Might is the first aura a Paladin is likely to use. It offers a nice damage boost in the early levels, and will help the Paladin during the early stages of the game.
Compared to Concentration however, Might has no advantages whatsoever. Concentration offers more damage, the same range, and reduces the chance that your attack will be interrupted. Paladins who shun Charge and its synergies should never place any more than one point into Might, and should focus on Concentration or Fanaticism instead if they desire to increase their melee damage. For those who favor Charge builds however, Might and Vigor offer respectable bonuses and should not be overlooked.
Caught up in the fervor of battle, the Paladin calls upon the power of righteousness and the strength of justice to add force to the attacks of his party. What would be glancing blows now strike their mark, and otherwise deflected strikes rend through armor to bite flesh. 
↑Diablo II Manual, page 80. Blizzard Entertainment, 2000.
This page was last edited on 14 February 2014, at 03:21.
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