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mhl12
29-07-2004, 15:59
whats some good strategy and gear for hammerdins to use against casters? (bone necros, sorcs, trapsins, wind druids, etc.) Everytime i use my hammerdin agasint those ppl i die. I just cant get close enough to them. Someone plz help! thx a lot!

edit: btw ppl... this is my 100th post!!! :clap: yay!!!!!!!!

Diablokgb
29-07-2004, 17:48
Well, ive never played hammerdins, but i have played sorc. And the only ways they give me trouble, is when they spam hammers and run away to another screen spamming more, i get careless sometimes and run into them!

"Its better to die on your feet, than to live on your knees"

Kazuya-Mishima
30-07-2004, 03:03
You need to get max cast on your hammerdin if ur having serious trouble with casters. I cant tell u how much easier dueling is on a din w/ max cast. w/ max cast u can avoid just about any spirit/spear thrown at you and can get outa things like mb fairly well. for any types of sorces just switch gear (stack resists). Play a game of angles with chars like necros, keep moving around them until u get clear path to them. W/ good cast rate u can tele and spam which can literally trap your opponent with a circle of hammers. Also use corners /bushes to ur advantage vs bs spammers. Ive also noticed u can tank a druid 9/10 times w/ high hp and max cast (**not including cheezy summon stackers). U can contact me on b.net for additional strat.

Phyrexial
30-07-2004, 08:29
You'd be surprised how many sorcs you can simply charge lock to death. As for the other ones, get used to charging around and laying hammerfields. Don't ever stand still for more than a couple seconds. With Vigor/Charge you can desynch and have fields of hammers coming out of nowhere. With Vigor/charge, there are very few projectiles that will catch you and namelock tele is made that much more difficult.

Wind Druids you might want to move in a much smaller area and keep a tighter hammerfield. If you shift charge too far away from your pre existing hammerfields, this is when they will catch you. The Wind Druid has to essentially come into your range to hit you, so this will become a waiting game. Most pubbie windies will become impatient in about .5 seconds and tele ontop of you while you are casting hammers anyway. This becomes a tanking contest, but you should have the advantage if he teles onto you of getting the first hit.

CookiesnCream
30-07-2004, 08:59
You'd be surprised how many sorcs you can simply charge lock to death. As for the other ones, get used to charging around and laying hammerfields. Don't ever stand still for more than a couple seconds. With Vigor/Charge you can desynch and have fields of hammers coming out of nowhere. With Vigor/charge, there are very few projectiles that will catch you and namelock tele is made that much more difficult.

Wind Druids you might want to move in a much smaller area and keep a tighter hammerfield. If you shift charge too far away from your pre existing hammerfields, this is when they will catch you. The Wind Druid has to essentially come into your range to hit you, so this will become a waiting game. Most pubbie windies will become impatient in about .5 seconds and tele ontop of you while you are casting hammers anyway. This becomes a tanking contest, but you should have the advantage if he teles onto you of getting the first hit.

Yes as he mentioned, I play a hammerdin, just use charge + vigor and then catch up to them ( most sorcs bring in public games are MF sorcs so they're teleporting shouldn't be too fast and their damage shouldn't be too much) and then chargelock them. Against zons/ BS spamming necros, outrun them with charge + shift and lay hammer fields.

Kazuya-Mishima
30-07-2004, 09:17
Charging is very good only problems i got with it are: It freezes up to much-glitches up in games-annoying, gets stuck on ponds and in general its too defensive - i havent seen to many use charge to go and attack w/ hammers.

fugitive alien2
30-07-2004, 09:26
- i havent seen to many use charge to go and attack w/ hammers.

that's cuz they're usually invisible when they do it :lol:

Kazuya-Mishima
30-07-2004, 09:29
hehe possibly but i dont know if its my connection or comp but when dinz charge they dont desync on my screen i can keep track of em :P

-Epic
30-07-2004, 09:35
hehe possibly but i dont know if its my connection or comp but when dinz charge they dont desync on my screen i can keep track of em :P

lucky you then. but it works and ppl say lag when they die.

necros/sorcs/zons need 125% fcr to catch. they just do

-Ferro-
30-07-2004, 15:16
Move in circles of an screen width casting a couple of hammers every few steps. This way you keep moving all time and can dodge attacks while you make a wide hammers field, so eventualy they get hit. And faster cast is a must, 75% minimum for pvp, 125% is optimal

mhl12
30-07-2004, 15:59
yea, i've been using lots of charges in duels with my hammerdin. The problem is that the ppl sometimes just block my charges when i use vigor. Thats when i'm forced to use concentration so my attck cant be blocked so therefore my charge is a lot slower and i am easier to hit. Anyway i need to get some better hammerdin gear. I have the griz set which i already know is not good gear for a hammerdin. (darn... shouldnt have traded that skin of the vipermagi...)

one more thing, anyone know how to get rid of those trapsins when they place traps all right outside? I was in this duel, and it was like me and four other ppl (2 sorcs, another trapsin and a barb) vs this godly trapsin. we were dying all over the place. Thx in advance!

fugitive alien2
30-07-2004, 17:24
one more thing, anyone know how to get rid of those trapsins when they place traps all right outside?

absorb them

Mr.E
31-07-2004, 19:02
Or just take the Cold Plains WP.

dumbpig
05-08-2004, 02:31
throw rancid gas potions