View Full Version : are hammerdins unbeatable
kingpin2
03-05-2004, 03:11
hammers are magical cant stack on any resist hurt like a b*** i was thinking of a botd barb with max block but im not sure any feedback would help..
Joe_smith
03-05-2004, 03:50
hammers are magical cant stack on any resist hurt like a b*** i was thinking of a botd barb with max block but im not sure any feedback would help..
barbs are about the worst class agianst a hammerdin. and any class with long range have a good shot at beating them espeically necros since they can't be absorbed. melees have troulbe beating them because of their 1 hit ko hammers and charge abuse.
SwordOfJusticeX
03-05-2004, 03:55
hammers are magical cant stack on any resist hurt like a b*** i was thinking of a botd barb with max block but im not sure any feedback would help..
joe smith is right
just in case u didnt know, u cant block hammers with shield so if u do use barb use a 2 hander to hope for a quick kill
-sword
kingpin2
03-05-2004, 04:26
:cheesy: that kinda sucks that you cant block hammers what type of necro do u recommend?
Phyrexial
03-05-2004, 04:36
Bone necro.
MercenaryKnight
03-05-2004, 04:41
foh pallies easily take most out unless they stack humungous resists and absorb in which case your screwed
For melee (Mainly barbs) you try to get into the east, west, south area of the paladin. The barb I used was a IK barb. He often managed to get to these spots without dying ( tho incurring decent dmg). Even then, it's risky because if your not close enough, you'll get hit, and if you WW from the south part of the paly, you end up in the north part (very bad.)
But if you realized in this scenario its you chasing the paly. It's completely different if you force them to chase you. The paly is not as difficult if he doesn't have a hammer field surronding him. So basically I 'm saying, force them to attack you. If you can get them to chase you, then you force them to fight you on your terms, making your chances of winning that much greater. It's a waiting game. DO NOT charge in. No matter how long they are spamming hammers, as long as you wait, they'll try to teleport/run to you. You must get them there when they have no hammers. And if they are charging you, be sure that they are coming in from the north, west, east. Don't get in the Paly's "northern" area, or die.
But yea, ranged attackers take palys down much easier.
cloakshape66
03-05-2004, 06:31
For melee (Mainly barbs) you try to get into the east, west, south area of the paladin. The barb I used was a IK barb. He often managed to get to these spots without dying ( tho incurring decent dmg). Even then, it's risky because if your not close enough, you'll get hit, and if you WW from the south part of the paly, you end up in the north part (very bad.)
But if you realized in this scenario its you chasing the paly. It's completely different if you force them to chase you. The paly is not as difficult if he doesn't have a hammer field surronding him. So basically I 'm saying, force them to attack you. If you can get them to chase you, then you force them to fight you on your terms, making your chances of winning that much greater. It's a waiting game. DO NOT charge in. No matter how long they are spamming hammers, as long as you wait, they'll try to teleport/run to you. You must get them there when they have no hammers. And if they are charging you, be sure that they are coming in from the north, west, east. Don't get in the Paly's "northern" area, or die.
But yea, ranged attackers take palys down much easier.
nah if you are melee save yourself the trouble and just roll over and die :( a tele ww barb with REALLY fast reflexes can probably take outa noob hammerdin that stands there, but otherwise a tele hammer would smear him across the wall, ww is too slow and requires you to get too close to the hammerdin, even if the hammer din is on the offensive a quick tele concentration will usually kill the barb because hammer doesnt miss, is unblockable and cannot be resisted. ww faces pdr, misses, and to make matters worse only 25% of your attacks work :( any ranged spell caster can pretty much beat the hammerdin: bone necro is pretty good at it, trapsins, fireball sorcs, blizz sorcs (basically a free win vs the hammerdin unless you tele into a hammer), fohers. Of course that is assuming they dont stack
ReVolution
03-05-2004, 06:42
But if you realized in this scenario its you chasing the paly. It's completely different if you force them to chase you. The paly is not as difficult if he doesn't have a hammer field surronding him. So basically I 'm saying, force them to attack you. If you can get them to chase you, then you force them to fight you on your terms, making your chances of winning that much greater. It's a waiting game. DO NOT charge in. No matter how long they are spamming hammers, as long as you wait, they'll try to teleport/run to you. You must get them there when they have no hammers. And if they are charging you, be sure that they are coming in from the north, west, east. Don't get in the Paly's "northern" area, or die.
It's like that. Hammerdins are one of the easiest fights for my barb following that strategy.
I am willing to back this up anytime.. *XE-ReVolution USWEST NL SC. I haven't lost to a hammerdin since like 3 weeks after the patch.
SwordOfJusticeX
03-05-2004, 06:47
It's like that. Hammerdins are one of the easiest fights for my barb following that strategy.
I am willing to back this up anytime.. *XE-ReVolution USWEST NL SC. I haven't lost to a hammerdin since like 3 weeks after the patch.
plz make an open barb id like to fight u with my liberator
plz refer to open dueling registery on top of the forum
thanx
-sword
fugitive alien2
03-05-2004, 07:06
It's like that. Hammerdins are one of the easiest fights for my barb following that strategy.
I am willing to back this up anytime.. *XE-ReVolution USWEST NL SC. I haven't lost to a hammerdin since like 3 weeks after the patch.
:sleep: :sleep: :sleep:
i'm on west. when would be a good time to look for you?
Joe_smith
03-05-2004, 07:09
:sleep: :sleep: :sleep:
i'm on west. when would be a good time to look for you?
ya malice duel FA he's good i can set up a duel between u 2 i know both ur accounts.
It's like that. Hammerdins are one of the easiest fights for my barb following that strategy.
I am willing to back this up anytime.. *XE-ReVolution USWEST NL SC. I haven't lost to a hammerdin since like 3 weeks after the patch.
It's too bad that you are playing NL.
LordDrift
03-05-2004, 09:34
sorta confident of a Barb eh?
A Good hammerdin will not, i repeat will not lose to a Melee Chr
-Infinite-
03-05-2004, 13:29
It's like that. Hammerdins are one of the easiest fights for my barb following that strategy.
I am willing to back this up anytime.. *XE-ReVolution USWEST NL SC. I haven't lost to a hammerdin since like 3 weeks after the patch.
sux that you're west also =/
and in regards to the topic, pure hammerdins can be beaten up on pretty bad by some ranged chars, such as bonenecro, and even a good bowazon (yes, they can beat them)
however, a liberator is very difficult to beat, because of its dual methods of attacking. 10+ hammers and 8k+ charge is hard to deal with, but still, a very good bone necro would be a challenge.
Siguesigue
03-05-2004, 13:46
O You
O Hammerdin
That is the angle a Hammerdin will kill for. 10 O'clock.
In my experience, a WW sin can regularly beat one. 61% Block to hammers is of course useful, as well as WW-ing away from them.
My VT only loses to one when I'm wasted to some description. I can't see how hard it is to just avoid them to be honest. When one teleports beneath you, run east or upwards. You got ~7 frames to get some distance :)
-Infinite-
03-05-2004, 13:50
O You
O Hammerdin
That is the angle a Hammerdin will kill for. 10 O'clock.
In my experience, a WW sin can regularly beat one. 61% Block to hammers is of course useful, as well as WW-ing away from them.
My VT only loses to one when I'm wasted to some description. I can't see how hard it is to just avoid them to be honest. When one teleports beneath you, run east or upwards. You got ~7 frames to get some distance :)
v/ts are very good, but you can cut foh damage to a min if you just u topaz shield, no absorb needed.
therefore, your only real choice of attack is smite, making you have to get close. whatever happens then happens, ive dueled several v/ts, and its usually a 50/50 matchup. both have their strengths and weakness, it all depends on the person using the char in the right way.
fugitive alien2
03-05-2004, 15:19
v/ts are very good, but you can cut foh damage to a min if you just u topaz shield, no absorb needed.
therefore, your only real choice of attack is smite, making you have to get close. whatever happens then happens, ive dueled several v/ts, and its usually a 50/50 matchup. both have their strengths and weakness, it all depends on the person using the char in the right way.
you also need at least 10-15 +max lr (t-gods, Lo's). without it, even it you negate conviction a v/t will still be doing enough damage to wear you down very quickly.
fugitive alien2
03-05-2004, 15:27
O You
O Hammerdin
That is the angle a Hammerdin will kill for. 10 O'clock.
In my experience, a WW sin can regularly beat one. 61% Block to hammers is of course useful, as well as WW-ing away from them.
My VT only loses to one when I'm wasted to some description. I can't see how hard it is to just avoid them to be honest. When one teleports beneath you, run east or upwards. You got ~7 frames to get some distance :)
someone who runs away is the easiest for a hammerdin to kill ^^
yes ww sins are one of the more dangerous melee char matchups for a hammerdin, but hammerdin still has a huge advantage if they stay mobile. pub hammerdins must all have their feet glued to the ground or something.
ReVolution
03-05-2004, 17:20
:sleep: :sleep: :sleep:
i'm on west. when would be a good time to look for you?
anytime after like 4 pm MST, Im online on and off after that.
O You
O Hammerdin
That is the angle a Hammerdin will kill for. 10 O'clock.
Uh. A quillrat who stands still and spams hammers doesn't count.
In regard to various techniques a barb can use vs hammerdins, none of them will work if the hammerdin never tele on top of the barb and go offensively after the barb by making random hammerfields everywhere the barb runs away to.
Edeas_Knight
03-05-2004, 19:05
in my experience hammerdins are pretty easy to beat with a bone necro. the ones that just stand there and spam hammers is easy...jusr spear him and hes dead. and the ones that try to switch to vigor and run around you are easy too...just shoot in front of them with teeth(to stun) and spear or spirit away. the only hammerdins i have problems with are the ones that teleport. my main stratgey with them is to guess where they are gonna tele spam spirits in that direction and hope for the best.
kingpin2
03-05-2004, 21:18
most pallies have enigma, =/ but ive decided to make a bone necro
in my experience hammerdins are pretty easy to beat with a bone necro. the ones that just stand there and spam hammers is easy...jusr spear him and hes dead. and the ones that try to switch to vigor and run around you are easy too...just shoot in front of them with teeth(to stun) and spear or spirit away. the only hammerdins i have problems with are the ones that teleport. my main stratgey with them is to guess where they are gonna tele spam spirits in that direction and hope for the best.
As a necro, hammerdins that blindly teleport on you are also easy. Tele 2 or 3 screens away really fast and whenever they are off your screen spam as many bonespirits as you can in a chain in their direction. Then just sit back and watch them teleport on the chain of bonespirits. Don't forget to tele away if they get a lock on you.
LLD-Vampire
04-05-2004, 00:26
k well if your a barb it's not that hard wait until they tele then ww through them on the side and tele away(tele RIGHT on them and do a very short WW so you can tele away BEFORE the spam 15 hammers?) wash rinse repeat but well I duel pubby idiots so...and don't follow them
But uh try a c/c kicker it's really fun dueling a smart hammerdin with a kicker cast cloak of shadows to lower there defence wait until they tele or run near you dflight them tele out you really shouldn't get hit at all unless they get REALLY smart and start hammering then moving into that hammers circle and hammering again. If they don't move hit them with like blade fury or MB it may not do much but it will make them retreat or attack.
Whisper Justin_V1 on uswest NLSC whoever had the barb it's my friend you'll most likely slaughter him but I like when he losses because hes one of those OWNED OWNED OMFG OMFG NOOB NUB NONGPOIEANG!!!!11!! UR MOM!! just be ready when you own to hear about how botds are lame.
Stacked summon bone necro, self blizzing sorc. and recasting wolve/bear druids. Make one of them and you have a hammerdin killer. Yet there are always ways around this, absorb the blizzard, slowly kill the summons and catch the druid when he is recasting the wolves that you just killed. I can not really think of any other characters that are difficult other than the usual 8fps cast rate sorc and 9fps cast rate necros who spam bs and walk (not tele) when you teleport on them - thus preventing the hammer stun. [All] elementary characters can be absorbed and [all] mele characters can usually be tanked by good hammerdins.
fugitive alien2
04-05-2004, 04:34
[all] mele characters can usually be tanked by good hammerdins.
nah. if the hammerdin isn't moving a good melee char will win most of the time.
Joe_smith
04-05-2004, 06:18
nah. if the hammerdin isn't moving a good melee char will win most of the time.
ahaha ya i tried that on tidycat he was standing still casting hammers. i deshifted teled into blind spot and tried to rabies him but couldnt land a hit whatsoever and he moved and hammered more and i tried to follow and tried get more hits and died. bascially a hammerdin who walks back and forth in a hammerfield is immune to most melee chars.
fugitive alien2
04-05-2004, 06:32
ahaha ya i tried that on tidycat he was standing still casting hammers. i deshifted teled into blind spot and tried to rabies him but couldnt land a hit whatsoever and he moved and hammered more and i tried to follow and tried get more hits and died. bascially a hammerdin who walks back and forth in a hammerfield is immune to most melee chars.
works against druids and zealot types, but trying to tank barb or sin ww or smite isn't a good idea.
cloakshape66
05-05-2004, 03:20
ahaha ya i tried that on tidycat he was standing still casting hammers. i deshifted teled into blind spot and tried to rabies him but couldnt land a hit whatsoever and he moved and hammered more and i tried to follow and tried get more hits and died. bascially a hammerdin who walks back and forth in a hammerfield is immune to most melee chars.
dont follow a hammerdin or you'll be like those poor melee monsters in single player, and like I said if a hammerdin moves a few steps into the left and times it correctly his first hammers will go right through the blind spot so melee telers get a nasty suprise :)
Watzit2ya
05-05-2004, 12:54
I have had alot of success -vs- most hammerdins with my Windy druid. Usually only dieing to one because of a bad teleport on my part.
Weltkriegpally
05-05-2004, 22:22
hammerdins are about the best anti teleporting characters among the slew of paladin variants. good hammerfield, random here and there where the teleporter lands...nasty nasty anti teleporting character tactics. But why in tarnation would you want to make a pure hammerdin? Yes, 12k hammer damage is impressive, but 6k is equally effective. that leaves a lot of skill points to be put in other things making you much more versatile. I don't know. A really good hammerdin shouldn't lose to a melee type, almost never. I would say a ww sin with good ar has the best chance, but that is about as far as it goes. Good luck with it.
--welt
fugitive alien2
05-05-2004, 22:30
a maxed out ds range 5 charger would probably have the best chance (to get lucky), since charge is virtually unavoidable.
Weltkriegpally
05-05-2004, 22:35
a maxed out ds range 5 charger would probably have the best chance (to get lucky), since charge is virtually unavoidable.
well, thats true enough, but even then, a hammerfield is usually death to a charger.
--welt
cloakshape66
06-05-2004, 03:10
a maxed out ds range 5 charger would probably have the best chance (to get lucky), since charge is virtually unavoidable.
not if you have to run through a few hammers to get a CHANCE to hit. Id have to say luck wise a ww sin would have the best chnce who know they might tele next to the hammer block a few hammers and then win (hey one can dream :) )
fugitive alien2
06-05-2004, 05:00
charger has potential for 1 hit kill though, and good ones will desynch and you won't even see them coming. i've never lost to a ww sin, but i have been 1-hit killed by invisible chargers. really gotta stay on the move against good ones.
sk8brdnick
07-05-2004, 00:54
I imagine that kickers could do well. They have access to DF as well as WOF and MB. DT also has a serious AR boost helping to counter holy shield def. Granted the pally could charge out of stun lock, but you could definitely make it challenging for them to lay a lot of hammers down. BOS and WB are just make you all the more challenging to hit. I have a PVP kicker under construction after seeing how effectively my PVM one dealt with pkers. Haven't faced any hammerdins yet though.
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