LovelyGods
19-01-2005, 15:15
This is going to be a updated certain parts of the guide. Im going to list what i did, to save you some reading time. My way might not work for you or be the best way to make a libby, but its a good starting block to create your very own liberator. Let the domination begin. (based on my lvl 91 Liberator)
Basic Intro: Liberator, the charge hammer hybrid.
Minimum Opt. LvL = 90
Difficulity Usage: 8/10
Skills: What i did.
"Offensive Liberator"
20 Charge
20 Vigor
20 Concentraion
20 Blessed Hammer
16 Blessed Aim
01 Holyshield
Skills:
"Defensive Liberator"
16 Charge
20 Vigor
20 Concentraion
20 Blessed Hammer
20 Holyshield
01 Blessed Aim
Difference:
Defensive has more defense due to the maxing of holyshield, needs less points into dex to achive max block. While the offensive has less block, less defense he provides solid damage with the cross synergies that this build has.
Synergies to Charge are Vigor + Might
Synergies to Hammer are Vigor + Aim
Aim adds passive 5% ar per lvl invested into it, based on your base dexterity.
Hence why i choose what i did. Vigor is a synergy of both so tis a good idea to max this. This skill arrangement is not set in stone, you can move stuff around, this is just a basic outline of skills of the liberator.
STATS:
Strength, This depends on what armor you would like to use. I choose Enigma Light plate for mine, so i have a base str of 30. If you want to use shaft stop or some other armor this has to be higher.
Dex, Just enough for max block. (Tip: Try to get to lvl 70+ before adding to dex, have your holyshield where you want it and all gear equiped, this way you only add the minimal amount of dex required saving more points for....)
VITA: Everything goes into here that you can spare.
CHARMS:::
4 x Combat Gc, 1x with fhr.
5 x Sharp Gc of Vita
1 x Sharp Gc of Balance
9 x Sharp Sc of Vita
1 x Anni
GEAR:
THings to keep in mind when choosing gear, Life , Skills, Versaility.
My setup @lvl 91
Vs. Any Melee, Necros, Wind Druids, Bow zons
Helm: Shako (ber)
Ammy: Highlords
Armor: Engma Light Plate
Gloves: Bloodfist Sharkskin
Boots: Water Walk 64 life
Shield: HoZ Ber (charge side)
Shield: HoZ Um (cast side)
Weapon: Ebotd Zerk (charge side)
Weapon: HoTo (cast side)
Ring1: Bul Kathos
Ring2: R.Frost with almost perfect mods
Belt: Verdungo
Vs. Lightning Casters, Foher, Sorceress, Trappers
Helm: Kiras 70% resist (Lo)
Armor: Same
Ammy : Same
Ring1: Whisp
Ring2: Same
Belt: T.Gods
Shield: HoZ UM(ON CHARGE)
Shield: HoZ Ber (on cast)
Weapons: Same
Boots: D2C Imp Shank
Alternative, if sombody is really hurting you further add a 200+ LIght shield to the mix. IE: 4 P.Topaz shield with already having resist = 205 Maximum.
ToTals: 90% lightning resist / 35-40% Light Absorb / Stacked
Um on Charge becuase, now you can have the same effect as wearing hoto or wizardspike from Kiras so just charge away, depends on who u duel but usually a trapper or who ever will not have alot of block, therefore this setup works. Trappers will Mb You, dont worrry, it will take about 15 minutes for them to significantly hurt you with light sentry. Just stay calm and try to charge out of the Mb Field, then go in for the charge kill.
Light Sorc, try to stll play like you have no resist at all, charge using vigor around and try to get the sorc to follow, then strike your charge at them, they will die soon. if not at first, then re-load.
Anti V/t , Mage paladin Setup
NOTE:: the way i did this i dont have alot of Dr, i dont plan on getting smited and hammers dont effect dr. So...make it how u will, but just warning you ahead of time
Helm: Kiras (Lo)
Armor: Enigma Light Plate
Gloves: Bloodfist
Ring1: Bk or Whisp (depends on if the v/t or mage has a high foh or conviction)
Ring2: Bk or R.frost
Boots: D2C imp shank
Belt: T.Gods
Shields : Switch again ::Um on Charge Side, Ber on Cast
Weapons: Same
Ammy, Still highlords
rest is about the same as the melee setup.
Why i chose this. Vs any v/t or a mage (foh / hammer) paladins, the first thing they do is atempt to foh you, since foh will just tickle (because they ar not PURE foh they are hybrids therefore if you take away one attack you are ahead of the game) The idea is to NEGATE foh at all costs, not worrying about Dr, or Life at this time. FOh is a ranged attack, means you can be a screen away and it will still hit you. If you take away One major attack, all they have left is Smite (v/t) or Hammer(mage/Judicator). Smite needs to be in close, But remember, you have Hammers...THis is the trump card, smite will almost never reach you if you play this smart and dont wander off too much.
Vs mages, this is a little harder, once they see that foh wont hurt they will most likey ether A) teleport hammer you, or B) Charge / Hammer Dyscnc If they teleport hammer, thats simple. its very easy to predict where they will land, just know that and then move approproatly out of the way, casting hammers as you move. They will be sitting ducks teleporting on top of you, if you know that you never teleport.
BASIC DUELING STRAGETY:
Charge: With my melee setup or any setup for that matter. Charge probably will not hit any paladin that is "walking" The average pubby dueler wont walk, so its pretty simple, If you see them "running" twards you, BELLS and WHISTLES should be going off in your head, CHARGE CHARGE!!!! This will most likely hit every time. If the paladin blocks it, then CHARGE CHARGE away, get the hell out of there. re-group and repeat....also placing hammers too... incase they charge / follow you..
Do not be afraid to cast as many noob hammers as you want. i say noob hammers cuz the majority of pubby have never seen a libearator and thus wont expect 14k @34 ds charge coming at them full boar. Killing them in one hit or two. Your hammers wil do approx 8-9k or higher, this is the optimal lvl for these, they will kill in 1-2 hits still, and its not over kill.
Im very sorry if this is confusing to you. But its quite hard to put into words some of the tactics i do without sounding weird or not understanding how to kill a certain classs.
If you are on Us West i'll help you guys out, i'll hold a liberator school, if you want and help you out, i'll find some pubby duel games and work on some things with you guys or even in Temple fightnig some of the best v/t mages or zealots out there.
This is the VERY VERY basic way to make a liberator, and no i didn't include all the litting things , like why dont i have Fcr , and why dont i have any 10 x combats and why dont i use teleport....If you have any specific questions ask em...i'll answer em...
Basic Intro: Liberator, the charge hammer hybrid.
Minimum Opt. LvL = 90
Difficulity Usage: 8/10
Skills: What i did.
"Offensive Liberator"
20 Charge
20 Vigor
20 Concentraion
20 Blessed Hammer
16 Blessed Aim
01 Holyshield
Skills:
"Defensive Liberator"
16 Charge
20 Vigor
20 Concentraion
20 Blessed Hammer
20 Holyshield
01 Blessed Aim
Difference:
Defensive has more defense due to the maxing of holyshield, needs less points into dex to achive max block. While the offensive has less block, less defense he provides solid damage with the cross synergies that this build has.
Synergies to Charge are Vigor + Might
Synergies to Hammer are Vigor + Aim
Aim adds passive 5% ar per lvl invested into it, based on your base dexterity.
Hence why i choose what i did. Vigor is a synergy of both so tis a good idea to max this. This skill arrangement is not set in stone, you can move stuff around, this is just a basic outline of skills of the liberator.
STATS:
Strength, This depends on what armor you would like to use. I choose Enigma Light plate for mine, so i have a base str of 30. If you want to use shaft stop or some other armor this has to be higher.
Dex, Just enough for max block. (Tip: Try to get to lvl 70+ before adding to dex, have your holyshield where you want it and all gear equiped, this way you only add the minimal amount of dex required saving more points for....)
VITA: Everything goes into here that you can spare.
CHARMS:::
4 x Combat Gc, 1x with fhr.
5 x Sharp Gc of Vita
1 x Sharp Gc of Balance
9 x Sharp Sc of Vita
1 x Anni
GEAR:
THings to keep in mind when choosing gear, Life , Skills, Versaility.
My setup @lvl 91
Vs. Any Melee, Necros, Wind Druids, Bow zons
Helm: Shako (ber)
Ammy: Highlords
Armor: Engma Light Plate
Gloves: Bloodfist Sharkskin
Boots: Water Walk 64 life
Shield: HoZ Ber (charge side)
Shield: HoZ Um (cast side)
Weapon: Ebotd Zerk (charge side)
Weapon: HoTo (cast side)
Ring1: Bul Kathos
Ring2: R.Frost with almost perfect mods
Belt: Verdungo
Vs. Lightning Casters, Foher, Sorceress, Trappers
Helm: Kiras 70% resist (Lo)
Armor: Same
Ammy : Same
Ring1: Whisp
Ring2: Same
Belt: T.Gods
Shield: HoZ UM(ON CHARGE)
Shield: HoZ Ber (on cast)
Weapons: Same
Boots: D2C Imp Shank
Alternative, if sombody is really hurting you further add a 200+ LIght shield to the mix. IE: 4 P.Topaz shield with already having resist = 205 Maximum.
ToTals: 90% lightning resist / 35-40% Light Absorb / Stacked
Um on Charge becuase, now you can have the same effect as wearing hoto or wizardspike from Kiras so just charge away, depends on who u duel but usually a trapper or who ever will not have alot of block, therefore this setup works. Trappers will Mb You, dont worrry, it will take about 15 minutes for them to significantly hurt you with light sentry. Just stay calm and try to charge out of the Mb Field, then go in for the charge kill.
Light Sorc, try to stll play like you have no resist at all, charge using vigor around and try to get the sorc to follow, then strike your charge at them, they will die soon. if not at first, then re-load.
Anti V/t , Mage paladin Setup
NOTE:: the way i did this i dont have alot of Dr, i dont plan on getting smited and hammers dont effect dr. So...make it how u will, but just warning you ahead of time
Helm: Kiras (Lo)
Armor: Enigma Light Plate
Gloves: Bloodfist
Ring1: Bk or Whisp (depends on if the v/t or mage has a high foh or conviction)
Ring2: Bk or R.frost
Boots: D2C imp shank
Belt: T.Gods
Shields : Switch again ::Um on Charge Side, Ber on Cast
Weapons: Same
Ammy, Still highlords
rest is about the same as the melee setup.
Why i chose this. Vs any v/t or a mage (foh / hammer) paladins, the first thing they do is atempt to foh you, since foh will just tickle (because they ar not PURE foh they are hybrids therefore if you take away one attack you are ahead of the game) The idea is to NEGATE foh at all costs, not worrying about Dr, or Life at this time. FOh is a ranged attack, means you can be a screen away and it will still hit you. If you take away One major attack, all they have left is Smite (v/t) or Hammer(mage/Judicator). Smite needs to be in close, But remember, you have Hammers...THis is the trump card, smite will almost never reach you if you play this smart and dont wander off too much.
Vs mages, this is a little harder, once they see that foh wont hurt they will most likey ether A) teleport hammer you, or B) Charge / Hammer Dyscnc If they teleport hammer, thats simple. its very easy to predict where they will land, just know that and then move approproatly out of the way, casting hammers as you move. They will be sitting ducks teleporting on top of you, if you know that you never teleport.
BASIC DUELING STRAGETY:
Charge: With my melee setup or any setup for that matter. Charge probably will not hit any paladin that is "walking" The average pubby dueler wont walk, so its pretty simple, If you see them "running" twards you, BELLS and WHISTLES should be going off in your head, CHARGE CHARGE!!!! This will most likely hit every time. If the paladin blocks it, then CHARGE CHARGE away, get the hell out of there. re-group and repeat....also placing hammers too... incase they charge / follow you..
Do not be afraid to cast as many noob hammers as you want. i say noob hammers cuz the majority of pubby have never seen a libearator and thus wont expect 14k @34 ds charge coming at them full boar. Killing them in one hit or two. Your hammers wil do approx 8-9k or higher, this is the optimal lvl for these, they will kill in 1-2 hits still, and its not over kill.
Im very sorry if this is confusing to you. But its quite hard to put into words some of the tactics i do without sounding weird or not understanding how to kill a certain classs.
If you are on Us West i'll help you guys out, i'll hold a liberator school, if you want and help you out, i'll find some pubby duel games and work on some things with you guys or even in Temple fightnig some of the best v/t mages or zealots out there.
This is the VERY VERY basic way to make a liberator, and no i didn't include all the litting things , like why dont i have Fcr , and why dont i have any 10 x combats and why dont i use teleport....If you have any specific questions ask em...i'll answer em...