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Original guide
The Conversion Paladin- a guide (1.09)
Author: Goon Squad LoD V 1.09
Introduction
Navigation
Introduction
Skills
Stat Points
Mercenary
Mercenary Equipment
Warning for HC Conversion Pals
Equipment
Playing the Character
Conversion is a Paladin skill that was never widely used, and was considered nerfed in the 1.08 patch. This character build takes advantage of the shorter conversion time (16 seconds) and the fact that converted monsters have only a sliver of life once conversion expires (this may be a bug, but it's there).
To demonstrate the viability of the "Convertadin", my hardcore Paladin (Auraboy) on US West has now reached Level 76 and is in act 5 hell. He is now on the lower reaches of the Paladin ladder, having basically soloed through the first four acts of hell.
This build of paladin is equally at home soloing in 8 player games, soloing in a single player game in order to get through to act 5 in all the difficulties, or being a party member with powerful auras. Later on, he can be an extremely effective magic finder.
Skills
At the start you will want 1 in might and 1 in sacrifice. Don't allocate any further skills until you reach level 6, when you place 1 in thorns. Continue to place one point in thorns each level up. You should be able to max thorns or very close to it by Lvl 25. At 12 place 1 in zeal (prerequisite). Although you'll need Holy Fire (lvl 6), Blessed Aim (lvl 12), Concentration and Holy Freeze (lvl 18) as prerequisites leave these until later. Concentrate on getting as many as possible in thorns by Lvl 23. You will need to place a point in vengeance by lvl 23. This is needed to get conversion at Lvl 24 and becomes an important part of your character build later on.
Upon reaching 24 place your points in conversion until you have 5 in it. You then need to ensure that you have all the prerequisites for Conviction by Lvl 28. Continue to ignore blessed aim/concentration for now. At level 30 start on conviction, and place one point in salvation. Continue pumping conviction until you have around 8 in this, then place a point in blessed aim and concentration, then fanaticism. Get Fanaticism to just 2 or 3 then finish maxing conviction. At some time around lvl 40 place one point in smite. Every third or so level after 40, add one to conversion until it is around 8 or 9 without skill bonuses. Any more than this in conversion are wasted. Once conviction is maxed you then work on fanaticism. You may like to add a point or two to sanctuary to assist with crowd control in act 2 hell, and a point or two more in smite will help with nasty bosses. Also a couple in vengeance don't go astray. Place these at higher levels, certainly not before conviction is maxed and fanaticism is at Lvl 15 or so.
My paladin at Lvl 76 has the following base skills points.
Thorns 20
Conviction 20
Fanaticism 20
Conversion 9
Vengeance 3
Salvation 3
Smite 2
Sanctuary 2
All prerequisites for these skills 1
Stat Points
This is very easy. Start by placing all points into vitality. You want to increase your life rapidly, getting to at least 400 by lvl 15 or so. When you are hitting act 2 normal, increase strength to 37 and no more at this stage, unless you find a good Heraldic Shield with inbuilt resists and 3 sockets, when you'll then go to 40 strength. Do not place points in dexterity or energy, as they are not needed. Continue to increase vitality until about level 20 when you should increase your strength to 55, allowing use of a war scepter. This is optional, but I have found a war scepter a better converting weapon due to its faster attack speed. Later on, increase your strength only to use the armor or weapon of your choice, but bear in mind that more strength equals less life, so look for armor and weapon with low strength requirement and no dexterity req.
My character's base attributes at Lvl 76-
Strength 59 (74 with ring & charm)
Dexterity 20 (36 with items but not needed at all)
Vitality 375
Energy 15 (34 with items)
Life 1579
Mana 208
Mercenary
It should go without saying that melee mercenaries are out of the question in this build. This is because the thorns aura remains on converted monsters for some seconds after they convert back, and your melee mercenary will suffer instant death when he hits one of these thorned monsters.
Therefore your choice of mercenary lies between the Act 1 rogue and the Act 3 cold guy. Both have their merits, however I prefer the archer. Bearing in mind that up until level 40 or so you will be mostly using thorns/conversion, therefore you really don't want a mercenary freezing monsters. Later on it doesn't matter so much if you freeze monsters. You can trade your rogue in on an Iron Wolf freeze merchant if you like (and an act 3 lightning mercenary may be a good later choice as well, as they can hit multiple enemies), but some party members resent cold mercenaries freezing corpses, therefore I stick with the Act 1 rogue. She is by far the easiest of the mercenaries on the eye as well, but of course that isn't a factor at all. Wait until you are Lvl 8 rather than get your mercenary from the Blood Raven quest, as you want a fire arrow mercenary rather than a cold one. Fire does more damage than cold (and a rogue's inbuilt fire damage gets quite high as she levels).
Mercenary Equipment
Right from the start, look for a 3 socket Hunters or Long bow. Socket it with the highest grade of topazes that your mercenary can use at her level, and continue to upgrade. The physical damage isn't nearly as important as the elemental, and I have found lightning to be the best since your mercenary already has fire. At Lvl 76 (her level as well) my mercenary uses an Arcing Long War Bow of Precision- socketed with an Ort and a perfect sapphire (I wasted my hell free sockets on this thinking I'd get more than 2)- giving her fire, lightning and a little cold. Physical damage 3-23, lightning damage 2-335, cold 10-14. She has inbuilt fire damage, so far as I can work out, of around 100 or so at her level. her total damage (without fanaticism) is listed as 130-531. Since a higher physical damage bow only returns half the increased physical damage in hell, it is quite pointless to try to get her a gothic or such, even though she has the attributes to use such a thing.
From early on, give her armor and a helm socketed with rubies to increase her life. Upgrade this as often as possible as well. When you've reached act 5 hell, you might like to replace the rubied armor & helm with topazed. As your mercenary actually does most of the actual killing in hell (you just convert), and as her magic find is added to yours for her kills, you can have a VERY high magic find if you load both of you with this gear.
A Word of Warning for Hardcore Conversion Paladins
This build uses the thorns/conversion strategy, especially in the earlier levels, up to 40 or so. Because converted monsters whose conversion time has expired retain the aura of the paladin, there is a very real possibility that someone (maybe even you) will die if you use thorns/conversion in a party that includes melee characters. Other paladins and barbs are most at risk- druids don't die in one hit if they are shifted, but they are still somewhat at risk. In a party situation use conviction or fanaticism, depending on the makeup of the party, or thorns if you have a couple of horde Necromancers with you. Thorns/conversion is strictly for use when you are alone, with no party members present. The thorns aura, on a monster, at level 25, returns 1250 odd percent damage, no 10% here. Any melee character will be instantly killed if they strike such a monster.
If you use thorns without conversion, beware of assassins in your party using mind blast or with a shadow master (who will cast mind blast). This converts monsters with the same end result. Likewise, using conversion where a thorns mercenary or another paladin using thorns is about throws up the same possibility.
There are those even now who use this game feature to PK, often getting loot from party members as well. This is about as sneaky and underhanded a PK as there is, just as abhorrent as the Sorceress town portal/hostile/hydra trick, or the practice of trapping waypoints and level entrances. Melee characters in hardcore should be aware of it.
Equipment
The beauty of this build is that you do not need any special items whatsoever. Everything you need is findable or buyable. The closest thing my character has to a "godly" item is his Iron Pelt unique trellised armor, with a perfect ruby socketed. He obtained this on a nightmare Baal run.
Early on, you need gear that increases your life. Therefore rubies are the most valuable thing you will find. Socket a helm and armor with the highest quality rubies you can find. Look for a belt with + life as well. Try to find boots, gloves and jewelry with attack rating (needed until conviction is up to snuff) life and/or resists. Fast attack gloves are good, fast run boots likewise but not really essential until later. A +3 to offensive auras amulet is a nice thing to have once you're 45.
Your early weapon should be a scepter with 3 to thorns, 1 to resist lightning, and 2 sockets, if you can procure such a thing. Alternatively, use 2 scepters and weapon switch when you need to use the resist lightning aura. If you use Sacrifice (best wait until you need to, and your life is at least 400 or so) you can do sufficient damage to kill monsters easily, with the thorns aura on as well. If you can find a 3 socket grand scepter with 3 to thorns, this could be very useful to you once you have 37 strength.
As you get higher, towards lvl 24, try to get hold of a War Scepter with 3 to conversion. War Scepters are faster than the lower types, although offering little more damage than a grand scepter. Faster attack means faster conversion, and this is what you want.
Later still, look for a weapon with decent damage and attack speed, and a low strength and no dexterity requirement. A Kings Grace or Holy Thunder socketed scepter are useful, as is The Butcher's Pupil (unique cleaver) or Aldur's Rhythm (set jagged star). In hell you can use a weapon with mass elemental damage, even a wand. My guy has in his stash a grim wand with 1-461 lightning damage, and it kills physical immunes in hell. A good second weapon would be a scimitar or sabre with 2 to paladin skills and if possible (not essential) attack rating. Damage is not important, this is your converting weapon. It has to be fast, and you should be able to find one that offers other benefits to you. Use ancients pledge with this weapon to claw back mana.
For a shield, look initially for a 3 socket paladin shield (targe or rondache) with some resists on it. Upon receiving the runes for Q2A5, you will have your Ancients Pledge shield with decent resists. This shield also will provide Damage Goes to Mana, needed to use the conversion skill. In nightmare, look for a four socket Akaran Targe or Akaran Rondace, with good resists, and place 4 perfect diamonds in same, or 4 Um runes if you have them. A 4 socket Paladin shield can give up to 133% resist all, and its not at all difficult to get one to go over 100%.
Playing the Character
Your first skill point will be to might, so have this aura active until your thorns reaches Lvl 6 or so. Lvl 1-5 thorns doesn't do much really, considering it's you they will be hitting. You will need to pick up every healing bottle you find, and buy more besides. This will probably be true as long as your character lives. Save all your chipped gems to make full rejuvenations later on.
Use the sacrifice skill as your left click once your life reaches 350-400. You will probably be able to kill efficiently without it up to this time. Watch your life, heal up as needed. Don't worry if you are quaffing potions at a prodigious rate, just make sure you have them in your belt. If you can find a Necromancer to party with, by all means do so, as the thorns aura is godly with a horde Necromancer around.
Coming up to 24, you can expect to be taking quite a beating, although the monsters will die hitting you. Ranged monsters need to be chased and belted using sacrifice, melee ones will just die as they hit you. Lightning uniques are best handled by either letting them hit you (more damage from thorns- less lightning) or switching on Res Lightning (which you have on a second scepter) and belting them. If you can sludge your way through to act 5 and get the ancients, you will immediately have conversion at least a couple of levels, and more if you've managed to find a scepter with this skill on it. Once you can convert, your whole life changes. It is no longer you who has to take all the punishment.
Thorns/conversion works marvelously throughout normal and nightmare as well. There are some monsters you can't convert. All bosses and champions can't be converted (however their minions can). Rancid Defilers in act 5 can't be converted. Nor can Minions of Destruction. All the other monsters Baal trots out in the Throne of Destruction (except the uniques) can be converted making this a pretty easy place for the conversion Paladin. While using thorns/conversion, you will usually only need to get a single conversion, then stand back and watch the carnage.
In nightmare, and more so in hell, you'll start to use thorns less and conviction, and later fanaticism, more. In hell, the modus operandi is as follows-
When confronted with a huge number of angry monsters, ensure you have the (maxed) conviction aura active and conversion (now at lvl 10 or more with + skills) on your left click. Wait for conviction to go onto the monsters, the switch to fanaticism and wade in with your best converting weapon (actually bare fists are quite suitable). Convert as many as possible while both auras are active. This is a sort of boost of power that the Paladin has with conviction and fanaticism. As soon as you have converted one, the heat is off you on most occasions, as the monsters are now fighting each other. When conviction no longer shows on enemy monsters (Fanaticism will be on converted ones) take a break, switch back to conviction, and do it all again. Behind you will be your faithful and cute rogue mercenary who will promptly one-shot kill each monster as it converts back.
If you get a lightning unique, replace conviction/Fanaticism with salvation. You should still be able to convert. With any bosses, wear down the minions and other monsters before attacking the boss with smite/fanaticism (except le's, when you use salvation to protect your mercenary from lightning death). It probably won't do much damage, as you don't have many in it and don't have holy shield, but it will stun the boss while your mercenary does the deed. Alternatively, switch to your damage weapon and vengeance/conviction, then fanaticism just as you attack. You get 5 seconds of godly power. This method is appropriate for groups of champions as well.
Physical immunes (such as specters in arcane) are easily dealt with in the same way. Convert them (for 16 seconds they will cause carnage among the other sanctuary denizens) then let your mercenary finish them with he high elemental damage bow. At time you might have to wait for things to convert back, so wait. He who rushes in hell difficulty quickly dies. Do not rush headlong into ANY area in hell.
In act 2 you will be literally swamped with undead. The sanctuary aura is useful on these occasions. In my opinion, act 2 is the most difficult act in hell (for this build in any case). Tal Rashas tomb is especially dangerous. Extra strong/might bosses are not to be taken lightly. If you can get a free ride through here, by all means take it. I didn't though, I had to do it the hard way.
End of act bosses in hell are mostly handled with the thorns aura. Always go in with lots of full rejuvenations. I have a grunter barb for this purpose. Andy is an exception, use your damage weapon and vengeance on her. Duriel dies to thorns eventually, Meph likewise, make sure the fire lords are all dead. Convert them first, then come back and kill them with your damage weapon. Depending on the attributes Bremm has, it may be easier to ditch him on the right side of the level then come back down the waypoint, getting to Meph via the left. Bremm in hell can be a nasty piece of work indeed. Diablo is very difficult too. I could only kill him with thorns. With my Iron Pelt giving -18 to physical dam and -10 to magic, my Paladin didn't feel his lightning at all. What he did feel was his fire- not the nova, the fire he runs along the ground sometimes. This took me down to 1/4 life every time, despite 1500 life and max fire resist. Soon my rejuvenations ran out, and I have to run for it each time he did this fire attack, so that healing potions could work. He is VERY difficult to hit, even with conviction on. Eventually he went down, but it took a LONG time. Smite is no good for the big D, unless perhaps you've got lots of points in both it and holy shield. Can't give advice for hell Baal yet, as I haven't faced him. Maybe the advice might be- do it in a party!!
This is the method I have used to get through hell difficulty. Not too hard at all.
That's about it, comments and improvements more than welcome.
goon_squad