d2jsp
Log InRegister
d2jsp Forums > Diablo II > Diablo 2 Discussion > Strategy & Guides > Draft Guide - Mld Liberator > D2:R
1235Next
Add Reply New Topic New Poll
Member
Posts: 51,619
Joined: Jan 19 2007
Gold: 45,659.00
Warn: 10%
Jun 19 2024 11:44am




Ferdia's D2R MLD Liberator (Hammer + Charge) Guide



Table of Contents



1. Introduction to MLD

2. Introduction to Liberators

3. DR Setup, Resistance Setup and Team Vs Team setup

4. Breakpoints

5. Items

6. Charms

7. Stash Items

8. Stats

9. Skills

10. GM Rules and Limitations

11. 1v1 PvP Strategy & Videos

12. Team Duels PvP Strategy & Videos


Member
Posts: 51,619
Joined: Jan 19 2007
Gold: 45,659.00
Warn: 10%
Jun 19 2024 12:06pm


1. Introduction to MLD

Mid-Level Dueling (MLD) is the level 49 dueling bracket, with Wind Druids allowed to level up to 65 to use Enigma. This bracket emphasizes Faster Run Walk (FRW) and skill/damage limitations similar to those in Euro PvP (EP) in Diablo II: Lord of Destruction (D2LOD) and the Polish League (DCL) in Diablo II: Resurrected (D2R). In MLD, only Sorceresses and Wind Druids are permitted to teleport. The ruleset is designed to ensure that every class has at least one competitive build capable of winning a 1v1 tournament. Tournaments and duels typically take place on the Europe Realm.

2. Introduction to Liberators

Liberators (or "Libbys") are Paladins that use Blessed Hammer and Charge. Like most level 49 builds, they do not require a significant investment to be competitive. Most of the gear is inexpensive, apart from jewels, which cost around 500fg each as of June 2024. The build also offers a smooth learning curve. In Diablo II: Lord of Destruction (D2LOD), Libbys were dominant due to their ability to desync (turn invisible) for the entire duel. However, with the removal of desync in Diablo II: Resurrected (D2R), they are no longer a top-tier build. Additionally, the change in the Faster Hit Recovery (FHR) mechanic in D2R allows opponents to be less affected by hits, making it easier for them to teleport away or continue attacking and out-damage the Paladin. The wider screen size also gives opponents more time to prepare against Paladins. In summary, Paladins have not benefited from the changes in D2R, unlike Necromancers, Assassins, Barbarians, and Amazons, who received damage boosts. Consequently, Paladins are considered the weakest class in the Mid-Level Dueling (MLD) bracket.

Despite this, Paladins still deal a lot of damage, have two strong attack methods, and possess powerful auras, making them valuable in team duels. They are very fast and provide significant utility in both support and offensive roles during team engagements.


3. DR Setup, Resistance Setup and Team Vs Team setup




You will have two main setups: the Viper setup and the Shaft setup. Essentially, you swap out Viper for Shaft depending on the situation. Against melee characters or those using physical attacks (e.g., Amazons), you'll want as much % Damage Reduction as possible, so use the Shaft setup. For opponents using elemental attacks, prioritize resistances with the Viper setup. In Team vs. Team matchups, you will need to adjust your setup based on your opponents, though Shaft is generally the go-to choice in team duels. If you find yourself lacking mana in 1v1 duels, replace some skillers with Life/Mana small charms. In team duels, especially with Battle Orders (BO) active, try to equip 9-10 skillers.


4. Breakpoints


Faster Cast Rate (FCR):

125% FCR against Casters
75% or 125% FCR against Melee, depending on playstyle and gear.

Faster Hit Recovery (FHR):

With two Spirits in your main setup, any required FHR is covered.
If you use a scepter instead of a Spirit sword, the FHR from the Spirit shield alone is sufficient.


This post was edited by ferdia on Jun 19 2024 12:25pm
Member
Posts: 51,619
Joined: Jan 19 2007
Gold: 45,659.00
Warn: 10%
Jun 19 2024 12:48pm


5. Items


Circlet

1. 3PC 20fcr 2 sox, with x2 28-30ed 8-9str, 8-9dex jewels. Simple, yet highly effective. In order to beat this your rare would typically need to be 2pc/20fcr/30life/52mana/2sox open.
2. 2pc/20fcr/30life/52mana/2sox open, or better. Realistically everyone will be using a magic one (above 3/20/2sox). (Only saw 3 better ones since the start of D2r).

Amulet

1. 3pc 10fcr - The basic starter amulet
2. 3pc 100 life Amulet.
3. 2pc 10fcr 40-60life 70-90mana (or better)

Weapon(s)

1. Spirit Long Sword / Broad Sword or Crystal Sword. Casters have Spirit, Melee have Oath...(you have both!)
2. Suicide Branch - Very useful in TVT setups when seeking 125 FCR AND 45% DR. You only lose about 50mana from spirit (instead of removing trang gloves and losing 300+mana)
you also gain some life if socketed with 20/20 jewel and 10@

Switch (2nd Slot Charge weapon)

3. elite rare weapon with 4xx ed eth-rep.
4. Oath SC. The "staple" charge weapon.

A Note on charge weapons: You don't need IAS. The aim here is to find a weapon with the str requirements to fit your build that does the most amount of damage. You would only look for IAS if you want to fit Smite into the build but a weapon better then Oath with IAS will cost alot.

Armour

1. Vipermagi, can be socketed with a Pskull, a PSaphire or an IMBA jewel (stats + mana). Recommend 28-30ed 8-9str 8-9dex.
2. Shaftstop, can be socketed with a Pskull, a PSaphire or an IMBA jewel (stats + mana) It can be useful to have fire res on shaftstop as you need additional fire res (since Spirit shield has low Fire res) on your character to maintain 75 fire res at least on all setups.
3. Peace Runeword. This can be used vs Sorc or Assassins giving you the chance to do serious damage. (not used in Team Duels).

Shield(s)

1. Spirit ST. Spirit is pretty much unbeatable. It comes in too forms, +45 res or +65%ed. Try to have a 45res one on Spirit Sword side and a 65%ed one on Charge side.
2. Herald of Zakarum on charge side switch. For 1v1 you can Opt yo use a Zaka on Oath side, this will net you some stats that you would otherwise have needed to get to 105str (Eth Small Crescent - Oath) or Thundergods Belt (110str req). I personally use Spirit on both sides.

Gloves

1. Frostburns, Mass mana means you can run around that little bit longer.
2. Magefist. Not really used, the entire build relies on a healthy mana pool (aim for 1000+ mana)

Rings

1. Ravenfrost.
2. Soj (or x2 soj).
3. Rare 10fcr, 100-120ar, 10-15 str, 10-15dex, 70-90mana mana and resistance (fire/light/cold ideally).

Belt

1. String of ears. The Go-To Belt, impossible to beat.
2. FCR belt, for when you need to get to 125FCR.
4. Thundergods Vigor, for dueling vs Assassins.

Boots

1. WWS frw, 15dex, 65life, 5max fire res. all in all some very good mods here.
2. Inferno Stride. I use these 1v1 when vs a FB Sorc.
3. War Travs. These can boost your charge damage in 1v1 (not used in Team Duels)
4. Craft Mana Boots (more mana in case you need it. I dont use these, prefering instead to get resistances from gear or charms.
Member
Posts: 51,619
Joined: Jan 19 2007
Gold: 45,659.00
Warn: 10%
Jun 19 2024 01:16pm


6. Charms


For charms you are using Grand Charms 1PC 30 Life, or Grand Charms 1Off 30Life, and small charms 20life/17mana, or 20life/16mana (if on a budget).

There are two basic setups:

1. 7 Skillers + 19 small charms 20/17 - for 1v1 ( reduces alot of mana issues )
2.10 Skillers + 10 small charms 20/17 - for TvT - where you have an ally (Barb or Druid) to BO you.

Offensive Skillers are great in Team Duels and definitely worth considering if Team Duels is your thing.

7. Stash Items


At a basic level your stash does not need a lot of stuff:

1. A 2nd 45res Spirit, in case you need 45res both sides.
2. 3 Grand Charms +1 Skill Tab (PC or OFF) + 30 Life
3. Viper (or Shaft, whichever you are not wearing)
4. Inferno Stride Boots
5. a 2nd SOJ
6. Thundergods Vigor
7. Suicide Branch
8. Peace Runeword
9. 3PC 100life 2sox Circlet (you would use this in conjunction with Peace, War Travs and Thundergods vs an Assassin.
10. War Travs


8. Stats

Stat Placement:


STR: enough for gear
DEX: enough for max-block
ENERGY: None.
VITA: All remaining points here


9. Skills


1 Point in prereq's.

Prayer
Defiance
Meditiation
Cleansing
Might
fanaticism
Holy bolt
Charge
Holy Shield
Smite
Blessed Aim

In terms of skill distribution, it is best to use the max-roll website to determine optimal skill distribution to maximise your Hammer Damage. i.e. +1 amulet, +2 Skill tab items work differently for this Build in terms of Hammer Damage.

Vigor - Max
Blessed Hammer - 15 Points
Blessed Aim - 5 Points
Concentration - All Remaining Points here


Member
Posts: 51,619
Joined: Jan 19 2007
Gold: 45,659.00
Warn: 10%
Jun 19 2024 03:32pm


10. GM Rules and Limitations


Paladins at MLD have been given a raw deal in D2R. They do not benefit from the increased screen size, they have not been given a damage boost like Necro's and Assassins, and they have lost Desync. A Libby uses Charge, Hammers and sometimes it might Smite or use a FoH Stick. A V/T will have more FoH damage, but still have the same overall issues. A charger will do well vs some builds but get crushed by others. TLDR: While there is a boost to FoH speed, this wont help you. Instead of limitations, its more a case that in the ruleset, we have to limit the damage on other classes, in order to give Paladins a chance to compete.

This post was edited by ferdia on Jun 19 2024 03:47pm
Member
Posts: 51,619
Joined: Jan 19 2007
Gold: 45,659.00
Warn: 10%
Jun 22 2024 05:27am

Specific's of skill distribution on a Libby


The damage you deal, dependent on your gear, and how you skill your character, will vary and be sub optimal when you add or remove + skills. In this regard you need to maxroll your character in order to ensure that you have the max Blessed Hammer damage possible based on the gear you are using, for your most used setup. To demonstrate: With 10 Skillers and a 3PC / 20FCR / 2soc Circlet and a 3PC / 10 FCR amulet and 1 Stone of Jordan you will skill as follows: 4 Blessed Aim, 10 Concentration, 17 Blessed Hammer, i.e. 4488-4529 Hammer Damage. OK good.



Now, removing 3 Skillers and replacing them with Life/Mana small charms our Blessed Hammer damage is: 4057-4098. However, if we token and design our character around having 3 less skills at all times, we can optimize as follows: 3 Blessed Aim, 8 Concentration, 20 Blessed Hammer. i.e. 4066-4104 Blessed Hammer damage, which is a minor improvement on the above 4057-4098.



In this regard, you need to figure out your optimal setup and maxroll your characters Blessed Hammer Damage around that.




This post was edited by ferdia on Jun 22 2024 05:28am
Member
Posts: 51,619
Joined: Jan 19 2007
Gold: 45,659.00
Warn: 10%
Jun 22 2024 12:08pm


Ferdia's D2R MLD Liberator (Hammer + Charge) Guide


Table of Contents



1. Introduction to MLD & the Ruleset

2. Introduction to Paladins and your Build

3. DR Setup, Resistance Setup and Team Vs Team setup

4. Breakpoints

5. Items

6. Charms

7. Stash Items

8. Stats

9. Skills

10. Life, Mana, Breakpoints and Damage

11. GM Rules and Limitations

12. 1v1 PvP Strategy & Videos

13. Team Duels PvP Strategy & Videos


Member
Posts: 51,619
Joined: Jan 19 2007
Gold: 45,659.00
Warn: 10%
Jun 23 2024 12:00am


1. Introduction to MLD

Mid-Level Dueling (MLD) is the level 49 dueling bracket. For over a decade I hosted MLD Events in the game D2LOD with the primary feature being that all classes were viable to win a 1v1 Tournament. While TvT is the most common format, the approach I adopted was to have a foundation of 1v1 balance to ensure the success of Team Duels. With the release of D2R, I once again ventured into the world of D2. Having a chance to restart, I wanted to fix some of the issues which existed in D2LOD. These were:

(a) The complete lack of Druids succeeding
(b) The dominance of Amazons
(c) How to fix certain builds, such as ESBlizz, Necro, Assa, that were just not attractive to players for a variety of reasons

As a consequence I implemented the following:

(a) Allowed Druids to Level to 65, and made Windy the "Main" Druid Build (With restrictions)
(b) Nerfed Bowa's to ensure that all other classes could succeed.
(c) Changed the overall resistance limits and changed the Blizz Build, prioritizing Mana regeneration to offset the fragility of the build.

D2R patch 2.4 fixed Necro's (and Assassins) via a massive damage boost and the removal of recast delay (Shadow Master and Dragon Flight). On this point - D2R came with a lot of changes, some bad, some good.

The Bad: The FHR changes effectively broke HLD dueling as its now much harder to repeatedly catch and eventually kill an opponent. The issue is not as severe at MLD noting the Damage to Life Ratio is much higher.
The Good: The removal of desync has made MLD FRW duels arguably better. As well as this, the damage boost and change to how certain skills operated has made it much easier to create a balanced rule-set.
New Items: The Runeword, Hustle, has revolutionized the entire bracket. It grants 65% FRW, 40% IAS and +6 Evade. The only drawback is that the the +6 Evade does not work with Passive Charge (a terrible pity).

Based on all of this, the FHR changes, Screen Size Change, Removal of Desync and the introduction of Hustle all look to have made FRW dueling (MLD) better.

As commented, this bracket is based around Faster Run Walk (FRW) and skill/damage limitations, similar to those in Euro PvP (EP) in Diablo II: Lord of Destruction (D2LOD) and the Polish League (DCL) in Diablo II: Resurrected (D2R). The purpose of these limitations is to create a culture of balance and competitiveness between the 7 classes. To reiterate, the ruleset is designed to ensure that every class has at least one competitive build capable of winning a 1v1 tournament. Tournaments.

2. Introduction to Paladins

Paladins at MLD in D2R are a far cry from those in D2LOD. What happened to them?

(a) In D2LOD Paladins had Desync - With practice, all Paladins could turn invisible in the blood more and win via the element of surprise. Desync is not in D2R.
(b) Screen Size increased - An increased screen size gives players/classes/builds a fraction of a second longer to react to Paladins.
(c) Class Changes in D2R - Necro, Assa, Bowa, Druid & Barb have all been given damage boosts in D2R. These classes were already not easy in D2LOD and now they are just harder.
(d) FHR Changes - Paladins need to catch opponents, with the FHR changes, you will not always catch and kill an opponent first time. You can be lucky once, doing it repeatedly requires skill.

As a consequence of all of the above Paladins are now considered the worst class at MLD to 1v1 with. Having said that, they remain strong in Team formats playing a support role which few other classes can mimic.

There are basically 3 types of MLD Paladin Build:

1. Liberator or "Libby" - Hammer/Charge
1.5 Mage - Hammer/Charge/FoH
2. Charger
3. Vindicator/Templar or "V/T" - Charge/Smite/FoH

This guide is for the Liberator Build

3. Introduction to Liberators

Liberators (or "Libbys") are Paladins that use Blessed Hammer and Charge. Like most level 49 builds, they do not require a significant investment to be competitive. Most of the gear is inexpensive, apart from jewels, which cost around 500fg each as of June 2024. The build also offers a smooth learning curve. Additionally, the change in the Faster Hit Recovery (FHR) mechanic in D2R allows opponents to be less affected by hits, making it easier for them to teleport away or continue attacking and out-damage the Paladin. The wider screen size also gives opponents more time to prepare against Paladins. In summary, Paladins have not benefited from the changes in D2R, unlike Necromancers, Assassins, Barbarians, and Amazons, who received damage boosts. Consequently, Paladins are considered the weakest class in the Mid-Level Dueling (MLD) bracket. Despite this, Paladins still deal a lot of damage, have two strong attack methods, and possess powerful auras, making them valuable in team duels. They are very fast and provide significant utility in both support and offensive roles during team engagements.


What to prioritise on your Libby


Mana. Mana is the key component to success with a Liberator. Paladins do not naturally have a high mana pool, you have to invest into your Mana pool in order to make the build work. This means having a Mana pool north of 1000 Mana. Rare Circlet / Amulet, more then 10 small charms with 17mana each - these are some of the things you will need to actively explore. While you will gain a massive mana boost in team duels vs BO (allowing you to run 10 skillers, it is imperative that you have enough mana move freely in a 1v1 duel (even with meditation skill active you need a high mana pool)


4. DR Setup, Resistance Setup and Team Vs Team setup




You will have two main setups: the Viper setup and the Shaft setup. Essentially, you swap out Viper for Shaft depending on the situation. Against melee characters or those using physical attacks (e.g., Amazons), you'll want as much % Damage Reduction as possible, so use the Shaft setup. For opponents using elemental attacks, prioritize resistances with the Viper setup. In Team vs. Team matchups, you will need to adjust your setup based on your opponents, though Shaft is generally the go-to choice in team duels. If you find yourself lacking mana in 1v1 duels, replace some skillers with Life/Mana small charms. In team duels, especially with Battle Orders (BO) active, try to equip 9-10 skillers.


5. Breakpoints


Faster Cast Rate (FCR):

125% FCR against Casters
75% or 125% FCR against Melee, depending on playstyle and gear.

Faster Hit Recovery (FHR):

With two Spirits in your main setup, any required FHR is covered.
If you use a scepter instead of a Spirit sword, the FHR from the Spirit shield alone is sufficient.
Member
Posts: 51,619
Joined: Jan 19 2007
Gold: 45,659.00
Warn: 10%
Jun 23 2024 03:19am


1. Introduction to MLD

Mid-Level Dueling (MLD) is the level 49 dueling bracket. For over a decade I hosted MLD Events in the game D2LOD with the primary feature being that all classes were viable to win a 1v1 Tournament. While TvT is the most common format, the approach I adopted was to have a foundation of 1v1 balance to ensure the success of Team Duels. With the release of D2R, I once again ventured into the world of D2. Having a chance to restart, I wanted to fix some of the issues which existed in D2LOD. These were:

(a) The complete lack of Druids succeeding
(b) The dominance of Amazons
(c) How to fix certain builds, such as ESBlizz, Necro, Assa, that were just not attractive to players for a variety of reasons

As a consequence I implemented the following:

(a) Allowed Druids to Level to 65, and made Windy the "Main" Druid Build (With restrictions)
(b) Nerfed Bowa's to ensure that all other classes could succeed.
(c) Changed the overall resistance limits and changed the Blizz Build, prioritizing Mana regeneration to offset the fragility of the build.

D2R patch 2.4 fixed Necro's (and Assassins) via a massive damage boost and the removal of recast delay (Shadow Master and Dragon Flight). On this point - D2R came with a lot of changes, some bad, some good.

The Bad: The FHR changes effectively broke HLD dueling as its now much harder to repeatedly catch and eventually kill an opponent. The issue is not as severe at MLD noting the Damage to Life Ratio is much higher.
The Good: The removal of desync has made MLD FRW duels arguably better. As well as this, the damage boost and change to how certain skills operated has made it much easier to create a balanced rule-set.
New Items: The Runeword, Hustle, has revolutionized the entire bracket. It grants 65% FRW, 40% IAS and +6 Evade. The only drawback is that the the +6 Evade does not work with Passive Charge (a terrible pity).

Based on all of this, the FHR changes, Screen Size Change, Removal of Desync and the introduction of Hustle all look to have made FRW dueling (MLD) better.

As commented, this bracket is based around Faster Run Walk (FRW) and skill/damage limitations, similar to those in Euro PvP (EP) in Diablo II: Lord of Destruction (D2LOD) and the Polish League (DCL) in Diablo II: Resurrected (D2R). The purpose of these limitations is to create a culture of balance and competitiveness between the 7 classes. To reiterate, the ruleset is designed to ensure that every class has at least one competitive build capable of winning a 1v1 tournament. Tournaments.

2. Introduction to Paladins

Paladins at MLD in D2R are a far cry from those in D2LOD. What happened to them?

(a) In D2LOD Paladins had Desync - With practice, all Paladins could turn invisible in the blood more and win via the element of surprise. Desync is not in D2R.
(b) Screen Size increased - An increased screen size gives players/classes/builds a fraction of a second longer to react to Paladins.
(c) Class Changes in D2R - Necro, Assa, Bowa, Druid & Barb have all been given damage boosts in D2R. These classes were already not easy in D2LOD and now they are just harder.
(d) FHR Changes - Paladins need to catch opponents, with the FHR changes, you will not always catch and kill an opponent first time. You can be lucky once, doing it repeatedly requires skill.

As a consequence of all of the above Paladins are now considered the worst class at MLD to 1v1 with. Having said that, they remain strong in Team formats playing a support role which few other classes can mimic.

There are basically 3 types of MLD Paladin Build:

1. Liberator or "Libby" - Hammer/Charge
1.5 Mage - Hammer/Charge/FoH
2. Charger
3. Vindicator/Templar or "V/T" - Charge/Smite/FoH

This guide is for the Liberator Build

3. Introduction to Liberators

Liberators (or "Libbys") are Paladins that use Blessed Hammer and Charge. Like most level 49 builds, they do not require a significant investment to be competitive. Most of the gear is inexpensive, apart from jewels, which cost around 500fg each as of June 2024. The build also offers a smooth learning curve. Additionally, the change in the Faster Hit Recovery (FHR) mechanic in D2R allows opponents to be less affected by hits, making it easier for them to teleport away or continue attacking and out-damage the Paladin. The wider screen size also gives opponents more time to prepare against Paladins. In summary, Paladins have not benefited from the changes in D2R, unlike Necromancers, Assassins, Barbarians, and Amazons, who received damage boosts. Consequently, Paladins are considered the weakest class in the Mid-Level Dueling (MLD) bracket. Despite this, Paladins still deal a lot of damage, have two strong attack methods, and possess powerful auras, making them valuable in team duels. They are very fast and provide significant utility in both support and offensive roles during team engagements.


What to prioritise on your Libby


With spirit shield you dont really have resistance problems, therefore your main concern is your Mana Pool. Mana is the key component to success with a Liberator. Paladins do not naturally have a high mana pool, you have to invest into your Mana pool in order to make the build work. This means having a Mana pool north of 1000 Mana. Rare Circlet / Amulet, more then 10 small charms with 17mana each - these are some of the things you will need to actively explore. While you will gain a massive mana boost in team duels vs BO (allowing you to run 10 skillers, it is imperative that you have enough mana move freely in a 1v1 duel (even with meditation skill active you need a high mana pool)


4. DR Setup, Resistance Setup and Team Vs Team setup




You will have two main setups: the Viper setup and the Shaft setup. Essentially, you swap out Viper for Shaft depending on the situation. Against melee characters or those using physical attacks (e.g., Amazons), you'll want as much % Damage Reduction as possible, so use the Shaft setup. For opponents using elemental attacks, prioritize resistances with the Viper setup. In Team vs. Team matchups, you will need to adjust your setup based on your opponents, though Shaft is generally the go-to choice in team duels. If you find yourself lacking mana in 1v1 duels, replace some skillers with Life/Mana small charms. In team duels, especially with Battle Orders (BO) active, try to equip 9-10 skillers.


5. Breakpoints


Faster Cast Rate (FCR):

125% FCR against Casters
75% or 125% FCR against Melee, depending on playstyle and gear.

Faster Hit Recovery (FHR):

With two Spirits in your main setup, any required FHR is covered.
If you use a scepter instead of a Spirit sword, the FHR from the Spirit shield alone is sufficient.
Mana Pool:

Mana: Its not a breakpoint, but I strongly recommend 1000+ Mana (sacrifice damage if you have to).


This post was edited by ferdia on Jun 23 2024 03:35am
Member
Posts: 51,619
Joined: Jan 19 2007
Gold: 45,659.00
Warn: 10%
Jun 24 2024 05:59am


6. Charms


For charms you are using Grand Charms 1PC 30 Life, or Grand Charms 1Off 30Life, and small charms 20life/17mana, or 20life/16mana (if on a budget).

There are two basic setups:

1. 7 Skillers + 19 small charms 20/17 - for 1v1 ( reduces alot of mana issues )
2.10 Skillers + 10 small charms 20/17 - for TvT - where you have an ally (Barb or Druid) to BO you.

Offensive Skillers are great in Team Duels and definitely worth considering if Team Duels is your thing.

7. Stash Items


At a basic level your stash does not need a lot of stuff:

1. A 2nd 45res Spirit, in case you need 45res both sides.
2. 3 Grand Charms +1 Skill Tab (PC or OFF) + 30 Life
3. Viper (or Shaft, whichever you are not wearing)
4. Inferno Stride Boots
5. a 2nd SOJ
6. Thundergods Vigor
7. Suicide Branch
8. Peace Runeword
9. 3PC 100life 2sox Circlet (you would use this in conjunction with Peace, War Travs and Thundergods vs an Assassin.
10. War Travs


8. Stats

Stat Placement:

STR: enough for gear
DEX: enough for max-block
ENERGY: None.
VITA: All remaining points here


9. Skills


1 Point in prereq's.

Prayer
Defiance
Meditiation
Cleansing
Might
fanaticism
Holy bolt
Charge
Holy Shield
Smite
Blessed Aim

In terms of skill distribution, it is best to use the max-roll website to determine optimal skill distribution to maximise your Hammer Damage. i.e. +1 amulet, +2 Skill tab items work differently for this Build in terms of Hammer Damage.

Vigor - Max
Blessed Hammer - 15 Points
Blessed Aim - 5 Points
Concentration - All Remaining Points here




This post was edited by ferdia on Jun 24 2024 05:59am
Go Back To Strategy & Guides Topic List
1235Next
Add Reply New Topic New Poll