Giga's 1.11 Ladder Hammerdin Guide! ~Giga’s 1.11 Ladder Hammerdin Guide Version 1.0~ Table of Contents ~~~~~~~~~~~~~~ 0) Introduction 1) Skill Layout 2) Stats 3) Your Equipment 4) Mercenary 5) Mercenary’s Equipment 6) Faster Cast Rate 7) Faster Hit Recovery 8) Faster Block Rate 9) Aiming the Hammers 10) PvM 11) PvP 12) End Game 13) Conclusion 14) Credit 15) Disclaimer 16) History 17) Contact 18) About Me ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~0) Introduction~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Hammerdins really don’t need any introduction. The original guide I wrote only needed one because it was written roughly four years ago where everyone AND their mother did NOT have a hammerdin. (The original guide is incredibly outdated now by the way, hence, this one.) However, if you were living under a rock, allow me to introduce you to them: Hammerdins are paladins that specialize in the skill “Blessed Hammer” on left click along with its main aura “Concentration” on the right. This build is incredibly viable and in my opinion (and others), the BEST PvM build out there! Why is that you might be wondering? Simpe, because Blessed Hammer deals MASSIVE magical damage, and unlike other builds who only specialize in one element, most monsters in the game aren’t immune to magic…not even those that are “Immune to Magic.” There are only a handful of monsters immune to hammers, and those are only found in Act 3…however, why you would ever need to fight them after you finished the quests (partied hopefully) is beyond me. With its unblockable damage, it’s pretty much one of the few classes who can solo hell ALONE…and it’s not really a stretch to say this: It can solo hell ALONE in an EIGHT PLAYER game! All the bots you see running Baal today are hammerdins, and THAT is why! If I only had one build in the whole entire game, it would be this one, no doubt in my mind. Also, please don’t let the fact that I talk so much of its PvM abilities lead you into thinking it’s not capable in PvP…in fact, it’s very capable…more on that later. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~1) Skill Layout~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ First off, I am capping the build at level 90. The reason is simple, at level 90, the build is pretty much maxed out on its capabilities, and any further leveling not only takes a lot of time, but the additional skill points do not help out much (the stat points on the other hand, are different.) Defensive Auras 1 Prayer 1 Cleansing 1 Defiance 1 Redemption* 1 Salvation* 20 Vigor Offensive Auras 1 Might 20 Blessed Aim 20 Concentration Combat Skills 1 Holy Bolt 1 Smite 1 Charge 12 Holy Shield** 20 Blessed Hammer * Optional though highly recommended. **After level 90, it comes to personal preference. First, it should be noted that you should aim for Holy Shield level 16 AT THE LEAST, that’s where you hit +36% blocking, any points after level 16 and diminishing returns start to come into play. It requires you to get to level 20 only to get +1 more % of blocking, where as previously, it only took 1-2 point to increase it. After level 90, your points can either go into Holy Shield or whatever else you see fit, I never take my characters pass 90, but if you do, feel free to drop points here and there. Explanation for each skill: Defensive Auras 1 Prayer - This skill is only here as a prerequisite. 1 Cleansing - This skill is also a prerequisite, however, it IS fairly useful…Very useful in baal runs, gubering, or when PvPing vs. anything with poison or curses (I’m looking at you Necros!) 1 Defiance - Prereq, not terribly useful, but I guess it’s ok to put it on when someone else has Concentration on? 1 Redemption - Completely option although it gets a recommendation from me. After you slaughter a mob, put this on to quickly regenerate your health and mana! If you’re going pure PvP hammer, this skill is useless. 1 Salvation - Also optional but VERY useful! In PvM, having this during baal or gubering is a godsend. You can also use it in PvP versus FoH and other builds with –resist. 20 Vigor - Synergy and also very useful. Vigor in town is amazing, and Vigor + Charge (for Desynching…more on that later) would make you INCREDIBLY fast. Offensive Auras 1 Might - This skill is only here as a prereq. 20 Blessed Aim - Synergy, otherwise, not much use. 20 Concentration - Here’s your main aura, you’re not much without it! This aura increases your hammer damage by ALOT (though 50% of what it would increase to melee…) and you’re mercenary also benefits from it. People in party generally value your high Concentration level. Combat Skills 1 Holy Bolt - Prereq and totally useless. You could kill the second group of minions during a Baal run with it but eh… 1 Smite - Very useful skill to have, though also a prereq. Theoretically, you could solo ubers with one point into smite, however…you’ll have to read another guide for that. 1 Charge - Another prereq that is super useful. Used for desynching and moving around in STYLE. Also to get close to someone in PvP, and could downright kill poorly built casters 12 Holy Shield* - This skill should be on at ALL times! It increases your chance to block, your defense, and all that shenaz. Because of this skill, you don’t have to invest massive points into dex, and ALSO, it increases your faster block rate by a lot (more on that later.) 20 Blessed Hammer - If you don’t know why this skill should be maxed then…then… -Order to get skills- Remember that 110 skill points is available to you. In addition to the 98 points you get from going level 1-99, 3 from Den, 3 from Radament, and 6 from Izzy. This is assuming you’re not rushed and actually playing through PvM, otherwise, it doesn’t really matter: During the early levels, start by putting points into prereqs, then eventually get a point into Hammer, Concentration, and Vigor. From there, max out Concentration, Vigor, and Blessed aim before the actual Blessed Hammer skill because the damage increase is roughly the same, but however, putting points into hammer increases the mana cost, and mana tends to be a huge problem at low-mid levels. In between, place a point or two into Holy Shield, and get Redemption/Salvation last if you are going to get them (but before dumping pts into Holy Shield of course.) Holy Shield will be the last skill you work on after all the synergies and main skills are maxed. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~2) Stats~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Strength: Depends on wealth and preference. Dexterity: Enough for Max Block (75%) Vitality: Everything else. Energy: None added. Notice how none of the stats above have a set number. This should be the case for most builds because every ones character will vary depending on the items and charms. Strength* – This is generally enough to wear your equipment based on your wealth. The end game armor you will be using: Enigma, which provides massive strength (0.75 per level, so at level 90, +67.5 or 67 strength.) Using which Enigma, however, is up to personal preference. Popular choices are Breast Plate, Mage Plate, Dusk Shroud, and Archon Plate. They require 30/55/77/103 strength respectively. With a perfect Annihilus and perfect Hellfire Torch, that’s +40 strength in addition to the base 25 so enough to use Mage Plate, but not quite the rest yet (besides BP, if you can’t afford a torch but have an anni…) Using others will require you to drop points into strength (or using items/charms with strength, but keep in mind you might switch out…) which of course means less points into vitality, which OF COURSE, means least health. A point into vitality for Paladins has very good returns because 1 vit = 3 health. After Battle Orders and such, those few points could end up being! hundreds of health points! Using the other armors besides BP/MP yields more defense, which isn’t terribly important in my opinion when you teleport and have 75% block, but some prefer it. Archon Plate was what I used on my original hammerdin, but only because of personal preference. It was STYLISH and looks nice Dexterity – Enough for max block, aka when your chance to block is 75%, no less, and no more since that’s not possible. The formula for blocking is as follows: Total Blocking = (Blocking * (Dexterity - 15)) / (Character Level * 2) Total Blocking = 75 Blocking = Blocking of your shield. The amount of dex you need will vary depending on level, your level of Holy Shield, and what shield you’re using. Figure this one out on your own using the formula seeing as your items will not be the same as mines. (Don’t forget to factor in Holy Shield, in reality, with it, you only need enough dex for about 35% block.) Vitality – As mentioned before, Paladins have very good return on the points placed here. One point nets you 3 HP, which is very nice! With little strength, dex, and no energy required, you will have a lot of HP. A lot of HP of course means you survive longer, and that obviously, is a good thing. Energy – At one point, I recommended putting some points here, however, as of 1.11, I recommend no Energy at all! You will struggle through the beginning and mid if you walk PvM, but it will pay off in the end. Once your mercenary get Insight, mana will never be a problem anymore. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~3) Your Equipment~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ For everything, I generally list the end game item, the item for the average player, and alternatives for poor or new. Helm: 1. 2/20/2 Paladin Circlet – These are what you want to shoot for in the end. The numbers mean a circlet (which includes Coronet, Tiara, etc.) that has +2 Paladin Skill, 20 Faster Cast Rate, and 2 Open Sockets. This is more or less a no brainer, the +2 skills is of course nice (will give more of a boost than +3 combat I believe.), the 20 FCR helps you hit the last breakpoint (you can hit it easily without, but nice to have when you swap equips) and the 2 open sockets is used for whatever you’re lacking in stats. The ultimate item to socket it with is probably some 7/15 Jewels (7 Faster Hit Recovery 15 Resist All), if not, 2 Shaels for FHR or 2 Ums for Resist is OK too. Alternative to this is a 2/20/1, rare or magic; it could potentially be better and have more mods, but less flexibility due to having one socket. Ridiculously expensive, not just the circlet, but the jewels too! 2. Harlequin Crest – Three seasons ago (Season 1), this was the helm to have. It WAS expensive, but today, they are practically everywhere and can be had for cheap. + Skills, life, mana, dr, and mf, its got it all. Socket it with a PTopaz for MF, or again, Um, Shael, jewels, or other high runes to help with whatever you’re lacking. This is possibly better than the above circlet if you don’t need the 20 FCR. Not too expensive, on USEast Ladder, its Pul and under currently. Still though, it’s costly if you’re new. 3. Tarnhelm, Peasant Crown, Lore (OrtSol) – These three are grouped together because they all serve the same purpose. Placeholders until you’re either rich enough or high enough level to wear one of the above. All these have +1 skill as well as other useful mods and are dirt cheap. Dirt cheap; can be had for PGems. Lore can be made on a 2 socket helm with Ort+Sol which you can obtain from Countess runs. 4. Crown of Ages – This is one hell of a helm. It has +1 skill, 2 open sockets, faster hit recovery, resist, and damage reduce as well as nice defense. The only problem is…it has an insanely high strength requirement of 174. If you can afford a good one, and possibly went Archon AND don’t need that 20 FCR from the 2/20/2, get one of these. For the 2 sockets, same as before, whatever you need. You might be able to hit the 200% FHR breakpoint with this Ridiculously expensive. Armor: 1. Enigma (JahIthBer) – This is the armor you will be using, no question or doubt about it. The armor you will make it on is up to you, but the MAIN reason you use this armor is for Teleport. It is THE skill you use next to Concentration on the right, and uh, it’s pretty much the most useful skill in the game It also has other mods too, not as important as Teleport, but nice nevertheless. The +strength is one of them, which saves you from placing points into the stat yourself, giving you more life. +Skills, max life, DR, MF, are bonuses. Quite expensive, but it’s also one of the main piece of the puzzle; get it. 2. Chains of Honor (DolUmBerIst) – If for whatever reason you decide that you DON’T want Teleport (what is wrong with you?!), then this works too. The runes are more expensive than Enigma’s when combined, but eh, it grants you +2 skills, mass resistance, as well as other mods. Runes are more expensive than Enigma’s… 3. Skin of the Vipermagi/Que-Hegan’s Wisdom – Both are roughly the same. They aren’t expensive, give you +skill, and fcr/res or fcr/fhr. Quite nice for what it is if you are poor. Pretty cheap, especially for a low one. Can be had for pgems from trades, definitely worth it if you can’t get Enigma. 4. Guardian Angel – If you don’t have Enigma but somehow got one of these, use it. It’s useful with Salvation to bring all your resists up, but unless you’re using it in PvP with absorb, it isn’t terribly amazing. Pretty cheap. 5. Stealth (TalEth) – You super poor? Use this. Faster R/W, CR, AND HR! MEGA ULTRA cheap! 2 socket armor + runes that drop off NORMAL countess. Weapon: -MAIN- 1. Heart of the Oak (KoVexPulThul) – Well, before Spirit came out, this was THE weapon to have. +3 skills and FCR as well as mass mana increase. It’s still great as it adds a lot of damage; you will switch between this and Wizardspike depending on which breakpoint you want to hit. Expensive, but manageable, get later if you have Wizzy and decide that you need it. 2. Wizardspike – HoTo gives mass mana, but this actually gives more! It also gives an insane 75 resistance boost as well as 50 faster cast rate. Very useful, especially in hell. Will be primary along side HoTo. Also used to hit last FCR breakpoint! Socket with 7/15 if you’re rich. Not expensive at all, can be had for pgems or a low-mid rune. This is what you want to shoot for if you’re poor. 3. Spirit (TalThulOrtAmn) – Make on a Crystal Sword or something. Has potential high FCR, insane FHR, and even resist! Also +skills to boot. Cheap, use over HoTo if you can’t afford it but don’t need to hit the last breakpoint. 4. Any of the +skill unique Paladin scepters – They are dirt cheap because no one uses them. Useful until you get Wizzy or HoTo. Dirt cheap if you can actually find them… -SWITCH- 1. Call to Arms (AmnRalMalIstOhm) – Your main weapon on switch. It gives you Battle Order, a skill normally on Barbarians. This skill gives you a boost to health and mana…a must have if you can afford it. Also Battle Command which increases your skill levels temporarily. Very expensive but not necessary if you’re poor. Not essential to the build. 2. Anything – Really, anything. If it’s not CTA, get creative. Throw on a heavy dmg melee weapon for charging, or have the element of surprise by using a FoH stick…whatever works for you, not crucial to the build. Archon Staff BoTd anyone? Varies I guess? Shield: -MAIN- 1. Herald of Zakarum – Great shield. Increases your damage by quite a bit and also adds a crap load of resistance. Also high chance to block. Socket with Um or PDiamond or a fancy jewel. Can be upped for added defense. This or Spirit depending on which breakpoint. Expensive 2. Spirit (TalThulOrtAmn) – This is an incredible shield made from such low runes. It will also be one of your main! Will give you less of a damage boost than HoZ, however, MASSIVE FHR and a potential 35 FCR more than makes up for it. This is a must if you want to hit 125 FCR. Best made on a Sacred Targe with base 45 resist, but that is super expensive to get. Roll it on whatever you can afford. Runes expensive, base shield will cost you for a good one. Super cheap if made on a low shield. Get one! 3. Lidless Wall/Splendor (EthLum) – Spirit overshadows these. They have all the mods a caster would want, but eh…use only if you can’t get a Spirit for some reason. Splendor also have MF. Cheap, but no reason to get. 4. Rhyme (ShaelEth) – Again, Spirit overshadows this. It’s got 5% more MF than Splendor and has some nice mods to it. Cheap and will last if you don’t have the others. Cheap 5. Sigon’s Guard – This is worthy of a mention only because I love the Sigon set. +1 skill and a nice block rate. Cheap and free majority of the time in public games o.0 -SWITCH- 1. Spirit (TalThulOrtAmn) – Use it with CTA to give +2 to Battle Command/Order. Cheap, FCR don’t matter here so a low one is fine. 2. Lidless Wall/Splendor (EthLum) – Like above, for +skill to CTA. If you can afford a CTA, you can afford a freaking Spirit. 3. Exile (VexOhmIstDol) – Hey, if you want to get creative and feel like smiting but don’t want to use the CTA/Spirit combo, you can smite with this bad boy. Make it on an eth shield, goes good with some nice melee runeword. You can uber with this It’s expensive; use it if you got wealth to throw around. Gloves: 1. Magefist – Cheap, faster caste rate, nice mana boosting mods. Double up for more defense. Cheap 2. Trang Gloves – It’s either this or Magefist. Both serve the same purpose, FCR. The difference is one provide mana while the other provide resist. It’s up to you and depends on what you need. Cheap 3. Frostburn – Mass increase in mana. Use if you don’t have the above. While it gives more mana, there’s no FCR, which is very important to a hammerdin. Dirt Cheap 4. Chance Guards – Use this for magic finding (which is something a hammerdin can do very well by the way.) Cheap to Expensive for perfect. Boots: 1. Sandstorm Trek – My boot of choice for its strength, dex, and faster hit recovery. Get a perfect eth pair if possible The strength can help you towards your equip and the dex towards equip/block. Mid price to Expensive to Super expensive for low/high/eth respectively. 2. Waterwalk – Very nice boots. It gives a lot of life, but not as good as Trek. Second choice. Cheapish to Decent for a good pair. 3. Silkweave – For mana, that’s about it. Decently cheap. 4. War Traveler – For MFing because the boots aren’t terribly important. Also gives strength, which is a bonus. Cheap to Expensive for low to high. 5. Tearhaunch – Strength/dex/vigor and even resist! Not big boosts, but these are cheap! Cheap Belt: 1. Arachnid Mesh – No competition. +1 skill, 20 FCR (big help to hit bp), and mana. Expensive 2. Anything – Arach is the belt to get so there are no substitutes but pretty much anything else works. String of Ears is nice, TGods/Snowclash for sorb, Glooms, Trangs, etc. Varies, but seriously, use whatever. Go String of Ears if anything, which is cheapish. Amulet: 1. Crafted Amulets – You have to be super lucky or super rich to get one of these. +2 Paladin/10-20 FCR with other mods is of course the best, but seriously, these are hard to come by. A lot…a freaking lot. OR really cheap if you’re really lucky. 2. Mara’s Kaleidoscope – +2 Skill, + Resistance, + Attribs, this is the next best thing that’s not crafted. Expensive to Super Expensive for a high one. 3. Rare Amulets – Like crafted, except these don’t go above 10 FCR. A nice 10 FCR one will burn your wallet though. Varies a lot, dirt cheap to mega expensive. 4. Highlord’s/Seraphs Hymn – For the +skills, but not really worth it to get them… Cheap/expensive depending on who you get it from. 5. Magic Amulets - If you can’t get a Mara’s, just use any amulet really. +2 Paladin/Resist, +Combat, Mana, Life, it’s all good. Just get the +skills for damage. Cheap, find them your damn self. Rings: 1. Stone of Jordans – The famed SoJ, +1 skill, a crapload of mana, and duped to hell. Use em if you don’t want to/need to hit the next FCR breakpoint. Expensive on ladder, not terribly expensive on non-ladder. 2. Rare Rings – Main thing to look for is 10FCR with strength/dex/life/mana/resist. They go for a lot if nice. Remember, +strength/+dex on your jewelery = more points for you to put into vitality. Worthless to Mega Ultra Expensive 3. Scintillating Ring of Apprentice – My PERSONAL favorite. Magic ring 10 FCR 15 Resist All. Very nice ^^ For hitting FCR breakpoint in addition to stacked resist. Hard to place a value on these because no one has/keeps them. 4. Bul-Kathos' Wedding-Band – It’s like SoJ except life instead of mana. Use em if you don’t want to use SoJ? Expensive Charms: 1. Annihilus – Staple #1. You need this, skill, res, and attribute. A must if you want to go base strength. Expensive to insanity for perfect. 2. Hellfire Torch – Staple #2. These weren’t around a few seasons ago. Better than anni, +3 skill, then res and attrib. Get this! Even if you can’t get a Paladin one, get any until you can. Paladin ones are super expensive, SUPER insanity for perfect. Low torches of other classes (besides Sorc) aren’t too expensive though…in fact, they are really cheap (like Assassin, Barb, etc.) 3. Lion Branded Grand Charm - +1 Paladin Combat GCs. Increases your hammer and Holy Shield. Get them, preferably with FHR or life. Expensive for plain, crazy expensive for fhr/lifers. 4. Captain’s Grand Charm - +1 Paladin Offensive GCs. Not as good as PCombat, but it increases Concentration, which increases dmg nevertheless. Look for FHR and life again. Not terribly expensive for plain, expensive for fhr and lifers. 5. Godly Small Charms – Here is where you fill your inventory with whatever else you need. 20 life, 5 res all, 7 mf, 5 fhr. Get those single modded for cheap or sc with 2 of those mods if your wealthy. Cheapish to Super Expensive. 6. Grand/Small Charm of Balance – Yeah, it’s mentioned above but I feel that it deserves another mention. Make sure you hit at least the 86% breakpoint. Get plain charms to hit it if you must. Cheap ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~4) Mercenary~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ In PvM, a mercenary will be very useful to the build. The mercenary of choice is without a doubt the Act 2 Defensive one from Nightmare. That would be the one with Holy Freeze! Holy Freeze will save you in tight spots, it slows down everything around you so you get hit less, thus, take less damage. It’s especially useful when fighting cows or Baal’s last group of minion. Gone are the days where you have to hire and level a mercenary yourself. With the latest patch, mercenaries will be around your level when you hire them, so it’s best to rehire when you are going to stop leveling. After that, just take it to a few Baal runs and it will catch up with you in no time! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~5) Mercenary’s Equipment ~~~~~~~~~~~~~~~~~~~~~~~~ First and foremost, it should be noted that items with the Ethereal attribute does NOT lose durability on a mercenary. Use this to your advantage. Ethereal armor/helms will have more defense, and Ethereal weapon will have a higher damage output. Helm: 1. Anything with life leach – Really, your mercenary need’s leech to stay alive, so give it something with nice leech. From expensive to cheap, you can go: Andarial’s Visage (Ral’d), Vampire Gaze, Crown of Thieves, etc. Socket them with IAS jewels or ED jewels…or a jewel with both on it Best if Ethereal.(If you don’t want leech on the helm, you can always opt to have some on the weapon and place a nicer helm here… however, higher leech never hurt.) Varies, can be expensive or cheap. Armor: 1. Anything with high defense – I hate to be vague, but defense is what a mercenary needs. If your rich, an Ethereal Chains of Honor/Fortitude would work, if not you can opt for any of the exceptional/elite unique armors like Duriel’s Shell, Black Hades, Shaftstop, etc. Socket it with whatever your mercenary is lacking, such as resist, strength, etc. Best if Ethereal. If you can’t afford any of those armors, anything you find in hell with >1000 defense is ok…for the time being. Cheap to Expensive Weapon: 1. Insight (RalTirTalSol) – Hey, what do you know? Something that’s set in stone! Normally, before this runeword came out, I would have recommended something like an Ethereal Bonehew or some other elite unique polearm/spears, but the introduction of this runeword, it’s a must! Firstly, I want to point out that this weapon is “broken.” By broken, I mean that it is incredibly powerful and gamebreaking, to say the least. Insight gives you the Meditation aura. Without having to explain what this aura’s full effect is, it basically gives you INFINITE mana! Yep, with this, you will be teleporting and hammering without ever having to chug a mana potion. Best made on an Ethreal elite polearm like a Colossus Voulge, but anything will do. Rolling the meditation level doesn’t matter that much, all you need to do is have it. (Note: Sometimes when you revive your mercenary, you might have to take Insight off and put it back on before the aura activates…it’s a stupid bug that could use some fixing.) Cheap for a low polearm, but expensive for a high elite one. 2. Ethreal Polearms – Well, I already said that Insight is amazing, but if you decide that you want to use mana pots, you can have your mercenary do higher damage. Any of the elite ethereal polearm works here, such as Bonehew, Tomb Reaver, Arioc…etc. Also, runewords made on eth elite polearms work too. Cheap to super expensive. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~6) Faster Cast Rate~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The Faster Cast Rate breakpoints are as follow: 0% fcr - 15 frames 9% fcr - 14 frames 18% fcr - 13 frames 30% fcr - 12 frames 48% fcr - 11 frames 75% fcr - 10 frames 125% fcr - 9 frames Basically what these numbers mean is that the lower the frames (i.e. the higher the cast rate), your spells will cast out faster. As oppose to the frame before, you will be able to output more hammers/teleport (which is why you need FCR by the way) in a shorter period of time. The ONLY breakpoint you MUST hit is either 75% or 125%. Any slower and you’d be…really slow. Faster Cast Rate is not something you should really worry about if your poor because chances are, you won’t have Enigma for teleport. To hit 75% is quite simple: Heart of the Oak + Magefist/Trang’s Glove + Arach will put you at 80%. In place of Heart of the Oak, you could use Wizardspike or Spirit, which will all bring you right at the breakpoint. With 75%, you can keep your Herald of Zakarum on, which will help you do more damage as well as survive better against melee attacks. Strive for this at least, works well for PvM (Going through the game and MFing.) To hit 125%: Wizardspike + Magefist/Trang’s Glove + Arach + Perfect Spirit is the general set-up, and it works quite well. You will be sacrificing a few thousand damage, but as a result, you cast hammers faster AND you teleport super fast. Absolutely critical in PvP to chase and run. The other way to hit 125% without using Wizzy is to use HoTo + one FCR ring/amulet. You will deal more damage, but less the resistance by Wizardspike. The best way for 125% would probably be HoTo + Mage/Trang’s + Arach + Spirit + +skill/FCR/resist amulet. (You can fit a 2/20/2 in there too if you want.) You can ALSO try to fit in the HoZ, but if you do, you would have to use both FCR rings and FCR amulet…it’s up to your personal preference. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~7) Faster Hit Recovery~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The Faster Hit Recovery breakpoints are as follow: 0% fhr - 9 frames 7% fhr - 8 frames 15% fhr - 7 frames 27% fhr - 6 frames 48% fhr - 5 frames 86% fhr - 4 frames 200% fhr - 3 frames If you’re wielding a spear or stave (WHICH YOU WONT!): 0% fhr - 13 frames 3% fhr - 12 frames 7% fhr - 11 frames 13% fhr - 10 frames 20% fhr - 9 frames 32% fhr - 8 frames 48% fhr - 7 frames 75% fhr - 6 frames 120% fhr - 5 frames 280% fhr - 4 frames The only breakpoint you want to hit here is 86%. 200% might be viable but that would require sacrifices (FHR charms as oppose to lifers). Hitting the breakpoint is a must because the less the frames you need to recover, the quicker you can get in and get out, alive. In PvP, this alone can make or break your character. For FHR, a pair of treks gives you 20%, Spirit gives you 55% (!!!), so that brings ypu to 75%. From there, one Paladin Combat GC with FHR (or just plain) OR a Shael’d helm will bring us to the breakpoint. If you choose to go for HoZ instead of Spirit, the rest of your FHR will have to come from your charms in your inventory (or jewels.) By the way, don’t wield a spear or a stave as your main!