Build that uses Vengeance skill and does not rely on Enigma (you can charge around). Uses three elemental sunder charms and deals Fire/Lightning/Cold damage with each hit. Also uses Act 1 merc.
80k DPS (10k-45k dmg with each hit), 39% damage reduction, max res, max ias, >90% chance to hit Baal
Life steal is pumped because he deals only a tiny bit physical damage (compared to elemental) so in order to regain some health with each hit it needs to be high.
Worst build ever, sorry Main point of vengence is dealing every damage type, so why take a massive res penalty for dealing, like 25% per damage. Gotta admit it’s tempting to run sunders with conviction, but vengence is a really bad choice imho. Maybe holy fire?
I don’t understand the argument. Resistances are maxed out (capped at 82% fire res, 82% cold res, 81% light res, 75% poison res) and you still have bonus from sunder charms.
I wanted to use Avenger and do not rely on pure meta like dual Dragon etc. Vengeance is underused, I found some way to make it actually deal some decent damage.
Why? This build does three types of ele damage (plus some physical) and runs with Conviction, I would lose DPS for no reason. It’s not like it can deal much more damage in one specific elemental type.
The whole point of using Vengeance over Zeal with an Elemental Aura is that you don’t need to worry about immunes because you deal all the damage types. Furthermore, you can run Conviction which is already capable of breaking Immunes.
Vengeance already does perfectly fine in dealing damage. DPS is not a problem for Vengeance, the problem for Vengeance is that it is single target and so slow clear speed compared to other skills.
In my experience with avengers, eth Breath of the Dying is probably your best bet. Of course, rares… but being realistic.
I’ve never had an issue with immunes, if something was fire immune, it still pops in 1 or 2 hits. I’m interested in figuring out optimums for Vengeance though. At first, the sunder charms seem like a weird fit here, but I’m totally interested to hear some input to steer me otherwise!
War Travs are a good boot option for the flat damage being added to all element types. I always try to find a good way to not run conviction, but I feel like you would be shooting yourself in the foot but not using it in combination with sunder charms.
I always wanted to fine tune a dual dream + dual dragon build. You can max both of those synergies and have 2x lvl 30 elemental auras passive, and still have an open aura of your choice. Let me know if you make it work well lol
Your very unrealistic gear aside, you put the skillpoints wrong.
Dont need conv above lvl25
Resist F/L/C gives 10% bonus, Salv 2 each = 6. Theres no reason to max salv if the others arent maxed
Theres enough people telling you already that sunder charms dont make much sense on that build, but if you really want to:
Choose 1 element, max the res+salv for that and support it further with +%dmg to that element. For example if you choose light, ormus+griffons to further boost lightdmg
Take off the 3 Sunder Charms and put on 3 more pcombs, you’ll already do more elemental dmg from that alone and not have to compensate for less resist (and this still isn’t the right way to do a vengeance build).
In this case, Grief is actually one of the most terrible choices you can equip. A magic crystal sword with 50% enhanced damage will net you more than grief for a Vengeance build - FYI
I have so many problems with this particular build. For starters, the Resist Auras provide more bang than Salvation does. 10% for their respective Element is way more than Salvation’s 2% for all 3. Furthermore, the Resist Auras have a secondary perk of raising your passive FCL Resistance cap, hence maxing those is more worthwhile than maxing Salvation and that’s especially if you don’t have Salvation active(you’ll have Conviction going instead).
Next problem is Conviction itself. You don’t need to go beyond level 25. Anything beyond that is wasting Skill points. Next issue is that the Paladin is the best class when it comes to Max Block. Going with a 2-H Maul is in my opinion, not smart given how slow 2-H Thunder Mauls happen to be and the fact that the Rare you have is completely unrealistic. Furthermore, the two Crafted Rings are simply unrealistic too.
Instead, I would swap the 2-H Maul out for Plague(Mythical Sword). This grants Cleansing aura, which helps protect you from curses, grants you Poison Nova on striking(another element of damage) and more importantly, Lower Resist Curse. At level 12 it yields a nice -57 to FCLP Resistance which when added to level 25 Conviction ensures -100 FCL Resistance on enemies when proc’d.
On Off-Hand, roll with the staple Paladin Shield: HoZ, upgraded and socketed with an Um Rune. Replace the two Ber runes in CoA with 15/15’s. Combined with CoH, Death Belt/Gloves + Torch/Anni, you hit 77 FCL Resistance with BARE MINIMUM rolls on CoA, Torch and Anni. All those 5 Resist Small Charms are completely unnecessary. Highlords isn’t needed with the 15/15’s(can roll with Mara’s, Cat’s Eye or Crescent Moon to get badly needed MANA Leech that the build needs). Swap out the Crafted rings(which as I said are completely unrealistic) for either dual BK rings(+1 Skill + Life Leech), Absorption rings(Dwarf + Wisp are solid picks with 85% Resistance) or dual leech Rare rings that are actually viable to obtain. I’d opt for Crescent Moon for the dual leech + MDR + Damage to Mana perks to help feed Vengeance’s Mana cost. For Rings, dual-BK’s for me and War Travs over Gores for boots(Deadly Strike does nothing for Vengeance Elemental Damage, just doubling Physical Damage done).
Offensively it won’t be as great as other options(BotD/Death in particular for being Ethereal bases) but Defensively, it will hold its own against not just Physical Damage but Elemental Damage.