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Liberator Guide Version 2

Discussion in 'PvP' started by mythos, Apr 10, 2007. | Replies: 42 | Views: 15531

  1. mythos

    mythos IncGamers Member

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    Liberator Guide Version 2

    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 I’d have a crack at updating it.

    DISCLAIMER:
    Ok, the first thing I’d 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 ‘Grief’ 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.

    BUILD GOALS:
    Minimum of 75% fcr
    30%+ DR
    Max res all, in Hell after Anya quest. Ideally you’ll have stacked lit/cold res for foh/blizz.
    9k+ Hammer dmg
    Effective Charge dmg (I say effective because I’ve never bothered to calculate my charge dmg with grief)
    3.5k+ Life

    HOW TO REACH OUR BUILD GOALS:
    Like all builds your Liberator needs good gear, skill point and stat point placement.

    Skill points – Offensive Build :
    Blessed Hammers : 20pts
    Vigor : 20pts
    Concentration : 20pts
    Blessed Aim : 20pts
    Charge : All remaining points

    One Point Wonders:
    Smite
    Salvation – optional*
    Holy Shield
    Fanaticism– optional*
    Holy Freeze – optional*

    Pre-Req’s (1pt each):
    Prayer
    Cleansing
    Defiance
    Holy Bolt
    Might

    Skill points – Defensive Build :
    Blessed Hammers : 20pts
    Vigor : 20pts
    Concentration : 20pts
    Blessed Aim : 20pts
    Charge : 1pts
    Lite Resist Aura – All remaining points

    One Point Wonders:
    Smite
    Salvation – optional*
    Holy Shield
    Fanaticism– optional*
    Holy Freeze – optional*

    Pre-Req’s (1pt each):
    Prayer
    Cleansing
    Defiance
    Holy Bolt
    Might

    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 ‘better’ than the other, they both have pro’s and con’s.

    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.

    *I’m 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 don’t have it on either of my Liberators. The main reason I’d get Fanaticism is if I wanted to speed up my smite. Fanaticism would give a nice boost to your ias.
    Holy freeze – I’m on the verge of getting this. Flashing HF onto barbs and hammerdins could be quite handy for stopping desynch.

    Equipment:
    I’ll try and list a few options, but where I only list one option, then that’s because I feel there aren’t any suitable alternatives. Bear in mind this is a PvP character, so some items are expensive. If you can’t afford some of the gear, then go kill Meph until you can.

    Helm :
    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.

    Alternatives :
    Kiara Guardian : Get two if you have the stash space. Socket one with thul, the other with ort. Only use it when you can’t beat a blizz/foh’er. I don’t have the space so I’ve got 1 with um in it. Having said that I rarely use it since I’ve got good life/res charms.
    Pally circlet : To be worthwhile it would need to have 2os, 20 fcr, and res. Even with these mods it’ll still come up short v’s CoA in the DR/Res department. I’d consider using one when you can’t wear your spider belt to maintain 75 fcr.
    Shako : Less dr, no res, no fhr. Use it if you can’t get a CoA. Try and keep two. One with a Ber, the other with Um. Can be used v’s hdin’s and bone nec’s though. I keep one with Jah in my stash for hammerdins and bone nec’s.

    Armor:
    Enigma : Skills, Strength, Dr, Life, teleport. If you can’t afford an enigma, then you can’t build a Liberator.
    Even with the massive strength boost you’ll need to add some strength points to wear CoA, so you can probably use an Archon Plate, but I use a Mage Plate because that’s what I had at the time. Don’t 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.

    Amulet:
    Highlords : Is my first choice. 1 skill, lit res and all important deadly strike for your charge damage.

    Alternatives :
    Mara’s : I use this when I know I won’t 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.

    Weapon :
    Greif : I started with a zerk. Then tried a phase blade for an extra smite frame. I’m back using the zerker now. I like the extra range. But try them both for yourself, it may be a personal preference thing.

    Alternatives :
    Wizspike : Great for levelling. Also good for HvH duels where you need 125fcr. If you switch this in then also switch in a Mara’s. This, spirit, spider, and trangs gives 125 fcr.
    Silence : Often overlooked and on paper it looks great for stacking v’s foh/blizz. 75 res, +2 skills and 20 fhr are all nice. But once you’ve tried grief everything else comes up short.
    Hoto : for extra hammer damage when duelling hdin’s. I only list it because if I don’t, 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.

    Shield :
    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 foh’ers/bliz sorc’s.

    Belt :
    Spider : 1 skill, mana, slow, 20 fcr. No further explanation required!
    Alternatives :
    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.

    Gloves:
    Trangs : 20 fcr, 30 cold res.
    Magefist : 20 fcr mana regen, but I prefer the cold res on Trangs.

    First Ring:
    Ravenfrost : Dex Ar CBF mana. Try and get a good one 20dex/220+ ar.

    Second Ring:
    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 you’re stuck with it and can’t use sorb items like wisp.

    Boots:
    There isn’t 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 ‘Imp Shank’. Now before the anti dupe users get on their high horses, my pair aren’t 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.

    Alternatives :
    Waterwalks: The dex/life are nice. Use them when you don’t need the res from rare boots.
    Treks: Not as good as waterwalks imo. But the str, poison res, and fhr aren’t bad.
    Hotspurs : good only v’s fire sorc’s.
    ShadowDancers : Try and get them with 20+dex. I would only use these if you don’t have a CoA. The dex and 30fhr makes then a better boot than Treks IMO
    Aldur’s Boots – These have nice life and fire res to make up for spirit’s shortfall in that element

    Switch:
    CtA/Spirit : These are a must for boosting your life/mana

    Charms :
    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 you’re 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 you’ll have a bunch of 20 life 11 cold/lite res or 20/5 all res sc’s to stack against foh/blizz.

    I’ve seen other people suggest ar/life gc’s. I’m 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 Mara’s or anything else you might want to take off. It’ll cost you a bit of life, but give you much more flexibility.

    Default Pub Set-up:
    CoA
    Highlords
    Enigma
    Trangs
    Grief
    Spirit
    Ravenfrost
    Wisp/Bk
    Spider
    Rare boots

    Recommended Stash Gear:
    Kira – ort, thul or um
    Wisp x 2
    Ravenfrost
    Dwarf
    T-gods
    Snowclash
    Wizardspike with 15 res jewel
    Waterwalks
    Shako with Jah or Pruby
    Mara’s
    Cold/Lite shields with ~200 res


    STRATEGIES:

    I’m 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.

    Amazon’s:
    Bowzon’s: 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, don’t just charge straight at them from 3 screens away. Approach on an angle so their GA’s won’t 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 –res from t-stroke, griffon’s and any facets.
    If they use fc hack, add 2 wisps and ort kira. Kill , nk , repeat.



    Assassin’s:

    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 ‘pinned’ 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, nk’ing and stuff like that. It really frustrates them when they can’t 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 you’re charging out of stun lock. A good WW sin will be a fun fight, but I don’t see many around. Remember they have claw block to stop some hammer hits.

    Hybrids :
    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 v’s 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 ‘fly-by’s. 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 don’t see many of these around though, even though I have one myself.

    Necromancers :
    Poison : Another class you don’t 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 necro’s 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 v’s a bowzon. Come it at angles so the spirits won’t 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 necro’s will spam spirit for too long and you’ll 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.

    Barbarians:
    BvB : These guys probably won’t 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 can’t whore out the bow for cheap damage. Crap ones will be easy. They’ll just tele on top and ww. So cast a lot of hammers as you move. Good one’s won’t come to you as much. They will force you to come to them, by using widowmaker. They’ll 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.

    Sorceresses:
    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 sorc’s it takes just one good namelock to end the duel.

    Blizz : desynch, move around a lot and drop hammers, watch out for their random blizz’s. 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.

    Druids:
    Windy : They’ll try and use minion stack to tele stomp you. So don’t 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 they’ve been killed off the druid will be vulnerable to a tele stomp or charge. Good windy’s will be a fun challenging fight. The key to beating windy’s is to remove the minions, good DR and good namelock skills.

    Paladins:
    FoH : Stack, stack, stack. They’re using a skill to ruin your res, so compensate and stack lit res. Charge and smite them. Hope they’re not actually a v/t!

    V/T : don’t use as much stack as for a pure FoH’er. With my charms, a v/t’s foh barely even hurts when I’m using my pub setup. Ultimately, they want to smite you. So keep plenty of hammers around you at all times. If they can’t kill you with FoH, then you’re 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 he’ll 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.
  2. pedu

    pedu IncGamers Member

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    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.
  3. Dennis_KoreanGuy

    Dennis_KoreanGuy IncGamers Member

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    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.

    cool guide
  4. mythos

    mythos IncGamers Member

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    A few people have mentioned that 1 pt charge on a libby is a waste. But, I have been playing the defensive build for quite a while now, and it works. I kill most casters in 2 charges, instead of 1 with the offensive build.
    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: Apr 10, 2007
  5. Uncle_Mike

    Uncle_Mike D2 PvP Moderator

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    The guide is missing the credits section :shocked:

    If you need anything edited in the first post PM the Green Team with instructions :laugh:

    :thumbsup:
  6. mythos

    mythos IncGamers Member

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    Credits?!??! Its all about ME, ME, ME!!:laugh:

    But, seriously, I'll add them. :smiley:



  7. ExoLo

    ExoLo IncGamers Member

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    And that's why I took the DEF approach :) switching from a libby to a pure hammer (and vice versa) = versatility.

    It's worth it to invest one point in this skill due to flashing (which you mentioned). Besides, if you're crazy enough to get to Lv. 97, you might as well go the whole way to 99 :)

    Then again, you can invest some points into Charge after putting 10 to RL...


  8. soul killer

    soul killer Banned

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    I like it.

    Easy to read with informative explainations.
  9. SicHalo

    SicHalo IncGamers Member

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    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. Mythatic

    Mythatic IncGamers Member

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    What about a Fortitude Berserker Axe? Good charge/FCR damage with resists + chilling armor if you ask me.

    Fort Zerk 25 fcr
    Enigma
    Berber CoA
    Spirit 35 fcr
    Trangs 20 fcr
    Dungos
    Rare boots (w/e it is)
    Bk/Raven
    Wisp(cast oak)
    Maras or Highlords

    pretty neat for a 80%FCR (75 bp) if you ask me.


    Nice guide btw, I enjoyed yours and Dennis' guides
  11. Uncle_Mike

    Uncle_Mike D2 PvP Moderator

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    Fortitude BA was debated a bit in the previous thread (version 1 of the guide):
    http://forums.diabloii.net/showthread.php?t=525658

    posts 14-17

    :wave:

    edit: you did ask that question back then as well :wink:



  12. Sechler

    Sechler IncGamers Member

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    I'll of course start w/ I'm no expert, but I've made 2 libbys this ladder and about to do a 3rd. Not that it's gawdly, but I built around a 1pally/20fcr/mana/res ammy. It's totally helped with hittin fcr bp and maintaining decent dr.
    Gear:
    -COA (w/15dr) Ber, -15req/13res jewel
    -Nigma Dusk (stat pts saved, dr, skills, tele, decent def in low str armor, etc.)
    -35fcr Spirit 44res Sacred targe
    -1pally/20fcr/20mana/19 all res Ammy
    -Soj and Bk (raven in stash)
    -Greif pb (I prefer the faster smite, I like it vs. farcast/cs zons/ww'ers)
    -Dungos (15dr,36vit)
    -Eth Treks (low def & str/vit tho)
    -Trangs
    -9 pcombs (some 20-30life,1 w/ fhr, rest w/ dex)
    -SC's are all res/life
    -Foh/Conv Cta w/ spirit (for finisher)
    -In stash:2/20/res circ, arachs, misc fcr rings, 2ravens, spurs, tgods, 2wisps, 2dwarves, carrion, snowclash, widow
    -Tried a fort cryptic which sounded good in theory, but the benefits of greif hugely outweight it.
    Skills:
    20 Blessed Hmr, 10 Vigor, 20 Blessed Aim, 20 Conc, 10 Charge, 5 Res Light, 1 HolyShield
    Rem'g in Vigor or Charge dependent on which attack u prefer. I've been alternating 'tween the two.
    This is all off memory so these numbers may be skewed a tad.
    Not sure what charge dmg was, but it one hit kills most casters and 2-3 chain hits for rest. 9.9k Hammers.
    I alternate between vigor, conc and blessed aim. I actually run blessed aim a lot!
    Dueling:
    -Vs. smite/vt/zeal/auradins..using blessed aim I can connect w/ most of them when not blocked. As long as I chain them, I can still put a nice hurtin' down w/ blessed aim instead of conc. If I don't connect, then I immediately tele back a half screen and cast 3-4 hammies ftw. They almost always follow after you charge them and I think taunting w/ charge is good fun w/ this build. Of course I'll tele stomp and charge/hammer, but usually I go w/ initial charge then back step to hammers. If the hammers don't quite get them, I switch to foh cta for a couple finishing hits as they retreat. W/ the foh cta I have 900dmg and -100res. I use it randomly, but often forget I've got it. I'd like to practice using it for stun then charge vs. casters...hadn't practiced that yet tho.
    -Vs. zons, sorcies and most casters I run vigor/charge and desync behind them and turn and charge them in the back for the kill. If they bm then I throw on the appropriate sorb gear.
    -Vs. necs same basic strategy except when prisoned. If prisoned, I catch them off guard w/ tele/hammer, or I just hammer in place as they try to golem stun you. 99% of the time they won't catch u w/ prison if u run charge/vigor.
    -Vs. windies I box them in w/ hammers tele'g toward and away till I see they're recasting or running then I charge or chase them then charge.
    -Vs. barbs I just rotate thru all the different attacks...tele/smite them or in front of whirls, tele/hammer, charge when stopped, yada yada. Usually win these unless they have crazy ar and life then it's a toss up. Good bvcs that clip well are clearly the harder ones.
    -Vs. foh, t/v I alternate charge/smite/res light and charge/blessed aim while dropping hammers when I can.
    -Vs. farcasters.. tgods + lr aura w/ charge/smite ftw. A big reason for adding the 5pts in light res. HATE them punk kids and luv making 'em cry.
    -Vs. trappers.. usually nl/charge + conc does the job. I'll run light res if they camp town or don't mind their traps and start nk'ing lotsa folks.
    -Vs. ww/trap or ww I basically do same as barb. I throw on one wisp if I meet a well built and played ww/trap tho.
    -Vs. hammers I usually get bored w/ hvh dueling and charge from the south and back off and create hmr field off screen then make a new field right next to it. I repeat this till I die or win the duel.
    Sheezus..I got a little carried away. I love this build so I guess I got a little hot and bothered when I started giving feedback. Sry if it got confusing in spots. I hope some of that input helped mythos :thumbsup: and apologies if i duplicated what someone else said .
    Last edited: Apr 10, 2007
  13. Mythatic

    Mythatic IncGamers Member

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    eck, I totally forgot I mentioned that, but just hoping a little bit of sharing some thoughts once more anyways with a set up I kinda wanted to share anyways. XD Just trying to update Mytho's guide!



  14. mythos

    mythos IncGamers Member

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    Good point on the smiting windy's tactic.

    Mages, I forgot to add these guys. Probably, because even though I've made two myself, I've only ever run into about three of these guys.
    The tactics are pretty simple though. Stack some lite res and treat them as a hammerdin.

    My opinion on Fort BA, is similar to my opinion on the Fort Amour. The mod's it gives can be gotten elsewhere, without major sacrifices. Essentially, the setup above only improves your DR. But, it costs you raw charge damage, the deadly strike from grief (i think many people overlook the 20% DS on greif) and the ability to get solid smite damage from a 1pt investment.
    I won't say that that set up won't work, because I haven't tried it myself, I just know from my own experience that 50 dr is not really needed. The only time I'd like to have 50DR is v's wind druids. I think a better way to get 50 DR would be to use a 20fcr ammy and switch out spider, for a dungo. I know this contradicts my comment on losing deadly strike, but I really think that grief is the best weapon.

    I like my weapon to hit as hard as it possibly can. Thats why I choose grief. There's plenty of slots left over for fcr, res, life, etc.

    @ Sechler

    Most of your tactics look pretty similar to mine, except I tend not to charge smiters and hammerdins.
    How you do handle aggressive windies that use good namelock skills and their minion stack to tele-stomp you? These are the only one's that give me trouble.

    Build-wise, your libby looks really solid. I'd probably add 1 more pt to Lite Res (just to get the extra increase to max res). I guess the main difference is that you use skillers to get your hammer damage up, whereas I max the synergies. I think this lets me get more life and res stack.

    What sort of life are you hitting? I get 3.8k in res stack gear and 4.3k in life gear. I tend to run two set ups. My pub set up or I switch in shako (jah) and waterwalks for extra life. Occassionally, I'll also use a wizspike with 15 res 20life jewel and play as a hammerdin.

    I like the foh stick cta on switch, but I'd probably forget to use it after a while:rolleyes:
    Why use treks? You don't need the fhr (55 + 30 + 12 gets 86fhr bp). You could have better life and increased max fire res with waterwalks. I think even aldur's boots would be better if you are struggling for fire res.

    Its good to see that someone else also really like this build, I think its one of the best pub killers available, in terms of unresistable damage, ease of use and lack of character mis-matches.:thumbsup:



  15. HappyAssassin

    HappyAssassin IncGamers Member

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    Stuck! :thumbsup:
  16. Sechler

    Sechler IncGamers Member

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    I never stay in one spot for more than a second against windies. I get off 4-5 hammers and then I tele. I play back and forth towards them always layin small hammer fields closer and closer around them until they finally tele on me. At that point I either start smiting or continue hammering. Usually there's so many hammies spinning around a lot of their minions get wiped out and I can nl/charge as they tele off to recast.
    I like the pcombs cuz so many combat skills are used (smite, charge, holy shield and hammers)with this build. Although, res is somewhat of an issue. I'm just 20pts stacked w/o Anya and a real mobile sorc w/ max block can give me a nice run. I was thinkin either go 1 pt in resist cold or throw a psaphired black oak in stash or both =). That along w/ 5pts in res light and hotspurs should be plenty except when facing multiple elements at one time. When I did my second remake I only had eth treks available although I planned on dual/tri res boots, so I justified the psn stack, vit, big def. Of course the tri res'ers didn't materialize. I've all but dismantled my smiter since then and I've just been lazy about xferring over his waterwalks.
    My life is still sittin pretty low..about 3.4k. The pcombs w/ mediocre life are hurtin me here. I of course am on the hunt for cheap high lifers...riiiight ;).
    As far as the foh cta, I just had it extra so thru it on for fun. I definitely wouldn't go outta my way to get it. Although it can come in handy. I really frustrated a cloud camping plagueazon last night by wearing her down w/ it. Took about 8 hits til she finally started to come out after me, hehe. So it can work similar to a widow as an instigator.
    If you ever rev this guide, you should include an option to run blessed aim vs. high def chars. There's so many smiters out there, and one of the most fun aspects of this build is when you play hammers(charge) and then charge(hammer) outta the blue ftw. I always relish in a puzzled "WTF nub" after a nice pk w/ a hybrid.
    I'll be incorporated some of ur build into mine..thanks. Nice Guide! :wink3:



  17. Kiba

    Kiba IncGamers Member

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    Does walking affect charge and desync speed?
  18. MysticDragon

    MysticDragon IncGamers Member

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    No, it does not.



  19. Mylady

    Mylady Banned

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    nling druids are easiest from all (smite them)
    alot harder are those who dont nl play def (i usually get bored and go suicide vs them)
    here is movie where i duel vs aaing druid (abit boring b/c i need to camp and cant desynch at all with fraps lagging me )

    http://www.youtube.com/watch?v=K_ttLCpBaBM
  20. Hyphy

    Hyphy IncGamers Member

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    May I suggest when when charging, Well, Bfor you duel, buff w/ chant for AR
    and Fade., 1 more thing, Don't charge w/ conc, Charge w/ Vigor and if you use Grief, use PB for shortest atack range, get's me pissed when my friend does that to me :\

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