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Paladin build introduce Smiter by dub Lucifer

  • Edited by MMOTWS for d2r ladder runes

    D2r Ladder Items

    The Smiter is a Paladin class, a very powerful one at that. Extremely effective VS Boss's. The Smiter is one of the only known classes that can successfully kill Uber Lilth, Uber Duriel and Uber Izaul, as well as Uber Tristram's Uber Mephisto, Uber Diablo, and Uber Baal solo. The Smiter uses his shield to repeatedly bash opponents, stunning them and inflicting melee damage. Smiters are somewhat weak against hordes of minions, so this build is not a good one for crowd-bashing. The only enemies in Diablo 2 that a Smiter cannot defeat enemies with the "Immune to Physical" trait since a Smiter's Damage is all melee-based Damage.

    Skills

    There are definitely alternatives to this build. This is one combination of skills that is rather mainstream, it has worked for me, and I am certain it will work for you as well. Keep in mind that you can only put 20 points into any skill, but you can still go over that with your +skill items/charms. Many of these skills require a pre-requisite to access. Just follow the arrows on the skill tree.

    Combat Skills

    Smite: Some builds use only one point into Smite, not mine. However, Max has this skill.

    Charge: A pre-requisite for the Holy Shield Skill, put one point into this skill.

    Holy Bolt: A pre-requisite for the Holy Shield Skill, put one point into this skill.

    Blessed Hammer: A pre-requisite for the Holy Shield Skill, put one point into this skill

    Holy Shield: Max this skill. It is vital to the Smiter build, adding tons of Damage and Defense.

    Offensive Auras

    Might: A pre-requisite for Fanaticism, put one skill point into this skill.

    Blessed Aim: A pre-requisite for Fanaticism, put one skill point into this skill.

    Concentration: A pre-requisite for Fanaticism, put one skill point into this skill.

    Fanaticism: This skill will be your main Aura, Max this skill.

    Defensive Auras

    Resist Fire: Putting points into this skill will add to your character's passive maximum resistance to Fire. For every 1 point you invest, you and your party members and pets will gain +1 to maximum resistance when the Aura is active. Additionally, you and your party will also passively gain 0.5 to your maximum fire resistance when the Aura is not active for each point invested. Resistances are capped at 95. I suggest putting roughly 10-15 points into this skill.

    Resist Cold: Putting points into this skill will add to your character's passive maximum resistance for cold. For every 1 point you invest, you and your party members and pets will gain +1 to maximum cold resistance when the Aura is active. Additionally, you and your party will also passively gain 0.5 to your maximum cold resistance when the Aura is not active for each point invested. Resistances are capped at 95. I suggest putting roughly 10-15 points into this skill.

    Resist Lightning: Putting points into this skill will add to your character's passive maximum resistance for lightning. For every 1 point you invest, you and your party members and pets will gain +1 to maximum lightning resistance when the Aura is active. Additionally, you and your party will also passively gain 0.5 to your maximum lightning resistance when the Aura is not active for each point invested. Resistances are capped at 95. I suggest putting roughly 10-15 points into this skill.

    It is important to note that you will only gain the passive resistance bonuses from points invested and NOT the items/charms that give skill bonuses. This applies to all three Resist Auras: Fire, Cold and Lightning.

    Salvation: I suggest putting 1 point into this skill as soon as you can. The very first level of this skill gives you +60% to All Resistances when the Aura is active. An absolute must at times for survival.

    Gear

    There are always alternatives, but for the most part, this is the gear that you should be using. Starting from the top. If you are unsure of what any of these items are, please check Arreat Summit for confirmation.

    Amulet

    Mara's Kaleidoscope (Diablo II)

    Highlord's Wrath

    Armour

    Mage Plate 55 Str Req & Base 225 - 261 Def 3 socket max (Best Looking)

    Dusk Shroud 77 Str Req & Base 361 - 467 Def

    Wyrmhide 84 Str Req & Base 364 - 470 Def

    Scarab Husk 95 Str Req & Base 369 - 474 Def

    Archon Plate 103 Str Req & Base 410 - 524 Def (Best Looking)

    Armor Runewords

    Chains of Honor Runeword (COH)

    Enigma Runeword

    I recommend using CHains of Honor for PVM and Enigma for PvP.

    Belt

    Arachnid Mesh +1 skill & Slows Target By 10% & 20% FCR

    The string of Ears (Diablo II) 10-15% DM & 10-15% MR

    Thundergod's Vigor (Diablo II) 20% light absorbing

    Boots

    Gore Rider 15% CB & 10% OW

    Goblin Toe 25% CB

    Sandstorm Trek 20% FHR

    Waterwalk +5% Max FR

    Gloves

    Dracul's Grasp 25% OW

    Laying of Hands 20% AIS

    Helmet

    Guillaume's Face 30% FHR & 35% CB

    Crown of Ages 30 FHR & 10-15% DR (174 Str Req)

    Rings

    Raven Frost Cannot be Frozen & 20% cold absorb

    Dwarf Star 12-15 MDR, 15 % Fire Absorb

    Bul-Kathos' Wedding Band +1 skill

    Stone of Jordan (Diablo II) +1 skill

    I prefer Raven Frost with +20Dex and Bul Kathos with +5% Leech.

    Shield

    Herald of Zakarum

    Stormshield (Diablo II)

    Exile Runeword in Ethereal Socketed Vortex Shield (132 Str Req)

    Weapon

    Phase Blade 25 Str & 136 Dex Req Indestructible

    Berserker Axe 138 Str & 59 Dex Req

    Flail 41 Str & 35 Dex Req

    Astreon's Iron Ward 97 Str 70 Dex Req

    Heaven's Light 125 Str 65 Dex Req

    Stormlash 125 Str 77 Dex Req

    Weapon Runewords

    Grief Runeword

    Last Wish Runeword

    Black Runeword

    Grief and Last Wish are only available on Ladder or in a modded version of Diablo II.

    Weapon Switch

    Call to Arms Runeword combined with Spirit (Diablo II Rune Word). Spirit is only available on Ladder or in a modded Diablo II.

    Inventory

    If you are building this character for the purpose of Ubering, I suggest loading up on good resistance charms. Dual mods charms are always good; try to shoot for +10% Resistance Small Charms that have 5% Faster Hit Recovery, or +5 to all resistances with + life mod Small Charms. Annihilus Small Charm is a must, of course. If you are building a Player vs Player character, Throw a Paladin Hellfire Torch on, combined with Paladin Combat Skill Grand Charms and +Life Small Charms. If you are building a Uber Character, you will not want a Torch since you can only have one on a character at any given time.

    Upgrading

    Goblin Toe Upgrade once (95 Str Req) Upgrade twice (163 Str Req)

    Herald of Zakarum This is a gamble. Base 144-168 Def Upgraded is Base 169-193 Def (142 Str Req)

    A string of Ears (Diablo II) Upgraded once (50 Str) adds only a max of 32 Def

    Mods

    Deadly Strike does not work with Smite.

    Poison does not affect Smite.

    Smite doesn't carry elemental Damage from any source.

    Open Wounds. You need to have it on 1 item.

    Prevent Monster Heal does not work on the Pandemonium Ubers.

    Stat Points

    Strength

    Invest only enough into Strength and use your gear. Try to set it up so that when you equip one piece of gear, it will give you the Strength Bonus to equip the item the next and so on. *STR

    Dexterity

    Invest Enough points into Dexterity to achieve maximum block from Baal (when Holy Shield is active), which is capped at 75% in Hell difficulty. This is usually about 95-110 Dex when Holy Shield is maxed. (It can be determined by holding your cursor over the defence number in your character information screen.) *DEX

    Vitality

    Dump as many points into Vita as possible. Base Hit points (Health) are crucial. *VITA

    Energy

    Not a single Stat point should be put into Energy as the skill "Smite" only requires 2 Mana points to use. It's a good idea to keep Mana/Rejuvenation potions handy in case you run into enemies with the "Mana Burn" trait. Rejuves are nice, but when you're being damned by Mana burn, they aren't so handy because enemies often take all of your Mana as soon as you use them (making you use another right away), while if you were to use a Super Mana potion, it would slowly recover your Mana so you can keep attacking with one single potion regardless of how many times you get hit. Just a little tip to always carry Mana pots with your Juves' at all times.

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