- Diablo 3 Crusader Paragon Priority Classic
- Diablo 3 Crusader Paragon Points Priority
- Diablo 3 Crusader Paragon Priority Item
In essence, leveling in Diablo 3 takes two separate paths. The first pathway is a straightforward one — as of the Reaper of Souls expansion, you collect experience points to go from level 1 to level 70 over the course of five acts, four of which contain the main story of Diablo 3 and the fifth consisting of all the story from Reaper of Souls. And that’s great, but once you hit level 70, there’s a separate method of progression, one that isn’t tied to an individual character.
Can a wizard use swods or axes in Diablo 3? General: 2 Answers: Witch Doctor- how do I attack with an actual weapon? General: 3 Answers: Can you recommend a good place for grinding? Build: 6 Answers: How to do greater rift 20 solo on lvl 56 paragon crusader? Main Quest: 1 Answer: Is the disc needed to play Diablo 3? General: 7 Answers. Upon gaining Paragon Levels, players will gain 1 Paragon Point which they can use in one of four player stats categories. These Paragon Points will help increase the player's overall power. Discuss Diablo III with fellow Australian and New Zealand players. Don your heavy armor and raise your shield in this discussion of crusader tactics.
- ↑ 2014, Most Popular Crusader Builds The top Diablo III Crusader builds and skills at level 70 in Reaper of Souls. Diablo Somepage, accessed on 2014-18-07 ↑ 2017-01-25, Diablo 3 Post-mortem with Jay Wilson Part 3. Diablo.net, accessed on 2017-02-19.
- The Paragon System is a gameplay feature of Diablo III. It was added to the game after release, to provide more end-game content for players who had reached the level cap.1 For the currently used system, see the Paragon 2.0 section. In Paragon 1.0, after a player reached level 60, any further experience gained counted towards Paragon levels, of which there were 100, calculated independently.
Paragon levels are account based, meaning that once you earn a Paragon level on your level 70 Demon Hunter, your level 3 Monk and level 28 Wizard will also have the same Paragon levels. This can lead to your having a brand new level 1 alt but that character will have just as many Paragon levels as your main does.
Okay, so what does that all mean? What are Paragon levels? Let’s discuss the end of game leveling system that adds more punch to your characters across the board, not just to one specific character.
Are you a Paragon?
Paragon levels are, in essence, an alternative progression model that rewards you for playing at max level and allows you to get stronger on all of your characters while earning those Paragon levels. If you have three level 70 characters, and you spend a variable amount of time playing each of them, all three will end up with the same Paragon levels. Every point of experience you earn after you hit level 70 on a character goes towards raising your Paragon levels, and once those levels are raised, they’ll apply equally to all the characters on your account. If you’re at Paragon 317 on your main? That level 2 Witch Doctor you started two years ago and haven’t touched since will also have 317 Paragon levels.
The Virtues of the Paragons
Paragon levels work differently than leveling 1 to 70. Going up a level provides a broad array of increases — health, damage, regen, etc. Going up a Paragon level gives you a point to spend in one of four categories. When you gain a Paragon level, you get a point in one of these four tiers, starting at Paragon level 1 giving you a point to spend in Core, 2 giving you a point in Offense, 3 a point in Defence allows you to spend points as follows:
- Strength, Dexterity or Intelligence — Whichever of these is your classes primary damage stat. In the screenshot above, a Monk, it’s Dexterity, as it would also be for Demon Hunters. Wizards, Witch Doctors and Necromancers gain Intelligence, while Barbarians and Crusaders can choose to spend points on Strength. In any case, damage is usually increased by 1% per point, so spending 1 Paragon point to get +5 of your primary damaging stat will get you an extra 5% damage. There are other benefits as well — for example, Armor also increases when you gain points in Strength, so Barbarians and Crusaders can get more Armor by increasing Strength, while Monks and Demon Hunters can increase their Dodge by boosting their Dexterity and Wizards, Necromancers and Witch Doctors can increase their Resitances by boosting their Intelligence. As befits one of the most powerful choices in your Core Paragon tier, this stat has no upper limit. You can keep spending points here indefinitely.
- Vitality — This buffs your Life and thus how much damage you can take before you die. Also has no upper limit — you can buy Vitality indefinitely with Paragon points.
- Movement Speed — This one is straightforward, half a percentage point increased movement speed for every point spent. This one caps at 50 points, giving a maximum increase of 25% movement speed at max investment.
- Maximum Resource — This one also caps at 50 points, and adds a different amount depending on class since it goes by the Resource used by said class. For example, spending the full 50 points on Maximum Spirit for a Monk gets you 50 points of Spirit, while spending the same amount on Maximum Hatred for a Demon Hunter only gets you an upper limit of 25 more Hatred. Check your class when spending points here to see exactly how much a point is worth.
After Core, there are tiers for Offense, Defense and Utility. You may be tempted to skip these tiers and go for the Core increases, but you can’t — remember that every Paragon level alternates between one of the four tiers and you can’t spend a Core point in Offense or Defense or Utility, and the same goes for Offense points or Ultility points or Defense points. There’s an exception — the only two choices in the Paragon system that don’t have a cap are your Primary Attribute and Vitality over in Core. Once you’ve accumulated roughly 800 Paragon levels, you will have maxed out every other possible option besides those two in Core, and thus, you’ll stop getting any points in Offense, Defense and Utility. From Paragon 800 on, all of your Paragon levels will go straight into Core, where you’ll choose between your Primary Attrribute and Vitality indefinitely. Considering that your Primary Attribute will add something like 1% damage per point and you get five points per Paragon spent, the Primary Attribute is likely your best bet, especially after Paragon 800.
The means to the end
Offense, Defense and Utility are more straighforward, and all of the options cap out so you’ll eventually have all 50 points in each four options per tier. What works best to focus on first depends both on your class and the specific build you’re going for. Offense offers Attack Speed, Cooldown Reduction, Critical Hit Chance and Critical Hit Damage. Defence gives you Life, Armor, Resist All and Life Regeneration, and Utility brings Area Effect Damage, Resource Cost Reduction, Life on Hit and Gold Find. What you choose to focus on is up to you and will be influenced by your gearing and build, but in general I’d almost always go with Cooldown Reduction first in Offense, Life Regeneration first in Defense, and either Area Effect or Resource Cost Reduction in Utility, although Life on Hit is also a strong contender. Eventually you’ll have them all maxed out and will be spending your remaining Paragon points on your Primary Attribute and Vitality anyway.
So the Paragon system means that there is no point where you’re ever really done. The amount of Paragon XP you need per level increases every level until around Paragon 2000 or so, which may not be a concern for you depending on how much you play — I’m not even at Paragon 800 yet and I play frequently, but I do Seasons and Season XP doesn’t add to your normal or Hardcore Paragon, and likewise Hardcore characters Paragon is shared between all Hardcore characters on your account, not with any normal mode characters you play. In general it’s not really worth worrying too much about it — chasing super high levels of Paragon is something that you either have the time for, or you don’t.
So yeah, Paragon levels are a useful way to increase your power directly through gameplay and aren’t really all that complex in actual practise — you get XP, you level, you get a point, you spend it. They share between characters, so if you decide you love your Barbarian for a few months and then go back to your Demon Hunter, all the Paragon XP that Barb earned and the Paragon levels they ground out will apply to your DH as well, as long as they’re not from a different mode of play. So go ahead and start grinding them up.
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We’ve covered the basics for the Barbarian class in Diablo 3 already — but what if Barbarian doesn’t do it for you? What class would? Why not the Crusader class?
The Crusader is a bit tankier than Barbarians. It’s a class that can still deal out the melee damage but which also focuses more on surviving. It’s a class whose resource is similar but less spiky than Barbs. And it’s a class which has a very strong kit of abilities reminiscent of the Diablo 2 Paladin — but with a more martial, zealous flavor. If that sounds more your speed, then the Crusader might just be for you.
Diablo 3 Crusader Paragon Priority Classic

I have leveled a couple of Crusaders to 70 through Season play, and they’re an interesting mix of doling out punishment and absorbing a lot of it without going down. In some ways, they feel better suited to group play than the Barb. And if you’re a WoW player who always dug the Protection Warrior or Paladin playstyle but wanted to use a great honking two-handed weapon and a shield in your off-hand, I would definitely recommend giving Crusaders a shot.

To destroy the wicked
Crusaders start off like every other Diablo 3 character — practically naked, save for a white weapon and shield. By level 30, you’ll have access to every tier of primary, secondary, defensive, utility, and law abilities, plus all but one of the classes’ Convictions. You’ll also have three out of the four passive skill slots with slightly less than half of the passive skills available to choose from. By level 30, I’m usually rocking this build, which does a decent job balancing between unleashing pain on your enemies while staying upright through swarms of things.
The way Wrath works, you usually enter a fight with a full orb, so you can typically throw a big damage attack at whatever you’re fighting to start with. I love dropping a Falling Sword right off the get-go, but that’s only something you can start doing once you’re around the mid-20 level range. When you first start playing, you’ll have one active skill and nothing else, and you won’t get your first secondary Wrath spender until level 2 with Shield Bash.
Honestly, to my mind, the most important choice to make is at level 10 when your first passive unlocks and you can decide whether to get Heavenly Strength or not. Pretty much any other choice you make at these levels is fine — it all kills monsters, it all works. But Heavenly Strength changes the way you play your Crusader. Do you use a simple one-handed weapon and shield combination, or do you pick up an enormous two-hander and swing it around in one hand like your Wrath has made you a titan?
How to lay low the monstrous
I think we can already dispense with pretending I would ever even play a Crusader without taking Heavenly Strength. But I don’t think that means you should. If all you’ve been finding are one-handed weapons, Heavenly Strength is kind of useless, and you should take Fervor instead. I recommend taking passives that let you take more of a beating. For example, the following passives are solid choices:
- Vigilant, which increases health regeneration and reduces non-physical damage by 20%
- Renewal, which provides you with health every time you block
- Hold Your Ground, which dumps Dodge but boosts Block by 30%, and is great when paired with Renewal
- Divine Fortress, which increases your armor by your shield’s chance to Block.
As you play, you’ll learn how much healing and defense you actually need, and how much you can sacrifice for damage passives like Holy Cause and Fanaticism — the former boosting your weapon damage and healing you when you deal Holy-based abilities, and the latter increasing your attack speed whenever you use Smite, Slash, Punish and Justice.
Speaking of those four abilities, they are your Wrath-generating attacks. You get Punish at level 1, Slash at level 3, Smite at level 11, and Justice at level 15. They all generate 5 Wrath, so there’s no real clear cut optimum choice — it comes down to what you want to be able to do with your Wrath-gen attack. I almost always choose Slash because it works and I’m not terribly imaginative.
Crusaders are capable of a wide variety of tactics — you can build an aggressive Crusader who risks everything on flinging around as much damage as possible knowing it will heal them, or you can build a more tactical-minded one who goes for a “slow and steady” approach. It’s a class that rewards making choices that have good synergy. And unlike many classes in Diablo 3, the best Defensive abilities the Crusader gets either stun or disorient whole groups of enemies or buff all of your allies. In those cases, I recommend Shield Glare to AOE blind or Consecrate to heal your friends, respectively.
Tying it all together
Diablo 3 Crusader Paragon Points Priority
So how should you play your Crusader? What tips can I give you to make it easier, whether you’re just picking up Diablo 3 for the first time some six years after it first came out or just giving the class a try in Season play?
- Commit to a playstyle. At levels 1 through 10, it really doesn’t matter what you do, but at level 10? Take either Heavenly Strength or Fervor and drive everything toward that decision. Decide if you want to be a slow-and-steady tank or a reaping destroyer, and make the proper passive choices to benefit that goal.
- Alternate between Primary and Secondary attacks. I found I had the best results when I would hit with a Secondary to open combat, then use a Primary, then a Secondary again. You start with a full Wrath orb, so make use of it.
- Don’t forget Laws and Convictions. Convictions are essentially just big attacks — I like to use them when I see a knot of demons or undead clustered up and in need of a whupping. But Laws are interesting abilities that have both a passive buff to you and your allies and an active on-use ability that acts like a cooldown for you and your group. Get comfortable with them and how to use them to help yourself and anyone you’re playing with.
- Remember, Crusaders are a solid group backbone. Laws are a good example of why a Crusader brings a lot to a group. In a game that doesn’t really have tanks, Crusaders might just be the closest thing to one — damage resistant, with strong group synergy thanks to their Law abilities, and a host of solid defensive options that can incapacitate whole groups of foes or heal and protect all of your allies at once. One of the strengths of the Crusader is it makes an excellent team player.
Crusaders are a fun class to play if you’re into being the shield that smashes in faces, the bulwark others break themselves against. There’s a lot more fun stuff to the class — you can boost your Thorns damage and make enemies regret they ever tried to hit you, or you can burst into white-hot light that sears them with every strike of your weapon. Overall, the Crusader offers a steadier, more deliberative playstyle than some other classes. It’s less the wild frenzy of the Barbarian or the disciplined mastery of the Monk and more a kind of pendulum swinging violently between extremes and crushing anything silly enough to try and stop it. And it can be a lot of fun.
Diablo 3 Crusader Paragon Priority Item
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