| |
Liberator Guide Author: Ragnarod |
Version: 1.09 Page 1 |
|
Introduction
Hello everyone, my nick is Ragnarod, and as most of you know I’ve been around
this forums for a long time now. I finally decided to write a guide about my
favourite paladin build, the liberator, comments and suggestions are welcome.
This build is a variant of the mage build, using Charge besides Blessed Hammer
and FoH to create a very complete build for Paladin Vs. Paladin duels.
Boogalizer suggested this build, and a nice setup for it in the diabloii.net
forums some time ago, and I adapted it to suit my preferences and my dueling
environment (Europe realm mainly, besides the open dueling games that have been
hosted here).
Equipment choices
As you’ll all know, equipment is quite important to be successful in PvP so
I’ll try to give a list of good choices, and explain my personal choice. One
of the things to consider is that you’ll want to have 75% fast cast rate
in your caster switch, and close to max damage reduced in your charging
switch, while trying to maintain 95% lightning resistance on both
switches. That plays a great role in equipment choices.
Helms
Well, looking at the available helms around, there are three worthy candidates
in my opinion, those would be:
- Harlequin’s Crest (Unique shako), which has a really great asset of
mods, mainly +2 skills, really good life and mana, and 10% dr. The .08 version
would also be a nice choice, with 40% extra life but no dr/mana, though those are
usually duped and banned from legit dueling due to being overpowered.
- Vampire Gaze (Unique grim helm) would give us a nice amount of damage
reduced (15-20%), and the always useful life and mana leech (6-8% each). You
should really try to get your hands on the .08 version (8% dual leech and 25%
damage reduced), though it’ll probably be duped if you are to trade for it.
- Rare circlet, some good mods to consider are fast cast rate (10-20%),
+2 skills, life leech (5-8%), fast run/walk, strength, dexterity, all
resistances.
- .08 Valkyrie Wing, with 30% run walk and 30% fast cast rate, is another
interesting option. As with all the .08 items, there’s a high chance of it
being duped though.
I went for a rare circlet in the end, mine is a +2 paladin, 10% fast cast, 8% life
leech one, and I must say I’m quite happy with it. The usual choice for helm
socketing is a Lo rune, which gives +5% to the maximum lightning resistance
Amulets
Two main choices here:
- Highlord’s Wrath: along with the +1 skill, and the always useful
lightning resistance, this amulet really shines for the chance of deadly strike
depending on level. When deadly strike triggers, your total damage will be
doubled, enough deadly strike makes your charge much more dangerous. The .08
version is even better, since it has 30% run/walk on top of it
- Rare/crafted paladin amulet: well, you can get pretty good amulets,
some great mods on it would be +2 skills, strength, dexterity, life, resistances
(specially lightning), life leech and fast cast rate (10% is max in rare
amulets, 20% in crafted ones)
I decided to go with a .08 Highlord's, since the deadly strike is a really
important thing for your build, charge is mainly used as a way to leech some
life back and double damage charge is twice as much life leeched. In my opinion,
the .09 version Highlord's would also be superior to a rare paladin amulet, if
you can’t (or don’t want to) afford a .08 one.
Armor
Two good candidates here:
- Shaftstop (Unique Mesh armor): this armor’s greatest mod is the 30%
damage reduction, that coupled with the +60 life make it a great choice for PvP
builds, it’s a medium armor type.
- Guardian Angel (Unique Templar coat): the usefulness of this armor
relies in the +15% to max resistances, that coupled with the +1 skills make a
good choice if you had decided to use a gaze as helm, for example. It’s a
heavy armor type, so you won’t run as fast as with a shaft, but there’s not
much difference either way.
Since I don’t have any damage reduction on my helm, I’m using Shaftstop,
socketed with a Lo rune to attain 95% lightning resistance.
Caster Weapon
Again, three nice choices:
- Wizardspike (Unique Bone knife): this weapon is just fantastic for a
caster character, with 50% fast cast rate, a great mana bonus (based on your character's
level), and +75 all resistances.
- Suicide Branch (Unique Burnt wand): this wand is really nice too, with
50% fast cast rate, +1 skills, 40 life, +10 resistances and a 10% bonus to mana
- Rare/magical paladin scepter, with +2 skills, 10% or 20% fast cast rate
(10% is the max available in LoD, 20% fast cast can only be found on scepters
found in classic) and hopefully +blessed hammer and +conc skills. It allows for
a high blessed hammer damage, but you’ll probably have to set for 48% fast
cast rate instead of 75%
I chose Wizardspike, since I’m not using shako I really needed the mana from
it, and the fast cast to reach the 75% breakpoint. I socketed mine with a 38%
lightning resistance (8% prismatic + 30% lightning resistance), 9% of damage taken goes to
mana rare jewel. The damage to mana mod is really nice if your mana isn’t too
high, but not really needed.
Caster Shield and Charging Shield
Two main choices here too:
- Herald of Zakarum (Unique Gilded shield): this shield has impressive
overall mods, mainly +2 skills, +2 combat skills, enhanced block, +50 all
resistances, +20 strength, +20 vitality.
- Stormshield (Unique Monarch): along with a nice lightning resistance,
this shield has enhanced block, +30 strength and, most importantly, 35% damage
reduction.
I went for Herald of Zakarum as caster shield, since it has great mods and I
didn’t think max damage reduction was a must in this switch. Mine is socketed
with a perfect topaz for some extra lightning resistance.
As charging shield I chose the Stormshield, since you are exposing yourself to
hits more when you charge your opponent, the extra damage reduced is quite
important here. It’s socketed with a rare -15% req, 19% enhanced damage, +7 to
max damage, 30% lightning resistance jewel, but a plain -15% req jewel (or a Hel
rune) would also do the job.
Charging Weapon
One thing to note is the effectiveness of charge is related to weapon range, in
the sense that a weapon with high range will make you hit much more when you
charge. That’s why I’ll only present Berserker Axes as alternatives, since
they have range 3 (highest for a 1 handed weapon). An scourge also has range 3,
but it’s damage is too erratic for my liking:
- Fury Berserker Axe: this one is a pretty good weapon, with life leech,
good damage, and chance for both critical strike and open wounds. The Eth rune
included in the runeword also allows you to ignore your opponent’s defence,
which is quite good since we don’t have much AR in the first place.
- Cruel Berserker Axe of the Lamprey: it has the potential for higher
damage and leech than a fury axe, it should be socketed either LoEth or LoLo. Be
warned than the Eth rune itd effect is likely to be fixed in the 1.10 patch. An
ethereal version with ZodLo or ZodEth would get impressive damage, but it’s
price would be equally impressive.
- Honor Berserker Axe: even if the damage on this one is a bit low, it
has life leech and deadly strike. A good substitution for the fury axe if
you’re not wealthy enough to get one, or if you don’t want to abuse the Eth
bug. Notice that an ethereal one would be a great choice, if you can get
yourself a 5 socketed ethereal berserker axe. It would break eventually, of
course, but since you aren’t Zealing with it you’ll be able to enjoy it for
some time.
I’m using a Fury Berserker Axe at the moment, the deadly strike coupled with
Eth makes for a great charging weapon, everything you’ll need.
Gloves
Well, let’s look at our choices:
- Magefist (Unique Light gauntlets): 20% fast cast rate make this
gauntlets a good choice if you’re lacking fast cast to reach a breakpoint.
- Crafted Blood gloves: this gloves can be really good, with up to 6% life
leech, crushing blow, strength, dexterity, life or even resistances. They’re a
good choice if you manage to get some good ones.
- .08 Hellmouths (Unique War gauntlets): this gloves are worth
considering for the cannot be frozen mod, they’re pretty rare (and pretty
expensive) though.
- Bloodfist (Unique Heavy gloves): 30% fast hit recovery and +40 life
make this gloves quite nice.
I chose to use the .08 Hellmouths, since I decided not to use a Ravenfrost as
ring and cannot be frozen a must in my opinion.
Boots
The main options to consider are:
- War Travelers (Unique Battle boots): with 25% run/walk, +10 strength,
+10 vitality, adds 15-25 damage. These ones are nice for the life and damage
boost, but I feel they are more melee oriented.
- Waterwalks (Unique Sharkskin boots): 20% run/walk, +15 dexterity and
+45-65 life complete some quite useful boots.
- Aldur’s Advance (Set Battle boots): 40% run/walk and +50 life can
make this boots the ones of choice for those who focus on attaining quite high
run/walk.
- Gore Riders (Unique War boots): 30% run/walk and 15% deadly strike make
this boots a good choice, if you lack deadly strike from other sources.
- Crafted blood boots: they have great potential, for life leech, 10%
fast hit recovery, 30% run/walk, lightning resistance, dexterity, replenish
life... If you’ve got a good ones, go for it.
- Classic rare boots: some of them have really outstanding mods
(run/walk, strength, dexterity, lightning resistance, and some even fast hit
recovery), there are some great ones out there.
I went for classic rare boots with the following stats: 30 run/walk, 17
strength, 13 dexterity, 38% light resistance, 41% cold resistance.
Belt
Three top belt choices here:
- Thundergod’s Vigor (Unique War belt): 20 strength, 20 vitality, +20
lightning absorb and +10% to max lightning resistance makes this belt a great
one for paladin vs. paladin duels.
- String of Ears (Unique Demonhide sash): 6-8% life leech and 10-15%
damage reduction make for another great belt, a good choice if you’ve got 95%
lightning resistance from other items.
- Crafted caster belt: you should look for 10% fast cast rate, fast hit
recovery, life, mana, strength on them, same as the string a good choice if you
get 95% light resistance from other sources.
I went for Thundergod’s, since I needed it to reach 95% lightning resistance
with the rest of my setup.
Rings
Finally, we’ll take a look at the available options for our two ring slots:
- Ravenfrost: the 15-20 dexterity and cannot be frozen mod, along with 40
mana, make this ring really useful. It’s a must vs. sorceresses, for the 20% cold
absorb, but this isn’t the point of this build really.
- Stone of Jordan: this is a great caster ring, with +1 skills and a
bunch of mana, makes for a nice choice.
- Bul-kathos Wedding Band: another good ring, +1 skills, 3-5% life leech
and up to 49 life is very nice.
- Crafted blood rings: you should be aiming for 10-11% life leech,
strength, dexterity, life, mana, fast cast rate (if you need it), lightning
resistance, replenish life (an undervalued affix, really useful for a mage,
since the duels tend to be long)... A good one is probably the best option for a
liberator.
I managed to get myself two nice crafted blood rings, with 10% and 11% life
leech and 10% fast cast rate, one with dual stats (strength/dexterity) and the
other one with replenish life, and it worked out alright.
Charms
I’d suggest getting 10 grand charms with +1 to combat skills and 30-45 life,
and then choosing 10 small charms from the following options:
- Amber charm of vita: these charms can get up to 20 life and 11%
lightning resistance, they are really good to prevent conviction from lowering
your lightning resistances to the point where Fist of the Heavens starts
hurting.
- Amber charm of inertia: 5% run/walk and up to 11% lightning resistance,
you should use these if you feel you need some more running speed.
- Fine charm of vita/inertia: up to 3 max damage and 20 to life (or 5%
run/walk), if you already have enough lightning resistance then you might as well
use this ones to boost your charge damage.
I’m using 5 amber charms of inertia, and 5 amber charms of vita, play around
some with your charms to find the proportion you like better
Stat and Skill choices
Well, the skill distribution at level 99 for my paladin looks like this:
20 charge
20 blessed hammer
20 concentration
20 fist of the heavens
12 holy freeze
1 point in prerequisites for this skills, and in vigor, meditation, conviction
and holy shield
You can also choose to get 12 points in conviction and 1 into holy freeze, but
since holy freeze is widely used in Europe and nearly every top paladin has
enough lightning resistance to negate a high level conviction, I decided to
invest in holy freeze.
As for stats, I followed the usual distribution, taking into account I would
need 133 strength (without Herald of Zakarum equipped) to use Stormshield:
Strength – enough for equipping your gear
Dexterity – enough for max block with your lowest
blocking shield (Stormshield in my case)
Vitality – all the points left
Energy – zero
Dueling Strategies
Well, since my paladin was built with paladin vs. paladin in mind, I’ll just try to
give some hints for the different paladin builds you’ll face:
Mage, Judicator: these two paladin builds have a
similar playing style, their main weapons being blessed hammers and fist of the
heavens. Usually, the Mage will have a higher level conviction than the
Judicator, so having enough lightning resistance (around 300-400, depending on
the difficulty you are dueling at) is vital in this duel, and probably a higher
level holy freeze too. The Judicator, on the other hand, will have holy shield
maxed and usually some points into smite to reach a good smite damage, often
used as a finishing move since it’s unblockable and ignores defense.
Usually, Mages and Judicators will play defensively, always trying to keep a
blessed hammer barrier between you and them to protect themselves, and using
fist of the heavens on you to force you to go on the offensive. Since you’ll
have less life, and probably less mana than your opponent, you can’t afford to
just sit there and exchange fists of the heavens with him until one of you gets
bored (if you must, try to have meditation on while you use fist of the heavens,
you probably won’t be close enough for conviction to lock, and even if you
were, any good Mage/Judicator has enough stacked resistance to negate it). Your
main hope for this duel is charge, since it has enough flexibility to allow for
surprise hits, has a good damage even when charging without an enhancing damage
aura (you want to charge with vigor on to give you opponent less time to react,
or you could be charging to a cloud of blessed hammers by the time you get
there) and is a great way of recovering your lost life if you have enough life
leech.
Basically, there are two tactics that I like to use when I duel, they aren’t
limited to dueling Mages and Judicators, but also work well against most of the
paladin subclasses too. You should always try to have charge and vigor selected
in your charge switch, that way when you are, for example, using fist of the
heavens on your opponent, and you have him name locked, you can quickly switch
and you’ll automatically be charging towards him, in this particular duel you
should make sure you won’t be hit by blessed hammers when you do so. This is
specially effective if you have managed to holy freeze him during the fist of
the heavens exchange, since he’ll react slower even if he sees the charge
coming. The other one consists in casting some hammers so you force your
opponent to move (this can be confusing if he’s also casting hammers, try not
to get hit thinking they are yours), and then using shift charge. It’s
basically charging without locking the mouse in your opponent, but holding shift
down and aiming to the place you think your opponent will be, it needs some
practice but it’s a very useful technique to learn. Shift-charging is also
useful when you want to escape from a difficult situation, or when someone is
charging at you and you need to go faster to avoid being hit, you don’t need
to switch to your charging switch in those last situations since you’re not
going to use it as an attack then.
Finally, just keep in mind that you don’t need to play offensively from the beginning, you can take lots of fist of the heavens (specially with some life
replenish from crafted boots, or rings, or a jewel) so have some patience and
wait for the right moment to attack, remember that he hasn’t got unlimited
mana either. This duel can be hard depending on how skilled your opponent is,
but having a way to leech life back while you deal some damage to him gives you
an advantage.
Vindicator, Vindicator/Templar: these kind of
paladins focus on getting a high smite damage, and usually max fist of the
heavens too. Most Vindicators today have also incorporated charge to their
dueling style, usually wielding a berserker axe for the range 3, and some have a
good level of holy freeze.
Usually, you will want to play this duel as a Mage would, trying to keep some
hammers always up, holy freezing your opponent to minimize the threat of
surprise charges (I cannot stress enough the need of dodging charge, since you
probably don’t have full damage reduction in your casting switch, a connecting
charge will do a lot of damage, and allow him to leech a lot of life back in the
process), and basically wearing down your opponent with fist of the heavens
until he decides to go on the offensive. This strategy works well against most
Vindicator players, but some will play defensively and expect you to make a
mistake to attack you. In those situations, having charge really pays off, since
you can apply the tactics described before for Mages and Judicators.
Shift-charging is especially useful in this duel, since casting a few hammers
will usually make him retreat, and you don’t have to worry about being hit by
blessed hammers cast by your opponent, so you can charge more often. I would
suggest having the Vindicator frozen before shift charging whenever possible,
because if your charge misses you’ll be open to a counterattack from him, and
he can get more than one smite in if he’s not frozen. Usually, frozen
Vindicators try to retreat until the holy freeze wears off, so it’s less
likely that he’ll be ready to counterattack, and even if he does he will smite
slower.
In short, this is a duel that you’ll win if you don’t make many mistakes,
you have the upper hand here against an equally skilled opponent.
Zealot, Crusader, Avenger: basically, melee
paladins don’t stand much chance against a Mage build, you should try playing
as a Mage in this duel too. Most of the melee paladins you’ll face have no
resistances, so it’s quite easy taking them off with fist of the heavens
alone, but the duel gets much more interesting when you encounter a good
zealot/crusader, since they’ll be prepared to negate your fist of the heavens.
Their main weapon is charge, this kind of paladin is usually built aiming for
the max damage possible so it’s likely that you die in two charges, not to
mention him leeching his whole life back in one hit. That’s why you should
always try to keep some blessed hammers around you, holy freeze helps a lot here
since charge tends to desynch (you’ll see your opponent half a screen away, and
suddenly you’ll get hit by him, this is caused because of your computer not
synchronizing with the server and thus not showing the current position of your
opponent), and the desynch is reduced if he is frozen, since he’ll charge
slower.
There are some variants on these builds that use fist of the heavens too, but
it’s not a real threat if they haven’t focused on it, it’ll do close to no
damage with 95% lightning resistance and the absorb from Thundergods. In these
duels, having replenish life comes handy, since it’ll completely nullify the
damage you receive from their fist of the heavens, and will eventually force
them to go on the offensive and play as a pure melee paladin.
To sum it up, the only real chance they have is charging and hoping to desynch
you, shift-charging is dangerous but with a bit of practice you can manage to
dodge it most of the time. If the duel is long, remember to recast holy shield,
I’ve lost some duels because of that since I was used to the much longer holy
shield duration of a Vindicator.
Liberator: this is usually an interesting duel,
partially because two Liberators rarely use the same setup, and because the
build itself changes a lot depending on your playing style. Personally, I tend
to play against a Liberator the same way as I duel a Vindicator, more or less
defensively and getting a few charges in to win the match. Same as against a
Mage, there can be some confusion with so many blessed hammers being cast, you
can use it to your advantage sometimes. I don’t really have a lot of
experience dueling Liberators, since it’s not a very popular build, I hope my
guide contributes to popularize it since these duels are usually very
challenging, and very fun.
Ranger: this paladin subclass uses a bow as a
weapon. Often regarded as not suitable for PvP, a Ranger in the right hands is
the ultimate Mage-killing character in paladin vs. paladin duels. They usually combine
an eth bow with aura stacking, high run/walk speed and a very high level holy
freeze (around level 35) to kill their opponents from a safe distance. They
normally have good resistances too, and such a high damage and life leech that
they manage to leech all their life back after a couple hits, so fist of the
heavens isn’t a real option in this duel. Other paladin builds have very
little chance against Rangers, you can try charging and hope to get lucky, but
it’s hard that charge will hit since you’ll be permanently frozen, and
charge is slow and easy to dodge then. These are the reasons Rangers are usually
frowned upon in dueling leagues and private paladin dueling games, and not lots
of people play one, but you might encounter one someday.
Tables and formulas
Total Blocking = (Blocking * (Dexterity - 15)) / (Character Level * 2)
Total Blocking = the actual % chance to block. Capped at 75%.
Blocking = shield base block + shield increased chance to block + holy shield
bonus + item bonus
The tables for fast cast rate and fast hit recovery are the following:
Fast hit recovery:
0% fhr 9 frames
7% fhr 8 frames
15% fhr 7 frames
27% fhr 6 frames
48% fhr 5 frames
86% fhr 4 frames
200% fhr 3 frames
Fast cast rate:
0% 15 frames
9% 14 frames
18% 13 frames
30% 12 frames
48% 11 frames
75% 10 frames
125% 9 frames
Final words
If you’ve done it this far, you might have a couple questions about my
paladin, mainly why I don’t have any fast hit recovery and how do I manage
with so little mana.
Well, I don’t feel the fast hit recovery is needed, since the main purpose of
a mage is not getting hit. I would probably be using 48% fast hit recovery if I
had managed to get some good 20% fhr classic boots, but unfortunately I
couldn’t find any on Europe, and I would have sacrificed too much life to get
48% fhr otherwise.
As for the mana, the main drawback is that you lose it every time you switch to
charge, since it comes from the wizardspike. I use meditation quite often in
duels, and I do fine with just 400 mana and no shako, I assure you it’s
doable.
At level 99, my paladin reaches 2011 life in Herald switch, 1951 life in
Stormshield switch, 35% life leech, this is a very decent amount of life
considering I don’t use a Shako I think.
Finally, I would like to thank some special people that contributed in one way
or another to this guide, hope I don’t forget anyone:
- Realm Fury, I had a really good time dueling him in the open duel games, and
got a lot of practice with my new build thanks to him, thanks mate.
- Pendragoon, he contributed to the original Liberator idea, and his webpage has
been quite useful for me.
- Boogalizer, he was the first to post about this build, and made a really nice
guide some time ago that got me really interested in it.
- Concept, real fun dueling him too, if you ever want to get some practice
against a defensive player connie is your man.
- -Scorpius-, your vindi/templar is a great opponent, keep it up mate.
- Duri, his stacker paladin has to be one of the most challenging opponents
I’ve ever had, and he helped me out choosing some of the equipment for this paladin.
- Ferro, another top Europe paladin, always trying new things to improve, go
you!
- Princeper, he helped a great deal with the equipment, and was always willing
to help, thanks
- Armor_Biff, Mack, for hosting the open dueling games, I had a blast dueling
everyone from here.
- My fellow posters in the Europe Trading Forum and the Paladin forum, for
bearing with me and being such nice people.
- And hey, if you managed to get this far, you deserve to be thanked too, thanks
for reading!
0
Please log in to post...
|
|