Hi all, I'm looking for a bit more feedback on my guide. Then, maybe it can get added to the PvP guides.:smiley:
The forums already have a Liberator guide, but its quite old so I thought Iíd have a crack at updating it.
Ok, the first thing Iíd like to state is that this guide will most likely not give any new advice/ suggestions. Its just meant to be a more comprehensive/updated account of how you can make a Liberator. None of the guide is set in stone, but there are some goals that you should be aiming for.
WHAT IS A LIBERATOR?
As of writing this guide a Liberator is a Hammer/charge hybrid. It can also employ a 1pt ĎGriefí fueled smite for effective damage. One of the keys to mastering this build is to use the two skills in tandem.
I will present the two variations that I have built. Firstly, the classic or offensive build and also the defensive build.
Minimum of 75% fcr
Max res all, in Hell after Anya quest. Ideally youíll have stacked lit/cold res for foh/blizz.
9k+ Hammer dmg
Effective Charge dmg (I say effective because Iíve never bothered to calculate my charge dmg with grief)
HOW TO REACH OUR BUILD GOALS:
Like all builds your Liberator needs good gear, skill point and stat point placement.
Skill points Ė Offensive Build :
Blessed Hammers : 20pts
Vigor : 20pts
Concentration : 20pts
Blessed Aim : 20pts
Charge : All remaining points
One Point Wonders:
Salvation Ė optional*
Holy Freeze Ė optional*
Pre-Reqís (1pt each):
Skill points Ė Defensive Build :
Blessed Hammers : 20pts
Vigor : 20pts
Concentration : 20pts
Blessed Aim : 20pts
Charge : 1pts
Lite Resist Aura Ė All remaining points
One Point Wonders:
Salvation Ė optional*
Holy Freeze Ė optional*
Pre-Reqís (1pt each):
Comments on the two options:
As you can see the only difference between the two builds is whether you invest in charge or lite resist. Charge will make your charge a lot more dangerous (well, duh!). Lite resist will give you the passive bonus to your max lite res, which is quite handy when you consider all the lite based duellers that you will frequently encounter.
Neither build is Ďbetterí than the other, they both have proís and conís.
I do not recommend getting meditation or redemption. These are pvm skills. I also suggest you level as high a possible for extra life/dmg. The defensive build is finished at lvl 97, although its not 100% necessary to go that high.
*Iím yet to use Salvation. Thus, its optional. I can only think of one occasion when I needed it. That was when I was getting teamed by a FoHer and a Blizz sorc.
Fanaticism is also optional. I donít have it on either of my Liberators. The main reason Iíd get Fanaticism is if I wanted to speed up my smite. Fanaticism would give a nice boost to your ias.
Holy freeze Ė Iím on the verge of getting this. Flashing HF onto barbs and hammerdins could be quite handy for stopping desynch.
Iíll try and list a few options, but where I only list one option, then thatís because I feel there arenít any suitable alternatives. Bear in mind this is a PvP character, so some items are expensive. If you canít afford some of the gear, then go kill Meph until you can.
Crown of Ages : For me this is the best option. Res, DR, FHR and 1 skill are all great, but the 2os really makes it shine. Socket with Ber Ber. The downside is the high strength requirement.
Kiara Guardian : Get two if you have the stash space. Socket one with thul, the other with ort. Only use it when you canít beat a blizz/fohíer. I donít have the space so Iíve got 1 with um in it. Having said that I rarely use it since Iíve got good life/res charms.
Pally circlet : To be worthwhile it would need to have 2os, 20 fcr, and res. Even with these mods itíll still come up short vís CoA in the DR/Res department. Iíd consider using one when you canít wear your spider belt to maintain 75 fcr.
Shako : Less dr, no res, no fhr. Use it if you canít get a CoA. Try and keep two. One with a Ber, the other with Um. Can be used vís hdinís and bone necís though. I keep one with Jah in my stash for hammerdins and bone necís.
Enigma : Skills, Strength, Dr, Life, teleport. If you canít afford an enigma, then you canít build a Liberator.
Even with the massive strength boost youíll need to add some strength points to wear CoA, so you can probably use an Archon Plate, but I use a Mage Plate because thatís what I had at the time. Donít add points to strength just to wear an Archon, though. Level as high as possible before adding points to strength to get the maximum benefit from enigma.
Highlords : Is my first choice. 1 skill, lit res and all important deadly strike for your charge damage.
Maraís : I use this when I know I wonít be hitting my opponent with charge very much. The extra skill point adds to hammer damage.
Pally 20 fcr ammy: I wish I had one! An ammy with 20 fcr res and skills would be nice for when you want to wear t-gods/dungo.
Nokozan : I actually use this instead of hotspurs, because it takes up less stash space.
Greif : I started with a zerk. Then tried a phase blade for an extra smite frame. Iím back using the zerker now. I like the extra range. But try them both for yourself, it may be a personal preference thing.
Wizspike : Great for levelling. Also good for HvH duels where you need 125fcr. If you switch this in then also switch in a Maraís. This, spirit, spider, and trangs gives 125 fcr.
Silence : Often overlooked and on paper it looks great for stacking vís foh/blizz. 75 res, +2 skills and 20 fhr are all nice. But once youíve tried grief everything else comes up short.
Hoto : for extra hammer damage when duelling hdinís. I only list it because if I donít, someone will suggest it. I just use wiz spike.
Doom : A doom zerk would be an interesting addition to your stash. Holy freeze and +2 skills are quite nice whilst maintaining 75 fcr. It would also have good charge damage.
Death : Make it in an Ethereal Zerk. Huge deadly strike is what this bad boy is all about. This plus highlords will net you over 80% DS. On a pure charge damage basis this compares very well with Greif. Greif however, lets you use smite.
Spirit : Make it in a sacred targe or rondache with 40+res. These two shields give the best chance to block and will minimise points spent in dex. Keep re rolling it until you get 35 fcr!
4 Perf Topaz/sapphire Paladin shield with 40+ base res: This shield will give 200+ cold or lite res. Put it on and laugh at fohíers/bliz sorcís.
Spider : 1 skill, mana, slow, 20 fcr. No further explanation required!
T-gods : for the increased max lite res.
Dungo : For the DR
Snowclash : as per T-gods.
Be aware that T-gods/dungo/Snowclash are crutches. And they will cost you your 75 fcr breakpoint, unless you have a fcr helm or ammy.
Trangs : 20 fcr, 30 cold res.
Magefist : 20 fcr mana regen, but I prefer the cold res on Trangs.
Ravenfrost : Dex Ar CBF mana. Try and get a good one 20dex/220+ ar.
Bk: skill and life
Soj ; skill and mana
Whisp/Dwarf/Raven : sorb
Rare : Look for fcr/strength/dex/life/res. Get one with fcr and you can switch in Hoto more easily. I chose not to use one of these because if you build the stats then youíre stuck with it and canít use sorb items like wisp.
There isnít really one pair of boots that fits the liberator perfectly, thus this slot is open for filling some holes in your build.
Rares : look for frw/fhr/lite/fire res. I got a pair with the very unfortunate name of ĎImp Shankí. Now before the anti dupe users get on their high horses, my pair arenít the dupes on West NL (and sadly now on Ladder also). They lack the str and have different res. Ie they have only 20 frw, 10 fhr, 37 lite res, 31 fire res, 11 poison res and 16 mf. Nonetheless, these boots are ideal, since they cover a big hole in resistances and get me to 86fhr without the use of charms.
Waterwalks: The dex/life are nice. Use them when you donít need the res from rare boots.
Treks: Not as good as waterwalks imo. But the str, poison res, and fhr arenít bad.
Hotspurs : good only vís fire sorcís.
ShadowDancers : Try and get them with 20+dex. I would only use these if you donít have a CoA. The dex and 30fhr makes then a better boot than Treks IMO
Aldurís Boots Ė These have nice life and fire res to make up for spiritís shortfall in that element
CtA/Spirit : These are a must for boosting your life/mana
You thought some of the above gear was pricy. The charms for this build can be really expensive, but you can get by with cheaper stuff as well.
Anni: get the best one you can afford. Its worth it!
Torch : See Anni. Any will do, but the higher stats the better, since you save points and put them in vitality for more life.
Skillers : Use enough pcombat skillers to get 9-10k hammer damage. If youíre rich, get them with life. I currently use 4 skillers, but am considering dropping that back to 3. You should not need to use more than 4.
Small Charms : Fill every spare space in your inventory with charms to cover any holes in your build. Ie res/life charms. Ideally youíll have a bunch of 20 life 11 cold/lite res or 20/5 all res scís to stack against foh/blizz.
Iíve seen other people suggest ar/life gcís. Iím not such a fan of these, since all the characters that I want to charge have low def. Smiters, barbs etc who have high defence, will be killed with hammers.
Stat Point Allocation :
Standard stuff here.
Strength: enough to wear gear. Try levelling to 90+ before adding points so you can maximise the benefits from enigma
Dex : enough for max block with Battle command and holy Shield on.
Vitality : Everything else
Energy : None!
Be careful not to build in the points from Maraís or anything else you might want to take off. Itíll cost you a bit of life, but give you much more flexibility.
Default Pub Set-up:
Recommended Stash Gear:
Kira Ė ort, thul or um
Wisp x 2
Wizardspike with 15 res jewel
Shako with Jah or Pruby
Cold/Lite shields with ~200 res
Iím not putting myself out there as a godly dueller, thus some of my strategies may be lacking. The main strategy is to practice, practice, and then practice some more. I apologise in advance if some of my strategies appear lame, its just me compensating for my lack of skills.
Bowzonís: Are pretty easy. Simply charge, then smite them. If they run, and they will, charge them again. Try and be a little bit smart about it, donít just charge straight at them from 3 screens away. Approach on an angle so their GAís wonít lock onto you.
CS Zon: Again, charge and smite work well, so does desynch-tele hammer. Just switch out the spider for a T-Gods and have some stack to counter the Ėres from t-stroke, griffonís and any facets.
If they use fc hack, add 2 wisps and ort kira. Kill , nk , repeat.
Trapper: Pure trappers are really quite easy. Especially the hoto/spirit variety. Shift charge around them a few times then namelock charge. A couple of charges will kill them. If they block the charge, switch to smite. Good trappers will mb you after the first charge. If you find that they have you Ďpinnedí with mb then charge away and start afresh.
If their traps are really hurting you switch in t-gods. Most will just sit in traps so you will take damage. If you want to make yourself immune then switch in t-gods, 2 wisps and lite stack shield. I only do this when the sin is being a prat. Towngaurding, nkíing and stuff like that. It really frustrates them when they canít hurt you at all!!
I have no problems with negating the damage of a dueller that chooses to play 100% defensive and forces you to chase them all day.
WW sin : Hammers and 86fhr are your friend. Use them. WW sins will try to stun you so keep on the move and drop hammers at random. This will make them think twice about D flighting and delayed namelock tele while youíre charging out of stun lock. A good WW sin will be a fun fight, but I donít see many around. Remember they have claw block to stop some hammer hits.
Normally they will be lite/ww hybrids. For this duel you will want to use both your attacks. It will probably be necessary to take the edge of their LS with a wisp because they will most likely play defensively vís you. If you find yourself stunned charge away and restart. Generally, try and hammer while they are doing ww and charge them if you can catch them in the act of laying traps. Also try desynch Ďfly-byís. Desynch in drop a hammer or two and charge out again. The object of this is to get them to move out of their traps. Again, clawblock really helps them. This will be another difficult duel. You must practice and use your instincts. Unfortunately, I donít see many of these around though, even though I have one myself.
Poison : Another class you donít see much of these days. So much so that I have only duelled one or two with my libby. You can try two approaches. Chase him and charge him to death before his poison kills you, or lure him into hammer fields. Poison necroís need to get close to you for nova to hit. Thus they can be vulnerable to a hammer field.
Boner: Avoid the prison! After that play in a similar style to vís a bowzon. Come it at angles so the spirits wonít lock onto you. If you get a big train of spirits following you, charge away to a corner/house and tele through it to lose the train.
Poorly played necroís will spam spirit for too long and youíll be able to catch them. If they play ultra defensive, stop chasing them. They can either come to you or die of boredom while you go off and find someone else to duel. Well played boners will be one of your hardest duels, especially if they use revives.
BvB : These guys probably wonít want to duel you once they see you have hammers. But, if they do, just move around spamming hammers. Their lack of tele leaves them at a serious disadvantage.
BvC : Another fun duel. Keep them on screen so they canít whore out the bow for cheap damage. Crap ones will be easy. Theyíll just tele on top and ww. So cast a lot of hammers as you move. Good oneís wonít come to you as much. They will force you to come to them, by using widowmaker. Theyíll do random ww, desynch their ww and use leap to push you out of your hammer field. Try and desynch as much as possible, then drop hammers. Make it a game of Russian roulette. If you catch them with the bow out, tele hammer them or charge them.
The main thing to watch for is desynch ww.
All except Blizz : I treat them all the same. Stack your res, get increased max res and charge them to death. As you chase them drop hammers and try and herd them back into those hammers. With most sorcís it takes just one good namelock to end the duel.
Blizz : desynch, move around a lot and drop hammers, watch out for their random blizzís. The best time to close in on them is just after they have cast a blizzard, due to blizzard being a timed spell. Another thing to watch for is the almost standard tactic of the sorc casting blizz on herself, and also using ice bolt as a spammable attack.
You can always stack extra cold res and hunt them down.
Windy : Theyíll try and use minion stack to tele stomp you. So donít stand still. Charge, hammer, repeat. They need to get close to kill you. So force them to come into a hammer field. Keep a close eye on their minions. Once theyíve been killed off the druid will be vulnerable to a tele stomp or charge. Good windyís will be a fun challenging fight. The key to beating windyís is to remove the minions, good DR and good namelock skills.
FoH : Stack, stack, stack. Theyíre using a skill to ruin your res, so compensate and stack lit res. Charge and smite them. Hope theyíre not actually a v/t!
V/T : donít use as much stack as for a pure FoHíer. With my charms, a v/tís foh barely even hurts when Iím using my pub setup. Ultimately, they want to smite you. So keep plenty of hammers around you at all times. If they canít kill you with FoH, then youíre a long way towards winning.
T/V : IMO this is a tougher opponent than a v/t. Charging a t/v will be chancy, since heíll have a stronger smite than you. The best way to deal with these guys is to take the same approach as dueling a v/t. Stack Lite res, and create hammer fields.
Smiters : Cast a lot of hammers, stay with those hammers.
Hammerdin/Liberator: You can pretty much treat them in the same manner. Since charging a liberator is asking for a hammer in the face. Switch out the grief/highlords for a hoto and fcr ammy to get extra damage and 125 fcr. Charge around to desynch, the guy who tanks the best and is able to predict his opponents movements will win.
Results 1 to 10 of 43
Thread: Liberator Guide Version 2
10-04-2007, 01:26 #1
Liberator Guide Version 2
10-04-2007, 03:26 #2
There once was alot of fuss about forti vs eni for libbys. Whats your stand in this topic? I think eni came out top but you could have mentioned it.
Nice guide otherwise.
10-04-2007, 03:36 #3
Just couple things;
as pedu said, do mention Fortitude. I personally favor it over enigma.
scrap your defensive build outline. Pumping RL with lvl 1 Charge on a libb is plain ridiculous. in fact, I would prefer a max charge fort libber
small errors like "kiAra" and Sac Targe = Sac Rond in terms of blocking.
do give some reference to fhr
don't even suggest a nl telehammerring a windy. get rid of doggies, then just nl charge
duels with v/t's and t/v's are controlled by you initiating a smite war and then switching to hammer in the middle of it.
10-04-2007, 04:14 #4
The thing is, with all the +skills and +pcombat skills you can get a decent level of charge. Doing it this way may have been a bad idea prior to grief, but I can say that from my experience, it works! This approach also means you can switch in a wizspike a have yourself a Dennis_KoreanGuy 1v7 hammerdin:wink3:
FHR - I'll add something on that. Good point.
Windy tactic - I'll change that bit too.
I tend to play a bit more defensively v's v/t's and t/v's. My main aim is to catch them in a hammer field. I prefer not to get too close and provide them with smiting opportunities.
Sacred Targe = 60% block rate
Sarced Rondarche = 58% block rate
Not a lot of difference between the two, thus I recommend either, or. (Taken from Arreat Summit)
FORT v's ENIGMA
On paper Fort looks like a decent candidate for a Libby armor. It has res, life, fcr, and ed. So why is enigma better (imo)? Well, to me the mods on Fort aren't actually needed by a libby.
Life - the life is non-boable, and thus almost negligible. Engima, will give more life from stat points saved and the 5% life bonus from jah.
Resistences - 25-30 res is nice, but not essential, especially if you only carry 4 pcombats. That leaves a LOT of inventory space to use life/res sc's which will easily make up those lost resistences from not using fort.
FCR - Trangs, spider and 35fcr spirit = 75fcr. And thats enough. Adding fort won't make the next bp (125fcr). Maybe some crazy rare/crafted gloves could add to your life/res, instead of Trangs, or dungo/T-gods could be used over Spider. Still not worth it IMO. If you need a T-gods, I think its better to drop a fcr bp and just learn to adapt to the slower casting. Dropping the 75fcr bp permenantly is not something I'd recommend, though.
Enhanced Damage - As I already stated above in the post. My 1pt charge Libby can kill most casters in 2 hits. A Libby with 15+ hard points in charge, hardly needs and extra 300ed. Charge gets massive ed bonus's without needing extra ed from off weapon gear.
By not using Enigma you lose DR, Life (saved stat points/bo level), Tele and very importantly 2 skill points. That +2 all skills makes a big difference to your hammer damage, and helps with bo.
Last edited by mythos; 10-04-2007 at 04:24.
10-04-2007, 05:53 #5
The guide is missing the credits section :shocked:
If you need anything edited in the first post PM the Green Team with instructions :laugh:
10-04-2007, 05:59 #6
10-04-2007, 08:17 #7
- Join Date
- Apr 2007
Holy Freeze Ė optional*
Then again, you can invest some points into Charge after putting 10 to RL...
10-04-2007, 11:48 #8
I like it.
Easy to read with informative explainations.
10-04-2007, 12:01 #9
- Join Date
- Feb 2006
no mage strategys mentioned would be usefull as they can foh and still have the same hammer fmg making these dangerous.
Vs BvC they usally will wear a non tele armour like duress for ow or fortitude for dmg both are good armours to use vs hammers and for bow.
Also vs windy its worth mentioning the smite move, which usally works like this, you create a hammer field, charging type hammer field usally this is good enough to win but some windies have good namelocking and tele stomp u hard, if they do this u counter with smite as the minnions should get knocked off straight away and u either smite it to death or smite it into a hammer field this makes use of the good smite dmg u should have after maxing charge i believe + grief and and 1 point smite
10-04-2007, 14:09 #10
What about a Fortitude Berserker Axe? Good charge/FCR damage with resists + chilling armor if you ask me.
Fort Zerk 25 fcr
Spirit 35 fcr
Trangs 20 fcr
Rare boots (w/e it is)
Maras or Highlords
pretty neat for a 80%FCR (75 bp) if you ask me.
Nice guide btw, I enjoyed yours and Dennis' guides