Smiter Paladin Build Skills for Diablo 2 Resurrected

Last updated on Sep 22, 2021 at 09:00 by MrLlamaSC 1 comment

This page shows the recommended skill point progression and priority for the Smiter. Note that the following list refers to the total number of skill points, not the character level, to best account for the 12 bonus skill points granted by quests.

1.

Smiter Paladin Skill Build

  1. 1 point to all prerequisites
  2. 20 points to Smite Smite — Main skill of the build
  3. 20 points to Holy Shield Holy Shield — Synergy for Smite and powerful defensive buff
  4. 20 points to Fanaticism Fanaticism — Main Aura, providing both attack speed and damage
  5. Any number of points to Resist Lightning Resist Lightning, Resist Fire Resist Fire, and/or Resist Cold Resist Cold — For every 2 points in Resist skills, you passively gain +1% Maximum Resist to the relevant element, optional
2.

Select Smiter Paladin Skill Discussion

The Smiter is a tough and consistent damage dealer specialised in killing Bosses. That is due to the fact that the build relies chiefly on Chance of Crushing Blow to deal damage rather than the weak raw damage of Smite Smite.

The great attribute of Smite is that it has no hit-check. It will always hit 100% of the time. The downside is that most damage modifiers do not apply to it. Smite is also reserved to single target, meaning your overall kill speed when clearing denser areas will be noticeably slower than other melee builds. However, a Smiter is the best uberkiller in the game. Since Smite always hits, you can always apply Crushing Blow and Leech Life from Life Tap Life Tap. The inability to scale the damage of Smite normally means that the majority of the gear of a Smiter can be dedicated to survivability and utility, making the build very safe.

Many would argue that Exile should be used on a Smiter. However, Exile ends up not having many useful properties to a Smiter. The only truly useful modifier is the Life Tap Life Tap on Striking, and if you do not want to use Dracul's Grasp Dracul's Grasp, then you could certainly opt for Exile. Herald of Zakarum Herald of Zakarum ends up increasing the damage of Smite more than Exile would. Spirit is also a strong defensive option that is equal in damage but offers better protection than Exile.

3.

Smiter Paladin Stats Discussion

The following section discusses how many attribute points should be allocated to each of the primary stats.

3.1.

How much Strength Does a Smiter Need?

Enough Strength for gear — 138 if using a Vortex Shield Vortex Shield. If choosing to use another shield with lower Strength requirements such as Herald of Zakarum Herald of Zakarum, then 103 Strength for an Archon Plate Archon Plate is most likely necessary. This number always changes based on the gear you are using though so make sure to always double check the Strength requirements of each piece of gear you have as well as how much Strength each piece will provide once equipped.

3.2.

How much Dexterity Does a Smiter Need?

Enough for max block — Between 130 and 170 Dexterity total is usually enough to reach the 75% maximum chance to block. For a typical Paladin wearing the Herald of Zakarum Herald of Zakarum and using a fairly high level Holy Shield Holy Shield, 130 Dexterity should be enough. Always check your Character Sheet however, where you can track your current chance to block as you allocate Dexterity.

3.3.

How much Vitality Does a Smiter Need?

Everything else into Vitality — 250+ Vitality. Every excess attribute point should be allocated to Vitality, as long as you can meet the Strength and Dexterity requirements of your items by the time you wish to equip them, as well as the 75% maximum chance to block.

3.4.

How much Energy Does a Smiter Need?

Nothing — allocating stat points to Energy in a final build is universally considered sub-par for almost every character due to the widespread availability of Mana Potions.

4.

Changelog

  • 22 Sep. 2021: Page added.
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