First of all, I've got issues with paladins. I find them absolutely horrible to play because the right click is pretty much always reserved for an aura. With zealots it’s manageable but that’s it. I don’t really like barbarians either but at least I’ve got the chance to right-click-cruise.
When I made my Enigma about two years ago, I thought: ”My hammerdin’s gonna wreck the CS.” Unfortunately, it didn’t really impress me. Teleporting, switching to Concentration and shift-casting or name-casting while also checking the loot (this so called spider-fingering where the fingers are all over the place) wasn’t really my thing. I tried changing the hotkeys and played him like that for a while, but it was still feeling too sketchy and fiddly for me. I re-specced him in 1.13 and enjoyed the life as a tele-zealot much more.
I do enjoy Chaos Sanctury, but I’ve never found a character who would clear it fast enough for my taste and still be enjoyable. Then I got this weird idea, Concentrationless Hammerdin. Well, it turned out really enjoyable.
Skills:Code:Character name : Flakhammer Character type : Paladin Character level : 86 Strength : 25 Energy : 15 Dexterity : 133 Vitality : 352 Life : 1657 / 3044 (BO) Mana : 614 / 936 (BO) Defense : 6236 All resistances : 75
20 Blessed Hammer
20 Blessed Aim
Before you say anything, I leveled him through Hell at /players8 without a point in Concentration. It wasn't my original plan to place 20 points to Concentration when the build was supposed to be Concentrationless Hammerdin, but I'll come to that later on when I tell about the CS runs.Code:Equipment: Helm: Harlequin Crest w/ 15 res jewel Armor: 'Enigma' Light Plate Weapon1: 'Heart of the Oak' Flail 40@ Shield1: 'Spirit' Sacred Targe 45@ Weapon2: Beta 'Call to Arms' War Scepter w/ +3 to Holy Shield Shield2: 'Spirit' Heraldic Shield Gloves: Magefist Boots: Rare with 36 mana, 30% Fire Res, 22% MF Belt: Arachnid Mesh Amulet: Mara's Kaleidoscope 24@ Ring1: SoJ Ring2: Rare with 10% FCR and STR to equip Enigma, subject to improvement Charms: Mainly plain Lion Branded GCs and life/mana SCs
The whole build bases on the RW 'Pride' which is wielded by his mercenary:
The Gameplay:Code:Mercenary name : Fazel Mercenary type : Holy Freeze Character level : 86 Life : 1807 / 3632 (BO) Defense : 2335 All resistances : 90 Equipment: 'Pride' 1.07 ethereal Thresher Kira's Guardian Guardian Angel
Normal and Nightmare were destroyed by Raven Bazooka and later on Enchantress-enhanced Kuko Shakaku. I leveled him and his mercenary to 67 at Nightmare Baals, the level his merc could equip the 'Pride'.
Hell difficulty. What can I say, Enigmadin is an Enigmadin even with a few k's less damage. Apart from the magic immunes, nothing really stood in his way. The gameplay was really straight-forward. Two hotkeys were all I needed, Teleport and Blessed Hammer, though at some places I eased my life a bit with 1 point utility auras like Holy Freeze, Redemption and Sanctuary. I didn't do full clears but I completed all quests and gathered all waypoints. No deaths, no NDEs. His merc was probably a little weaker than usual because 'Pride' lacks some damage, but 5ll from Boneflesh and 'Delirium' were enough to keep him alive nevertheless. When I hit the Chaos Sanctuary, I rehired Fazel with Holy Freeze aura (he had Might before) and equipped him with my usual choices: Kira's and GA.
The end of journey, Chaos Sanctuary. I started to notice the mobs getting more durable in Act 4. Not unbearably strong but my hammer damage still started to seem a bit low at /p8. I reached CS and cleared the place a few times to get a grip of the runs, but the feeling of being constantly a little slow didn't disappear. So, I started to think, what if I put 20 points to Concentration anyway. It wasn't like I had to use the aura all the time, I had already proved that Concentrationless hammerdin clears Hell (apart from Act 5) just fine. But if I'm already standing there, in the middle of the pack of enemies, safely, the target pinned by hammers, why shouldn't I ramp up the damage at that point? So I did. Hammer damage with my own Concentration aura raised to 12k and it was pretty noticeable. I could live without it, but I could also call upon it any time I wanted.
How does he compare to a normal Hammerdin, then? He's easier to play. 8k hammers are enough to put stuff into hit recovery so I can start the fight by teleporting in, casting a hammer with Right Click and check that I'm hitting the correct target and continue if I am. If the hammers miss him, I just repeat the process until I do and switch to Concentration myself and spam away with left click. Also having the freedom to use the other auras without sacrificing too much damage is great. Sanctuary is especially useful when fighting a really hurty Lord De Seis pack.
Maybe the favourite thing to do with him compared to normal hammerdin is chasing fast enemies. I can first pin the runaway demon down with easy Right Click Tele-hammering and only then switch to the really powerful Left Click casting. Even Extra Fast Lord De Seis is doable without excessive swearing
I don't know if I've succeeded at capturing the essence of this character, but for me, anyway, he is more than just three HRs worth of extravaganza.
This morning when I started Hell act 1, my brain froze and I started to doubt the game mechanics. My first of these. I took the SS, S&E'd and checked ATMA drop calculator Hell hellforge was Ist, best charm found was 20life/11mana and best unique (not many at all) was Tomb Reaver (bad roll) from the CS runs.
I'm going the loan the Pride for my Tele-zerker for Pit running as his damage could really hit the sweet spot for /p5 runs, but other than that, I'm just going do some CS runs and level Flakhammer.
Thanks for all the traders involved in this project: zemaj, janoo and WoRG. Many, many thanks to you for making this possible. Also, thanks for everyone for reading.