Would you say this build does better than a lld charger with mass replenish?
short answer, idk. in a duel 1v1 the hammer would come out on top. he could play totally defensive and just wait. at most i would call it a draw as the charger would run off to replen once he got low on life and the hammer wouldnt be able to do a whole lot about it.
comparing the two vs other builds... not sure. i've no experience with the replenadin other than i think it's a bastard of a build to beat and the only ones i've dueled have run away to replen when they get barely under half life. that alone makes it pointless to duel them. running for the pure purpose of replenishing life is, imo, bad mannered. sure i've run around more than once to get mana back, but i've always stayed on the mini map. it's splitting hairs i know, but i'm not the only one to think this way.
Originally Posted by mystified
how would you rate hammer vs windys stacking up frw?
boners can be a pain in the backside but random nados are pain imo. (why can't they be more straight? XD)
ofc no summon stack makes them easier i guess..only somewhat since dr is limited in gm
i've dueled very few with good frw. they'd have to have a lot to do anything. range on 'nado is a bit longer, but hammers can charge around outside that range and cast invisible hammers. run into a few and it's game.
Originally Posted by Magi
I had hoped that the fireball sorc's (maybe lightning?) would have been decent opponents for hammerdins. They don't have to rely on frw, because of teleport. Teleport also allows them to COMPLETELY get out of hammerfields because they don't have to actually walk through visible, or invisible, hammerdins.
I have the capability (read: gear) to build a fireball sorc or a hammerdin atm, and was hoping that sorcs could be a challenge for them. :(
If only blizz would fix this darned desync issue...
light fails. fireballers can put out the damage, but if you think you can just tele out of the way all the time, you're mistaken. i've locked more than one sorc out of teleporting. running away is a better option as you can get out of the way of hammers and then teleport. the really bad thing about fireballers over other top builds is that they have no way to "unsync" and their main attack doesnt home in.
Vouch on that for sure. I beat most of the hammerdins i see with my fb sorc on nl. Most of the time i walk and aim either just a head, or where i think they are going to. Most of the time i tele during a duel with one of them, is only b/c i think i can benefit me in the duel. Such as teleing over a hole or near a big rock or tree. Obstacles.
Firstly great guide, it inspired me to go on and make a 30 Hammerdin - my first ever Hammer pally Made sense seeing as I had pretty much all of the starte equipment. Currently got on Mjolniir:
Peasant crown with a PRuby (most of my duels atm are quick either way)
33 FCR Spirit sword and 32 FCR Spirit shield (just hit the BP )
15/13 String of Ears which I found whilst baaling a mass of newbies with my sorc - go (the bastardised western interpretation of) karma!
2 10% FCR, mana and life rings & Eye if Etlich
Humble beginnings but pretty solid I think Was just wondering what kind of damage I can expect, and if there's any other way to increase hammer damage apart from +skills and hard points in synergies? I haven't spent 11 points due to my ambivalence towards hell rushing and have maxed BH. With conc. I get around 430 dmg or so - is this normal? Will pumping synergies help a lot? Did Eddie Murphy make a single good film?
All of these answers elude me, cheers for any help in advance (especially on that last doozy ),
Edit: Had to say this, this morning came across 2 LLD chars. and they were both as described above by deadman - a Charger with mass replenish and an Insight Partizan and a FRW Windy. Still getting used to using hammers and duelling with him but they both did me over a treat, even though my equipment and damage was comparable to the Windy. I think I need more practice ha. Anyone got tips for aiming hammers or how to use them in a duel? Particularly having difficculty getting people to walk into them.
+skills and hard points are the only way to increase any spell type skill. synergies will really help (especially 11 of them).
hammer placement is 95% practice. it's also easier to show someone than to describe it on a forum. i'm sure there's a youtube video somewhere about it though. if you're on east NL i'll help you out and practice with you. *crawlingdeadman
Last edited by crawlingdeadman; 06-12-2010 at 14:20.
Stay mid range and cut of his patch don't really need sync but do use charge to move around. Careful NOT to charge too close to them.
Ranged frw based homing(zon/pnb)~
Get in a charge if they won't got MB. Desync in towards them from afar and cast at close range trying to trap them in a field but get out after a few when sync/surprise-factor wears off. If too much frw with MB I usually sync a trail make them follow you it's hard :(
Lay where you think they'll be practice is only way like cmd said as with above strats as well.
Hope it helps somewhat
btw this guide really helped my first lld char too thx for writing it :o
Very interesting points guys, thanks for the tips. Unfortunately I'm on euro atm deadman so I'll have to practice solo :(
I think I'm getting the hang of the trajectories now, I've heard people bash hammer pala's for being easy mode but there seems to be a lot more technique invlolved (especially when you start talking about quickly switching between BH/Conc & Charge/Vigor) than most other classes I've played. Most of all I'm finding it a lot of fun and started to win against similarly kitted characters this afternoon
PS: Yeah deadman you weren't lying bout those synergies, I bit the bullet and pumped my remaining skills into Vigor and sitting at a tidy 1k Dmg - definitely doing the trick until I decide to get hell rushed
it's about patterns really. boxing where you put an imaginary box around your opponent and cast hammers at the "box's" corners. or where you imagine a straight line with three points 1 point at each end and a point in the center where your opponent is. cast hammers at both the other two points.
basically with those two techniques you cannot cast where they currently are, you have to cast where you think they're going to be. another way to do it is to desync a field of several hammers off to one side then go back to your opponent and let them see you. this way you herd them toward where the invisible hammer field is located.
patterns are also good for when your opponent learns which ones you are doing. you then can fool them into a trap by breaking out of the pattern.
try searching youtube. a high level hammerdin video will also show you basic technique it doesnt matter that they can tele, the good ones will sync before they stomp anyway.