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Diablo 2 Resurrected Paladin Skills & Abilities - Paladin‘s Charge, Combat Skills In Diablo 2

6/28/2023 2:50:53 PM

This is the last skill on the Paladin tree, so gonna be moving on to another class after this, charge is the last skill on the list, and it's definitely an interesting one and it has a lot of mechanics that need to go over.

 

Diablo 2 Resurrected Paladin Skills & Abilities -  Paladin‘s Charge, Combat Skills In Diablo 2

First off, what is charge as an ability well?

It's a very big single Target damage hit, it does a lot of damage in one bulk one big giant Bonk, it's actually very useful to have a knockback with this particular ability, but it actually pairs very well with Smite, if you want to alternate between Smite for the knockback and charge for the hit, you basically just go Smite charge.

Actually doesn't dish out damage, if the monster is within melee range,  a lot of people don't know this about the charge ability, and it's kind of an oddity is that basically you have to not be in melee range to get optimal damage from the ability.

 

When you are charging, it doesn't technically count as running, but it also doesn't technically count as walking, you do not lose your defense, but your block chance is capped to 25 while charging, there's kind of an interesting thing there, it's not quite the same as running, because when you're running, you lose all of your defense, and you don't get anything in return whereas when you are charging, you don't lose your defense, but your block chance does get capped at 25 the same way.

 

This particular ability works, first off when you charge and hit monster, the monster is going to take a pretty significant amount of damage, if you hold down the butt what's going to happen is you're going to attack like this. This is not charging, you do not get the damage bonus, and you do not get the AR bonus when you are utilizing the ability in this way, if you're standing, next to a Target and you attack the target like this, you are not getting the damage bonus, you are not getting the AR to get the damage bonus in the AR, you have to charge the target from outside of melee range. This means that to get the actual damage bonus, the monster has to not be next to you which is why knockback comes into play with this particular ability, because you want the target to be knocked away from you.


Another interesting way that you can utilize, this is with Smite, if you're having trouble getting a monster to get knocked away from you, you can Smite them away from you, and then charge to them, one of the best ways to use, this ability is simply to run away and charge back to the monster.


Once you are outside of melee range, if you don't actually have a knockback ability, you want to actually run away and charge back run away and charge back run away and charge back over and over again,  until you can heal them.


Now if you can knock them back, you don't have to do this, it's very important to note that if you are able to knock them back with each successive hit, it actually does enable you to continually attack the same Target with charge repeatedly. For instance, in this particular case, knock the target back multiple times and dish out multiple hits of charge while knocking them away and charge is kind of odd in this way, because it's one of the few melee abilities that you do want to have a knockback effect for, but charge is not only about its knockback.

 

Movement speed

Another thing that charge is exceedingly good for is move movement speed. You can utilize charge simply to move very fast, it's basically the equivalent of about 225 percent faster run walk on a character and when you charge what you want to do is you just want to click once you want to hold the shift key and click.

 

Once this is going to charge you in the direction that you're trying to go,  you don't want to hold down the button, if you hold down the button, it's going to end up in a lot of Mana cost. It's just draining Mana into Oblivion which is definitely not what you want also, it can occasionally end up in a bug where your character gets locked in position, you don't want to over utilize it too much in that way instead what you want to do is you want to just shift.

 

You just click occasionally here, and there to make your character run really fast, you don't have to hold down the button to get the best effect. It costs the same amount of Mana, if you click here, when you're charging for movement, you want to make sure that you're utilizing charge at its maximum distance, so that you're not spending a huge amount of mana on the ability, it's still going to cost you a pretty significant amount of Mana to charge around, but nowhere near as much as if you utilize it, like this which is going to burn your Mana into Oblivion extremely fast, you can be slowed when you are charging.

 

It's important to note that there are effects like slows Target to crepify chilling effects that can slow down your movement speed while you are charging, and it can make you go extremely slow, this is unfortunate, because it does mean that sometimes the ability ends up being rather useless.

 

Of course is doubled by things like of deadly strike which is definitely very nice, charge can also apply open wounds, it can also apply crushing blow, you can get some pretty nice Effectiveness out of the ability in this way, but unfortunately, because you actually have to back up and charge into enemies that are not knocked back, it does make it a little bit difficult to get optimal damage output on certain monsters.


Unless you actually hit the target from range right well, sometimes what happens is a monster will be standing in front of another monster. Even though you knock the monster back, he doesn't go anywhere, because of course he hits his allies that are behind him you know kind of like, he gets caught by them, this means that you're not going to be able to knock them back, if they have a lot of monsters around them which unfortunately means that the more monsters, there are in a particular battle the less likely you are to be able to knock back that monster and have the continuous charge streak which is definitely what you want, if you're trying to use the charge ability, because the more times that you can continuously use charge in a row, the better the damage output will be.


However, even if you manage to get off every single charge attack in sequence with a knockback on every single charge, you're looking at about the same attack speed as a regular attack, just walking up to a monster or just regular attacking them, but the damage output of charge. Of course is way better than a regular attack with 1750 damage increase at level 35 with synergies, you're gonna hit something really hard you can, increase that even more by utilizing Diablo 2 items like say fortitude a phoenix shield, and so forth and so on.


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