Charge is a unique skill. It does exactly what the name implies, the Paladin rushes into his target and deals damage. While the damage becomes massive as points and synergies are invested, the drawback is that the Paladin can't charge the same monster again while standing next to it. As Diablo II often sends many monsters towards the player, this skill can be dangerous to use. If the Paladin is surrounded, he can't use it. Users however can opt for a "pinball" approach if distances allow for it, by attacking multiple monsters/players that are far enough away from each other to permit rapid strikes. This will help to create breathing room via the bash effect, ration out the pain, separate strong enemies from the herd, force an enemy into a corner for zeal attacks, and even save teammates from powerful foes if endangered. The only flaws to this strategy are whether the enemy can resist the bash effect and the skill's high mana cost.
Charge is an outstanding PvP skill, and works very well when chasing down other players.
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. 
↑Diablo II Manual, page 79. Blizzard Entertainment, 2000.
This page was last edited on 14 February 2014, at 03:30.
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