Which of the Paladin skills do you consider “endgame Viable”?

https://strawpoll.com/polls/PKglzl7jJyp

It’s a multiple choice poll so pick as many as you consider worthy of your vote considering the 2.4 changes

One thing I want to add on this one since there are aura item, please try to consider the viability of skills based on a self use rather then their item availability, it’s the skill itself that is judged not the item:

for example “is using Speccing in meditation worth it”

not “is meditation from insigth a good thing”

Vote here for viable Paladin skills

https://strawpoll.com/polls/PKglzl7jJyp

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2 month old poll 6xx already voted.

if it is 2.4 . shoulden you make a new poll?

It’s called a poll not a pool

Also this post is about 2.4 end it was posted when the patch was mostly finalize nothing has changed skill wise since Then

Ok voted.i dont understand why have peopke sanctuary so low, its great now.

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It could be higher if it had been threatened like holy bolt and Foh and was allowed to damage other stuff than undead

Also the Kb is a very detrimental feature for a lot of people

It’s effective in undead-only areas.

There’s no undead-specific acts or things to do other than Crypt and Mausoleum.

…as often before, Diablo 2’s greatest problem is lack of content.

I played Dungeons and Dragons online for a while, and an undead-centric paladin can do stuff there, because there’s actually undead-centric questlines where the only living creatures are slaves/thralls/lesser minions that are not as threatening as the undead, and many even turn friendly when you kill the undead or promise to kill the undead.

Like.

There should have been an act with mostly demons, where undead and animals are lesser threats.
An act where there’s mainly animals/beast.
An entire act where there’s mostly undead.

…that’d make undead centric skills make sense.
They do not make sense in the relatively short game that is D2.

And thus, because the game fails to provide the content required to make skills useful, they should rather spread the scope of skills.

Sanctuary could blind undead in addition to damaging them, and also blind demons.

If the skill just added magic damage to all attacks, sure, but it doesn’t. So, it sucks. Just like holy bolt. Holy bolt should also just be raw magic damage, to all enemies.

If Holy Bolt did raw magic damage to all enemies, it’d be no different than Blessed Hammer. Furthermore, people would use it over Blessed Hammer despite it doing 14k damage with Concentration aura since the AoE from Fist of Heavens and ease at which you can aim Holy Bolt is far, far easier(think Maggot Lair). Not to mention Holy Bolt can heal friendlies(Hammer can not).

Also Sanctuary aura is WAY stronger than people give it credit. If people only knew the power of the dark side then they’d respect it a lot more. Yes it has a niche use against Undead but man oh man is it STRONG. You literally have no need for Necromancer curses since the aura allows you to IGNORE Physical Resistance. That means even PI Wraiths will be treated as they had no resistance whatsoever. Although this perk does come at a cost as any debuffs(like Curses) are ignored for the aura-holder on affected enemies. Meaning the most damage you can do is face value as opposed to doing extra damage against enemies with Physical Resistance in the red.

So imagine also applying it to Demons as well. 80% of the game would then become easy mode for melee Paladins.

Spare me. I’ve played it pre and post 2.4. Its amazing for anti-undead. Lets you farm up to Mephisto way easier, for example, since the dolls can’t just run up to you. However, there are multiple ways to achieve the same result. Its still pretty weak and pathetic.

Blessed Hammer is good for open areas, FoH/Holy Bolt would be useful for straight line. I see no problem making it universal damage.

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I think the intent with holy bolt was to essentially be holy damage in a game that doesn’t officially have a holy damage type. That’s probably why holy bolt doesn’t behave like other magic damage attacks when it comes to resistance (unless ignoring all resistance is just a bug).

Its actually more likely a remnant of the holy bolt from the first title, which exclusively damaged undead.

I didn’t play D1 much, but I think that was the same thing. Holy Bolt in D1 says it does physical damage in terms of the actual damage type, but it’s described as “Holy Bolt creates a bolt of holy energy dealing damage to undead, bypassing resistances and immunities.”

Bypassing resistances and immunities seemed to be a theme the original devs used to make holy magic unique. Only affecting undead was too unfortunately, but I think it makes sense for it to also affect demons.

conversion. best skill in the game

I mean it’s a paladin. You could close your eyes and click randomly and make an endgame viable build. Hell half the pally kit is strong with just 1 point + skills from items. Odds are if you randomly click 110 points into skills you can still easily clear all content.

Considering you really just need 1 point in smite to be viable… I’m pretty sure all paladin skills are viable. I mean the last 109 points don’t much matter. :stuck_out_tongue: You can legit kill ubers with only a single skill point in smite and zero other skills spent lol.

Normal attack works well.

But in D1 most enemies were undead with a few demons, no creatures

Not true. These damned spitters were animals, also bats and scavengers; details here.

In diablo 1 beasts are still demons

Spitters are beasts but still classified as demon

So are the others mentionned

In diablo 1 everything is the spawn of evil

While in diablo 2, most animals are simply savage wildlife

Wait…
Paladins have skills that aren’t endgame viable?

Wow, who knew?

That’s actually most of them

People are blinded by the few OP ones

Also, it’s pretty detrimental to a game to see balance based on class rather than individual skills

Ofc blessed hammer is Op, it doesn’t warrant stuff like sacrifice to be bad just because they happen to be on the same class