Very hard to hit targets like big bosses will tend to slaughter your mercenary, which will also deprive you of the bonus. The duration of the afflicted effects starts at -39%reaching -60% at level 5 and -80% at level 20. You can summon more than one hammer at once. This will nearly immobilize the majority of enemies, or even prevent them from teleporting, allowing you to take them down easily. The choice of a mercenary variant is not overly important for other types of mercenaries. How To Active Act 2 Merc Aura in Diablo 2 Resurrected? A must-have in any online party, the Paladin is a class centered on providing aura buffs to himself and his teammates. It will also transform the troops of a summoning Necromancer into a veritable horde of the apocalypse. The maximum damage is high, but it's difficult to generate it with lightning element due to the large spread (Level 1 damage) - even so, on average, it is the strongest of the three offensive auras. Conversion automatically kills an enemy if they are low on health when the effect wears off as well. The rating doesn't influence this attack - it always hits. This applies only to attacks that hit the character and are not blocked (attack power reduced by hero's defense). You can have only one active aura chosen. This aura can be obtained by using the runic word: Dragon. The Paladin character is practical and self-sufficient: it has auras that increase the movement speed, heal, or even dispose of corpses (in the case of enemies who resurrect their subordinates). Using it with a fast weapon can lead to a "suicide". It's a favored choice in Hardcore mode, but you might still get a nasty surprise from time to time with enemies ignoring defense. Diablo 2 merc aura not activating? Receives 10% synergy to a given element from auras giving resistance to that element. The survivability and control offered by this aura make it a popular choice in Hardcore too. In addition, the target will be chilled for a moment, allowing successive strikes to land unimpeded. The length of the stun begins at 0.6 seconds and increases by 0.2 seconds per skill level. Depending on the build, you can create an attack or defense-oriented Paladin. The increased resistance starts at +54% and hits +65% at level 5 and +75% at level 20. Available at character level 30. It might be helpful against single powerful enemies, but you'll more often be facing off against a crowd. Mana cost: 2. But this is only the case if you also hire a mercenary of the appropriate level of difficulty. In Diablo 2 Resurrected, the Auras make the Act 2 Mercenaries the most popular companions in the game. This aura can be obtained by using the runic word: Dream. Does not provide resistance to Poison. Some auras on items will stack also if you have it on different equip parts. This will provide excellent survivability for the Mercenary, as well as your character, even in Hell mode if both of you are well equipped. The resistances drop by 26% at level one, with a 42% penalty at level 5 and a 57% penalty at level 20. Prerequisites: Holy Fire, Holy Freeze. Available at character level 30. The damage output begins at 12-16 and increases by 8 points until it reaches 164-168 damage at level 20. So that doesn't make it a very popular choice outside of a few builds. This aura can be obtained by using the runic word: Doom and Ice. Holy Bolt allows the Paladin to damage Undead foes from a distance directly, but it also lets him heal hirelings or other players. Prayer (Combat / Normal or Hell) - Regens Life, 4. The only drawback is that it only reflects melee attacks; it will not affect ranged attacks. Prerequisites: Holy Fire. This aura can be obtained by using the runic word: Edge. The aura won't go off if your character kills everyone else before the merc has a chance to glance around. The skill passively increases the damage forBlessed Hammerby 50%. The radius of effect for this aura begins at 10 yards and increases by 2 yards per skill level. This aura can be obtained by using the runic word: Harmony, This aura can be obtained by using the runic word: Insight. 15 to min and max and increases from Level 9, 6 to min and max and increases from level 9. The attack has strong synergy with skill Sacrifice which increases the level of this skill more than investing points in Zeal. This spell will launch a rotating hammer that spins outward from the caster, damaging any foe it hits. No shield is required, and you can even use two-handed weapons. The only drawback is that you can only attack one foe at a time, but it'll be worth it when you face off against Uniques and Super Uniques. Increases attack power. Concentration is essentially an upgraded version of Might with a higher damage increase and a slight chance to make your attack uninterruptible. Mobile versions of this guide will be available for download as soon as WWW version is ready. Key skills: At the beginning of the game, it is worth investing in the Holy Fire aura and the Zeal skill to eliminate various enemies effectively. The con of the skill is the high cost of Mana, a stat which in the Paladin class is usually not develop. Prerequisites: Thorns, Holy Sanctuary. Similar to the previous resistance, you can activate aura increasing resistance to lightning spells - it can be useful in some places in Act 2.

The increased resistance starts at +54%reaching +65% at level 5 and +75% at level 20. Copyright 2019-2022 utplay.com .All Rights Reserved. Holy Fire passively attacks enemies within range and deals fire damage. Might increases the attack power of the character and allies in range. Similar as before - increases resistance to cold. Might - Ideal for a variety of builds especially Necromancer, Physical damage dealers and elemental damage dealers, since it provides a substantial bonus to physical damage dealt, Holy Freeze - Mainly useful for characters like the Hammerdin who stand to benefit more from slowing enemies than gaining an alternate source of damage, Prayer - Excellent for well-equipped late-game cold sorceresses and other Insight merc users that want some health regeneration but don't need the crowd control of Holy Freeze, Blessed Aim - Useful for melee build in specific situations and niche mercenary builds. Prerequisites: Smite, Holy Bolt, Charge, Blessed Hammer. Offensive auras increase the power, rating of the attack or add magical effects to Paladin attacks. The cost for this spell stays at 35 mana. An aura that allows you to restore health and mana, converting corpses of defeated enemies. Mana cost: 25. However, Concentration increases the chance your attack will not be interrupted by an enemy offensive - the value is constant and is 20%. When leveling, you gain a greater chance of conversion, but the percentage decreases rapidly with subsequent levels, the skill also has no synergy. The probability for conversion and the duration is relatively short, but it does increase with levels. Fanaticism increases damage dealt, attack speed, and attack rating Damage boost is lower than from Concentration. However, there is no guarantee of the effect, only a certain chance. The auras available in this tree separate the Paladin from any other class in the game, especially during online multiplayer sessionsoffensively buffing your teammates, summons, and hirelings. The damage modifier begins at +60% damage and increases by 15% with each added skill point until it reaches +345% damage at level 20. Animated Violence, Animated Blood and Gore, Get your first in-game look at Wild West Dynasty, the upcoming Old West survival/crafting/settlement-building game from developer Moon Punch Studio. The damage starts at 1-3 and increases by 0.5 or 1 with each skill point until it reaches 15-17 damage at level 20. An indispensable skill at high difficulty levels against monsters with immunities and resistances. Combat - you will use the skills from this category actively in combat instead of basic attack. Cleansing reduces the duration of poison - but does not increase the resistance to it. We present all the Act 2 Mercenary Auras by ranking the from best to the worst: 1. The overall damage isn't fantastic, and the stunning effect is very brief during its early levels. This skill tree enhances Paladin's offensive abilities. Fist of the Heavens summons a lightning bolt to deal damage to a single target and sends holy bolts off from the point of impact, damaging undead or healing friendly players. Normally, your character should have enough if you equip yourself correctly. The cost for this spell starts at five mana and increases by 0.2 or 0.3 mana with each added skill point. When Defiance aura is active, it increases the resistance of Paladin and nearby allies. This skill is essentially Resist Fire, Cold, and Lightning combined into one. Use your shield to attack, repel and stun the target. Strength and Dexterity should be enough for you to equip any armor you'd like. Be careful because by investing a lot of points in this skill, you can exceed your maximum resistance because this ability does not increase it - in other words, you won't receive a bonus over the maximum resistance. For the immunities, the effect of the aura is only 20%.

As the name implies, this aura increases your resistance to fire magic. One of the best auras the Paladin has at his disposal, Thorns transmit damage received back onto the attacker many times over. This aura can be obtained by using the runic word: Dragon. alvl = 18), Offensive Blessed Aim (hlvl 9 = alvl 3, max. All logos and images are copyrighted by their respective owners. Interestingly, the aura also works on cold resist monsters (but the slowing down effect is not applied). The radius of effect for this aura begins at 4 yards and increases by 0.6 or 0.7 yards per skill level. Thorns doesn't reduce the actual damage received, so to harm the enemy, you'll have to be a considerable defense. The Attack Rating bonus starts at +20% and increases by 5% per skill level until it reaches +115% at level 20. Note - passive skills add half of the bonus to maximum resistance. The last of the Holy Trinity, Holy Shock, is a bit more potent than Holy Fire but adds no lingering damage. In essence, the Act II merc won't use his aura unless he needs to choose an assault. The skill can also be used to quickly move around the map/escape from a tough situation, Receives 10% synergy to a given element from auras giving resistance to that element. The Mercenary will also become a war machine once well equipped. Zeal will probably be replacing your regular attack once you gain access to it. Elemental damage (based on standard attack). At level 90 and above, the likelihood of using his aura drops by about 2.5 percent with each level. Most auras do not require Mana to activate/use. The radius of effect for this aura begins at 7.3 yards and increases by 1.3 or 1.4 yards per skill level. It also decreases the duration of curses. Lol what. Skill is quickly replaced by Cleansing. Fanaticism allows the Paladin and nearby friendlies to attack more quickly than they usually would, with a bonus to their Attack Rating. Ability negates Thorns skill which deal damage only when it hits. Prerequisites: Prayer. The defense bonus is a percentage of the hero's entire defense, not just the shield. There are a total of 6 different auras. D2R Merc Auras (Level & Stack) Guide | Best Act 2 Mercency Auras For Your Build in Diablo 2 Resurrected, D2R Ladder Season 1 End & Season 2 Start Date - Diablo 2 Resurrected Ladder Reset 2022, Diablo 2 Resurrected Stoney Tomb Level 85 Area - Leveling Fire Druid, 300 Stoney Tomb Runs Drop Highlights, Diablo 2 Resurrected - Reback The Important Details In The Past Diablo 2, Top 3 Diablo Immortal Best Solo Builds | Crusader, Barbarian, Demom Hunter Solo Build Guide. This skill costs no mana, and it can deal quite a punch. Auras are the same as the Normal mode versions. This aura can be obtained by using the runic word: Pride. Basically, you should know that the auras of the mercenaries change depending on the level of difficulty. Available at character level 18. Available at character level 18; prerequisites: Holy Bolt. This aura can be obtained by using the runic word: Pride.

The following page presents the skills available for the Paladin class in Diablo 2 Resurrected. If one's from items and the other is from the character/merc itself, only the higher level of the two will apply. It is not worth investing many points in this skill because the regeneration rate allows you to restore health only between fights - it is too inefficient to help during combat. The effect lasts for 16 seconds. Auras not listed may be useful with specific builds, but these are very specific cases. Prerequisites: Prayer, Cleansing. Available at character level 18. Most auras have a specified range and affect all allies when they are in it. 8 to min and max and increases from level 9. The aura is cast by Desert Mercenaries, but it can also be cast by other characters who use the runic word: Exile. Might: Another very popular choice, since it simply gives bonus damage, which makes it very useful as long as you are not attacking directly with elemental spells. The damage from the Holy Bolts begins at 1-16 and increases by 6 points until it reaches 1-130 at level 20. D2r Merc Auras Level Stack Guide Best Act 2 Mercency Auras For Your Build In Diablo 2 Resurrected, Necromancer, Physical damage dealers and elemental damage dealers, Lost Ark TLDR Vykas Gate 1 Guide |Best Vykas Gate 1 Phase 1 to Phase 2 Guide, Provide documents for payment verification. Blessed Aim: One of the other most popular auras, it will inflict damage, boost attacks, and above all greatly slow down enemies. Blessed Aim can be a massive boost if you encounter a series of high-level enemies that seem to be too tough to hit. Later auras will surpass this ability. alvl = 18), Defensive Defiance (hlvl 9 = alvl 3, max. Resist Fire increases the Paladin's natural resistance to fire-based damage by a significant amount. Since the Paladin doesn't have any passive, permanent skills that increase his Attack Rating, he'll want to invest in a few of these to enable him to attack and deal damage efficiently. alvl = 16)*, Defensive Defiance (hlvl 55 = alvl 18, max. It only costs two mana and allows you to attack multiple times against crowds or single enemies with equal effectiveness. The combo can't be interrupted by an enemy attack. : fire, cold, lightning. The Attack Rating modifier begins at +10% and increases by 5% with each skill point until it reaches +105% at level 20. Increases the aim of the character (attack rating) and allies by a certain percentage. Different auras can always stack though - Two of the same can stack if they're both from items. The Paladin sacrifice 8% of the health to increase the damage and rating of the attack. The amount of healing begins at 1-6 and increases by 2 points to both minimum and maximum with each added skill point until it reaches 39-44 at level 20. The cost for this spell stays at two mana. The healing effect is also relatively small, nothing that will be making healing potions obsolete. Prerequisites: Smite. If you use an aura, for example, of Desert Mercenary, the active one will be that with a higher level. The damage potential is significant, but the high mana cost is what sets this skill back. The Attack Rating bonus begins at +40% and increases by 5% with each skill level. Wishlist it on Steam here: https://store.steampowered.com/app/1329880/Wild_West_Dynasty/. Enemies attacking the Paladin with this aura take damage. Smite requires you to have a shield equipped. The damage modifier begins at +15% damage and increases by 15% with each added skill point until it reaches +300% damage at level 20. It can be a little more involved than what was said above. I have read on the internet that paladins are able to stack 3 auras, but when I try to activate Blessed Aim and then Vigor, the first one gets cancelled. It has many applications - reduces the time spent in the camp/during exploration, helps to evacuate from difficult situations, easier farming, by quickly getting to the target (e.g. Available at character level 24. A key skill for a Paladin using a shield. This site is not associated with and/or endorsed by the Blizzard Entertainment or Blizzard Entertainment. With Smite, the Paladin can bash a single opponent with his shield, stunning them temporarily and dealing a bit of damage. Keep in mind that auras do not overlap! Range: 13.3 yards. The damage reflected starts at 250% of the initial damage and increases by 40% with each level until it reaches 1010% at level 20.

The damage begins at 8-16 and increases by 6 points to both minimum and maximum with each skill point until it reaches 122-130 damage at level 20. This aura can be obtained by using the runic word: Last Wish. This skill is one of the more commonly valuable auras affecting the Paladin's Attack Rating. Prayer slowly regenerates your health and your allies' within the radius of effect. If they do, they simultaneously take damage and are repelled outward. The mana cost begins at one mana and increases by 0.1 or 0.2 points per skill level. The health regeneration starts at +2 and increases by 1 with each skill level. This aura can be obtained by using the runic word: Harmony. You'll probably want one Skill Point here to act as a prerequisite to more advanced skills, but anything beyond one point is considered unnecessary. Holy Shield will be a valuable skill to keep around when you're facing off against a boss or other powerful monsters, but it does have a high mana cost. The defensive and resistance penalties slow down as you increase the points allocated to this skill. Available at character level 12. This aura can be obtained by using the runic word: Doom and Ice. Similar to Holy Fire and Holy Freeze, add a lightning element to the attack and deal passive lightning damage to nearby enemies. alvl = 17), Defensive Holy Freeze (hlvl 31 = alvl 9, max. Injures and slows down enemies in range. Defiance (Defence / Normal or Hell) - Increases Armor Class, 6. Mana cost: 4. Energy should be increased through armor only and not by stat points. It can be useful if you are playing with other players but only when the skill has is on a high level. Conviction acts on all monsters within the radius, lowering their defense and resistance to elemental damage. You can use the auras passively, while other attack skills can be used without deactivating auras. alvl = 16)*, Offensive Blessed Aim (hlvl 55 = alvl 18, max. The icon is replaced by the next aura I trigger, and I can see that my character is running slower when Vigor is cancelled. It isn't a prerequisite to any other skill in the tree, so you don't have to spend any points on it if you choose to go with one of the other two. Holy Bolt has up to 50% synergy to damage from Fist of the Heavens skill. The maximum stamina bonus starts at +50% and increases by 25% with each skill level. With each strike, there is a chance that the enemy will be converted and begin fighting his former allies. This applies only to the Undead - it does not work on any other units (and on skeletons summoned by a Necromancer in a multiplayer game).