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u4gm Tips to Play a Crazy Strong Judgement Auradin in D4
If you have been no-lifing Diablo 4 Season 11 for a while, you have probably noticed the meta flipping every other week, but one thing has really stuck out to me lately: the Judgement/Auradin Paladin feels miles ahead of most setups, to the point where it almost feels wrong not to try it once you are ready to buy Diablo 4 Items and lock in a proper endgame loadout.
Why Judgement Feels So Good The big hook with this build is how Judgement ties into all your passive holy damage sources, so you do not have to pick between being a brick wall and a boss melter, you sort of get both by default and it shows the moment you drop that first Judgement circle and step inside it. Once the holy zone is up, you are basically playing a "walk forward and things die" build, enemies tick down before they even really reach you, and when you need to wake up a bit for harder content you start weaving in Blessed Hammers and watch the damage spike without changing your whole playstyle.
Survivability That Lets You Chill What surprised me most was how tanky this thing feels, because a lot of strong builds in Diablo 4 still fold the second you get clipped by some random elite affix, but with this Paladin you are often standing in junk that would delete a Sorc or Rogue and your health bar barely moves. The constant healing tied to holy damage, plus the Paladin's natural bulk, means you can get away with mistakes, so if you are on controller on the sofa, or just playing after work and not in the mood to play perfectly, this setup does not punish you every time you drift a little off the ideal line.
Seasonal Power And Screen Chaos Season 11's Sanctification effects and Divine Gifts are kind of the secret sauce here, and it really feels like the devs had holy builds in mind when they tuned some of these bonuses, because once your Legendaries start rolling procs on holy ticks, cooldown refunds, or extra explosions, the build goes from strong to ridiculous. There are runs in the Pit where the screen is so full of light effects and chained procs that you lose your character for a second, but you keep moving anyway because your health just sits there, and it nails that ARPG fantasy of wading through a pack and watching everything pop without needing some 20-button rotation.
Endgame Use And Why It Is Worth Rolling Where this build really pulls ahead for me is how it handles different endgame goals, because a lot of AoE-focused builds crush Helltides but feel awful on single targets, while this one walks into the Pit, Helltides, and World Bosses with basically the same toolkit, you just layer Judgement, keep holy uptime, mix in hammers, and watch boss bars drop without needing some separate "single target" swap, which makes it a great pick if you want one character that does almost everything once you have your diablo 4 gear for sale sorted.
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