Immortal_Daemon
01-12-2008, 09:44 PM
http://img253.imageshack.us/img253/3397/40145676um3.jpg
Table Of Contents:
1) Introduction
2) Pros & Cons
3) Abbreviations
4) Breakpoint Tables
5) Player vs Player Build(s)
6) Good-mannered vs Bad-mannered
7) Player vs Monster Build(s)
8) Mercenary
9) Strategy
10) Helpful Sites
1) Introduction:
First, let it be known that no character is invincible. Blizzard designed Diablo 2 with mortal characters in mind, so each character has some weakness, regardless of how nice your gear is. This is true for any build in the game.
The purpose of this guide is to provide the information necessary to create the best possible build of a Hammerdin. I will be giving recommended gear as well as viable alternatives for those out there who do not have the items I list first. Keep in mind that the items I list first are almost always going to be the best choice. The alternatives are, like I said, viable and can therefore work perfectly well, but there’s a chance they will not get the job done as efficiently as my first choices.
With that said, let’s get this show on the road…
2) Pros & Cons:
Pros:
• Efficient, unblockable damage.
• Extremely small amount of immune enemies
• Very consistent damage
• Versatile character
• Can be effective and cheap
Cons:
• Not much health
• Relatively low damage
• Can be extremely expensive
3) Abbreviations:
• IAS: Increased attack speed – The rate at which you melee attack
• FCR: Faster cast rate – The rate at which you cast spells
• FHR: Faster hit recovery – The rate at which you recover from attacks
• DR: Damage reduction – Capped at 50%. The rate at which melee damage is reduced when attacked
• MR: Magic reductin – Capped at 50%. The rate at which magic damage is reduced when attacked
• FRW: Faster Run/Walk – The speed at which you can run
• Tele: Teleport – A skill granted by the runeword “Enigma”
• RW: Runeword – A combination of runes that creates a special item
• Nigma: Enigma – Nickname for the runeword “Enigma”
• Cookie-Cutter: Standard – Nickname for the stereotypical effective build of a character
• EDmg: Enhanced Damage – Attribute of various items that grants increased damage
• ED: Enhanced Defense – Attribute of various items that grants increased defense
• Res: Resistance – Defense against elemental spells
• FPS: Frames Per Second – The speed at which your computer refreshes the screen
• FPA: Frames Per Attack – The number of frames an animation for an attack requires
• CB: Crushing Blow – An attribute that eliminates a % of the enemy’s health upon attacking
• DS: Deadly Strike – An attribute that causes the “Deadly Strike” effect upon attacking
• OW: Open Wounds – An attribute that causes the “Open Wounds” effect upon attacking
• HS: Holy Shield – A spell that greatly increases defense
• BP: Breakpoint – The amount of increased X it takes to lose a frame during the animation
• HOTO: Heart of the Oak – Nickname for the runeword “Heart of the Oak”
• Wizzy: Wizardspike – Nickname for the item “Wizardspike”
• Shako: Harlequin Crest – Nickname for the item “Harlequin Crest”
• .08 / .09: Old Patch – Abbreviation for items that still remain in the game from previous patches
• Dupe: Duplicated – Copied and pasted into the game, essentially creating a clone.
• Poof: Vanish – Duped items often “poof” after a certain amount of time, because the game realizes the item is not supposed to exist, and therefore deletes it.
• GM: Good mannered – Following the rules in dueling sessions
• BM: Bad mannered – Not following standard rules in dueling sessions
• CBF: Cannot Be Frozen – An attribute that prevents being frozen by enemies
• Desynching: Movement Speed - When your character moves so fast the game cannot track your position, and you therefore show up in fake spots on the opponent’s screen.
• HUD: Heads-Up Display: The area of the screen that shows your life, mana, etc.
• Life Tap: This refers to casting the spell Life Tap (via spell or item) during combat. It’s essentially free healing, so this is definitely BM.
4) Breakpoint Tables:
NOTE: All information gathered from PvPWest. (http://www.pvpwest.com)
Faster Hit Recovery Breakpoints
FRAME____________________+%
• 13______________________0%
• 12______________________3%
• 11______________________7%
• 10______________________13%
• 9_______________________20%
• 8_______________________32%
• 7_______________________48%
• 6_______________________75%
• 5_______________________120%
• 4_______________________280%
Faster Block Rate Breakpoints
FRAME________________ +%
• 5___________________With HS = / Without HS = 0%
• 4___________________With HS = / Without HS = 13%
• 3___________________With HS = / Without HS = 32%
• 2___________________With HS = 0% / Without HS = 86%
• 1___________________With HS = 86% / Without HS = 600%
Faster Cast Rate Breakpoints
FRAME_____________________+%
• 15_______________________0%
• 14_______________________9%
• 13_______________________18%
• 12_______________________30%
• 11_______________________48%
• 10_______________________75%
• 9________________________125%
5) Player vs Player Build(s):
The goal here is to reach the 125% FCR BP and 50% DR BP (or as close as we can. It's pretty tough to do on a caster). The rest of the breakpoints aren’t too important for this build, but obviously the higher you can get, the better you’ll be.
There are all sorts of variations in this build, and you’re welcome to choose whatever you feel most comfortable with. Just make sure you reach those two breakpoints.
Also, make no mistake; I do not claim to name every alternative. There are many items to use, and I cannot name them all. I am merely naming the most well-known alternatives, and therefore the most easily-obtainable alternatives.
Starting Stats:
• Strength: 25
• Dexterity: 20
• Vitality: 25
• Energy: 15
Final Stats:
• Strength: Just enough to use gear
• Dexterity: Enough to obtain 75% block with HS cast (after all gear is applied)
• Vitality: All remaining points
• Energy: None
Life Per Vitality Point: 3
Mana Per Energy Point: 2
Skills:
Combat Skills:
• Holy Bolt: 1
• Smite: 1
• Charge: 1
• Blessed Hammer: 20
• Holy Shield: 20
Offensive Aura
• Might: 1
• Blessed Aim: 20
• Concentration: 20
Defensive Aura:
• Prayer: 1
• Cleansing: 1
• Defiance: All remaining points
• Vigor: 20
NOTE: If you have any points after this, it’s up to you to put them wherever you please. I would recommend placing at least one point into Resist Fire/Cold/Lightning for hidden passive bonuses, as well as using the auras in critical moments during combat. The way these bonuses work is like so: 2 points into a resists = 1 point added onto your maximum potential resistance. An easier way to understand it: Default maximum resist = 75; 2 points into a resist = maximum of 76. It may not seem like much, but it can make a difference.
Gear:
• Recommended Weapon: Wizardspike + Jewel of choice
• Alternatives: HOTO (low-requirement weapon), +Hammer & +Concentration scepter, Suicide Branch
• Why I Choose This: I prefer the Wizzy because it gives an extremely high amount of FCR as well as a huge Res boost. In my opinion it allows for a wider range of variety among other gear, so I prefer it. A HOTO is definitely the second-best (sometimes best, depending on who you ask) choice though. It has some excellent attributes on it.
• Recommended Armor: Mageplate / Duskshroud Enigma
• Alternatives: Chains Of Honor, Fortitude, Que-Hegan’s Wisdom, Skin of the Vipermagi, Stealth
• Why I Choose This: Obviously Tele comes in handy, but Nigma’s strength boost is also extremely handy. Nowadays it’s a relatively cheap runeword, so it shouldn’t be too hard to acquire. If FCR is a problem for your build, though, all of the alternatives I listed have at least a bit of FCR on them.
• Recommended Helm: Harlequin Crest Shako + Ber Rune
• Alternatives: Paladin Circlet, Crown of Ages, Griffon’s Eye, Kira’s Guardian
• Why I Choose This: Shako has tons of handy attributes on it, which makes it an excellent choice. If you’re on the wealthy side, however, then you already know how amazing circlets can be, so if you can afford one, it might be a better choice. Keep your FCR in mind, here, because helms can come in handy for reaching that 125% FCR BP. If you don’t mind using duped items, this is a perfect opportunity to get your hands on a .08 Valkyrie’s Wing. Essentially every attribute on that helm is fantastic for a Hammerdin.
• Recommended Shield: Spirit Shield with high Res
• Alternatives: Herald of Zakarum + Ber / Um Rune, Sanctuary, Griswold’s Honor, Ancient’s Pledge with high Res, Rhyme with high Res
• Why I Choose This: This is a fantastic way to achieve FCR as well as high Res. Be extremely careful here. Diablo 2 only calculates things by 5’s, so 34% FCR is read as 30%. 35% FCR, however, is read as 35%. If you do not need the FCR from Spirit to reach your 125% FCR BP, then feel free to use an alternative.
• Recommended Gloves: Magefists
• Alternatives: Trang-Oul’s Claws, Bloodfists, Frostburn, Crafted Gloves with attributes you find useful
• Why I Choose This: The FCR is very handy, as is the extra help with mana. That aside, these aren’t super special. If you don’t need FCR, the other gloves are very viable.
• Recommended Belt: Arachnid’s Mesh
• Alternatives: Verdungo’s Hearty Cord, Immortal King’s Detail, String of Ears, Thundergod’s Vigor
• Why I Choose This: Unlike some builds +skills has a large effect on Hammerdins. Of course the FCR is nice as well. The slight mana boost is also handy.
• Recommended Boots: Ethereal / Non-Ethereal Sandstorm Treks
• Alternatives: War Traveler, Waterwalk, Marrowwalk, Infernostride
• Why I Choose This: They have some really handy attributes. Honestly though, it’s a toss-up between most of these. Whichever you find the most useful is what you should use. If you don’t mind using duped gear, go for some of the really good .08 / .09 boots, like Eagle Nails or Grim Spurs, or Soul Spurs, or something along those lines.
• Recommended Amulet: Mara’s Kaleidoscope
• Alternatives: +3 Combat Skills + Life Amulet, Metalgrid, Seraph’s Hymn, Telling of Beads, FCR Amulet
• Why I Choose This: The +skills is excellent, as is the Res. The stats really aren’t very useful. If you don’t need the Res, then feel free to go for another option. Keep in mind that FCR amulets are extremely hard to find. If you don’t mind using duped items, feel free to find an Armageddon Slippers amulet. It is amazingly useful.
• Recommended Rings: Stone of Jordans
• Alternatives: Bul-Kathos’ Wedding Band, Raven Frost, Dwarf Star, Wisp Projector, FCR Ring
• Why I Choose This: The +skills goes a long way here, as well as the huge mana boosts. Mana can be a major problem in PvP, and these little suckers are a life saver. If you do not have enough FCR to reach the 125% FCR BP then definitely get some FCR rings (max is 10% per ring) to help reach that goal. However, if this is the case, I would highly recommend switching up some other gear, because that means you likely don’t have a very good combination of gear.
• Items On Switch: Call To Arms + Spirit
• Items In Inventory: Annihilus + Hellfire Torch (highest stats you can find for both)
• Charms In Inventory: This is heavily debated. Some people enjoy more damage but less life, while others prefer more life and less damage. For more damage, you’ll want Paladin Combat Grandcharms (with life attributes, hopefully). For more life, you’ll want to fill up your spaces with Life Smallcharms (max health is 20. Try to get close to this for each charm). If you don’t mind using duped items, 3/20/20’s are extremely helpful (max damage / attack rating / life). The maximum damage and AR on these charms will not affect your hammer damage, but they are very handy for rare occasions when you may need to switch to a melee attack.
6) Good-mannered vs Bad-mannered:
Many people choose to duel with certain rules. People feel there are certain things in the game that should not have been included because they give an unfair advantage to one player or another (or multiple players).
Many things are considering bad-mannered, or “BM.” I’m bound to forget some things, but I’ll list all of the major pet peeves:
• Holy Freeze: This is BM because it cannot be blocked by anything, and it slows down the player to a snail pace.
• Slow Target: This is also unblockable, and slows the player to a snail pace.
• Town camping: This refers to players who repeatedly sit outside the barrier that separates enemy – friendly territory. It’s extremely hard to kill a person who is camping.
• Jumping: This refers to attacking a person without each dueler saying “Go” first.
• Ganging: This refers to multiple duelers attacking one person at the same time, without that person’s consent.
• Melee Grief: This is heavily debated. On characters where the “Cast On Strike” effect is active (Barbarians, Zealers, etc.) this is considered BM because Grief’s Venom is extremely powerful and can drain a dueler’s health almost instantly.
• Pre-buffing: This refers to casting defensive spells before dueling, such as Fade or Battle Orders (occasional offensive spells, such as Enchant also fit here). Many people do not pay attention to this rule, however, because of the popularity of the Call To Arms runeword.
• Mercenaries: This refers to using a mercenary during dueling. This is a BIG no-no. Using a mercenary essentially doubles your chances of winning, which is obviously unfair.
• Potting: This refers to using either Life or Mana potions during a duel. Life potions are BM regardless of who you ask, but some people allow Mana potions. Make sure to ask before you duel.
• Absorbing Gear: This refers to gear that absorbs elemental damage. Often times one piece of gear is allowed, but more than one piece is BM. Make sure to ask before you duel.
Those are some of the big pet peeves. Like I said, I certainly didn’t cover them all. Also keep in mind that various tournaments have specific rules that must be followed.
7) Player vs Monster Build(s):
The goal here is to reach the 75% FCR BP and retain as much life as possible. The rest of the breakpoints aren’t too important for this build, but obviously the higher you can get, the better you’ll be. FHR can be very handy for this build, since it will be used for running games quite often, and you will be swarmed on a constant basis.
There are all sorts of variations in this build, and you’re welcome to choose whatever you feel most comfortable with. Just make sure you reach those two breakpoints.
Also, make no mistake; I do not claim to name every alternative. There are many items to use, and I cannot name them all. I am merely naming the most well-known alternatives, and therefore the most easily-obtainable alternatives.
Starting Stats:
• Strength: 25
• Dexterity: 20
• Vitality: 25
• Energy: 15
Final Stats:
• Strength: Just enough to use gear
• Dexterity: You max reach 75% block if you wish, but it is by no means required
• Vitality: All remaining points
• Energy: None
Life Per Vitality Point: 3
Mana Per Energy Point: 2
Skills:
Combat Skills:
• Holy Bolt: 1
• Smite: 1
• Charge: 1
• Blessed Hammer: 20
• Holy Shield: 20
Offensive Aura
• Might: 1
• Blessed Aim: 20
• Concentration: 20
• Holy Freeze: 1
Defensive Aura:
• Prayer: 1
• Cleansing: 1
• Meditation: 1
• Defiance: All remaining points
• Vigor: 20
• Redemption: 1
NOTE: If you have any points after this, it’s up to you to put them wherever you please. I would recommend placing at least one point into Resist Fire/Cold/Lightning for hidden passive bonuses, as well as using the auras in critical moments during combat. The way these bonuses work is like so: 2 points into a resists = 1 point added onto your maximum potential resistance. An easier way to understand it: Default maximum resist = 75; 2 points into a resist = maximum of 76. It may not seem like much, but it can make a difference.
Gear:
• Recommended Weapon: HOTO (low-requirement weapon, such as Flail
• Alternatives: Wizardspike + Jewel of Choice, +Hammer & +Concentration scepter, Suicide Branch
• Why I Choose This: Since the 75% FCR BP is much easier to obtain, HOTO is a fantastic choice. It grants FCR, Res, and more damage than the Wizzy.
• Recommended Armor: Mageplate / Duskshroud Enigma
• Alternatives: Chains Of Honor, Fortitude, Que-Hegan’s Wisdom, Skin of the Vipermagi, Stealth
• Why I Choose This: Obviously Tele comes in handy, but Nigma’s strength boost is also extremely handy. Nowadays it’s a relatively cheap runeword, so it shouldn’t be too hard to acquire. With the PvM build, FCR should not be a problem at all.
• Recommended Helm: Harlequin Crest Shako + Ber Rune
• Alternatives: Paladin Circlet, Crown of Ages, Griffon’s Eye, Kira’s Guardian
• Why I Choose This: Shako has tons of handy attributes on it, which makes it an excellent choice. The other choices are extremely viable though. This section is basically up to your personal preference.
• Recommended Shield: Herald of Zakarum + Um Rune
• Alternatives: Spirit with high Res, Sanctuary, Griswold’s Honor, Ancient’s Pledge with high Res, Rhyme with high Res
• Why I Choose This: This shield is amazing. Tons of damage, tons of resistances, tons of defense, tons of stats. It’s all here.
• Recommended Gloves: Magefists
• Alternatives: Trang-Oul’s Claws, Bloodfists, Frostburn, Crafted Gloves with attributes you find useful
• Why I Choose This: The FCR is very handy, as is the extra help with mana. That aside, these aren’t super special. If you don’t need FCR, the other gloves are very viable.
• Recommended Belt: Arachnid’s Mesh
• Alternatives: Verdungo’s Hearty Cord, Immortal King’s Detail, String of Ears, Thundergod’s Vigor
• Why I Choose This: Unlike some builds +skills has a large effect on Hammerdins. Of course the FCR is nice as well. The slight mana boost is also handy.
• Recommended Boots: Ethereal / Non-Ethereal Sandstorm Treks
• Alternatives: War Traveler, Waterwalk, Marrowwalk, Infernostride
• Why I Choose This: They have some really handy attributes. Honestly though, it’s a toss-up between most of these. Whichever you find the most useful is what you should use. If you don’t mind using duped gear, go for some of the really good .08 / .09 boots, like Eagle Nails or Grim Spurs, or Soul Spurs, or something along those lines.
• Recommended Amulet: Mara’s Kaleidoscope
• Alternatives: +3 Combat Skills + Life Amulet, Metalgrid, Seraph’s Hymn, Telling of Beads
• Why I Choose This: The +skills is excellent, as is the Res. The stats really aren’t very useful. If you don’t need the Res, then feel free to go for another option. If you don’t mind using duped items, feel free to find an Armageddon Slippers amulet. It is amazingly useful.
• Recommended Rings: Stone of Jordans
• Alternatives: Bul-Kathos’ Wedding Band, Raven Frost, Dwarf Star, Wisp Projector
• Why I Choose This: This one is totally up to your preference. Just pick whichever attributes you like the best on each ring.
• Items On Switch: Call To Arms + Spirit
• Items In Inventory: Annihilus + Hellfire Torch (highest stats you can find for both)
• Charms In Inventory: Get as many Paladin Combat Grandcharms (with life attributes, preferably) as you can find. Damage is key for this build.
8) Mercenary:
• Recommended Weapon: Ethereal Breath of the Dying War Pike
• Alternatives: Insight, Infinity, Doom, Destruction, Any Polearm with high damage
• Why I Choose This: With high damage, mercenaries can often deal more damage than the actual player. Obviously damage is helpful, and a lot of it is definitely nice to have.
• Recommended Armor: Fortitude
• Alternatives: Stone, Prudence, Chains of Honor, Duress
• Why I Choose This: TONS of extra damage and health. That goes a very long way. The high defense is also very handy. The alternatives are also extremely nice as well (especially if you find ethereal versions).
• Recommended Helm: “Visionary” Attribute Helm
• Alternatives: Andariel’s Visage, Veil of Steel, Shako, Vampire’s Gaze
• Why I Choose This: A heck of a lot of attack rating, which means your mercenary won’t have to worry about missing his attacks. Try to find some with nice attributes for some extra effects.
9) Strategy:
Desynching:
Desynching refers to moving so quickly the game cannot track your location. The side effect of this is your character will appear to be in a false location on the opponent’s screen. Obviously this can be very useful for duels.
The easiest way to desynch is to use Charge. Simply Charging around in a zigzag pattern will result in desynching. You must stay moving in order to maintain the desynch, however. Standing still will eliminate it.
NOTE: There is a glitch in the game called “Charge-lock.” This occurs when you try switching to another attack/item/animation/etc. during mid-Charge. If you do this, most of the time you won’t be able to attack unless you switch weapons then switch back. ALWAYS make sure Charge is complete before you try using another attack.
A way to avoid this is to not cast HS. You can try this if you want, but I’d prefer to simply not use another attack during mid-Charge. I enjoy my defense thank you very much.
Vs Assassin:
• Trapsin: It’s important to keep moving when dueling a Trapsin. If they manage to land a hit on you, you’re in trouble. The best bet is to Charge a few times to desynch, and then charge into battle to land a hit. This is not to dish out damage, but merely to stun the opponent with Charge’s knockback effect. From here on, it’s merely the ability to cast hammers accurately and Teleport out of the traps’ danger zone before dying.
• WWSin: These are a piece of cake. The defense on our hammerdin is so high, and the DR will be maxed out, so WWSins can barely dish out any damage. Simply Teleport around and cast hammers when the opponent comes close. Be aware of their Dragon Flight attack, because it basically allows her to teleport. However, unlike Teleport, Dragon Flight cannot be used without a target, so use that to your advantage. Also be aware that Dragon Flight can be used from more than a screen away. Also take note of Claw Block. It has the ability to block hammers, so landing a hit will take a bit of luck. Normally you can expect to land a hit no matter what, but this isn’t the case with Assassins.
Vs Amazon:
• Javzon: Javzons pose a threat because most of them use a hack called Farcast which lets them attack you without actually clicking on you. This is extremely BM, and is almost impossible to defeat. Make sure to Teleport quickly, and use weaving attacks. Do NOT stand still for long, because Javzons have extremely powerful attacks, and can likely take you down in one shot. Be aware of Farcast. This is a hack (it can also be done legitly, but almost nobody uses it) that a LOT of Javzons use. It allows them to attack from any distance so obviously it’s hard to avoid. The trick to surviving this is to stay close. Giving them distance only gives the Javzon an advantage. Stay close to eliminate that advantage. Also be aware of Dodge. This skill allows Javzons to avoid hammeres, so landing a hit will take a bit of luck.
• Bowzon: Bowzons aren’t too much of a problem, unless they manage to land a bunch of hits on you. Most Bowzons use the knockback effects, so if they manage to land an entire volley on you, you’re in trouble. To avoid this, simply teleport in a weaving pattern and attack from below (this ensures the opponent’s HUD will cover your approach). One hammer should kill her easily.
Vs Barbarian:
• WWBarb: These guys are pretty difficult. If it’s a WWBarb specialized to fight casters, you’re in trouble. Expect a high FCR and lots of life. It will probably take four hammers to take this sucker down. As usual, Teleport / Charge in a weaving pattern and then rain hammers on him for a short burst, then get out of there to avoid his attack. Keep in mind that when a WWBarb attacks, he cannot stop the attack until it has finished. You can use this to your advantage by dodging his attack and then casting hammers where he is traveling, and he’ll have no choice but to run into the hammers.
• Conc Barb: These guys are a piece of cake. Conc is an extremely slow attack, so just Teleport / Charge circles around him and cast hammers until he dies. Just don’t get too close, because one hit from Conc will pulverize you.
• Frenzy Barb: These guys are basically the same as Conc Barbs, because unless they manage to kill some random enemies first, they’ll be moving quite slowly. They also will have no blocking abilities, so if you want to Charge them to cause Knockback, this is the perfect opportunity.
Vs Druid:
• Nado Druid: This character is the bane of Hammerdins. There’s really not a whole lot to do here. Try to stay away from Hurricane and cast as many hammers as you can. Nado Druids generally destroy Hammerdins, so you’ll have quite a battle ahead of you.
• Summon Druids: Similar to Necromancers, expect these guys to teleport on top of you, causing the summons to attack. The summons generally aren’t too tough, though, so they shouldn’t be too difficult to kill. A couple Hammers, at most, will take these guys down.
• Melee Druid: Melee Druids are generally very slow. They rarely Teleport, and often have very little FRW gear. Simple keep your distance and cast hammers in a weaving design.
• Fire Druid: These guys aren’t too tough. Fissure is a non-moving skill, so stay out of its radius and you should be fine. Stay offensive and keep moving. If you stand still, expect to receive a lot of damage from Fissure’s immediate effect.
Vs Necromancer:
• Summoner: These guys will be tough. Expect him to lock onto your name and teleport on top of you, causing all of his summons to attack at once. To avoid this, make sure to keep moving. With the gear we have we will usually have more mana to burn, which means he’ll stop Teleporting before you do. When this occurs, a single Hammer should take him out.
• Bone Necro: Similar to Nado Druids, these guys are tough. They have an extremely quick attack (often times they use an attack that locks on to you) and can teleport just as fast as you can. Try your best to stay on the offensive and attack from below to take advantage of HUD blindness. A duel with this character can easily go either way.
Vs Paladin:
• Hammerdin: This is where pure skill comes into play. Two of the same characters dueling each other is always interesting. Do your best to stay on the offensive and cast a hammer at every possible moment. Use walls and trees to your advantage, as well as desynching via Charge. If you stay on the offensive, you should win.
• Melee Paladin: Absolutely no fears at all. These guys are super easy, except for Chargers. For a standard melee character, Teleport circles around him and rain hammers down. For a Charger, absolutely never stop moving. If he hits you, you’re done for. He’ll run out of mana shortly, though, and that will be your time to strike. Attack quickly, and do not stop until he is dead. Do not use burst attacks for a Charger.
• FoH Paladin: These guys are extremely hard. Keep in mind there is a one-second cooldown time for Fist of the Heavens, so be sure to use that to your advantage. FoH works via click distance. If he manages to click directly on you, it will do maximum damage. If he clicks near you, it won’t dish out nearly as much damage. Because of this, desynch via Charge, and wait for him to try to attack. Once he does, he’ll likely miss, and that will be your chance to rain Hammers down.
• Auradin: Generally these guys pose no threat, and should be treated the same way as other melee characters. Unfortunately there is a glitch in the game which allows Auradins to dish out huge amounts of unblockable damage. If the opponent is using this, there is really no defense. You will die before you see the enemy. If you play in GM duels, however, this won’t be a problem.
Vs Sorceress:
• Melee: These guys are a joke. Only on extremely rare occasions will she actually pose a threat. The super good players will have maxed out ES and will have lots of mana. This means it will take two or three hammers to take her down, but it shouldn’t be a problem considering how weak this character is.
• Casting: Make no mistake, these guys are tough. Regardless of which element they use, they’ll be super quick. The only break you’ll get is if she uses Blizzard, which has a very slight delay time before damage is inflicted. Otherwise you’ll have to play very intelligently. Stay on the offensive at all times, and do not let her attack. She’ll be able to Teleport farther than you can, though, so be aware of the distance. If she gets too far away, she’ll turn around and attack you. These matches are a toss up. Play offensively, and you should do well. Attack from below and in bursts, and you should do fine.
10) Helpful Sites:
Arreat Summit (http://www.battle.net/diablo2exp/)
This site is amazing. Nearly everything you could ever want to know is on here.
Diablo2Guide (http://diablo2guide.com/)
Anything that isn’t on Arreat Summit can be found here. Together they are extremely helpful.
PvPWest (http://pvpwest.com/)
An excellent site for viewing break point tables.
German IAS Calculator (http://diablo2.ingame.de/tips/calcs/weaponspeed.php?lang=English)
The easiest way to determine your IAS BPs.
Chippydip’s Skill Planner (http://www.d2items.com/skills.php?class=bar)
An extremely easy way to test your skill trees without having to level a character.
Epilogue: I look forward to comments and critiques. If I missed anything, be sure to slam me so I never do it again. ;)
NOTE:
Yes, I'm fully aware this shares information (word for word) with my other guides. I do this on purpose, since some features of the game aren't exclusive to only one character. ;)
Table Of Contents:
1) Introduction
2) Pros & Cons
3) Abbreviations
4) Breakpoint Tables
5) Player vs Player Build(s)
6) Good-mannered vs Bad-mannered
7) Player vs Monster Build(s)
8) Mercenary
9) Strategy
10) Helpful Sites
1) Introduction:
First, let it be known that no character is invincible. Blizzard designed Diablo 2 with mortal characters in mind, so each character has some weakness, regardless of how nice your gear is. This is true for any build in the game.
The purpose of this guide is to provide the information necessary to create the best possible build of a Hammerdin. I will be giving recommended gear as well as viable alternatives for those out there who do not have the items I list first. Keep in mind that the items I list first are almost always going to be the best choice. The alternatives are, like I said, viable and can therefore work perfectly well, but there’s a chance they will not get the job done as efficiently as my first choices.
With that said, let’s get this show on the road…
2) Pros & Cons:
Pros:
• Efficient, unblockable damage.
• Extremely small amount of immune enemies
• Very consistent damage
• Versatile character
• Can be effective and cheap
Cons:
• Not much health
• Relatively low damage
• Can be extremely expensive
3) Abbreviations:
• IAS: Increased attack speed – The rate at which you melee attack
• FCR: Faster cast rate – The rate at which you cast spells
• FHR: Faster hit recovery – The rate at which you recover from attacks
• DR: Damage reduction – Capped at 50%. The rate at which melee damage is reduced when attacked
• MR: Magic reductin – Capped at 50%. The rate at which magic damage is reduced when attacked
• FRW: Faster Run/Walk – The speed at which you can run
• Tele: Teleport – A skill granted by the runeword “Enigma”
• RW: Runeword – A combination of runes that creates a special item
• Nigma: Enigma – Nickname for the runeword “Enigma”
• Cookie-Cutter: Standard – Nickname for the stereotypical effective build of a character
• EDmg: Enhanced Damage – Attribute of various items that grants increased damage
• ED: Enhanced Defense – Attribute of various items that grants increased defense
• Res: Resistance – Defense against elemental spells
• FPS: Frames Per Second – The speed at which your computer refreshes the screen
• FPA: Frames Per Attack – The number of frames an animation for an attack requires
• CB: Crushing Blow – An attribute that eliminates a % of the enemy’s health upon attacking
• DS: Deadly Strike – An attribute that causes the “Deadly Strike” effect upon attacking
• OW: Open Wounds – An attribute that causes the “Open Wounds” effect upon attacking
• HS: Holy Shield – A spell that greatly increases defense
• BP: Breakpoint – The amount of increased X it takes to lose a frame during the animation
• HOTO: Heart of the Oak – Nickname for the runeword “Heart of the Oak”
• Wizzy: Wizardspike – Nickname for the item “Wizardspike”
• Shako: Harlequin Crest – Nickname for the item “Harlequin Crest”
• .08 / .09: Old Patch – Abbreviation for items that still remain in the game from previous patches
• Dupe: Duplicated – Copied and pasted into the game, essentially creating a clone.
• Poof: Vanish – Duped items often “poof” after a certain amount of time, because the game realizes the item is not supposed to exist, and therefore deletes it.
• GM: Good mannered – Following the rules in dueling sessions
• BM: Bad mannered – Not following standard rules in dueling sessions
• CBF: Cannot Be Frozen – An attribute that prevents being frozen by enemies
• Desynching: Movement Speed - When your character moves so fast the game cannot track your position, and you therefore show up in fake spots on the opponent’s screen.
• HUD: Heads-Up Display: The area of the screen that shows your life, mana, etc.
• Life Tap: This refers to casting the spell Life Tap (via spell or item) during combat. It’s essentially free healing, so this is definitely BM.
4) Breakpoint Tables:
NOTE: All information gathered from PvPWest. (http://www.pvpwest.com)
Faster Hit Recovery Breakpoints
FRAME____________________+%
• 13______________________0%
• 12______________________3%
• 11______________________7%
• 10______________________13%
• 9_______________________20%
• 8_______________________32%
• 7_______________________48%
• 6_______________________75%
• 5_______________________120%
• 4_______________________280%
Faster Block Rate Breakpoints
FRAME________________ +%
• 5___________________With HS = / Without HS = 0%
• 4___________________With HS = / Without HS = 13%
• 3___________________With HS = / Without HS = 32%
• 2___________________With HS = 0% / Without HS = 86%
• 1___________________With HS = 86% / Without HS = 600%
Faster Cast Rate Breakpoints
FRAME_____________________+%
• 15_______________________0%
• 14_______________________9%
• 13_______________________18%
• 12_______________________30%
• 11_______________________48%
• 10_______________________75%
• 9________________________125%
5) Player vs Player Build(s):
The goal here is to reach the 125% FCR BP and 50% DR BP (or as close as we can. It's pretty tough to do on a caster). The rest of the breakpoints aren’t too important for this build, but obviously the higher you can get, the better you’ll be.
There are all sorts of variations in this build, and you’re welcome to choose whatever you feel most comfortable with. Just make sure you reach those two breakpoints.
Also, make no mistake; I do not claim to name every alternative. There are many items to use, and I cannot name them all. I am merely naming the most well-known alternatives, and therefore the most easily-obtainable alternatives.
Starting Stats:
• Strength: 25
• Dexterity: 20
• Vitality: 25
• Energy: 15
Final Stats:
• Strength: Just enough to use gear
• Dexterity: Enough to obtain 75% block with HS cast (after all gear is applied)
• Vitality: All remaining points
• Energy: None
Life Per Vitality Point: 3
Mana Per Energy Point: 2
Skills:
Combat Skills:
• Holy Bolt: 1
• Smite: 1
• Charge: 1
• Blessed Hammer: 20
• Holy Shield: 20
Offensive Aura
• Might: 1
• Blessed Aim: 20
• Concentration: 20
Defensive Aura:
• Prayer: 1
• Cleansing: 1
• Defiance: All remaining points
• Vigor: 20
NOTE: If you have any points after this, it’s up to you to put them wherever you please. I would recommend placing at least one point into Resist Fire/Cold/Lightning for hidden passive bonuses, as well as using the auras in critical moments during combat. The way these bonuses work is like so: 2 points into a resists = 1 point added onto your maximum potential resistance. An easier way to understand it: Default maximum resist = 75; 2 points into a resist = maximum of 76. It may not seem like much, but it can make a difference.
Gear:
• Recommended Weapon: Wizardspike + Jewel of choice
• Alternatives: HOTO (low-requirement weapon), +Hammer & +Concentration scepter, Suicide Branch
• Why I Choose This: I prefer the Wizzy because it gives an extremely high amount of FCR as well as a huge Res boost. In my opinion it allows for a wider range of variety among other gear, so I prefer it. A HOTO is definitely the second-best (sometimes best, depending on who you ask) choice though. It has some excellent attributes on it.
• Recommended Armor: Mageplate / Duskshroud Enigma
• Alternatives: Chains Of Honor, Fortitude, Que-Hegan’s Wisdom, Skin of the Vipermagi, Stealth
• Why I Choose This: Obviously Tele comes in handy, but Nigma’s strength boost is also extremely handy. Nowadays it’s a relatively cheap runeword, so it shouldn’t be too hard to acquire. If FCR is a problem for your build, though, all of the alternatives I listed have at least a bit of FCR on them.
• Recommended Helm: Harlequin Crest Shako + Ber Rune
• Alternatives: Paladin Circlet, Crown of Ages, Griffon’s Eye, Kira’s Guardian
• Why I Choose This: Shako has tons of handy attributes on it, which makes it an excellent choice. If you’re on the wealthy side, however, then you already know how amazing circlets can be, so if you can afford one, it might be a better choice. Keep your FCR in mind, here, because helms can come in handy for reaching that 125% FCR BP. If you don’t mind using duped items, this is a perfect opportunity to get your hands on a .08 Valkyrie’s Wing. Essentially every attribute on that helm is fantastic for a Hammerdin.
• Recommended Shield: Spirit Shield with high Res
• Alternatives: Herald of Zakarum + Ber / Um Rune, Sanctuary, Griswold’s Honor, Ancient’s Pledge with high Res, Rhyme with high Res
• Why I Choose This: This is a fantastic way to achieve FCR as well as high Res. Be extremely careful here. Diablo 2 only calculates things by 5’s, so 34% FCR is read as 30%. 35% FCR, however, is read as 35%. If you do not need the FCR from Spirit to reach your 125% FCR BP, then feel free to use an alternative.
• Recommended Gloves: Magefists
• Alternatives: Trang-Oul’s Claws, Bloodfists, Frostburn, Crafted Gloves with attributes you find useful
• Why I Choose This: The FCR is very handy, as is the extra help with mana. That aside, these aren’t super special. If you don’t need FCR, the other gloves are very viable.
• Recommended Belt: Arachnid’s Mesh
• Alternatives: Verdungo’s Hearty Cord, Immortal King’s Detail, String of Ears, Thundergod’s Vigor
• Why I Choose This: Unlike some builds +skills has a large effect on Hammerdins. Of course the FCR is nice as well. The slight mana boost is also handy.
• Recommended Boots: Ethereal / Non-Ethereal Sandstorm Treks
• Alternatives: War Traveler, Waterwalk, Marrowwalk, Infernostride
• Why I Choose This: They have some really handy attributes. Honestly though, it’s a toss-up between most of these. Whichever you find the most useful is what you should use. If you don’t mind using duped gear, go for some of the really good .08 / .09 boots, like Eagle Nails or Grim Spurs, or Soul Spurs, or something along those lines.
• Recommended Amulet: Mara’s Kaleidoscope
• Alternatives: +3 Combat Skills + Life Amulet, Metalgrid, Seraph’s Hymn, Telling of Beads, FCR Amulet
• Why I Choose This: The +skills is excellent, as is the Res. The stats really aren’t very useful. If you don’t need the Res, then feel free to go for another option. Keep in mind that FCR amulets are extremely hard to find. If you don’t mind using duped items, feel free to find an Armageddon Slippers amulet. It is amazingly useful.
• Recommended Rings: Stone of Jordans
• Alternatives: Bul-Kathos’ Wedding Band, Raven Frost, Dwarf Star, Wisp Projector, FCR Ring
• Why I Choose This: The +skills goes a long way here, as well as the huge mana boosts. Mana can be a major problem in PvP, and these little suckers are a life saver. If you do not have enough FCR to reach the 125% FCR BP then definitely get some FCR rings (max is 10% per ring) to help reach that goal. However, if this is the case, I would highly recommend switching up some other gear, because that means you likely don’t have a very good combination of gear.
• Items On Switch: Call To Arms + Spirit
• Items In Inventory: Annihilus + Hellfire Torch (highest stats you can find for both)
• Charms In Inventory: This is heavily debated. Some people enjoy more damage but less life, while others prefer more life and less damage. For more damage, you’ll want Paladin Combat Grandcharms (with life attributes, hopefully). For more life, you’ll want to fill up your spaces with Life Smallcharms (max health is 20. Try to get close to this for each charm). If you don’t mind using duped items, 3/20/20’s are extremely helpful (max damage / attack rating / life). The maximum damage and AR on these charms will not affect your hammer damage, but they are very handy for rare occasions when you may need to switch to a melee attack.
6) Good-mannered vs Bad-mannered:
Many people choose to duel with certain rules. People feel there are certain things in the game that should not have been included because they give an unfair advantage to one player or another (or multiple players).
Many things are considering bad-mannered, or “BM.” I’m bound to forget some things, but I’ll list all of the major pet peeves:
• Holy Freeze: This is BM because it cannot be blocked by anything, and it slows down the player to a snail pace.
• Slow Target: This is also unblockable, and slows the player to a snail pace.
• Town camping: This refers to players who repeatedly sit outside the barrier that separates enemy – friendly territory. It’s extremely hard to kill a person who is camping.
• Jumping: This refers to attacking a person without each dueler saying “Go” first.
• Ganging: This refers to multiple duelers attacking one person at the same time, without that person’s consent.
• Melee Grief: This is heavily debated. On characters where the “Cast On Strike” effect is active (Barbarians, Zealers, etc.) this is considered BM because Grief’s Venom is extremely powerful and can drain a dueler’s health almost instantly.
• Pre-buffing: This refers to casting defensive spells before dueling, such as Fade or Battle Orders (occasional offensive spells, such as Enchant also fit here). Many people do not pay attention to this rule, however, because of the popularity of the Call To Arms runeword.
• Mercenaries: This refers to using a mercenary during dueling. This is a BIG no-no. Using a mercenary essentially doubles your chances of winning, which is obviously unfair.
• Potting: This refers to using either Life or Mana potions during a duel. Life potions are BM regardless of who you ask, but some people allow Mana potions. Make sure to ask before you duel.
• Absorbing Gear: This refers to gear that absorbs elemental damage. Often times one piece of gear is allowed, but more than one piece is BM. Make sure to ask before you duel.
Those are some of the big pet peeves. Like I said, I certainly didn’t cover them all. Also keep in mind that various tournaments have specific rules that must be followed.
7) Player vs Monster Build(s):
The goal here is to reach the 75% FCR BP and retain as much life as possible. The rest of the breakpoints aren’t too important for this build, but obviously the higher you can get, the better you’ll be. FHR can be very handy for this build, since it will be used for running games quite often, and you will be swarmed on a constant basis.
There are all sorts of variations in this build, and you’re welcome to choose whatever you feel most comfortable with. Just make sure you reach those two breakpoints.
Also, make no mistake; I do not claim to name every alternative. There are many items to use, and I cannot name them all. I am merely naming the most well-known alternatives, and therefore the most easily-obtainable alternatives.
Starting Stats:
• Strength: 25
• Dexterity: 20
• Vitality: 25
• Energy: 15
Final Stats:
• Strength: Just enough to use gear
• Dexterity: You max reach 75% block if you wish, but it is by no means required
• Vitality: All remaining points
• Energy: None
Life Per Vitality Point: 3
Mana Per Energy Point: 2
Skills:
Combat Skills:
• Holy Bolt: 1
• Smite: 1
• Charge: 1
• Blessed Hammer: 20
• Holy Shield: 20
Offensive Aura
• Might: 1
• Blessed Aim: 20
• Concentration: 20
• Holy Freeze: 1
Defensive Aura:
• Prayer: 1
• Cleansing: 1
• Meditation: 1
• Defiance: All remaining points
• Vigor: 20
• Redemption: 1
NOTE: If you have any points after this, it’s up to you to put them wherever you please. I would recommend placing at least one point into Resist Fire/Cold/Lightning for hidden passive bonuses, as well as using the auras in critical moments during combat. The way these bonuses work is like so: 2 points into a resists = 1 point added onto your maximum potential resistance. An easier way to understand it: Default maximum resist = 75; 2 points into a resist = maximum of 76. It may not seem like much, but it can make a difference.
Gear:
• Recommended Weapon: HOTO (low-requirement weapon, such as Flail
• Alternatives: Wizardspike + Jewel of Choice, +Hammer & +Concentration scepter, Suicide Branch
• Why I Choose This: Since the 75% FCR BP is much easier to obtain, HOTO is a fantastic choice. It grants FCR, Res, and more damage than the Wizzy.
• Recommended Armor: Mageplate / Duskshroud Enigma
• Alternatives: Chains Of Honor, Fortitude, Que-Hegan’s Wisdom, Skin of the Vipermagi, Stealth
• Why I Choose This: Obviously Tele comes in handy, but Nigma’s strength boost is also extremely handy. Nowadays it’s a relatively cheap runeword, so it shouldn’t be too hard to acquire. With the PvM build, FCR should not be a problem at all.
• Recommended Helm: Harlequin Crest Shako + Ber Rune
• Alternatives: Paladin Circlet, Crown of Ages, Griffon’s Eye, Kira’s Guardian
• Why I Choose This: Shako has tons of handy attributes on it, which makes it an excellent choice. The other choices are extremely viable though. This section is basically up to your personal preference.
• Recommended Shield: Herald of Zakarum + Um Rune
• Alternatives: Spirit with high Res, Sanctuary, Griswold’s Honor, Ancient’s Pledge with high Res, Rhyme with high Res
• Why I Choose This: This shield is amazing. Tons of damage, tons of resistances, tons of defense, tons of stats. It’s all here.
• Recommended Gloves: Magefists
• Alternatives: Trang-Oul’s Claws, Bloodfists, Frostburn, Crafted Gloves with attributes you find useful
• Why I Choose This: The FCR is very handy, as is the extra help with mana. That aside, these aren’t super special. If you don’t need FCR, the other gloves are very viable.
• Recommended Belt: Arachnid’s Mesh
• Alternatives: Verdungo’s Hearty Cord, Immortal King’s Detail, String of Ears, Thundergod’s Vigor
• Why I Choose This: Unlike some builds +skills has a large effect on Hammerdins. Of course the FCR is nice as well. The slight mana boost is also handy.
• Recommended Boots: Ethereal / Non-Ethereal Sandstorm Treks
• Alternatives: War Traveler, Waterwalk, Marrowwalk, Infernostride
• Why I Choose This: They have some really handy attributes. Honestly though, it’s a toss-up between most of these. Whichever you find the most useful is what you should use. If you don’t mind using duped gear, go for some of the really good .08 / .09 boots, like Eagle Nails or Grim Spurs, or Soul Spurs, or something along those lines.
• Recommended Amulet: Mara’s Kaleidoscope
• Alternatives: +3 Combat Skills + Life Amulet, Metalgrid, Seraph’s Hymn, Telling of Beads
• Why I Choose This: The +skills is excellent, as is the Res. The stats really aren’t very useful. If you don’t need the Res, then feel free to go for another option. If you don’t mind using duped items, feel free to find an Armageddon Slippers amulet. It is amazingly useful.
• Recommended Rings: Stone of Jordans
• Alternatives: Bul-Kathos’ Wedding Band, Raven Frost, Dwarf Star, Wisp Projector
• Why I Choose This: This one is totally up to your preference. Just pick whichever attributes you like the best on each ring.
• Items On Switch: Call To Arms + Spirit
• Items In Inventory: Annihilus + Hellfire Torch (highest stats you can find for both)
• Charms In Inventory: Get as many Paladin Combat Grandcharms (with life attributes, preferably) as you can find. Damage is key for this build.
8) Mercenary:
• Recommended Weapon: Ethereal Breath of the Dying War Pike
• Alternatives: Insight, Infinity, Doom, Destruction, Any Polearm with high damage
• Why I Choose This: With high damage, mercenaries can often deal more damage than the actual player. Obviously damage is helpful, and a lot of it is definitely nice to have.
• Recommended Armor: Fortitude
• Alternatives: Stone, Prudence, Chains of Honor, Duress
• Why I Choose This: TONS of extra damage and health. That goes a very long way. The high defense is also very handy. The alternatives are also extremely nice as well (especially if you find ethereal versions).
• Recommended Helm: “Visionary” Attribute Helm
• Alternatives: Andariel’s Visage, Veil of Steel, Shako, Vampire’s Gaze
• Why I Choose This: A heck of a lot of attack rating, which means your mercenary won’t have to worry about missing his attacks. Try to find some with nice attributes for some extra effects.
9) Strategy:
Desynching:
Desynching refers to moving so quickly the game cannot track your location. The side effect of this is your character will appear to be in a false location on the opponent’s screen. Obviously this can be very useful for duels.
The easiest way to desynch is to use Charge. Simply Charging around in a zigzag pattern will result in desynching. You must stay moving in order to maintain the desynch, however. Standing still will eliminate it.
NOTE: There is a glitch in the game called “Charge-lock.” This occurs when you try switching to another attack/item/animation/etc. during mid-Charge. If you do this, most of the time you won’t be able to attack unless you switch weapons then switch back. ALWAYS make sure Charge is complete before you try using another attack.
A way to avoid this is to not cast HS. You can try this if you want, but I’d prefer to simply not use another attack during mid-Charge. I enjoy my defense thank you very much.
Vs Assassin:
• Trapsin: It’s important to keep moving when dueling a Trapsin. If they manage to land a hit on you, you’re in trouble. The best bet is to Charge a few times to desynch, and then charge into battle to land a hit. This is not to dish out damage, but merely to stun the opponent with Charge’s knockback effect. From here on, it’s merely the ability to cast hammers accurately and Teleport out of the traps’ danger zone before dying.
• WWSin: These are a piece of cake. The defense on our hammerdin is so high, and the DR will be maxed out, so WWSins can barely dish out any damage. Simply Teleport around and cast hammers when the opponent comes close. Be aware of their Dragon Flight attack, because it basically allows her to teleport. However, unlike Teleport, Dragon Flight cannot be used without a target, so use that to your advantage. Also be aware that Dragon Flight can be used from more than a screen away. Also take note of Claw Block. It has the ability to block hammers, so landing a hit will take a bit of luck. Normally you can expect to land a hit no matter what, but this isn’t the case with Assassins.
Vs Amazon:
• Javzon: Javzons pose a threat because most of them use a hack called Farcast which lets them attack you without actually clicking on you. This is extremely BM, and is almost impossible to defeat. Make sure to Teleport quickly, and use weaving attacks. Do NOT stand still for long, because Javzons have extremely powerful attacks, and can likely take you down in one shot. Be aware of Farcast. This is a hack (it can also be done legitly, but almost nobody uses it) that a LOT of Javzons use. It allows them to attack from any distance so obviously it’s hard to avoid. The trick to surviving this is to stay close. Giving them distance only gives the Javzon an advantage. Stay close to eliminate that advantage. Also be aware of Dodge. This skill allows Javzons to avoid hammeres, so landing a hit will take a bit of luck.
• Bowzon: Bowzons aren’t too much of a problem, unless they manage to land a bunch of hits on you. Most Bowzons use the knockback effects, so if they manage to land an entire volley on you, you’re in trouble. To avoid this, simply teleport in a weaving pattern and attack from below (this ensures the opponent’s HUD will cover your approach). One hammer should kill her easily.
Vs Barbarian:
• WWBarb: These guys are pretty difficult. If it’s a WWBarb specialized to fight casters, you’re in trouble. Expect a high FCR and lots of life. It will probably take four hammers to take this sucker down. As usual, Teleport / Charge in a weaving pattern and then rain hammers on him for a short burst, then get out of there to avoid his attack. Keep in mind that when a WWBarb attacks, he cannot stop the attack until it has finished. You can use this to your advantage by dodging his attack and then casting hammers where he is traveling, and he’ll have no choice but to run into the hammers.
• Conc Barb: These guys are a piece of cake. Conc is an extremely slow attack, so just Teleport / Charge circles around him and cast hammers until he dies. Just don’t get too close, because one hit from Conc will pulverize you.
• Frenzy Barb: These guys are basically the same as Conc Barbs, because unless they manage to kill some random enemies first, they’ll be moving quite slowly. They also will have no blocking abilities, so if you want to Charge them to cause Knockback, this is the perfect opportunity.
Vs Druid:
• Nado Druid: This character is the bane of Hammerdins. There’s really not a whole lot to do here. Try to stay away from Hurricane and cast as many hammers as you can. Nado Druids generally destroy Hammerdins, so you’ll have quite a battle ahead of you.
• Summon Druids: Similar to Necromancers, expect these guys to teleport on top of you, causing the summons to attack. The summons generally aren’t too tough, though, so they shouldn’t be too difficult to kill. A couple Hammers, at most, will take these guys down.
• Melee Druid: Melee Druids are generally very slow. They rarely Teleport, and often have very little FRW gear. Simple keep your distance and cast hammers in a weaving design.
• Fire Druid: These guys aren’t too tough. Fissure is a non-moving skill, so stay out of its radius and you should be fine. Stay offensive and keep moving. If you stand still, expect to receive a lot of damage from Fissure’s immediate effect.
Vs Necromancer:
• Summoner: These guys will be tough. Expect him to lock onto your name and teleport on top of you, causing all of his summons to attack at once. To avoid this, make sure to keep moving. With the gear we have we will usually have more mana to burn, which means he’ll stop Teleporting before you do. When this occurs, a single Hammer should take him out.
• Bone Necro: Similar to Nado Druids, these guys are tough. They have an extremely quick attack (often times they use an attack that locks on to you) and can teleport just as fast as you can. Try your best to stay on the offensive and attack from below to take advantage of HUD blindness. A duel with this character can easily go either way.
Vs Paladin:
• Hammerdin: This is where pure skill comes into play. Two of the same characters dueling each other is always interesting. Do your best to stay on the offensive and cast a hammer at every possible moment. Use walls and trees to your advantage, as well as desynching via Charge. If you stay on the offensive, you should win.
• Melee Paladin: Absolutely no fears at all. These guys are super easy, except for Chargers. For a standard melee character, Teleport circles around him and rain hammers down. For a Charger, absolutely never stop moving. If he hits you, you’re done for. He’ll run out of mana shortly, though, and that will be your time to strike. Attack quickly, and do not stop until he is dead. Do not use burst attacks for a Charger.
• FoH Paladin: These guys are extremely hard. Keep in mind there is a one-second cooldown time for Fist of the Heavens, so be sure to use that to your advantage. FoH works via click distance. If he manages to click directly on you, it will do maximum damage. If he clicks near you, it won’t dish out nearly as much damage. Because of this, desynch via Charge, and wait for him to try to attack. Once he does, he’ll likely miss, and that will be your chance to rain Hammers down.
• Auradin: Generally these guys pose no threat, and should be treated the same way as other melee characters. Unfortunately there is a glitch in the game which allows Auradins to dish out huge amounts of unblockable damage. If the opponent is using this, there is really no defense. You will die before you see the enemy. If you play in GM duels, however, this won’t be a problem.
Vs Sorceress:
• Melee: These guys are a joke. Only on extremely rare occasions will she actually pose a threat. The super good players will have maxed out ES and will have lots of mana. This means it will take two or three hammers to take her down, but it shouldn’t be a problem considering how weak this character is.
• Casting: Make no mistake, these guys are tough. Regardless of which element they use, they’ll be super quick. The only break you’ll get is if she uses Blizzard, which has a very slight delay time before damage is inflicted. Otherwise you’ll have to play very intelligently. Stay on the offensive at all times, and do not let her attack. She’ll be able to Teleport farther than you can, though, so be aware of the distance. If she gets too far away, she’ll turn around and attack you. These matches are a toss up. Play offensively, and you should do well. Attack from below and in bursts, and you should do fine.
10) Helpful Sites:
Arreat Summit (http://www.battle.net/diablo2exp/)
This site is amazing. Nearly everything you could ever want to know is on here.
Diablo2Guide (http://diablo2guide.com/)
Anything that isn’t on Arreat Summit can be found here. Together they are extremely helpful.
PvPWest (http://pvpwest.com/)
An excellent site for viewing break point tables.
German IAS Calculator (http://diablo2.ingame.de/tips/calcs/weaponspeed.php?lang=English)
The easiest way to determine your IAS BPs.
Chippydip’s Skill Planner (http://www.d2items.com/skills.php?class=bar)
An extremely easy way to test your skill trees without having to level a character.
Epilogue: I look forward to comments and critiques. If I missed anything, be sure to slam me so I never do it again. ;)
NOTE:
Yes, I'm fully aware this shares information (word for word) with my other guides. I do this on purpose, since some features of the game aren't exclusive to only one character. ;)