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Description
What's up boys.
I've been running Zealadins since original LOD. Physical, Dreamadin, Dragondin, (self cast) Freezadin, even a magic focused zealer using Principle and Astreon's. It's every Zealer's Dream to run all 3 holy auras at once, at a high level, in a way that actually works without cutting corners. This is usually considered impossible. At best you might build a dual Holy Fire/Shock Zealer using Dreams/Dragon/HOJ. Run max level Conviction, put points into the elemental synergies, focusing less on physical damage (that would normally support a Dreamadin or Dragondin with a 2nd damage type).
That's a strong build no doubt, you could probably sunder both Fire and Light too, making up the res with charms. BUT, HolyFreeze is still left out, and therefore the Holy Trinity of auras remains incomplete. Basically you're swapping one element + physical damage for two elements and low physical damage.
I'm here to tell you that I have found a way to complete the Holy Trinity grail of 3 holy auras, plus Conviction, Blessed Aim, and Thorns, and it is awesome.
Hits like a truck, tanks well against monsters, massive defensive boost from high res caps and huge Holy Freeze slow effect.
You can melt almost anything in the game because you are putting out so much damage across a huge spread of damage types. It's also fun to play due to on the fly "plug and play" customization with different immunities and monster types.
My Holy Trinity build is here, currently at level 92.
83.5k DPS against target dummy, with max speed Zeal.
https://maxroll.gg/d2/d2planner/cp2il0o5
Running level 34 Holy Freeze (self cast, 26 yard radius, bigger than full screen), level 30 Holy Fire (about full screen 23.3yrd radius, Dragon + HOJ), and level 30 Holy Shock (same 23.3yd radius, dual Dreams). Our old boy Emilio is running an Eth Thresher Infinity for level 12 Conviction, native level 21 Blessed Aim, and level 18 Thorns from a Bramble I rolled on him. ( Thorns is not necessary here, but I thought it was fun to aura max and add some physical damage to the mix).
That's 6 auras at once.
Max points into Salvation to buff all 3 auras, 15/14/14 points into the 3 resist auras for now. At 99 all 3 auras will almost be maxed out with synergies.
1 point into everything else on the defensive tree, except Redemption which I recently pulled a point from by building a new CTA on a Caduces with Redemption. This is my default aura on swap, and was really the only time I was using Redemption.
On the offensive tree, max points into HolyFreeze, 1 point wonder into everything else but Holyshock. This gives me access to 34Hfreeze and access to basically the entire offensive tree at level 15 for each aura. Auras I actually use.
On the combat tree 1 point wonder into Sacrafice/ Zeal and everything needed for Holy Shield. On swap (CTA/Spirit) this gives me a level 11 Holy Shield. I put enough points then into dex to hit max 75% block, also boosting my AR.
In my inventory I run 7 offensive auras grand charms, plus gheeds/torch/anni. The small charms I run under them are a mix of res charms to keep all my res way up.
This build is expensive, but these grand charms are the least of it. Much less expensive than pcombs. I've traded 1 Hel for an offfenisve charm, an Ist for a nice one with 7% faster run walk. I even got 2 for free. Not dirt cheap like a defensive grand charm, but you can definitely shop for cheap ones.
For gear I'm running HOJ/Dragon/Dream/Dream. Highlords ammy, crafted gloves with ias, dual leech, crushing blow, and a bit of life/AR. For rings I run a 5% BK and a nice Raven Frost. Belt is String but Noscoil also works well here. Boots are GoreRiders. This is my only source of open wounds, and main source of CB. The Deadly Strike is nice, stacking with the HOJ and Highlords. You're still not putting out that much physical damage, but the high level deadly strike (69%) is a big help for leeching. That 3% mana leech is my only source of mana besides pots, and my 22% life steal keeps me alive well enough.
There is no way to have Life Tap on this build without using Dracs, which will kill your max speed Zeal, so high life steal is critical since the hell penalty sucks. You need 20% ias on the gloves, so LOH and even something like Lava Gout are good alternatives. Cat's eye is the only cheaper alternative to highlord's.
You don't have to use a BK ring, but I think it's perfect here. Good life steal, more life, all skills.
HOJ has ITA, so a low roll Raven Frost is fine. You smack almost everything with ITA. Only issue is it doesn't work on bosses or uniques. Hence, pumping your attack rating is still useful, unless you want to Smite everything or miss a lot.
Now what about Conviction? 83% defense reduction against most monsters (less on bosses I think, like the res reduction). Infinity/ Conviction are super strong and absolutely critical for making this build work so well. The issue is, merc isn't always around. He can be dragging ass, get stuck on a wall, off fighting a lone monster, or rarely die.
Conviction at all levels only has a 13.3yd radius. And without Teleport there is no way to easily center him on you. 13.3 is not small, but it's not huge either. Conviction is also a bit slow to "attach" to enemies as well, whether its self cast or from the merc. This is why I switched the merc from Might to Blessed Aim. Might is useful for more physical damage (and therefore more life leech). Blessed Aim at level 21 however has a massive 37.3 yard radius - way bigger than full screen - and a huge 375% AR boost. Basically if merc is alive, my AR is jacked way up, landing every hit. When I run into a blue pack or champion, I don't worry about missing or having to Smite. My hits land almost every time. (Especially if I wasn't lazy and pre-buffed with Demon Limb or a Sorc enchanted me).
For bosses though I will usually switch to Fanaticism and Smite, landing every hit, max effect from CB and Open Wounds. (The holy auras do nothing for Smite).
You might wonder why I have 1 point into Conviction, Sanctuary, and even the Fanaticism tree. None of these are actually necessary to run the build, but, they help.
Basically what inspire this build was building a self cast Holy Freeze zealot using a Gris Set filled with cold facets. Building an Auradin that way made me realize I could stack the same offensive charms to boost offensive auras, then sandwich all the auras together using items.
Normally when you're building an Auradin you think about Salvation as boosting one element (lightning or fire usually), then you stack that with the relevant Resist aura points. This is not what Salvation actually does though. Every point boosts *all 3* holy aura types. The same is true for Infinity/ Conviction. It doesn't drop enemy res by 85%, it drops it by a sum total of 255% (85x3).
Normally you just think about it as -85% because you're only focusing on one damage type. Maybe two with a dual element sorc or Auradin. But not all 3.
Salvation and especially Infinity/ Conviction are why this build smacks so hard. If they aren't immune, their res is probably into the negative. If they are immune, Infinity *might* break it, might not (especially not cold immunes). No need to sunder though.
If the Merc breaks the immunity, great. If he doesn't that's fine too. Even a double immune Lightning/Fire is still getting smacked by my cold damage, physical damage, and even a little poison damage from the Dragon's Venom. Conviction will plummet whatever res he has left that isn't an immunity.
This here is the beauty of the build and why its fun to play. If a monster is cold immune, I swap to level 15 Fanaticism. That's a 288% damage boost for me, a nice 16.6 yard radius to boost the Merc speed/dmg/AR up, and my own speed/AR get even higher. I'm already at max Zeal, but this can help offset anything slowing me down. Fanaticism's speed boost is strong.
If I run into a bunch of undead, I swap freeze to Sanctuary. This is a 570% phys damage to bump, pierces their phys resistance, adds a small magic damage aura, and allows life/mana leech to keep working if the monster has any drain effectiveness. The knockback it provides is pulse based and not a big deal IMO, unlike item based knockback.
My own Conviction runs at level 15, three higher than Infinity. That's -100% res. This is the least useful compared to lv 15 Fanaticism or even Sanctuary, but still fun to have for one point. If Emilio is not around, slow, stuck, or dead I may throw it on. Also helpful in Chaos or Baal runs if no one else is running max Conviction.
Technically you don't need Meditation or Vigor, but I find both useful for getting around. Meditation for unlimited charging, Vigor for getting around town or keeping up on a P8 Chaos run.
Overall this is my favorite build to play right now. I'm motivated to level up because every point into a synergy helps. You can leave Holy Freeze on be lazy, slowing almost everything in the game down, or swap in other auras as needed vs different immunities and monster types. LOH is really good as usual but for now I prefer the mana leech, added CB and life leech from my crafted gloves.
Hope this was helpful. This build is ultimately like smashing max Zeal and Vengeance together with a ton of aura damage and slow effect. My DPS may even be higher than Maxroll shows btw due to the aura/item bug that doubles aura damage. If my numbers are correct my auras are providing pulse damage every 2 seconds from 2,470 - 6,462, and even higher up close. In p1 most monsters die in one or two hits.
Dragondin's level 44 aura is still stronger, but I think this build comes in second for pulse damage. All aura damage is pretty weak on high player counts, but the Holy Freeze effect remains useful, and the radius is massive at level 34.
Finally, I did try building this Omnidin a different way at first. It was terrible.
Doom in a bersker Axe (very bad idea)
Dream Helm
Dragon Shield
Ormus robes to boost all element types
It was cool in my head but sucked in practice. The auras were small and weak. Ormus Robes helped but not nearly enough. Berserker axes are the worst for Zealing. The durability is super low, can barely make it through 1 cow run. I also put it into a sup Axe, so the repair costs were insane. 200k+ repairs, every run. DPS was barely 30k with this setup, compared to 83k now.
Also you can tinker with the res points to boost the damage a bit, but not much (like 86K max for me right now). The even spread of points is best. Each aura has its benefits. HOJ adds -20% fire res, Holy Freeze is running 4 levels higher, and Holy Shock has the highest max damage potential. So you can stack points towards a particular aura if you want, but I don't think its worth it. The build runs best when all the auras are supported and cranking out their own damage type.
I have considered running sunder charms, but I think its pointless. This build allows you to work around immunities rather than through them. Even if I'm too lazy to switch Holy Freeze off against a cold immune, he'll still be dead from fire and lightning damage shortly anyway.
Description by Dream65
I've been running Zealadins since original LOD. Physical, Dreamadin, Dragondin, (self cast) Freezadin, even a magic focused zealer using Principle and Astreon's. It's every Zealer's Dream to run all 3 holy auras at once, at a high level, in a way that actually works without cutting corners. This is usually considered impossible. At best you might build a dual Holy Fire/Shock Zealer using Dreams/Dragon/HOJ. Run max level Conviction, put points into the elemental synergies, focusing less on physical damage (that would normally support a Dreamadin or Dragondin with a 2nd damage type).
That's a strong build no doubt, you could probably sunder both Fire and Light too, making up the res with charms. BUT, HolyFreeze is still left out, and therefore the Holy Trinity of auras remains incomplete. Basically you're swapping one element + physical damage for two elements and low physical damage.
I'm here to tell you that I have found a way to complete the Holy Trinity grail of 3 holy auras, plus Conviction, Blessed Aim, and Thorns, and it is awesome.
Hits like a truck, tanks well against monsters, massive defensive boost from high res caps and huge Holy Freeze slow effect.
You can melt almost anything in the game because you are putting out so much damage across a huge spread of damage types. It's also fun to play due to on the fly "plug and play" customization with different immunities and monster types.
My Holy Trinity build is here, currently at level 92.
83.5k DPS against target dummy, with max speed Zeal.
https://maxroll.gg/d2/d2planner/cp2il0o5
Running level 34 Holy Freeze (self cast, 26 yard radius, bigger than full screen), level 30 Holy Fire (about full screen 23.3yrd radius, Dragon + HOJ), and level 30 Holy Shock (same 23.3yd radius, dual Dreams). Our old boy Emilio is running an Eth Thresher Infinity for level 12 Conviction, native level 21 Blessed Aim, and level 18 Thorns from a Bramble I rolled on him. ( Thorns is not necessary here, but I thought it was fun to aura max and add some physical damage to the mix).
That's 6 auras at once.
Max points into Salvation to buff all 3 auras, 15/14/14 points into the 3 resist auras for now. At 99 all 3 auras will almost be maxed out with synergies.
1 point into everything else on the defensive tree, except Redemption which I recently pulled a point from by building a new CTA on a Caduces with Redemption. This is my default aura on swap, and was really the only time I was using Redemption.
On the offensive tree, max points into HolyFreeze, 1 point wonder into everything else but Holyshock. This gives me access to 34Hfreeze and access to basically the entire offensive tree at level 15 for each aura. Auras I actually use.
On the combat tree 1 point wonder into Sacrafice/ Zeal and everything needed for Holy Shield. On swap (CTA/Spirit) this gives me a level 11 Holy Shield. I put enough points then into dex to hit max 75% block, also boosting my AR.
In my inventory I run 7 offensive auras grand charms, plus gheeds/torch/anni. The small charms I run under them are a mix of res charms to keep all my res way up.
This build is expensive, but these grand charms are the least of it. Much less expensive than pcombs. I've traded 1 Hel for an offfenisve charm, an Ist for a nice one with 7% faster run walk. I even got 2 for free. Not dirt cheap like a defensive grand charm, but you can definitely shop for cheap ones.
For gear I'm running HOJ/Dragon/Dream/Dream. Highlords ammy, crafted gloves with ias, dual leech, crushing blow, and a bit of life/AR. For rings I run a 5% BK and a nice Raven Frost. Belt is String but Noscoil also works well here. Boots are GoreRiders. This is my only source of open wounds, and main source of CB. The Deadly Strike is nice, stacking with the HOJ and Highlords. You're still not putting out that much physical damage, but the high level deadly strike (69%) is a big help for leeching. That 3% mana leech is my only source of mana besides pots, and my 22% life steal keeps me alive well enough.
There is no way to have Life Tap on this build without using Dracs, which will kill your max speed Zeal, so high life steal is critical since the hell penalty sucks. You need 20% ias on the gloves, so LOH and even something like Lava Gout are good alternatives. Cat's eye is the only cheaper alternative to highlord's.
You don't have to use a BK ring, but I think it's perfect here. Good life steal, more life, all skills.
HOJ has ITA, so a low roll Raven Frost is fine. You smack almost everything with ITA. Only issue is it doesn't work on bosses or uniques. Hence, pumping your attack rating is still useful, unless you want to Smite everything or miss a lot.
Now what about Conviction? 83% defense reduction against most monsters (less on bosses I think, like the res reduction). Infinity/ Conviction are super strong and absolutely critical for making this build work so well. The issue is, merc isn't always around. He can be dragging ass, get stuck on a wall, off fighting a lone monster, or rarely die.
Conviction at all levels only has a 13.3yd radius. And without Teleport there is no way to easily center him on you. 13.3 is not small, but it's not huge either. Conviction is also a bit slow to "attach" to enemies as well, whether its self cast or from the merc. This is why I switched the merc from Might to Blessed Aim. Might is useful for more physical damage (and therefore more life leech). Blessed Aim at level 21 however has a massive 37.3 yard radius - way bigger than full screen - and a huge 375% AR boost. Basically if merc is alive, my AR is jacked way up, landing every hit. When I run into a blue pack or champion, I don't worry about missing or having to Smite. My hits land almost every time. (Especially if I wasn't lazy and pre-buffed with Demon Limb or a Sorc enchanted me).
For bosses though I will usually switch to Fanaticism and Smite, landing every hit, max effect from CB and Open Wounds. (The holy auras do nothing for Smite).
You might wonder why I have 1 point into Conviction, Sanctuary, and even the Fanaticism tree. None of these are actually necessary to run the build, but, they help.
Basically what inspire this build was building a self cast Holy Freeze zealot using a Gris Set filled with cold facets. Building an Auradin that way made me realize I could stack the same offensive charms to boost offensive auras, then sandwich all the auras together using items.
Normally when you're building an Auradin you think about Salvation as boosting one element (lightning or fire usually), then you stack that with the relevant Resist aura points. This is not what Salvation actually does though. Every point boosts *all 3* holy aura types. The same is true for Infinity/ Conviction. It doesn't drop enemy res by 85%, it drops it by a sum total of 255% (85x3).
Normally you just think about it as -85% because you're only focusing on one damage type. Maybe two with a dual element sorc or Auradin. But not all 3.
Salvation and especially Infinity/ Conviction are why this build smacks so hard. If they aren't immune, their res is probably into the negative. If they are immune, Infinity *might* break it, might not (especially not cold immunes). No need to sunder though.
If the Merc breaks the immunity, great. If he doesn't that's fine too. Even a double immune Lightning/Fire is still getting smacked by my cold damage, physical damage, and even a little poison damage from the Dragon's Venom. Conviction will plummet whatever res he has left that isn't an immunity.
This here is the beauty of the build and why its fun to play. If a monster is cold immune, I swap to level 15 Fanaticism. That's a 288% damage boost for me, a nice 16.6 yard radius to boost the Merc speed/dmg/AR up, and my own speed/AR get even higher. I'm already at max Zeal, but this can help offset anything slowing me down. Fanaticism's speed boost is strong.
If I run into a bunch of undead, I swap freeze to Sanctuary. This is a 570% phys damage to bump, pierces their phys resistance, adds a small magic damage aura, and allows life/mana leech to keep working if the monster has any drain effectiveness. The knockback it provides is pulse based and not a big deal IMO, unlike item based knockback.
My own Conviction runs at level 15, three higher than Infinity. That's -100% res. This is the least useful compared to lv 15 Fanaticism or even Sanctuary, but still fun to have for one point. If Emilio is not around, slow, stuck, or dead I may throw it on. Also helpful in Chaos or Baal runs if no one else is running max Conviction.
Technically you don't need Meditation or Vigor, but I find both useful for getting around. Meditation for unlimited charging, Vigor for getting around town or keeping up on a P8 Chaos run.
Overall this is my favorite build to play right now. I'm motivated to level up because every point into a synergy helps. You can leave Holy Freeze on be lazy, slowing almost everything in the game down, or swap in other auras as needed vs different immunities and monster types. LOH is really good as usual but for now I prefer the mana leech, added CB and life leech from my crafted gloves.
Hope this was helpful. This build is ultimately like smashing max Zeal and Vengeance together with a ton of aura damage and slow effect. My DPS may even be higher than Maxroll shows btw due to the aura/item bug that doubles aura damage. If my numbers are correct my auras are providing pulse damage every 2 seconds from 2,470 - 6,462, and even higher up close. In p1 most monsters die in one or two hits.
Dragondin's level 44 aura is still stronger, but I think this build comes in second for pulse damage. All aura damage is pretty weak on high player counts, but the Holy Freeze effect remains useful, and the radius is massive at level 34.
Finally, I did try building this Omnidin a different way at first. It was terrible.
Doom in a bersker Axe (very bad idea)
Dream Helm
Dragon Shield
Ormus robes to boost all element types
It was cool in my head but sucked in practice. The auras were small and weak. Ormus Robes helped but not nearly enough. Berserker axes are the worst for Zealing. The durability is super low, can barely make it through 1 cow run. I also put it into a sup Axe, so the repair costs were insane. 200k+ repairs, every run. DPS was barely 30k with this setup, compared to 83k now.
Also you can tinker with the res points to boost the damage a bit, but not much (like 86K max for me right now). The even spread of points is best. Each aura has its benefits. HOJ adds -20% fire res, Holy Freeze is running 4 levels higher, and Holy Shock has the highest max damage potential. So you can stack points towards a particular aura if you want, but I don't think its worth it. The build runs best when all the auras are supported and cranking out their own damage type.
I have considered running sunder charms, but I think its pointless. This build allows you to work around immunities rather than through them. Even if I'm too lazy to switch Holy Freeze off against a cold immune, he'll still be dead from fire and lightning damage shortly anyway.
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Dream65
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