Diablo 3 Defeating Reflect Damage Guide by LordRaahl
- Diablo 3 Patch 2.5 Damage Monk Dmg Build Free
- Diablo 3 Patch 2.5 Damage Monk Dmg Build Free
- Diablo 3 Patch 2.5 Damage Monk Dmg Build Guide
- Diablo 3 Patch 2.5 Damage Monk Dmg Build Guide
- Diablo 3 Patch 2.5 Damage Monk Dmg Build 2
- Diablo 3 Patch 2.5 Damage Monk Dmg Build Mod
So I’ve been seeing many people having trouble with Reflect Damage, So here is a guide to how to overcome this elite affix for every class.
Update : Reflect Damage is now nerfed, so you shouldn’t have anymore issues with it.
But if you still do, have a look for some insight.
It seems that every patch, there is an OP affix.
Feb 05, 2017 Diablo 3 PTR Patch 2.5.0 Notes GENERAL. New Feature: Armory. Players may now save up to five different builds per character using the Armory. This new feature can be found in the town hub within each Act; Saving a build in the Armory will snapshot your character’s current gear, socketed gems, active and passive skills, and Kanai’s Cube powers. Roland's Legacy Sweek Attack build - tied for the first place for the Best Crusader build in Season 16 and Patch 2.6.4 Based on Roland's Legacy set and the amazing attack speed and damage reduction bonuses granted by the Sweep Attack skill; Akkhan Condemn build - the best Diablo 3 build in Patch 2.6.1. Currently, it's tied for the. Combos always count up to three and then reset; it's not possible to build up multiple combos to the second or third level at once, as the Assassin could do with her charge up attacks in Diablo 2. Monks can mix and match their combos; the three stages can come from two or three different combo skills, but they always proceed in order, with the.
in 1.0.3 There was Molten.
1.0.4 Fire chain now interrupts casting, at a high rate.
and in 1.0.5 Reflect Damage is now overpowered.
If you want to overcome this affix, read on.
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The complete Reflect Damage Guide
© CountFury, master theorycrafter
What is Reflect Damage?
– An elite affix that returns 15%-20% of the damage you deal, onto you.
It does not affect people with below 40k dps. However, when you get above 85k unbuffed,
you can receive some heavy damage by attacking the monsters, and your heavy hitting skills will sometimes 1-shot you.
—————-
First of all,
you have to have your resistance and armor taken care of.
for higher MPs, you will need.
At Least 400 resistance, at least 4k armor, and at least 35k HP.
Then,
to counter Reflect Damage,
you have to understand the Past, Present, and Future, of your healing ticks.
i.e. while taking the damage; having the before heal, the during heal, and the after heal.
The Trinity of Healing
The before heal : Life Regen.
This will replenishing when you are not directly attacking the mobs. It gives you a cushion to take the reflect before you hit them. Have at at least 1k life regen and you will see a difference. Life Regen gives you life BEFORE the actual hits you inflict, and will fill your hp when you are kiting.
The during heal : Life On Hit.
This will ensure that as you hit the monsters with your regular attacks, you will gain health in the process. It acts as a damage mitigation, the healing amount varies from skill to skill, by coeficient %, most often highest on your basic attacks, and lowest on your strongest attacks.
Attack speed directly influences how fast you will heal. Notice the word On Hit, this stats will give you direct life DURING your hit.
The after heal : Life Steal.
This allows damage you deal to be converted to life.
Unlike Life on Hit, it applies to all your skills.
The higher dps a skill has, the more life you gain back. Thus, it is the reverse of Life on Hit, from the opposite dps spectrum. I.E., your basic attacks will not return much lifesteal, but your heavy attacks will.
Life Steal’s mechanics returns life – a split mili-second AFTER you do the damage.
(and that is why you can still die on RD even with LS, because if you hit hard enough, you can ko yourself before it has a chance to heal you.)
Life on Hit vs Life Steal.
Life on Hit is universally good with all gear levels.
When you reach 1000 LoH, you will be able to mitigate the majority of damage you receive.
LoH is essential for effective tanking, and is recommended for all players’ survivability.
You however, will be sacrificing quite a few stat points by getting up to 1k LoH.
Life Steal, is better than LoH when you reach high dps, at 60k(melee), 100k(range), is where you’ll begin to see it making a difference. LS is essential for effective survival with high DPSers.
LS is more effective to gear when you have high dps, because you won’t sacrificing as much stats as stacking LoH.
And you will only need 2%-3% LS on 1 weapon, whereas with LoH, you need to stack it in various gears until you reach 1k.
Think of LoH as the Lightside, LS as the Darkside, and Life Regen as the balance between both.
They are all end-game stats that you should strive to get.
You will only need 1 out of 3, having all 3 is great, but stacking them all is counterproductive.
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Important Note about LS.
Once you reach over 100k dps unbuffed.
Even with Lifesteal, If you cast a nuke skill, and don’t have a decent health pool, it will still kill you.
For example, a DH with 150k unbuffed dps, 30k HP, casting a Cluster Arrow – Loaded For Bear, crits 1mil on all 3 elites; will still die even with Gloom on.
some Math:
1mil x 3 = 3mil.
15% of 3mil = 450k dmg reflected.
lets say 50% damage reduction from armor, and then 50% from resistance.
so 450 / 2 / 2 = 115k
35% reduction from Gloom, which mitigates another 40k from that.
so you receive 75k damage back, if you crit 3 mil on the elite.
75k dmg receive, is higher than 30k HP, so the DH gets 1shot even with Gloom on.
(but this is an extreme case and shouldn’t happen.)
That is because Lifesteal is the AFTER heal.
It means you deal the damage first -> then you get reflected -> then you heal from LS.
All in a split second.
So if the reflected damage, is higher than your maximum HP, you will get 1 shot and not have the chance to heal.
Another example is Monk using Exploding Palm on MP6 and above on an RD pack.
In which case, just cast serenity before the death explosion.
*On using all 3.
If you want total control over RD, then get all 3.
at least 700 regen, 700 LoH, and 2.5 Life Steal.
but don’t stack them, because that would gimp your other stats.
Now, to better explain the order of which application goes first,
it’s like this.
Life Regeneration
HP you gain -> Damage you deal -> Damage you get reflected.
Life on Hit
Damage you deal -> HP you gain -> Damage you get reflected.
Life Steal
Damage you deal -> Damage you get reflected -> HP you gain.
All coded in a split second.
Thus.
The purpose of regen is to give you health before you attack or when not attacking.
The purpose of LoH, is for your basic attacks to sustain you.
and the purpose of LS, is for the heavy hitters, to give you a refill on HP.
They are like proton-neutron-electron.
Just have a little bit of “Atom”, and you will be fine with RD.
;)
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THEN,
you will need to know WHICH skill, procs a lot of Life on Hit. Include that skill in your build,
most often it’s a primary skill anyways. For example: frenzy / fists of thunder / piercing orb, etc.
After that,
include a heavy damage skill that is strong, but does not hit too hard, and can be cast often.
For example, Arcane Orb, Acid Cloud. This is for the life steal, you want it to do high damage, but not to the point where it can crit the pack and 1 shot you.
———————-
Some people may not want to change their build “just for 1 affix”,
but that is wrong, because having the combination of 2 skills that you can benefit from both,
will greatly increase your survival rate with all other affixes as well.
Also, a lot of your builds are old builds from 1.0.3, it’s time to adjust and adapt now.
Now, for Reflect Damage combat.
Life Regen will replenish you when you are not attacking the enemies, and/or kiting. (the before heal)
Life On Hit will sustain you when you are attack with your basics. (the during heal)
Life Steal will defend you, when you unleash your heavy hitting attacks. (the after heal)
Most people having trouble with RD, are using Life Steal without regen, thus not being able to sustain life during general attacks. They unload their strong skills and are killed in the process.
Strategies for middle to higher MPs. (4-6, 7-10)
If you’re getting pwned by RD in (0-3), then you are not gearing right. (see the sections above.)
If you’re getting pwned by RD in 4-7, then your gear and skills may not good enough, consider having more armor and/or resistance.
and If you meet all the above qualifications and your gears are great, and still getting pwned by RD, then you are just bad.
– Important –
Carry a lower dps weapon, with high Life on Hit and good attack speed with you, swap it when you encounter RD. (Speed recommended : Sword, Dagger, or an axe with IAS)
Monk Strategy
With RD, you have to get smart.
The typical click-click-click > press buttons > kill before get killed, doesn’t work.
– If you do not have high LoH and attack speed, then don’t use Sweeping Wind on an RD pack, when you have over 85k dps that is.
If your dps and defensives are decent, you Should be able to take them down without the need to rely on SW. This is being the damage of the Sweeping Wind aura itself, and all the cyclones, will be returned to you. (as they are hitting all 3 of the elites)
However, if your dps is high AND you have lifesteal, Then you can do SW anytime you want, the healing will scale perfectly with the damage reflected and keep you healthy, but you will need high attack speed (and crit chance) to get a lot of cyclones. Once you get that, you can facetank RD with cyclones.
If not, then there’s another way, you can rely on Life per Spirit Spent, which is the on-the-go potion that you can control. You can use Shenlong set and /or find a spirit stone with LPSS,
it works pretty good, but you have to keep making spirit, if you don’t have spirit, you don’t have your potion.
So LPSS is not as effective as the others, its not a constant buff, and the stack amount is limited. Having 100 LPSS heals you 5k white spamming mantra, not too shabby.
The pecking order of healing when it comes to monks goes.
LS ~ LoH > Regen > LPSS.
– Seven-sided Strike : this is your chance to unleash damage, SSS gives you a 1.5 seconds invulnerability, and resets enemy aggro. It is like a double-purpose Smoke Screen. Incorporate it into your build, you will though have to give up Breath of Heaven – Blazing Wrath.
– Serenity : during the 3-4 seconds immunity, you can unleash your spirit spenders, and stockpile them up again with basic attack when serenity wears out.
– Another skill that you can take to boost your defensive, is Inner Sanctuary : Circle of Protection (35% dmg reduction). Don’t even get me started on how good this is.
– Strategic Kiting for cool down / life regen / health globes.
I recommend all monks to be able to strategic kite for 3 seconds. If you can do that, your survivability will increase.
– I understand that the STI nerf will take some time to get used to, but if you are failing Monk in 1.0.5 at MP5 or below, even with good gears, then it means you lack the skills to play a mobility class like the monk or the DH, and should reroll a different one.
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Demon Hunter Strategy
Now with the DH, the skill that will allow you guard against RD, is Shadow Power. (Blood Moon / Gloom)
If you don’t use Shadow Power, there’s another way, read below.
Now because you do very high damage, you need to also carry a high LoH weapon. (buy cheap ones with high vit and LoH, dual wield 1h xbows like a boss!)
Start out with your strong bow, use Shadow Power, when your life or discipline is low, if the mob is still alive, then swap.
For Non-Shadow Power users:
– you don’t HAVE to use Shadow Power per se, Smokecreen also works, it gives you a small window you can unload on the mobs and then kite again with normal arrows.
Preferably with a LoH bow if you don’t use Shadow Power, and you will need to incorporate this skill in your build.
http://eu.battle.net/d3/en/calculator/demon-hunter#a!!Z
Don’t ask why Cinder Arrow and don’t talk about it (for obvious reasons). Just use it with Loh Weapons and you’ll see.
I would like to see more dual wielding DHs, especially for RD swap.
You can equip both bows by equipping the first one, then press and hold ALT, then right click the other.
Note:
For Bola shot users.
here’s a post by Xuu on page 5.
verify this for the Bola Shot users,
IF you cast bola shot BEFORE you cast Gloom. you will STILL get reflect damage when the bola shot exploded.
It happened to me on many occassions.
Another way to mitigate RD is to use one of these 4 skills.
-Perfectionist
-Evasive Shot : Hardened (for those with higher armor)
-Boar Companion (if you have good resistance)
-Sentry – Guardian Turret
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Wizard Strategy
(also see my next posts below, or the discussion on 2nd page)
These are the skills that will provide good LoH,
Shock Pulse – Piercing Orb
Magic Missle
Spectral Blade – Deep Cuts
Living Lightning
Electrocute
if you are running CM freeze / Archon,
you won’t benefit much from LoH or Regen, (unless you really stack regen)
so you best have a back up lifesteal weapon, for when an RD pack shows up.
For RD co-mitigation,
Diamond SKin – Crystal Shell
and Teleport – Safe Passage (30% damage mitigation)
Energy Armor – Force Armor (you will need a large health pool)
Magic Weapon – Blood Magic (1.5 life steal)
Spectral Blade – Healing Blades (5% lifesteal on blades)
Ice Armor – Crystallize (60% armor buff)
Blur
Edit : For archon people, run Ice Armor Crystallize and you will be fine.
The 60% armor buff helps a lot, and you also get a free 12% melee reduction.
Also when mobs are frozen while they melee you, at least you’re not taking their attacks along with their RD.
now if you are running Storm Armor,
you better have good armor and resistance, because every time a lightning bolt crits, you get hurt real bad.
and If you run Storm Armor with Archon, USE Scramble, Scramble to those health globes asap. >:D
oh yea, and Hydra will mess you up.
you get no healing of any form from Hydra, none. Yet they reflect their damage onto you.
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Barbarian Strategy
– As barb, you shouldn’t have much problem with RD if you’re using the passive Bloodthirst, and have a belt with Lifesteal.
For other cases,
recognize the potency of these 3 skills.
– Rend : Bloodlust (for Renders)
– Overpower : Crushing Advance. (for whirlwinders)
– Ignore Pain : Ignorance is Bliss. (for tankers)
’nuff said.
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Witch Doctor Strategy
– Just like Wizard, carry a backup Lifesteal weapon, since you don’t have much LS skills.
– you can’t die if you have 850 LoH and using Rain of Toads or Acid Rain, period.
also,
– Horrify Frightening aspect. Takes your armor and double it, for 8 seconds.
Enough for you to down that RD pack’s HP.
– Spirit Walk : any rune. Notably Jaunt or Healing Journey.
– Your pets will kill you, because their damage get reflected onto you.
However, If you’re gonna use pets with RD, use these 2 runes.
— Burning Dogs.
— Big Stinker.
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Secret occult strategy
for those who are doing pretty good with RD, but just needs a little bit more sustain to survive,
there is an omega potion, with no cooldown.
there is a certain weapon.. ;)
get it with lifesteal, when your HP is low,
swap to it real quick, then kill a nearby white mob with a strong attack.
’nuff said.
(note: this also works for everybody)
Sorry I’m speaking in riddles, you already know why.
Extreme combinations
RD is extra hard when it comes with certain affixes.
I will mention these 2, as it makes the battle a lot more intense.
1 – Reflect Damage + Molten + Mortar + ___
This is an insane combination, the reason is, melees cannot stand on the pool and take the RD at the same time. And range cannot kite effectively while dodging all the mortars.
This takes planning and tactics. (Thus SKILLS, which most people deny.)
2 – Reflect Damage + Health Link
When you hit 1 elite, you hit all 3…
Separate them immediately.
Last but not least,
for those with extreme high dps and getting hurt by RD because they refuse to use LoH or LS weap. My advice for you is this, which sums up the RD topic.
– Drop the Arrogance, and Swap the Weapon.
because if you do absurd amount of dps, over 250k unbuffed, you will still die when you cast a nuke skill, it will one shot you before you get the chance to heal.
That is all for Reflect Damage.
Thank you, good luck, and have fun!!
——————–
P.S.
for those interested in seeing my stats,
here is my profile,
http://us.battle.net/d3/en/profile/CountFury-1192/hero/9125843
nothing OP, just good gears through hard finds and intense farming savings. No RMAH.
and profile not update, my monk dps is actually 103k atm.
Diablo 3 Patch 2.5 Damage Monk Dmg Build Free
Paladin Skills | |
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|
These skills are primarily melee strikes of various types, but Paladins also possess a few magical attacks and some highly-effective shield attacks as well.
- 5Charge
Sacrifice[edit]
Required Level: 1
Prerequisites: None
Synergies: Points in these skills increase the damage done with Sacrifice.
- Redemption: +15% Damage Per Level
- Fanaticism: +5% Damage Per Level
Details: Sacrifice boosts the Paladin's damage and attack rating substantially, at a cost in blood. Each hit landed with this skill inflicts 8% of its damage on the Paladin.
- To offset the damage to self, life leech equipment can come in very handy.
- Due to penalties to life leech in higher difficulties, at least 16% (Nightmare) and 24% (Hell) life leech is required to negate the HP loss.
- Life is reduced before life steal and Life Tap are applied. Thus using Sacrifice while at low HP can be fatal, even with sufficient life steal.
- It's possible to kill yourself with Sacrifice, leading to the amusing 'Paladin was slain by Paladin.' death message in game.
- The game will recognize this as PvP, which nullifies experience loss in hell and nightmare difficulties.
Damage to Self: | 8% |
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Skill Level Progression [e] |
---|
Slvl | AR +X% | Damage +X% | Slvl | AR +X% | Damage +X% | Slvl | AR +X% | Damage +X% | Slvl | AR +X% | Damage +X% |
---|---|---|---|---|---|---|---|---|---|---|---|
1 | 20 | 180% | 6 | 55 | 255% | 11 | 90 | 330% | 16 | 125 | 405% |
2 | 27 | 195% | 7 | 62 | 270% | 12 | 97 | 345% | 17 | 132 | 420% |
3 | 34 | 210% | 8 | 69 | 285% | 13 | 104 | 360% | 18 | 139 | 435% |
4 | 41 | 225% | 9 | 76 | 300% | 14 | 111 | 375% | 19 | 146 | 450% |
5 | 48 | 240% | 10 | 83 | 315% | 15 | 118 | 390% | 20 | 153 | 465% |
c
Smite[edit]
Required Level: 1
Prerequisites: None
Requires: A shield equipped.
Synergies: None.
Details: Smite is a shield bash that damages, stuns, and knocks back the target.
- The speed of smite is based on the equipped weapon.
- Smite causes durability loss to the equipped weapon.
- Smite's damage is based on the shield. Only Paladins see the listed Smite damage on shields.
- Damage types that work with Smite: Crushing Blow and Open Wounds.
- Damage types that do not work with Smite: Life and mana leech, Deadly Strike, elemental damage from Auras, undead damage from Sanctuary, damage from Charms,
- Smite will steal life (only) when the Life Tap Curse is active on the target.
- Smite always hits, so can be very useful against monsters or players with high defense.
- Bosses and SuperUniques have a resistance to being stunned, but will be stunned with repeated hits. Act Bosses can not be stunned.
- Stun lengths are decreased to 1/2 in Nightmare and 1/4 in Hell.
Mana: | 2 |
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Skill Level Progression [e] |
---|
Slvl | Damage +X% | Duration | Slvl | Damage +X% | Duration | Slvl | Damage +X% | Duration | Slvl | Damage +X% | Duration |
---|---|---|---|---|---|---|---|---|---|---|---|
1 | 15% | 0.6 | 6 | 90% | 1.6 | 11 | 165% | 2.6 | 16 | 240% | 3.6 |
2 | 30% | 0.8 | 7 | 105% | 1.8 | 12 | 180% | 2.8 | 17 | 255% | 3.8 |
3 | 45% | 1.0 | 8 | 120% | 2.0 | 13 | 195% | 3.0 | 18 | 270% | 4.0 |
4 | 60% | 1.2 | 9 | 135% | 2.2 | 14 | 210% | 3.2 | 19 | 285% | 4.2 |
5 | 75% | 1.4 | 10 | 150% | 2.4 | 15 | 225% | 3.4 | 20 | 300% | 4.4 |
Holy Bolt[edit]
Required Level: 6
Prerequisites: None
Synergies: Each point in the following skills boosts the damage or healing of Holy Bolt.
- Blessed Hammer: +50% Magic Damage Per Level
- Fist of the Heavens: +50% Magic Damage Per Level
- Prayer: +15% Life Healed Per Level
Details: A glowing, magical projectile is fired out at a medium rate of speed. This projectile will damage enemy undead monsters, and heal friends.
- Holy Bolt damage can not be resisted, but only affects the Undead.
- Holy Bolt was a novelty in early versions of the game, but since synergies were added in v1.09 it's become potentially quite powerful, both as a killing weapon and a healing skill.
Skill Level Progression [e] |
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Slvl | Mana | Magic Damage | Healing | Slvl | Mana | Magic Damage | Healing | Slvl | Mana | Magic Damage | Healing | Slvl | Mana | Magic Damage | Healing |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | 2.0 | 8-16 | 1-6 | 6 | 2.3 | 48-56 | 11-26 | 11 | 2.6 | 94-105 | 21-46 | 16 | 2.9 | 144-160 | 31-66 |
2 | 2.0 | 16-24 | 3-10 | 7 | 2.3 | 56-64 | 13-30 | 12 | 2.6 | 104-116 | 23-50 | 17 | 3.0 | 157-175 | 33-70 |
3 | 2.1 | 24-32 | 5-14 | 8 | 2.4 | 64-72 | 15-34 | 13 | 2.7 | 114-127 | 25-54 | 18 | 3.0 | 170-190 | 35-74 |
4 | 2.1 | 32-40 | 7-18 | 9 | 2.5 | 74-83 | 17-38 | 14 | 2.8 | 124-138 | 27-58 | 19 | 3.1 | 183-205 | 37-78 |
5 | 2.2 | 40-48 | 9-22 | 10 | 2.5 | 84-94 | 19-42 | 15 | 2.8 | 134-149 | 29-62 | 20 | 3.1 | 196-220 | 39-82 |
Zeal[edit]
Required Level: 12
Prerequisites:Sacrifice
Synergies: Zeal receives bonus from points spent in:
- Sacrifice: +12% Damage Per Level
Details: Zeal is a rapid, multi-strike attack with substantial bonuses to attack rating, attack speed, and damage.
- The first strike will always aim at the targeted monster. The next four will alternate between all targets in range.
- Using Zeal on a group tends to wear all the monsters down gradually and equally. Poison damage or Prevent Monster Heal will keep them from healing back during the battle.
- If you wish to kill a single monster in a group, you should use Vengeance, Sacrifice or Smite to hit just it.
- If using a one-handed weapon, picking one with 2 or 3 range will work noticeably better than 1-range items, especially when hitting monsters in a group.
- Note that points in Sacrifice add more to Zeal's damage than points in Zeal itself, though they do not add to the Attack Rating. If higher damage is the goal, raise Zeal enough to get five hits and the necessary AR, then put points into Sacrifice instead.
- Zeal can not be interrupted; all five hits are always delivered, though not necessarily successfully.
- In earlier versions of Diablo II, Zeal gained a hit with every point spent in the skill. This was a problem for online play, when characters became desynched and stood there swinging 20 times and hitting nothing. The change to 5 fast hits made Zeal the most popular Paladin combat skill.
Mana: | 2 |
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Skill Level Progression [e] |
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Slvl | AR +X% | #Hits | Damage | Slvl | AR +X% | #Hits | Damage | Slvl | AR +X% | #Hits | Damage | Slvl | AR +X% | #Hits | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | 10% | 2 | +0% | 6 | 60% | 5 | +12% | 11 | 110% | 5 | +42% | 16 | 160% | 5 | +72% |
2 | 20% | 3 | +0% | 7 | 70% | 5 | +18% | 12 | 120% | 5 | +48% | 17 | 170% | 5 | +78% |
3 | 30% | 4 | +0% | 8 | 80% | 5 | +24% | 13 | 130% | 5 | +54% | 18 | 180% | 5 | +84% |
4 | 40% | 5 | +0% | 9 | 90% | 5 | +30% | 14 | 140% | 5 | +60% | 19 | 190% | 5 | +90% |
5 | 50% | 5 | +6% | 10 | 100% | 5 | +36% | 15 | 150% | 5 | +66% | 20 | 200% | 5 | +96% |
Charge[edit]
Required Level: 12
Prerequisites:Smite
Synergies: Charge receives damage bonuses from points placed in:
- Vigor: +20% Damage Per Level
- Might: +20% Damage Per Level
Details: A rushing attack that moves the Paladin very quickly to the target. Includes a knock back effect allowing it to be used over and over again on the same enemy, knocking them back until they die or run into an obstacle.
- Despite the icon and location on the skill tree (after Smite) Charge does not require a shield, nor does the shield damage factor into the damage dealt if you have a weapon equipped. Charging with a big damage, two-handed weapon can be very effective.
- Like all of the Paladin's combat skills, Charge is best used on the left click, while an aura is active on the right.
- Charge can not be used in melee range; only from further away. Smite for the knock back, then Charge is a useful combination.
- Charge can be used without a target by holding down the shift key. This will let your Paladin traverse long distances very quickly, though it uses up a lot of mana and leaves minions far behind.
- Bugs with Charge can freeze the Paladin in place, or make him walk backwards (the moonwalk bug). Switching weapons or getting hit will usually snap him out of it.
- Charge was the favorite low level PK skill in early D2 days. Beware low level Paladins with Vigor and big two-handed weapons. (Such as Bonesnap.)
Charging Speed[edit]
ChargeSpeed = BaseRunSpeed * (1 + Skill_FRW / 100 + Armor_Speed / 100) * 150%
where the terms are as above. By substituting BaseRunSpeed and multiplying it by 150%, we get:
ChargeSpeed = 9 yards/s * (1 + Skill_FRW / 100 + Armor_Speed / 100)
There is no lower limit to ChargeSpeed. It can be even negative.
Mana: | 9 |
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Skill Level Progression [e] |
---|
Slvl | Damage | +AR | Slvl | Damage | +AR | Slvl | Damage | +AR | Slvl | Damage | +AR |
---|---|---|---|---|---|---|---|---|---|---|---|
1 | +100% | 50% | 6 | +225% | 125% | 11 | +350% | 200% | 16 | +475% | 275% |
2 | +125% | 65% | 7 | +250% | 140% | 12 | +375% | 215% | 17 | +500% | 290% |
3 | +150% | 80% | 8 | +275% | 155% | 13 | +400% | 230% | 18 | +525% | 305% |
4 | +175% | 95% | 9 | +300% | 170% | 14 | +425% | 245% | 19 | +550% | 320% |
5 | +200% | 110% | 10 | +325% | 185% | 15 | +450% | 260% | 20 | +575% | 335% |
Diablo 3 Patch 2.5 Damage Monk Dmg Build Free
Vengeance[edit]
Required Level: 18
Prerequisites:Sacrifice, Zeal
Synergies: Additional damage comes from points in:
- Resist Fire: +10% Fire Damage Per Level
- Resist Cold: +10% Cold Damage Per Level
- Resist Lightning: +10% Lightning Damage Per Level
- Salvation: +2% Elemental Damage Per Level
Details: A powerful single-hit attack that adds fire, lightning, and cold damage. The damage is not a set amount, but is based on your weapon damage, so the more damaging your weapon, the bigger the elemental damage bonus will be.
- Vengeance is usually paired with the Conviction aura, which lowers enemy resistances considerably. Fanaticism might be more helpful for some equipment sets though, for the faster swing and attack rating bonuses.
Skill Level Progression [e] |
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Slvl | Mana | Dur. | Elem Dmg. | +AR | Slvl | Mana | Dur. | Elem Dmg. | +AR | Slvl | Mana | Dur. | Elem Dmg. | +AR | Slvl | Mana | Dur. | Elem Dmg. | +AR |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | 4.0 | 1.2 | +70% | +20% | 6 | 5.2 | 4.2 | +100% | +70% | 11 | 6.5 | 7.2 | +130% | +120% | 16 | 7.7 | 10.2 | +160% | +170% |
2 | 4.2 | 1.8 | +76% | +30% | 7 | 5.5 | 4.8 | +106% | +80% | 12 | 6.7 | 7.8 | +136% | +130% | 17 | 8.0 | 10.8 | +166% | +180% |
3 | 4.5 | 2.4 | +82% | +40% | 8 | 5.7 | 5.4 | +112% | +90% | 13 | 7.0 | 8.4 | +142% | +140% | 18 | 8.2 | 11.4 | +172% | +190% |
4 | 4.7 | 3.0 | +88% | +50% | 9 | 6.0 | 6.0 | +118% | +100% | 14 | 7.2 | 9.0 | +148% | +150% | 19 | 8.5 | 12.0 | +178% | +200% |
5 | 5.0 | 3.6 | +94% | +60% | 10 | 6.2 | 6.6 | +124% | +110% | 15 | 7.5 | 9.6 | +154% | +160% | 20 | 8.7 | 12.6 | +184% | +210% |
Blessed Hammer[edit]
Required Level: 18
Prerequisites: Holy Bolt
Synergies: The following skills boost the damage of each Blessed Hammer.
- Blessed Aim: +14% Magic Damage Per Level
- Vigor: +14% Magic Damage Per Level
Details: Blessed Hammer sends forth a spinning, magical hammer that spirals outward from the Paladin, making two or three orbits before vanishing. The hammers can deal enormous damage when boosted by auras and synergies.
- The Concentration aura boosts the damage of the hammers (Might and Fanaticism do not), but only by 50% of Concentration's listed bonus.
- This skill's power lies in its ability to strike multiple enemies at once, especially when numerous monsters are herded into an open area, where the hammers can really get circling.
- Blessed Hammers no longer ignore the resistances of Undead and Demons after the v1.13 patch.
Dmg. to Undead: | +150% |
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Skill Level Progression [e] |
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Slvl | Mana | Damage | Slvl | Mana | Damage | Slvl | Mana | Damage | Slvl | Mana | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
1 | 5.0 | 12-16 | 6 | 6.2 | 52-56 | 11 | 7.5 | 98-102 | 16 | 8.7 | 148-152 |
2 | 5.2 | 20-24 | 7 | 6.5 | 60-64 | 12 | 7.7 | 108-112 | 17 | 9.0 | 160-164 |
3 | 5.5 | 28-32 | 8 | 6.7 | 68-72 | 13 | 8.0 | 118-122 | 18 | 9.2 | 172-176 |
4 | 5.7 | 36-40 | 9 | 7.0 | 78-82 | 14 | 8.2 | 128-132 | 19 | 9.5 | 184-188 |
5 | 6.0 | 44-48 | 10 | 7.2 | 88-92 | 15 | 8.5 | 138-142 | 20 | 9.7 | 196-200 |
Conversion[edit]
Required Level: 24
Prerequisites: Sacrifice, Zeal, Vengeance
Synergies: None.
Details: This skill acts as a mind control attack, 'converting' the monster to fight against other demons. For the duration of the effect, the monster will battle against its own kind, and be attacked by them. It can not be damaged by players during this time. This skill lets a paladin temporarily have a similar army like the Revive summoning Necromancer build.
- SuperUniques and Bosses can not be converted, nor can other players in PVP games.
- Experience is gained for kills made by converted monsters. Experience is not gained for converted monsters killed while under your influence.
- A common technique is to convert a monster, then use the Thorns aura to make monsters kill themselves attacking it. This can be dangerous, since the aura will remain for a few seconds after the monster de-converts.
Mana: | 4 |
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Duration: | 16 Seconds |
Skill Level Progression [e] |
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Slvl | Convert Chance | Slvl | Convert Chance | Slvl | Convert Chance | Slvl | Convert Chance |
---|---|---|---|---|---|---|---|
1 | 7% | 6 | 27% | 11 | 35% | 16 | 40% |
2 | 13% | 7 | 29% | 12 | 36% | 17 | 40% |
3 | 18% | 8 | 31% | 13 | 37% | 18 | 41% |
4 | 22% | 9 | 33% | 14 | 38% | 19 | 41% |
5 | 25% | 10 | 34% | 15 | 39% | 20 | 42% |
Holy Shield[edit]
Required Level: 24
Prerequisites:Smite, Holy Bolt, Charge, Blessed Hammer
Requires: A shield equipped.
Synergies:Defiance: +15% Defense Per Level
Details: Holy Shield provides a huge defensive bonus to the Paladin's entire defensive rating, greatly increases his odds to block attacks, and adds substantially to his Smite damage.
Mana: | 35 |
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Skill Level Progression [e] |
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Slvl | Dur. | Defense | Block | Smite Dmg. | Slvl | Dur. | Defense | Block | Smite Dmg. | Slvl | Dur. | Defense | Block | Smite Dmg. | Slvl | Dur. | Defense | Block | Smite Dmg. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | 30 | +25% | +14% | 3-6 | 6 | 155 | +100% | +26% | 13-16 | 11 | 280 | +175% | +31% | 26-29 | 16 | 405 | +250% | +34% | 41-44 |
2 | 55 | +40% | +18% | 5-8 | 7 | 180 | +115% | +27% | 15-18 | 12 | 305 | +190% | +31% | 29-32 | 17 | 430 | +265% | +34% | 45-48 |
3 | 80 | +55% | +20% | 7-10 | 8 | 205 | +130% | +28% | 17-20 | 13 | 330 | +205% | +32% | 32-35 | 18 | 455 | +280% | +34% | 49-52 |
4 | 105 | +70% | +23% | 9-12 | 9 | 230 | +145% | +29% | 20-23 | 14 | 355 | +220% | +33% | 35-38 | 19 | 480 | +295% | +34% | 53-56 |
5 | 130 | +85% | +25% | 11-14 | 10 | 255 | +160% | +30% | 23-26 | 15 | 380 | +235% | +33% | 38-41 | 20 | 505 | +310% | +35% | 57-60 |
Fist of the Heavens[edit]
Casting Delay: 1 Second
Required Level: 30
Prerequisites:Sacrifice, Holy Bolt, Zeal, Vengeance, Blessed Hammer, Conversion
Synergies: Damage is boosted by points in the following skills:
- Holy Bolt: +15% Holy Bolt Damage Per Level
- Holy Shock: +7% Lightning Damage Per Level
Details: Fist of Heavens calls down a bolt of lightning on the target, and sends out a spray of Holy Bolts. The lightning always hits, making this skill useful for evasive creatures or in PVP.
- Holy Bolts only damage undead monsters.
Mana: | 25 |
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Skill Level Progression [e] |
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Slvl | Lightning Dmg. | Holy Bolt Dmg. | Slvl | Lightning Dmg. | Holy Bolt Dmg. | Slvl | Lightning Dmg. | Holy Bolt Dmg. | Slvl | Lightning Dmg. | Holy Bolt Dmg. |
---|---|---|---|---|---|---|---|---|---|---|---|
1 | 150-200 | 40-50 | 6 | 225-275 | 70-80 | 11 | 345-395 | 112-122 | 16 | 495-545 | 162-172 |
2 | 165-215 | 46-56 | 7 | 240-290 | 76-86 | 12 | 375-425 | 122-132 | 17 | 540-590 | 178-188 |
3 | 180-230 | 52-62 | 8 | 255-305 | 82-92 | 13 | 405-455 | 132-142 | 18 | 585-635 | 194-204 |
4 | 195-245 | 58-68 | 9 | 285-335 | 92-102 | 14 | 435-485 | 142-152 | 19 | 630-680 | 210-220 |
5 | 210-260 | 64-74 | 10 | 315-365 | 102-112 | 15 | 465-515 | 152-162 | 20 | 675-725 | 226-236 |
Diablo 3 Patch 2.5 Damage Monk Dmg Build Guide
Classes of the Diablo games - Skills[e]Diablo II:AmazonBarbNecroPaladinSorceressLoD:AssassinDruidOther:Diablo IDiablo III |
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Diablo 3 Patch 2.5 Damage Monk Dmg Build Guide
The Amazon - Amazon Skills[e] | |||||
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Bow and Crossbow Skills | Javelin and Spear Skills | Passive and Magic Skills | |||
• Magic Arrow | • Ice Arrow | • Jab | • Charged Strike | • Inner Sight | • Penetrate |
The Barbarian - Barbarian Skills[e] | |||||
---|---|---|---|---|---|
Combat Masteries Skills | Combat Skills | Warcry Skills | |||
• Sword Mastery | • Spear Mastery | • Bash | • Leap Attack | • Howl | • Battle Cry |
The Necromancer - Necromancer Skills[e] | |||||
---|---|---|---|---|---|
Curse Skills | Poison & Bones Skills | Summoning Skills | |||
• Amplify Damage | • Confuse | • Teeth | • Poison Explosion | • Raise Skeleton | • Blood Golem |
The Paladin - Paladin Skills[e] | |||||
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Combat Skills | Defensive Auras | Offensive Auras | |||
• Sacrifice | • Vengeance | • Prayer | • Cleansing | • Might | • Holy Freeze |
The Sorceress - Sorceress Skills[e] | |||||
---|---|---|---|---|---|
Cold Skills | Fire Skills | Lightning Skills | |||
• Ice Bolt | • Glacial Spike | • Fire Bolt | • Fire Wall | • Charged Bolt | • Chain Lightning |
The Assassin - Assassin Skills[e] | |||||
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Martial Arts Skills | Shadow Disciplines Skills | Traps Skills | |||
• Tiger Strike | • Dragon Tail | • Claw Mastery | • Fade | • Fire Blast | • Blade Fury |
Diablo 3 Patch 2.5 Damage Monk Dmg Build 2
The Druid - Druid Skills[e] | |||||
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Elemental Skills | Shapeshifting Skills | Summoning Skills | |||
• Firestorm | • Twister | • Werewolf | • Fire Claws | • Raven | • Heart of Wolverine |
Diablo I - Spells | Hellfire - Spells[e] | ||||
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Rogue - Sorcerer - Warrior | Barbarian - Bard - Monk | ||||
• Apocalypse | • Firebolt | • Heal Other | • Nova | • Berserk | • Mana |
Diablo III Classes | Diablo III Class Info [e] | |||
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Diablo III: | Other classes: | Skill info: | Archetypes: | Archetype sub-types: |