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An Auradin is a Paladin build in Diablo II. It uses mostly Offensive Auras to damage the opponent. The idea of an Auradin is to stack his auras in order to get the full effect of the damage caused. An Auradin is not always a frontline fighter. He evades his attacker by running or teleporting away with the right equipment, and he lets his auras do the work. But they can do a high amount of damage while hitting, due to their auras providing elemental damage to their attacks. There are several types of Auradins:

Tesladin[]

The Tesladin is a Paladin build, using the Holy Shock aura granted by the Dream Rune Word. Zeal deals physical damage as a complement to the lightning damage Holy Shock provides, while Conviction strips enemy monsters of lightning resistance.

Stat Point Distribution[]

  • Strength: Enough to wear gear
  • Dexterity: Enough for maximum block with Holy Shield
  • Energy: None
  • Vitality: Remainder of points

Skill Point Distribution[]

Gear[]

With zeal and a phase blade base, Tesladins will hit their IAS breakpoints at 24, 54, and 72 IAS. Assuming a Fanaticism aura is being provided by a mercenary, teammate, or the Paladin himself, ~31-36% IAS is already a given; with 34% IAS from Fanaticism, only another 20% is needed to hit one of the best reasonable breakpoints. In plain language, this means that more than 20% IAS provided by the gear doesn't increase attack speed at all.

Mercenary[]

The Tesladin is a highly customizable build, and his ideal mercenary varies based on his needs. Tesladins could use Fanaticism and then rely on an Desert Mercenary with an Infinity Rune Word to take advantage of his Conviction aura. Conversely, Tesladins could provide the Conviction aura themselves and use a Rogue Archer mercenary with the Faith Rune Word to provide a Fanaticism aura instead.

Stacker Build Auradin[]

Max:

Holy Fire Auradin (AKA Dragon paladin)[]

This Auradin is a Paladin build maximizing the use of the Holy Fire aura. It is capable of excellent damage capabilities until Hell Difficulty, where the damage drops off significantly - despite having the most synergy items of all the damaging auras (weapon, armor, shield), it will still do the least damage of any type of auradin.

Skill Point Distribution[]

The main aura will be Conviction, to break immunities and resistance to fire, The damage from Holy Fire aura gained from items will be more than a twenty point investment.

Max:

Other Points:

  • Zeal: 1 Point Only: (This will be your main attack, you only need 1 point because your gear will give you enough points plus you get TONS of damage from your Holy Fire)
  • Sacrifice: 1 Point: (Pre-req)
  • Smite: 1 Point: (Pre-req)
  • Holy Bolt: 1 Point: (Pre-req)
  • Blessed Hammer: 1 Point: (Pre-req)
  • Charge: 1 Point: (Pre-req / Now this can be used in place of Zeal and is very usefully in duels, so do not pass this buy)
  • Might: 1 Point: (Pre-req)
  • Holy Fire: 1 POINT ONLY- (Pre-req)
  • Holy Freeze: 1 Point: (Pre-req)
  • Sanctuary: 1 Point: (Pre-req)
  • Thorns: 1 Point: (Pre-req)

- All in all, that is 91 Skill Points. So make sure you don't waste your points, you have very little wiggle room.

Stat Point Distribution[]

  • Strength: Enough for Equipment, no more
  • Dexterity: Enough to have maximum block (75%), and more if you still need some for gear
  • Vitality: Rest of Stat points, so pretty much all
  • Energy: Not recommended.

Equipment[]

Mercenary[]

This is completely up to you. A Rogue Archer using Frost Arrow, with a Fortitude, Ice Bow, and maybe a Dream helm might be a good choice, but this is all up to you.

Note: In Hell Difficulty, you will not be able to break the fire immunity of all enemies you encounter. If you can afford an auradin, you can afford Grief - for almost every situation it will deal more damage than HoJ, and pulsed fire damage is too low to kill anything anyway.

Omnidin[]

Omnidin is a versatile Paladin build primarily using Runeword equipment to project multiple elemental auras around the character, hirelings, and party members. The goal of this build is to simultaneously stack Holy Fire, Holy Freeze, Holy Shock, Defiance, and Redemption all as passive skills. This gives the option for the Paladin to use Fanaticism almost exclusively and switch auras only if the situation demands. Aura options are Salvation for improved resists and Conviction to nerf monster resists, but otherwise Fanaticism should be your primary.

This build is not skill nor attribute intensive though does require higher level characters to procure and equip the required gear. Putting a few points into Holy Freeze is advisable. Use Freeze early on to slow monsters until Fanaticism or gear can replace it. 

The greatest benefit of the Omnidin is its ability to merge well with other popular builds including Zealot, Avenger, and Smiter.

Stats[]

Skills[]

While you may choose most any accompanying skills you wish, here are a few staples to consider:

  • Zeal or Vengeance : For melee attack ability. Smite or Charge can also be used.
  • Blessed Hammer and/or Fist of the Heavens : For magical attack ability.
  • Holy Shield : To level 20. No Paladin is complete without it.
  • Fanaticism : This will be your "always on" aura used in most situations.
  • Conviction : For breaking Immunes and those diehard monsters in Hell.
  • Salvation : For when you want to be the Diehard Monster in Hell.
  • Sacrifice and Defiance : Purely for their respective synergies with Zeal and Holy Shield.

Equipment[]

This is the bread and butter of this endeavor. You'll note the high level requirements for much of this gear so be prepared to use lower levels finding your personal play style which can then be augmented with this build.

  • Helm: Dream Bone Visage or Diadem. Holy Shock Aura 15.
  • Amulet: Highlord's Wrath or Mara's Kaleidoscope if preferred. 
  • Weapon: Doom Berserker Axe. Holy Freeze Aura 12.
  • Armor: Dragon Archon Plate. Holy Fire Aura 14. 
  • Shield - Exile Ethereal Zakarum shield. +2 Offensive Auras, Defiance Aura 14.
  • Gloves - Soul Drainer or Laying of Hands. Can substitute Dracul's Grasp if unable to obtain Exile.
  • Ring1 - Raven Frost: For 'Cannot be Frozen' attribute.
  • Belt - Thundergod's Vigor or Verdungo's Hearty Cord. Could also substitute Arachnid Mesh, if skill bonus is more important
  • Ring2 - Bul-Kathos' Wedding Band Can substitute Stone of Jordan for mana based bonuses or Carrion Wind for neat procs.
  • Boots - Gore Rider War Boots (47): War Traveler or Sandstorm Trek work well also.

Hirelings[]

Mercenary (Rogue / Iron Wolf)[]

  • Helm: Delirium (63): Ethereal Bone Visage, +2 all Skills.
  • Bow: Ice Crusader Bow, Holy Freeze Aura 18. (Rogue Only)
  • Sword: Phoenix Phase Blade, Redemption Aura 14. (Iron Wolf Only)
  • Armor: Fortitude or Chains of Honor Ethereal Sacred Armor. Duress could be substituted until Fortitude or CoH is obtained.
  • Shield: Spirit Monarch Shield +2 all Skills, FCR, Resists. (Iron Wolf Only)

Mercenary (Desert Merc / Barbarian)[]

End Result[]

  • Up to 6 active Auras in use at once: Fire, Cold, Lightning, Def+, Atk+, Dmg+, Atk Spd+.
  • Up to 100+ multi-elemental area damage per tick.
  • Over 500 added elemental damage to attacks on average.
  • Hits provide 13%+ Life Leech and chance for Volcano, Life Tap (lvl5 and 10), Hydra, and Firestorm.
  • Being struck provides chance of Venom, Confuse, and Fist of the Heavens.
  • +8 to all Skills, +2 additional to Offensive Auras, +30-80 to each Stat.
  • 62% Deadly Strike, 15% Crushing Blow, 60% Open Wounds, Prevent Monster Heal, Freeze Target
  • All resists +72 or better, +127 to Lightning Resist. Cannot be Frozen, Cold and Lightning Absorb.
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