target (e.g. boss). This aura can be obtained by using the runic word: Harmony.

 

Level 1

Level 20

Difference per level

Increased walking / running speed

13

43

5 and decreases

Bonus to Stamina recovery

300

525

25

Increased maximum Stamina

300

525

25

Range (yards)

10

48

2

Level 24 - Meditation

The aura of meditation significantly increases the rate of Mana recovery.This aura can be obtained by using the runic word: Insight.

 

Level 1

Level 20

Difference per level

Mana recovery rate

300

775

25

Range (yards)

7.3

32.6

1.3

Level 30 - Salvation

An aura that allows you to restore health and mana, converting corpses of defeated enemies. However, there is no guarantee of the effect, only a certain chance. The chance is calculated every second for each body in the range - so it affects the speed of the recovery. Range: 10.6 yards. This aura can be obtained by using the runic word: Phoenix.

 

Level 1

Level 20

Difference per level

A chance for Salvation

23%

85%

11 and decreases

Mana and health recovery (in points)

25

120

5

Cons of the skill: does not work on allies, low utility in battles with bosses, converted corpses can not be used in other ways by other players.

Level 30 - Redemption

Aura significantly increases resistance to all attacks based on elemental magic, i.e.: fire, cold, lightning. Does not provide resistance to Poison. It works on allies and is very useful in multi-player sessions at high difficulty levels, where most enemies use elemental attacks.

 

Level 1

Level 20

Difference per level

Increased elements resistance

60%

108%

8% and decreases

Range (yards)

50%

335%

15%

Be careful because by investing a lot of points in this skill, you can exceed your maximum resistance because this ability does not increase it - in other words, you won't receive a bonus over the maximum resistance.

Offensive auras

Offensive auras increase the power, rating of the attack or add magical effects to Paladin attacks.

Level 2 - Might

Might increases the attack power of the character and allies in range. Later auras will surpass this ability. Desert Mercenaries use it by default - the mercenaries of Act 2. This aura can be obtained by using the runic word: Last Wish.

 

Level 1

Level 20

Difference per level

Bonus famage

40%

230%

10%

Range (yards)

10.6

36

1.4

Level 6 - Holy Fire

Holy Fire passively attacks enemies within range and deals fire damage. In addition, it adds a bonus to the attack, adding fire damage to it. It's rarely used aura, although effective in the early stages of the game. This aura can be obtained by using the runic word: Dragon.

 

Level 1

Level 20

Difference per level

Fire damage

1-3

18-21

0.5 to min and max, 1 from level 9

Bonus to attack damage

6-18

109-127

4 to min and max, increases from level 9

Range (yards)

4

16.6

0.6

Level 6 - Thorns

Enemies attacking the Paladin with this aura take damage. This applies only to attacks that hit the character and are not blocked (attack power reduced by hero's defense). Only applies to melee attacks - they are returned as physical damage, which reduces the aura's effectiveness at higher difficulty levels. This aura can be obtained by using the runic word: Edge.

 

Level 1

Level 20

Difference per level

Returned damage

250%

1010%

40%

Range (yards)

10.6

36

1.4

Level 12 - Blessed Aim

Increases the aim of the character (attack rating) and allies by a certain percentage. Desert Mercenaries have this aura by default.

 

Level 1

Level 20

Difference per level

Attack Rating

75%

360%

15%

Range (yards)

10.6

36

1.4

The skill passively increases the attack aim bonus by 5% per level.

Level 18 - Holy Freeze

Injures and slows down enemies in range. The damage is not high, but the effect of cold and slowing down enemies makes this skill very powerful. Interestingly, the aura also works on cold resist monsters (but the slowing down effect is not applied). Desert Mercenaries use this aura at the Nightmare difficulty level. This aura can be obtained by using the runic word: Doom and Ice.

 

Level 1

Level 20

Difference per level

Freeze damage

2-3

37-38

1 to min and max

Bonus to attack damage

10-15

185-190

5 to min and max

Enemies slowed down by

30%

54%

4 and rapidly decreases

Range (yards)

4

16.6

0.6

Level 18 - Concentration

Increases attack power. Similar to the aura Might and Fanaticism. However, Concentration increases the chance your attack will not be interrupted by an enemy offensive - the value is constant and is 20%. In addition, it increases the damage dealt by allies evenly, as opposed to Fanaticism (which increases the attack strength of the allies only by half). This aura can be obtained by using the runic word: Pride.

 

Level 1

Level 20

Difference per level

Bonus to damage

60%

345%

15%

Range (yards)

10.6

36

1.4

The skill passively increases the damage for Blessed Hammer by 50%.

Level 24 - Holy Shock

Similar to Holy Fire and Holy Freeze, add a lightning element to the attack and deal passive lightning damage to nearby enemies. The maximum damage is high, but it's difficult to generate it with lightning element due to the large spread (Level 1 damage) - even so, on average, it is the strongest of the three offensive auras. This aura can be obtained by using the runic word: Dream.

 

Level 1

Level 20

Difference per level

Lightning damage

1-10

1-156

6 to max and increasing

Bonus to attack damage

1-60

1-936

36 to max and increasing

Range (yards)

4

16.6

0.6

Level 24 - Sanctuary

Sanctuary is a powerful aura: it increases damage, removes resistances and immunities, and knocks back Undead in range. This applies only to the Undead - it does not work on any other units (and on skeletons summoned by a Necromancer in a multiplayer game). Interestingly, it also works on mini-bosses, but not on the main ones. This aura can be obtained by using the runic word: Lawbringer.

 

Level 1

Level 20

Difference per level

Aura damage

8-16

88-108

4 to min and max

Bonus to attack damage

150%

710%

30%

Range (yards)

3.3

16

0.6

Level 30 - Fanaticism

Fanaticism increases damage dealt, attack speed, and attack rating Damage boost is lower than from Concentration. Interestingly, in this aura case, allies receive a smaller damage bonus than the main character. This aura can be obtained by using the runic word: Beast and Faith.

 

Level 1

Level 20

Difference per level

Attack speed

14%

35%

4% and decreasing

Attack Rating

40%

135%

5%

Increased damage (character)

50%

373%

17%

Increase damage (allies)

25%

186%

8%

Range (yards)

7.3

20

0.6

Level 30 - Conviction

One of the strongest skills in the game. Reduces defense and resistance to the elements of nearby enemies. An indispensable skill at high difficulty levels against monsters with immunities and resistances. For the immunities, the effect of the aura is only 20%. Range: 13.3 yards. This aura can be obtained by using the runic word: Beast or Infinity at 12 level.

 

Level 1

Level 20

Difference per level

Defense reduction

49%

90%

7% and rapidly decreasing

Immunity reduction

30%

125%

5%

Combat

Combat - you will use the skills from this category actively in combat instead of basic attack.

Level 2 - Sacrifice

The Paladin sacrifice 8% of the health to increase the damage and rating of the attack. At low levels, the skill is ineffective - however, it gets useful over time, and the health loss can be balanced with items that allow you to steal health from opponents. Using it with a fast weapon can lead to a "suicide". It has high synergies to Zeal, therefore, it is often developed.

 

Level 1

Level 20

Difference per level

Attack Rating

20%

153%

7%

Bonus to damage

180%

465%

15%

Level 2 - Smite

Use your shield to attack, repel and stun the target. The rating doesn't influence this attack - it always hits. It has some cons: it doesn't deal additional magic damage (guaranteed by talismans) and doesn't allow you to steal health/mana when attacking, you will also not receive a bonus from Sanctuary and other auras that add the elemental damage. Auras such as Might, Concentration, Fanaticism increase the damage but do the speed. After all, the damage dealt is quite high and doesn't depend on weapons Mana cost: 2.

 

Level 1

Level 20

Difference per level

Damage

15

300

15

Stun time (seconds)

0.6

4.4

0.2

Level 6 - Holy Bolt

Holy Bolt is a specific skill - Paladin fires a magic blot that deals damage only to the Undead but also heals allies. It can be useful if you are playing with other players but only when the skill has is on a high level.

 

Level 1

Level 20

Difference per level

Mana cost

2

3.1

0.05

Magic damage

8-16

196-220

8 to min and max and increases from level 9

Healing level

1-6

39-82

2 to min; 4 to max

Holy Bolt has up to 50% synergy to damage from Fist of the Heavens skill.

Level 12 - Zeal

Perform several quick attacks against several opponents surrounding Paladin or just one - if you fight against a single enemy. The combo can't be interrupted by an enemy attack. It is an effective and powerful skill, often chosen for this character class. The maximum number of attacks is 5 at level 5; the bonus to damage is only from level 6. Mana cost: 2.

 

Level 1

Level 20

Difference per level

Attack Rating

10%

200%

10%

Bonus to damage

0%

96%

6% from Level 5, previously 0

Number of attacks

2

5

1 to max 5 at Level 4

The attack has strong synergy with skill Sacrifice which increases the level of this skill more than investing points in Zeal.

Level 12 - Charge

Charge towards the enemy, quickly reducing the distance and greatly increasing the power and rating of the attack. It receives very strong synergies from Mightand Vigor (20% to damage). No shield is required, and you can even use two-handed weapons. The skill can also be used to quickly move around the map/escape from a tough situation. Mana cost: 9.

 

Level 1

Level 20

Difference per level

Attack speed bonus

20%

68%

8% and decreases

Bonus to damage

50%

335%

15%

The con of the skill is the high cost of Mana, a stat which in the Paladin class is usually not develop. The solution are items that allow you to steal Mana.

If you stand next to the enemy and do not use the charge - you deal basic damage (nevertheless, Mana is still charged).

Level 18 - Blessed Hammer

Paladin summons a magic hammer, which moves around the indicated point, increasing its range until it disappears. While it moves, it injures every opponent it encounters. You can summon more than one hammer at once. In fact, the skill is powerful only when it is set as the main attack and developed with synergies.

 

Level 1

Level 20

Difference per level

Mana cost

5

9.7

~0.2

Magic damage

12-16

196-200

8 to min and max

Concentration provides 50% increased damage (passive). The Undead receive additional damage.

Level 18 - Vengeance

Vengeance is another skill of the Paladin, which provides him with effective combat at high levels of difficulty. Elemental damage is added to the basic attack (as a percentage of standard attack power), so the enemy will always take damage regardless of their resistance. The drawback of the skill is a fairly high cost of Mana. Receives 10% synergy to a given element from auras giving resistance to that element.

 

Level 1

Level 20

Difference per level

Mana cost

4

8.7

0.2

Cold time (seconds)

1.2

12.6

0.6

Elemental damage (based on standard attack)

70%

184%

6%

Bonus to damage

20%

210%

10%

Level 24 - Conversion

Using this skill when performing a standard attack, you have a chance to convert the enemy and force him to fight on your side. The effect lasts for 16 seconds. When leveling, you gain a greater chance of conversion, but the percentage decreases rapidly with subsequent levels, the skill also has no synergy. Mana cost: 4.

 

Level 1

Level 20

Difference per level

Chance to convert

7%

42%

6% and decreasing

Level 24 - Holy Shield

A key skill for a Paladin using a shield. Significantly increases the statistic of block and defense, and duration at higher levels makes this ability almost passive. The defense bonus is a percentage of the hero's entire defense, not just the shield. Ability negates Thorns skill which deal damage only when it hits. Holy Shield receives up to 15% synergy from Defiance aura and enhances the active skill Smite. Mana cost: 35.

 

Level 1

Level 20

Difference per level

Duration (seconds)

30

505

25

Bonus to defense

25%

310%

15%

Blocking bonus

14%

35%

4% and rapidly decreasing

Smite damage bonus

3-6

57-60

2 to min and max

If you have additional equipment that will give you a higher bonus due to its stats and you switch to the second set of weapons/shields, the bonus parameters will not change - for example, you can have a weaker weapon and shield, activate the bonus and switch to a two-handed weapon.

Level 30 - Fist of the Heavens

The Paladin summons down a magic bolt that deals high lightning damage and additionally splits into 4 smaller bolts (these only hurt the Undead). Mana cost: 25.

 

Level 1

Level 20

Difference per level

Lightning damage (main attack)

150-200

675-725

15 to min and max and increases from Level 9

Additional damage

40-50

226-236

6 to min and max and increases from level 9

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