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Jul 9 2024 02:09am



1. Introduction to MLD


Mid-Level Dueling (MLD) is the Level 49 dueling bracket in Diablo II: Resurrected (D2R). This bracket features time limits, Faster Run/Walk (FRW), and skill/item limitations to ensure balanced competition in both 1v1 and team duels.
Sorceresses and Druids may teleport, while Paladins can passive charge, and other classes run. The format is similar to Euro PvP (early 2000s) and DCL (Polish HLD League in D2R).
The ruleset is designed to avoid hard counters. Instead of focusing on what counters what, players should focus on which class they play best.
While there are difficult match-ups, with practice, skill, and the right gear, any class can win. The best class to use is the one you are most proficient with.

The Core builds (in rough order of strength) are:

1. Light Trapper
2. Bowa
3. WW Barb
4. Windy
5. ESFB
6. Blizz
7. Nec
8. VitaLight
9. V/T
10. Mage


The Bridge Map, or H Map




As with HLD PvP, MLD Duels take place on what is known as a Bridge, or H, Map. This is where there is a bridge at town, and another bridge which splits the Blood Moor in half as outlined in the image above.
As the bracket is FRW orientated, this is the best map available whereby the aggressor can hunt down the slower opponent. Cornering your opponent, especially vs Bowa and Nec, is one of the strategies employed at this bracket.


The transition from D2LOD to 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.





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2. Introduction to Paladins and your Build


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. Vindicator/Templar or "V/T" - Charge/Smite/FoH
3. Charger

This guide is for the Mage - Liberator Build

Liberators are Paladins that use Hammer / Charge. Mages simply add Fist of Heavens to the arsenal. This can realistically only be achieved via a scepter, as skilling FOH is far too much of an investment. You are looking for 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. 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, or 20life/15mana if on a budget). 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.


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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Jul 9 2024 07:53am

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Jul 10 2024 09:01am
10. 1v1 PvP Strategy & Videos


Mage vs FB

Mage vs FB should be played as a V/T - FoH the sorc and bait them close, and then charge and hope for a crit (using peace armor). While you can play it as a Libby, I find FoH is great as an irritant and for killing FB's when they are low.




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Jul 11 2024 03:49am


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)


Standard Mage




Upgraded Mage


The key take away here is increased, life, mana, an additional form of attack (FoH) and the increased damage that a rare weapon gives over Oath Eth Small Crescent


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Jul 11 2024 10:05am


Ferdia's D2R MLD Level 49 Liberator-Mage (Hammer - Charge - FoH) Guide



1. Introduction to MLD & the Ruleset

2. Introduction to Paladins and your Build

3. Breakpoints

4. Items

5. Charms

6. Stash Items

7. Stats

8. Skills

9. Life, Mana, Breakpoints and Damage

10. GM Rules and Limitations

11. 1v1 PvP Strategy & Videos
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Jul 11 2024 10:10am


2. Introduction to Paladins and your Build


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. Vindicator/Templar or "V/T" - Charge/Smite/FoH
3. Charger

This guide is for the Liberator-Mage Build

Liberators are Paladins that use Hammer / Charge. Mages simply add Fist of Heavens to the arsenal. This can realistically only be achieved via a Scepter, as skilling FOH is far too much of an investment. You are looking for something like 2pala 3foh 3hammer 3conc. Understand that such a weapon is quite hard to find, hence the Liberator aspect of the Build. You can Run Spirit Sword, A Hammer Scepter (3Hammer/3Foh) and/or a FoH Stick (3Foh/3Conv) until you find the elusive 3Foh/3Hammer/3Conc Scepter. With no other investment into FOH, your Paladin gains another ability which can be very useful in specific match-ups. 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, or 20life/15mana if on a budget). The most expensive items (in order of priority) are : Jewels, amulet, and ultimately, a good 400-450%ed Eth Rep 1-handed weapon(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.


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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Jul 11 2024 10:11am


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)


Standard Mage




Upgraded Mage


The key take away here is increased, life, mana, an additional form of attack (FoH) and the increased damage that a rare weapon gives over Oath Eth Small Crescent


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Jul 11 2024 10:13am


6. Charms


For charms you are using Grand Charms 1PC 30 Life 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 and Circ/Amulet are great in Team Duels and definitely worth considering if Team Duels (with no FOH) 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


Libby / Mage vs Windy

Facing a Wind Druid with a Libby/Mage (using a simple FoH Stick with no other investment) requires mastering several key fundamentals:

(a) Mana Management: Ensure you have enough Mana that you don't run out ( = dead ).
(b) 45% Damage Reduction (DR): Using anything less is not advisable.
(c) Hammer Fields: Lay down a hammer field, move to another location to set up a new field, and then ideally backtrack to the tail end of your first hammer field and repeat the process, with your old hammers protecting you.
(d) Survivability: Avoid staying in one spot for too long to prevent a blind spot stomp, where the Druid teleports below or to the bottom right of you, potentially killing you almost instantly.

Using FoH intermittently to snipe the Oak Sage can bait the Druid into a stomp, but its not mandatory.



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