0
After finishing my Druid last year, I wanted the next character to be a Hammerdin. I had never played one before, and IIRC Hammerdins got a slight nerf sometime post-1.10. I wanted to play the character at its strongest, so I decided to go with 1.10s.
Level 89 Paladin
next level 10,935,177xp away
Str 82 (119)
Dex 120 (137)
Vit 298 (350)
Erg 15 (22)
25 stat points unspent, prolly go into Dex or Vit I guess
75 in all resists
75% chance to block
Max hammer damage 10k-10k after Battle Command
Base life 1688 Max life after Battle Orders 2807
Base mana 480 Max mana after Battle Orders 630
Smite 1 (15)
Holy Bolt 1 (15)
Blessed Hammer 20 (34)
Might 1 (13)
Blessed Aim 20 (32)
Concentration 20 (32)
Prayer 1 (13)
Defiance 1 (13)
Cleansing 1 (13)
Vigor 20 (32)
Redemption 1 (13)
13 unspent skill points, prolly go into a resist boost or smite, IDK
Ist'd Shako
Um'd 35/9 Vipermagi
1.08 Maras
30% Heart of the Oak flail
Um'd Herald of Zakarum
50% War Travs
Glooms Trap
Trang-Ouls claws
2x Stone of Jordan (self found, LoL)
weapon switch was 7 Battle Order/12 Battle Cry/20 Battle Command Call to Arms in a +3 Holy Shield 1.07 War Scepter base, and the shield was Um'd HoZ
Inventory was mostly life and resist small charms, without a single skiller. FAIL.
Mercenary was Act II Holy Freeze with Delerium Bone Visage, upped Duriels Shell with a plain jewel of fervor, and Shael'd 222/14 Reapers Toll.
This character was incredibly boring in his early stages. Some of the Hammerdin guides I had read through said that mana cost is prohibitive early game. So, I equipped mele gear only, started pumping concentration, and used single target, unsynergized, weak as all ^%$# normal attack on left click. This continued all the way up until late Act III nightmare, when I could finally equip CtA on switch and start using Hammers. Crikey. Its a wonder I didn't gobefore then. After that, the vast majority of the time I held the advantage, although 1) Hammerdins indoors are not the best, 2) I still don't know how to aim, and 3) Lister and his cronies tore me apart. Meh. I ran pits on /players 5/8 from level 80 to 88 before continuing on. Hell was played at /players 5 the whole way I think.
Hellforges were Tir/Lum/Lem. Best finds were 2x high end Ruby j00L of Fervor, Doombringer, Naj staff, Vidalas Armour, 175% Burrito, Lycanders Bow, 1/2/1 Tals Orb, low end Kiras Guard, a Chilling Armour Ormus from Hell Baal, and Isengard's Sword and Armour in the same drop from that one ogre that guards the exit from the Arreat Plateau, I can't remember his name atm.
I might do 1 or 2 Baal runs to get him up to level 90, but beyond that I don't think this bloke will see too much use. With no Spirit, Arachnids Mesh, skillers, or Enigma, I just don't see myself having the patience to go any farther. All in all, I suppose the character was enjoyable, so thats nice I suppose. Thanks for reading, and gg.
With regards to aiming when i play my hdin, 1.13, they seem to come out at 9oclock and then go round clockwise in a tight circle first until hitting 3oclock and then move out, but then someimes i can stand directly above enemies and hit them at 6oclock so i dont know the mechanics of hammer travel, but congrats on the hdin, pro chaos runners
I tend to go back below or below and right, works nicely.
Soft Kitteh, warm Kitteh, little ball of furrrrrrrrrrrr
Happy Kitteh, sleepy Kitteh, pur pur purrrrrrrrrrrr
Redemptio - The Road to Redemption [99 Thread and Diary]
Nicely done! I found for untwinked (or just starting) hammerdins a +zeal scepter is quite useful, sometimes stuffed with gems or Iths, and that's helpful for getting to BH. With a good investment in the synergy skills, BH is pretty strong right from the start but there will be some drinking of blues but potions are plentiful and cheap.
Grats!
Get him a 1.10 nigma
Indeed, I am carefully keeping my hard-earned 1.10 Enigma in 1.11 exactly for the purpose of possibly having good possible use there for a Hammerdin! And it's not like 1.13 runes are so hard to come by...
Whats the difference between a 1.10 enigma and a 1.13 enigma?
the amount of time taken to make one!
Nothing, but a 1.10/1.11/1.12 Lamerdin ignores the resistances of Undead and Demons, leaving Wailing Beasts as the only immune creatures. 1.13 Lamerdin has to deal with MI Undead (I don't think there are any MI Demons, but I could be wrong), though Holy Bolt should do the trick (has BH as a 50% damage synergy, and ignores Undead resistance). So keeping an Enigma in 1.11 for use with an all-powerful Lamerdin is a good move.
@Mr. Urkel: nice character. As annoying as they to play sometimes, Lamerdins sure are powerful, and in some areas can be a lot of fun (wide open areas where everythiong just melts).
Bookmarks