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Ouch... just dueled my brother. He was using our Tweaked hammerdin. I got owned 75% of the time. Hitting him wasnt a problem. Near Max CoS (only way to go, all or nothing) it was after I DFlighted him and began my WW I would hit a hammer. I tried to use WoF + MB, he just charged next to me. I go to WW OUCH HAMMER... those 12k hammers hurt =/
Then I dueld him on his Wind Druid, not as twinked. I won about 90% of these but I am not used to losing... anyways, same problem. DFlight... WW damn tornados. Like I said tho not as much of a problem beacuse I could take several tornado hits.
Anyways I was just thinking about how these have to be some of the hardest guys to kill as a WWsin, because they can jsut stand there casting and you run into their attacks. How do you Vet's out there deal w/ them? Speed? Dice?
I am also a little concerned w/ GOOD Bone necros, I am yet to play any.
FYI: Just finished my WWsin and I love her to death hehe.
Only other time I lost a duel was to a CS zon... when she lads those things can hurt. But that was a Fluke WB does its job well.
Its not just wwsin, hammerdins and bone necros, and wind druids to a lesser extent are hell for almost all melee chars...
I'm curious...anyone ever try throwing on a giant skull while dueling for the knockback? I put one on my SP sin for s&g's and the effect was quite nice. On a proper line up it was pretty easy getting 5 or more hits on a single target. I can see a benefit in duels especially against casters, assuming they can't cast while in the knockback animation.
Barring that, it's damn near suicide to flight to a hammerdin. Make them come to you and then do quick WWs south to stay outta hammer paths. Use bladefury to annoy 'em as much as possible, too. It's a damn hard matchup, tho.
Knock back woudlnt be considered BM? Well maybe not on a melee char... especailyl a WWsin. I didnt know Knockback worked w/ WW. Anyways, back to using teh Giant Skull. I thought about using it because it offered nice +str and mroe CB!! However I decided the CoA because... well I dont want to discuss my build. Hehe, I am very proud of it and dont want it fabricated.Originally Posted by Groovehawg
CoA/Giant SKull
-2 Sockets
-Good Defense
CoA
-30% FHR
-All Res
-PRD
GS
-CB
-+Str
Against one-hit-kill hammer pallys? No. With so many totally overpowered builds floating around these days, things like knockback, slow, and the like are small change.Originally Posted by -[$]tea|th-
If I find myself fighting a defensive hammerdin, I just wof + MB them until they go offensive... nothing like 20 300 dmg MB's to make the pala change his mind.
300 dmg mindblasts actually don't hurt that much = P but Kodachi is right.
If you're going to play offensively you're going to get killed, on the spot.
I think you use the same build I do, as I also don't want my build reproduced, I won't talk about it, but what I try to do is rely on my traps and mindblast to get him into at least a semi lock and piss him off. I usually wait for him to tele, then I WW south a bit , run and then let him deal with open wounds.
Especially with builds of this nature, patience is key.
Silver, you forget most hammerdins have 18 DR. MB is reduced by DR, so a 300 dmg MB via pvp is like 75 dmg, which would be about 60~ or so pvp damage after each MB. It's enough to make them go offensive.
Open wounds and Venom give you the damage, not actual damage, so although DR plays a role, IMO not too significant comparitively.
I have a lvl 23 MB, the skill tree screen says 120-130 dmg... perhaps I am missing something?
level 33 mb is 210, maxed mb with average ww sin gear is level 39-45 depending on claws. 300 may have been an over-exageration, but the point remains the same.
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