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10. 1v1 PvP Strategy & Videos


Mage vs VitaLight

Mage vs Light is sorc favored, but a combination of Hammer, FoH and Charge makes it quite tricky at times for the Light Sorc. Mana management is key to the duel. Try to constantly keep moving, rep mana when you can, use FoH and passive charge away to bait your opponent into either a hammerfield or a fat charge. I used Peace in the video below to augment the charge damage.




This post was edited by ferdia on Jul 3 2024 09:36am
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Ferdia's D2R MLD Level 49 Mage - Liberator (FoH - 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


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Jul 8 2024 02:27am
Such a professional guide ♥️ty
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1. Introduction to MLD

Mid-Level Dueling (MLD) is the Level 49 dueling bracket in the game Diablo II: Resurrected (D2R). The bracket features Time, Faster Run Walk (FRW), and Skill / Item limitations, ensuring that each class can compete and succeed in 1v1 and Team Duels. Sorceresses and Druids may teleport while Paladins charge around the map and everything else runs. This format is similar to Euro PvP (Early 2000's) and DCL (Polish HLD League in D2R).

The release of D2R presented an opportunity to address several issues that had existed in Diablo II: Lord of Destruction (D2LOD), including:

FRW limit adjustments due to the removal of desync.
Strengthened rules for Druids, who were the weakest MLD class in D2LOD - Windies may now level to 65.
Weakened Amazons, who were the strongest MLD class in D2LOD - Banned Decoy & Valk, Reduced Max Allowed Skill Points in Guided Arrow from 20 to 15.
Redesigned flawed builds, such as ESBlizz, which were too brittle in D2LOD - Reduced global Cold Resistance limits while re-orientated Cold Sorc skill distribution to Warmth.

D2R Patch 2.4 and 2.6 New Additions

The D2R patches also introduced significant changes:

(a) Necromancers and Assassins: Received a massive damage boost.
(b) Assassins: Recast delay on Dragon Flight and Shadow Master removed.
(c) Optimal FHR Breakpoint Limits reduced across the board.
(d) Armor Runeword "Hustle" Revolutionized the bracket by granting 65% FRW, 40% IAS, and +6 Evade in a single item. (virtually every class has a build that can use this armor, its the "Enigma" of MLD.

Time Limits

The Damage to Life ratio at MLD is such that it takes less hits to kill an opponent. i.e. 450% enhanced damage weapons and enough skill points to do serious damage, while only two classes have BO ( Druids and Barbarians ). This is optimal especially when noting the FHR changes. We have also adopted fixed time limits for duels and defined "Attackers" and "Defenders" which, in tandem with a fixed time limit of 3 minutes per round in 1v1 and 5 minutes per round in team duels, results in faster matches without protracted duels as seen in other brackets.

Current State of MLD

More than 30 MLD tournaments have been hosted in D2R, including a combination of 1v1 and team tournaments, with every class winning a tournament. We continue to make minor amendments to the rules, strengthening the weaker classes while weakening the stronger classes, addressing past imbalances, and incorporating new elements to maintain a competitive and enjoyable dueling environment.



3. Introduction to Paladins


Paladins at MLD in D2R are a far cry from their godlike D2LOD brethren. 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 as they enter the screen.
(c) Class Changes in D2R - Necro, Assa, Bowa, Druid & Barb have all been given damage boosts, and utility boosts in D2R. In particular, the Runeword, Hustle, is a great quality of life item, which, unfortunately, does not apply the Evade function with Passive Charge.
(d) FHR Changes - Paladins need to catch opponents, with the FHR changes, you will not always stun 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, you can win with them and 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 Mage - Liberator Build




3. Introduction to Mage - Liberators

Liberators are Paladins that use Hammer / Charge. Mages simply add Fist of Heavens to the arsenal. Typically this can be via a scepter, something like 2pala 3foh 3hammer 3conc. With no other investment into FOH, your Paladin gains another ability which can be very useful in specific match-ups (I am a big fan of using as many tools as possible). Like most level 49 builds, Mages do not require a significant investment to be competitive. Anything using skillers at Level 49 will have a relatively inexpensive inventory. (x10 1PC/30Life and x10 20life/17mana). The most expensive items (in order of priority) are : Jewels, amulet, and ultimately, a good 400-450%ed Eth Rep Rare Small Crescent (ias not mandatory). The build offers a smooth learning curve with different strategies used in different match-ups. While the class is considered to be the weakest at MLD, it can still hold its own and it really shines in TvT with the aid of a Barbs (or Druids) Battle Orders. Mages passive charge around the map at speed, with multiple forms of attack, alot of utility, and are a great addition to any team when played well.


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 no less then 1000 Mana, and ideally having 1200+ mana. Rare Circlet / Amulet and dropping some skillers in favor of Life/Mana charms - 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 to move and attack freely in a 1v1 duel (even with Medi you run out of Mana fast).




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4. What Armor to use ?


The primary setup uses the armor, Shaftstop (and String of Ears), vs Barb, Druid, Bowa & other Paladins. Vs Casters you can consider three other armors: Vipermagi, Peace Runeword and Hustle Runeword. Essentially, you swap out Shaft for one of the other armors in 1v1, but will invariably always use Shaftstop in Team Duels.


5. Breakpoints


Faster Cast Rate (FCR):

The two FCR breakpoints we are looking at are 75% FCR and 125% FCR. I typically run 75% FCR always but recommend experimenting with 125% FCR vs Barbarians if this match is causing you problems. The only issue is that in attaining 125% FCR you probably lose either Shaftstop or the ability to FOH.

Faster Hit Recovery (FHR):

With Spirit shield on both sides, I simply do not invest in FHR.

Mana Pool:

Mana: Its not a break point, but I strongly recommend having no less then 1000+ Mana (sacrifice skillers if you have to).


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10. 1v1 PvP Strategy & Videos


Mage vs Blizz

Mage vs Blizz is pretty even. You want a specific setup here - Peace Runeword with as much damage as possible while maintaining 75% FCR. Use FoH to either bait or chip damage, while passive charging around the map casting hammers. If and when the sorc gets too close (this will naturally happen during the course of the duel) you are looking to charge them. A perfect charge will 1-shot a Sorc. All sorc's are unlikely to stomp you but if they do - Hammer. Movement and knowing when to charge at your opponent is key to this duel. Try to constantly keep moving, and be mindfull of namelock Blizzard.




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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!). Use this until you get a good scepter with Hammer and FoH.
2. Scepter 2Pala 3Hammer 3Conc 3Foh with 2soc. You use x2 5/5 Light Die Facets in this. You can also use 3PC instead of 2Pala. This is the upgrade from Spirit Sword.
3. In TvT you may sometimes consider using Suicide Branch as it enables 125% FCR while maintaining 45% DR. Suicide (50), Spirit Shield (35), Circ (20), Amulet (10), Ring (10).

Switch (2nd Slot Charge weapon)

3. Eth Oath Small Crescent. Aim for at least 350ed (max is 355% with 15ed base). The best 1-handed base for MLD charging with.
4. Eth Rep Small Crescent 400-450%ed. The natural upgrade from Oath.

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 a lot.

Armour
1. Shaftstop, best socket would be 30ed 9str 9dex + adds or a 5/5 Light Die Facet.
1. Vipermagi, same as above, you can use either a 30/9/9 jewel or a Facet.
3. Peace Runeword. This can be used vs Sorc or Assassins giving you the chance to do serious damage.
4. Hustle. This is more of a V/T armor but it can work in certain 1v1 matchups when walking/running alot.

Shield(s)
1. Spirit ST. Spirit is pretty much unbeatable. It comes in two forms, +45 res or +65%ed. Try to have a 45res one on Spirit Sword side and a 65%ed one on Charge side. When you need the resistances have a +45Res Spirit on both slots.
2. Herald of Zakarum on charge side switch. While you will do more damage in certain match-ups, I do not endorse Zaka as you are losing FCR and alot of Mana.

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

Rings
1. Ravenfrost.
2. Soj (or x2 soj when you dont need Max Block).
3. Rare 10fcr, 100-120ar, 10-15 str, 10-15dex, 70-90mana mana and resistance (fire resistance ideally ideally, or go for a trio of Fire/Light/Cold for whenever you need a specific resistance).

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 vs Assa in particular (not used in Team Duels)
4. Craft Mana Boots. More mana in case you need it. I dont use these, but if you can get a good pair they can solve alot of resistance and mana problems (if any problems)
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6. Charms


For charms you are using Grand Charms 1PC 30 Life, or Grand Charms 1Off 30Life (alongside Off Circ and Off amulet to support a bowa), 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 (swapping between 1v1 and team duels)
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. x2 30ed/9str/9dex here.
10. War Travs (for charge)


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


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10. 1v1 PvP Strategy & Videos


Mage vs Trapper

Mage vs Trapper is pretty straight forward. Charge. These are short and brutal duels, no nonsense rep to full in a corner or any of that. Either shes dies, or you die. Duels are unlikely to last longer then a minute. There nothing fancy here at all, you simply put Peace armour on, get as much charge damage as possible and blast towards the assassin like a missile. The Assassin will try to block you with her Shadow Master, or position herself in a corridor or behind a rock, you really don't need to focus or dwell too much on this, just be very direct.




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