|
Type
|
Medium range melee single attack
|
Tier
|
3
|
Required level
|
12
|
Required skills
|
Smite
|
Requirements
|
Bare hand or melee weapon, out of range
|
Left button
|
Yes
|
In town
|
No
|
Mana cost
|
9
|
Attack no mana
|
Yes
|
Weapon damage
|
100%
|
Synergy skills
|
Might, Vigor
|
|
Level01
|
|
6
|
12
|
18
|
24
|
30
|
|
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.
Detail
- To attack a target, it must be selected, within line of sight but outside melee range, and unobstructed. The Paladin will then charge toward the target and attack it when within melee range. Regardless of the success of the attack, eligible target will always be knocked back, and when unobstructed this will normally place them outside melee range, allowing consecutive charges: these will normally be 8-9 frames apart, depending on charge speed, resulting in ~2.778 or 3.125 attacks per second. [1]
- When the target is within melee range, or none is selected and any target is within melee range, using Charge will cost mana but only result in a standard Attack, with no +% Attack Rating and +% Damage from Charge. Charge will also cost mana when used while obstructed.
- Although Charge excels with a two-handed weapon, Smite can be a useful companion skill to allow targets within melee range to be knocked back out of it, allowing Charge to be used again.
- Attack speed does not apply to Charge attacks.
- While charging, blocking is reduced to 1/3 (maximum 25%) but attackers still require a hit-check (so they do not always hit, as would be the case while running). [2]
- Charge speed is not modified by Faster Run/Walk, but it is modified by all other walk/run speed modifiers. However, due to the way it is calculated these modifiers aren't normally as significant as when applied to walk or run speed:
- Charge speed = (Base run speed * 100+max(Speed, -50) /100) + (Base run speed * 1.5) [3]
- Base run speed is 9 yards per second [4] [5], so base Charge speed is normally 22.5 yards per second (9 + (9 * 1.5) ). [6]
- Speed is the sum of the following modifiers:
- Since there is a floor of -50% walk/run speed, minimum Charge speed is normally 18 yards per second (9*0.5 + 13.5). [7]
- However, when walk/run speed is modified while already charging, the Charge bonus may be lost and charge speed is simply calculated as follows:
- Charge speed = max(9 + (6 * 100+Speed /100) , 1.5) [8]
- Faster Run/Walk still doesn't apply, and Charge speed can be reduced to the floor of 1.5 yards per second (although this requires -125% walk/run speed). [9] Charge bonus may also be lost when an obstruction causes a change of course, but does not actually prevent Paladin from reaching his destination.
- Base Charge speed of 22.5 yards per second is equivalent to running with +225% walk/run speed, giving the Paladin almost unrivaled movement speed. Charge can be used to travel quickly by selecting it on the right mouse button, or the left mouse button while holding down SHIFT, and not selecting a target: the Paladin will charge to the cursor as long as he is unobstructed and buttons are held down. However, if he is within melee range of any target before or after charging he will attack it without charging, so it is best to use the left mouse button and release SHIFT to allow him to run out of range and resume charging.
Who needs a horse when you can run 100 yards in less than five seconds?
- On rare occasions there may be a glitch which results in the Paladin being unable to move. When encountered, first try swapping weapons; if this doesn't resolve the issue, the game will have to be saved and exited.
Source
- The following monsters also use Charge as an attack (although it always hits and cannot be blocked):
- An Aura Enchanted Claw Viper in Act 5 or Reanimated Horde with Might will receive a synergy bonus from it. [10]
Skill bonus
Levels 1-60
Stat
|
Level
|
1
|
2
|
3
|
4
|
5
|
6
|
7
|
8
|
9
|
10
|
+% Attack Rating
|
50 |
65 |
80 |
95 |
110 |
125 |
140 |
155 |
170 |
185
|
+% Damage
|
100 |
125 |
150 |
175 |
200 |
225 |
250 |
275 |
300 |
325
|
Stat
|
Level
|
11
|
12
|
13
|
14
|
15
|
16
|
17
|
18
|
19
|
20
|
+% Attack Rating
|
200 |
215 |
230 |
245 |
260 |
275 |
290 |
305 |
320 |
335
|
+% Damage
|
350 |
375 |
400 |
425 |
450 |
475 |
500 |
525 |
550 |
575
|
Stat
|
Level
|
21
|
22
|
23
|
24
|
25
|
26
|
27
|
28
|
29
|
30
|
+% Attack Rating
|
350 |
365 |
380 |
395 |
410 |
425 |
440 |
455 |
470 |
485
|
+% Damage
|
600 |
625 |
650 |
675 |
700 |
725 |
750 |
775 |
800 |
825
|
Stat
|
Level
|
31
|
32
|
33
|
34
|
35
|
36
|
37
|
38
|
39
|
40
|
+% Attack Rating
|
500 |
515 |
530 |
545 |
560 |
575 |
590 |
605 |
620 |
635
|
+% Damage
|
850 |
875 |
900 |
925 |
950 |
975 |
1,000 |
1,025 |
1,050 |
1,075
|
Stat
|
Level
|
41
|
42
|
43
|
44
|
45
|
46
|
47
|
48
|
49
|
50
|
+% Attack Rating
|
650 |
665 |
680 |
695 |
710 |
725 |
740 |
755 |
770 |
785
|
+% Damage
|
1,100 |
1,125 |
1,150 |
1,175 |
1,200 |
1,225 |
1,250 |
1,275 |
1,300 |
1,325
|
Stat
|
Level
|
51
|
52
|
53
|
54
|
55
|
56
|
57
|
58
|
59
|
60
|
+% Attack Rating
|
800 |
815 |
830 |
845 |
860 |
875 |
890 |
905 |
920 |
935
|
+% Damage
|
1,350 |
1,375 |
1,400 |
1,425 |
1,450 |
1,475 |
1,500 |
1,525 |
1,550 |
1,575
|
Reference
|