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3 comments   14557 views
1

Charge

Paladin Skill

Requires level: 12
Skill tree: Combat Skills (Paladin)

Closes the distance with an enemy, delivering a Bash on contact.

View skill stats

Prerequisites:

Smite

Synergies:

Vigor
+20% Damage per Level
Might
+20% Damage per Level
New ladder-only stats in 3.3
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Description

Charge into battle and attack an enemy.

Although Charge is after Smite on the Skill Tree, Charge does not require a shield. You can Charge without a shield with a two-handed weapon.

You can also use Charge on the Left Action Button while having Auras active at the same time. When maxed, Charge offers more damage than Sacrifice. Consider getting Mana Stealing Items when using Charge to offset its mana cost.

You can only use Charge on a Monster if you are already not in melee range. This is the one drawback when compared to Sacrifice. You will have to back away or select another monster that is further away.

May be used to flee from fights or even dodge (outrun) projectiles (such as Diablo's Fire Nova or Oblivion Knight's Bone Spirit). May also be used to (very) rapidly traverse land.

Sometimes Charge skill may stun yourself (you cannot attack and move but can drink potions) when attacking. This may continue very long until to your death. You can fix this by pressing the "W" key to swap weapons which should exit you from the stun.
Description by Trang Oul
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Lore

In showing fear, a Paladin displays his lack of faith, and a faithless Paladin is less than a man - let alone a knight.

This is vital in that when all else fails, it is faith that will carry the Paladin through to victory.

Warriors of faith never shirk from combat, but rush forward with heads down and shields up, allowing their glory to carry them into the thick of battle to deliver the first blow.
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Can be used to make Runewords:

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User avatar

Teebling Admin

RotW Warlock Europe PC
Charge into battle and attack an enemy.

Although Charge is after Smite on the Skill Tree, Charge does not require a shield. You can Charge without a shield with a two-handed weapon.

You can also use Charge on the Left Action Button while having Auras active at the same time. When maxed, Charge offers more damage than Sacrifice. Consider getting Mana Stealing Items when using Charge to offset its mana cost.

You can only use Charge on a Monster if you are already not in melee range. This is the one drawback when compared to Sacrifice. You will have to back away or select another monster that is further away.

May be used to flee from fights or even dodge (outrun) projectiles (such as Diablo's Fire Nova or Oblivion Knight's Bone Spirit). May also be used to (very) rapidly traverse land.

Sometimes Charge skill may stun yourself (you cannot attack and move but can drink potions) when attacking. This may continue very long until to your death. You can fix this by pressing the "W" key to swap weapons which should exit you from the stun.
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Image
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Charge is a useful mobility tool for Paladins of every kind before Teleport becomes readily available via Enigma.
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Charge does not benefit from Faster Run/Faster Walk bonuses.

But it DOES benefit from Vigor.

A charging Paladin with activated Vigor-aura can easily keep up with even the fastest moving parties.
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