Updates: May 24, 2014
So, after a few weeks of playing with this build I've discovered some things that have helped me improve drastically from T5 to T6 Solid. I'm very happy to report that this build is now T6 capable and competitive to a degree.
Changes I have made:
- Wore full DPS gear, stacked Res over life% and Vit
- Stacked IAS as much as possible through gearing and Paragon
- Now Using full DPS passives with the exception of Vigilant ( Tested and approved)
-String of Ears or T-Gods/Witching Hour ( still Deciding)
I'll break it down now for those interested in this build, hopefully some find enjoyment in this build like I did, it really did make this game refreshing unlike the majority of top builds that are just shift click and profit.
Gearing: Is totally dependent on you, personally I decide to run without Akkahn's because for me it's felt as if raw stating has benefited this build more then wearing full Akkahn's.
Gloves: Ashera's ( Can be swapped for Akkahn's or other)
Pants: Ashera's ( Can be Swapped for Akkahn's or Other)
Belt: Witching Hour ( T-Gods is the next best thing)/ String of Ears
Neck: Fire Immunity Star ( Can be any 20% Light/str/CHD/CC neck if you aren't lucky enough)
Rings: Ring of Royal Grandeur + Stone of Jordan
Bracers: Reapers Wrap
Boots: Illusionary Boots [A2 Catche] ( perfect for placement otherwise Iceclimbers are really nice)
Weapon: Shafter's Hammer ( SUPER slow but the damage this thing puts out is unreal for the % Scaling on most abilities, this is where IAS comes in to play)
Shield: Defender of Westmarch OR Hellskull with 15% Hammer Damage and Crit ( You cannot deny those procs, upwards of 15m 20m on Elites)
Skills: These abilities seem to have melded in the best for me after my lengthy playtime with this build, with these recent buffs, it opened up a lot of choices for me so here it is.
Blessed Hammer - Thunder Struck: Most people don't realize this thing puts out some mean AOE as well as Single Target damage due to it's Arcs, if positioned correctly on your target, it will be hit by all existing Arcs, say each Arc deals 3m and you have 7 Arcs flying out, your target will be taking 21m a second + the initial hammer blow ( typically for me deals 11-14m).
Punish - Fury: Blocking is very important, now more then ever, aside from it reducing our damage taken, it also allows us to receive a guaranteed crit on the next attack while we retain the punish buff. This is a powerful builder and your going to want to have this buff up as much as possible so throwing this in during Hammer waves not only greatly increases DPS but adds survivability, not to mention it hits like a truck ( 18m on elites for me) thanks to the recent ele changes.
Provoke - Charged Up: Believe it or not, Charged up still does damage, I'm not exactly sure how it works now, but I know when I pop this and I have a full arc set out, things are dying much quicker. also it's a generator.
Law of Justice - Immovable Object or Decaying Strength: Either are good, and truth be told we need as much AR as we can get despite DR. As a Liberator, you will be in the Sh#&$&t as often as possible, you want to be in as deep as it gets, the longer you can be at the epicenter the more damage you will put out, and this little Law will allow you to do just that, pop it when you know things are about to go south.
Heaven's Fury - Thou Shalt Not Pass: The Recent Elemental Changes have made this ability hit like a truck for your element, for a short cd and no cost this thing is a great number padder ( Ticks 3-8m for me), your going to want to use this on cd for elite packs, on top of that the rune creates a safety line that enemies can't cross if your in a bad spot.
Shield Glare - Divine Verdict: Crowd Control, lots more Damage, Cream of the crop for elite killing.