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View Full Version : I_D's Definitive Hammerdin Guide


Immortal_Daemon
01-12-2008, 09:44 PM
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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. ;)

Sfx_
01-13-2008, 04:31 AM
pretty nice :) seems you like posting pally guides lol

Immortal_Daemon
01-13-2008, 06:06 AM
Yeah, I'm a bit of a Pally fan.
Ironic, considering I hated them when I first got the game.


I'll have a SS Druid guide up shortly. I'm not quite finished with it.

Landau14
01-13-2008, 03:52 PM
Dam, you really really like palas, ha?
At least your guides are awesome. I'm in a hurry, but I will read this one completely in one sleepless night, no worries.
2 thing I've spotted:
Pros- No immunities in hell. exepct for the famous 1 A3 monster. that's the great pro of a Hdin imo.

Enigma is cheap? since when?? 2 hrs as far as I know, which is the same like makin gone.

You can add P. Diamond the Hoz as an option. not a big res difference but a big cost difference.

Also Ber a Shako for PvM? seem like a waste of a Ber. Um sound better, or any other jewel/rune/Gem that you need (str bonus, life, etc.)

That's all I got.

Wrongbow
01-13-2008, 04:11 PM
I read the guide, and I think it's good, only one problem......

8) Mercenary:
• Recommended Weapon: Ethereal Breath of the Dying War Pike

Where is your mana without Insight? I was just curious as this was the PvM section of the guide, and you without Insight and Meditation, your mana drops like a rock.

DK_MelMan
01-13-2008, 05:31 PM
^^ I've always used Bonehew (A LOT dmg and dirt cheap!!) for my PvM Hammer-mercs! Mana isn't a big problem! Hoto, 2xSOJ, Magefist and Enigma Gives you a lot Mana + Mana regeneration! I can easily tele Baal and take out his minions without drinking a single mana potion! Unless there's some mana-burn-monsters that hits me! :)

... Great guide I_D! Very usefull!

Landau14
01-13-2008, 07:17 PM
Yeah, Mana isn't a problem even for my no hoto-sojs Hdin. Don't get why people are so worried about mana. Drink a dam potion.

But you can add Insight as an option since the great pro of a Hdin is that he doesn't need a merc to handle immunes. You can also recommand Lawbringer for CS runs on an A3 merc (N V's idea which I liked but never tested)

Immortal_Daemon
01-14-2008, 02:38 AM
I've never had a problem with mana during PvM.

Actually.... I rarely even bother with a merc since I can never manage to keep him/her alive.

Feel free to use an Insight if you want, but It's definitely not required.

Landau14
01-14-2008, 02:52 PM
EDIT: too much off topic draws the attention from this awesome guide. Well done again.

Immortal_Daemon
01-14-2008, 04:26 PM
What's to explain?

Enigmas are extremely plentiful, and are pretty darn cheap.
Yeah, they're not like... Wizardspike cheap, but they're still damn cheap.


I got hacked and lost everything, and I had two Enigmas within the first week.... that's how cheap they are.

Landau14
01-14-2008, 06:53 PM
EDIT: congratz on getting stickied, this guide deserves it.

TheUniverse
01-15-2008, 08:27 AM
How do you reach max 50%dr with this build or any build that has 125%fcr?:confused:

How do you get the 59%dr BP with the 125%fcr build? and is it beter to use shako+ber and gg spirit? or expensive fcr helm//ammy?:confused:

Immortal_Daemon
01-15-2008, 12:45 PM
So I must have been out of buisness for more time than I thought.
As far as Europe goes before I went to rehab it was:
cheapest Enigma=2HRs=~6Ists=~36 puls

So what am I missing? Are you just lucky?


Well, it's Jah + Ith + Ber, which is three rather expensive runes right there.
However, for as long as I can remember (on USEast NL) an Enigma has only cost 2 high runes during trading.
This puts it at the same price as a CoH, the same price as a Shako, less expensive than a Mara, etc.

I mean sure, it's not as cheap as short sword, but it's definitely not that big of a deal in the long run.

Especially compared to other runewords like Ebotd, or something, which is 4 high runes for a crappy one.


EDIT: Also notice that I said it's a relatively cheap runeword.
Relatively speaking, it is pretty darn cheap compared to other common runewords: Ebotd, Grief, Infinity, Insight, Spirit, etc.


How do you reach max 50%dr with this build or any build that has 125%fcr?:confused:

How do you get the 59%dr BP with the 125%fcr build? and is it beter to use shako+ber and gg spirit? or expensive fcr helm//ammy?:confused:

There's a couple ways to do it. Count up the gear and you'll be able to see various ways.
Unfortunately it's pretty expensive. It is used for PvP afterall.

saracen85
01-15-2008, 01:08 PM
Well, it's Jah + Ith + Ber, which is three rather expensive runes right there.


well, jah & ber are expensive. ith, meh... ;P

Mistakes
01-15-2008, 03:55 PM
I got hacked awhile back and had one the same day.. Lol.

Nice guide though.

Landau14
01-15-2008, 08:07 PM
What??
Shako is the same price as Enigma? I'm guessing the duping effected other realm much more than Europe. In Europe Shako=pul, Mara=HR (good one), infy= ~3HRS.

So what the hell is going on here? Where are you playing?

PS- congratz on getting stickied(:

Immortal_Daemon
01-15-2008, 09:28 PM
I play on USEast NL.

A medium Enigma is equal to a good Shako, price-wise.

Landau14
01-16-2008, 05:06 PM
Never mind. It's way OT. Edited. I'll PM you.

SkEpTiKaL
01-21-2008, 07:26 AM
Very nice guide. :)

JogaBonito
01-21-2008, 12:36 PM
sorry, but almost all guides on hdins are like this lol

20 ba
20conc
20 bh
20vigor

if pvp, 10 in light res.

However.......good job because theres no hdin guide yet and this one is decent man


Few suggestions:
- Dont put ber in shako for pvm, seems like a waste
- Never ever use griff on a hdin unless its a mage. only gives u +skills and fcr
- FC Zons are annoying yes but ez when sorbed. wisps.
- Also, same for fohers. Just sorb if its BM.

Overall, 7.5/10

Immortal_Daemon
01-21-2008, 03:46 PM
I disagree with your BM suggestions, JogaBonito.


To each his own though, I suppose.

ayeaykay
01-21-2008, 04:02 PM
sry bout the i dont like this guide vote. i only looked at the pvm guide. i was sooooo confused wen u were sayin to wear a spirit. but now i see. the only thing wrong was that i saw tht u wanted the merc to use a botd. use an insight

Landau14
01-21-2008, 06:26 PM
BOTD is an option. Insight is mentioned as well.

and Joba, of course of Hdins' guides look the same. That's why it's a godly cookie cutter build. However the thing about THIS guide is that it offers HUGE information about PvP, gear and overall information- not just skills, godly gear and that it.

PS- ayeaykay- I don't understnad you. Did you mean you didn't see the point in using Spirit runeword as a shield? And now you do?

Immortal_Daemon
01-22-2008, 01:59 AM
Landau, he said he thought it was only a PvM guide so he disagreed with the gear choices (because he was looking at PvP).

Omnicide
01-22-2008, 03:08 AM
Well...we all know my utter hatred of Hdins...so I can't really say I have experience with them. However it's not hard to tell what gear/strats/skills to use to make a good one.

Yet another good addition to the Paladin monopoly of yours. I even see you went with Gunit's route of going with the cheaper/FCR-based gear as opposed to max damage gear. Good choice.

Landau14
01-24-2008, 05:34 PM
one question though-
why did you call it the MAGIC hammer paladin and not the BLESSED hammer paladin?

Immortal_Daemon
01-24-2008, 06:46 PM
Lol, funny story behind that, actually....


I have a strategy guide for Diablo 2 with all sorts of misprints in it (which makes it worth some money, if it was brand new) and the strategy guide says "Magic Hammer" instead of "Blessed Hammer" and I've called it that by habit ever since I got the guide (about 4 years ago).


And I no longer have that font, so I can't change it. :(

Landau14
01-25-2008, 06:49 PM
lol
(:
I accept

VANVADER
01-25-2008, 06:55 PM
Very nice guide i used it and all I can say is " Nice Work" I only wish I could see the darn links in your sig.

toby
01-30-2008, 06:44 PM
ya think 8k hammers is good enough for mfing?

Immortal_Daemon
01-30-2008, 10:41 PM
ya think 8k hammers is good enough for mfing?

Definitely.

You shouldn't have any trouble with that damage, provided you have solid defense.

kalenjder
02-05-2008, 04:13 PM
i'm gonna make a hdin on SP, what armor do you recomend. i can't affor enigma, coh or foritude yet.

Phoenix13
02-05-2008, 04:59 PM
Is it a must for PvM to get max block? Does it really help? I wear a HoZ.

Zarley
02-05-2008, 05:38 PM
i'm gonna make a hdin on SP, what armor do you recomend. i can't affor enigma, coh or foritude yet.

Vipermagi. For a pure hammerdin I'd rate Vipermagi over everything except Enigma. COH and Fortitude are sorta "meh" on a pure hammer PVM build.

Is it a must for PvM to get max block? Does it really help? I wear a HoZ.

Yeah it's pretty much required. Hammerdins get right up in the face of monsters and don't leech... so max block is very definitely your friend.

kalenjder
02-05-2008, 05:38 PM
i would recomend max block, i don't really know if it works though:D

i'm gonna make a hdin on SP, what armor do you recomend? i can't affor enigma, coh or foritude yet.

Immortal_Daemon
02-05-2008, 05:48 PM
Is it a must for PvM to get max block? Does it really help? I wear a HoZ.



Max block is definitely NOT required.

However, look at the stats on a HoZ, and you'll see that maxing block barely takes any dexterity points at all.
HoZ is the highest-blocking shield in the game, that I know of.

With a fully-leveled Holy Shield and a HoZ, it should take less than 20 dexterity points for you to max out block, which makes it definitely worth it.

kalenjder
02-05-2008, 06:10 PM
Vipermagi. For a pure hammerdin I'd rate Vipermagi over everything except Enigma. COH and Fortitude are sorta "meh" on a pure hammer PVM build.

ok thanks.

jguilmette
02-09-2008, 08:28 PM
im lookung to do a hammerdin,i got a smiter now,this guide is very helpful. Thanks

Omnicide
02-09-2008, 08:40 PM
Max block is definitely NOT required.

However, look at the stats on a HoZ, and you'll see that maxing block barely takes any dexterity points at all.
HoZ is the highest-blocking shield in the game, that I know of.

Whitstan's Guard

Round Shield Defense: 154 (Base Defense: 47-55)
Required Level: 29
Required Strength: 53
Durability: 64
Chance To Block: Pal: 97% Ama/Asn/Bar: 92% Dru/Nec/Sor: 87%
Paladin Smite Damage: 7 to 14
+175% Enhanced Defense
Half Freeze Duration
40% Faster Block Rate
+55% Increased Chance Of Blocking
+5 To Light Radius

I couldn't resist. ;P

With an Eld that's 104% Block Rate. I wonder if anything past 100% is allowed. >_>;

Zarley
02-09-2008, 09:36 PM
I wonder if anything past 100% is allowed.

It is, because it's not really a "percent" anymore (i.e. it was (is?) in Classic, but it's not in LOD).

long-night
02-27-2008, 03:45 AM
Nice guide it answered alot of questions about hammerdin's. I am new to the game so this would be a perfect character.

theOG22093
03-26-2008, 02:58 AM
I read most of the Hammerdin guides from before the reset, and this is by far the pinacle and best put together of them all. It must have took a while to get this done, so Congrats.
Like allready mentioned, the only thing i see wrong as i skimmed through was the merc weapon on the pvm build. I would use Insight, for the mana, instead of having to mpot up a lot.

jguilmette
03-26-2008, 02:03 PM
1 point in redemption goes a long way with this build.
set as a quick function fey switch,fill er up, and switch back

Rotta
03-26-2008, 02:57 PM
Overall GREAT guide

bdkies
04-09-2008, 09:42 PM
I was looking through here and im curious about one thing. What is the significance of the spirit in offhand on switch? Does it make the BO that the CTA casts higher or something?

saracen85
04-09-2008, 11:41 PM
I was looking through here and im curious about one thing. What is the significance of the spirit in offhand on switch? Does it make the BO that the CTA casts higher or something?

yes.

Immortal_Daemon
04-10-2008, 12:25 AM
I was looking through here and im curious about one thing. What is the significance of the spirit in offhand on switch? Does it make the BO that the CTA casts higher or something?

Yep, indeed it does.


If you can't find/afford a Spirit, though, other shields work almost as well.

Just find something with +1 Skill on it.

cmlogu01
04-16-2008, 01:03 AM
would this work for a purely single player file.

2.0
04-16-2008, 01:40 AM
would this work for a purely single player file.
Of course, assuming you can get the items in single player. o_O

saracen85
04-16-2008, 01:52 AM
would this work for a purely single player file.

of course.. the biggest draw of the hammerdin is that no monster (except 1) is immune or resistant to their damage.

at maxed skill + synergies and conc, a hammerdin does around 3k+ damage, which is quite decent.

so it all boils down to getting that fast cast rate. 75 fcr is good, but 125fcr is so much better. +skills from gear wouldn't hurt either =)

Kakashi Hatake
04-21-2008, 02:27 PM
i think that for boots (pvm/pvp you decide) tearhaunchs are a better choice than most other options (all options imo...) the +skills to vigor hlp dmg more than most might think and there are a couple of semi decent stats on them. if you up them then there even better

saracen85
04-21-2008, 02:36 PM
a good rare beats tearhaunchs any day.. the +vigor won't add to your damage. and since you've maxed vigor already as part of your synergy, another +2 to that skill wouldn't add a significant increase to your run/walk speed.

imo tearhaunchs make good twinking boots or for paladins who wish to save points by not investing in vigor. for traveling purposes..

Kakashi Hatake
04-23-2008, 01:10 AM
i beg to differ on the adding dmg thing but i have no way to prove it so ill just shut up about it...btw i just looked at ur signature, wtf is a grail?

2.0
04-23-2008, 01:11 AM
i beg to differ on the adding dmg thing but i have no way to prove it so ill just shut up about it...btw i just looked at ur signature, wtf is a grail?
Only hard points (Actually putting points into the skill via skill points) affect synergy bonuses.

+skills from items do not.

saracen85
04-23-2008, 02:31 AM
grail = finding every item in the game.

as to the hard points thing, it's part of the game mechanics since the inception of synergies. so there's no doubt about that.

Kakashi Hatake
04-23-2008, 04:43 PM
well ill take ur word for it lol. hmmm well if if you need hard points for synergies, then what about items with non class skills... for example a barb with beast zerker and 2x bk ring....would the +skills from the rings add to the werebear skill lvl?

2.0
04-23-2008, 06:45 PM
well ill take ur word for it lol. hmmm well if if you need hard points for synergies, then what about items with non class skills... for example a barb with beast zerker and 2x bk ring....would the +skills from the rings add to the werebear skill lvl?
Yeah, they would.

However, something with +Druid skills wouldn't.

mephiztophelez
04-28-2008, 03:56 AM
• 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.

you seem to consistently under-estimate ww-sins.

now, i'll grant you there are a lot of really bad ww-sins out there, but there are also some pretty good ones in the mix.

a couple of points to make here:
1: defense: don't rely on high defense to save you from being hit by a ww-sin. they can stack up a pretty insane amount of AR without too much trouble.
2: the bulk of a ww-sin's damage is from Open Wounds and Venom, so having maxed %DR isn't going to help you very much. maxed poison resis is pretty essential.
3: no mention of hybrid'sins, ww-trappers and the like. i know the ONLY way for a hammerdin to beat my hybrid is for them to sorb my traps, often quite heavily (on one memorable occasion, it took 2xwisp and a t-gods for one particular hammerdin to kill me). i have NEVER lost a Ft5, no-sorb duel against a hammerdin, never, ever. in GM 1-piece-sorb, it tends to be pretty close and even then, it takes a particularly good hammerdin to beat an equally skilled ww'sin.
4: don't under-estimate the power of stunlock. a locked-up hammerdin is a dead hammerdin. 86% fhr is a MUST for these duels.
5: d-flight is essentially obsolete now we have teleport-on-demand from enigma. i havn't used 'flight in ages.

Immortal_Daemon
04-28-2008, 05:28 AM
You go ahead and put emphasis on WW-Sins.

I'll be laughing my way to their death. I've never.. ever.. ever.. been killed by a WW-Sin on my Hammerdin.

mephiztophelez
04-28-2008, 05:35 AM
I'll be laughing my way to their death. I've never.. ever.. ever.. been killed by a WW-Sin on my Hammerdin.

if you're west NL (or can borrow a 'din on west NL), i'll gladly be the first.:D

Immortal_Daemon
04-28-2008, 10:09 PM
I like the invite, but I don't have/know any characters on West NL.


I play on East NL, so if you wanna stop on by, I'll be happy to play with you. ;)

theOG22093
05-12-2008, 12:41 AM
if you're west NL (or can borrow a 'din on west NL), i'll gladly be the first.:D

I call sloppy seconds:
6.2k LS
3.1k WW

Coyotypie
06-23-2008, 09:43 PM
Great guide! i am following it now and got most of the gear, my hammers are dealing 10k-10k atm :D

Immortal_Daemon
06-24-2008, 03:04 AM
Great guide! i am following it now and got most of the gear, my hammers are dealing 10k-10k atm :D

Glad you like it. :D

bdkies
06-24-2008, 05:59 AM
Wonderful guide. One thing I would make sure to mention is in PvM to have your holy shield active before going for max block. Makes a rather large difference and could keep people from waisting skill points. Most already know im sure, and it might even be in their somewhere and I missed it.

Another thing. I am wearing Sigon's shield atm at lvl 65, I know I need a new one haha. But 74% block and +1 to skills hard to beat when ladder just reset. What kind of difference in block is it going to make when I go to a shield with 75% instead of 74%? I don't want it to be something drastic and then have put way too many points into dex when they could have been in Vitality.

Altsi
06-27-2008, 09:46 AM
Nice guide but i knew this already =P
gj writer.

theOG22093
07-01-2008, 05:29 AM
I finally read the strats and: On the strategies for barbs
Quote:
• WWBarb: These guys are pretty difficult.
• Conc Barb: These guys are a piece of cake.

Tele conc or tele zerk is usually the method ww barbs use for dins.....

Immortal_Daemon
07-01-2008, 06:45 AM
I finally read the strats and: On the strategies for barbs
Quote:
• WWBarb: These guys are pretty difficult.
• Conc Barb: These guys are a piece of cake.

Tele conc or tele zerk is usually the method ww barbs use for dins.....

Or tele-ww.....


They'd be a piece of cake if they used tele-conc or tele-berserk (moreso conc).

kwittstruck
07-01-2008, 07:12 AM
im building my first hdin and for stats i pretty much matching whats suggested, gear on the other hand is a lil harder to come by, but with ladder reset thigs will be that way for some time. But just incase its too hard to trade, what would you suggest for say mfing gear?

mephiztophelez
07-01-2008, 01:36 PM
Tele conc or tele zerk is usually the method ww barbs use for dins.....

ummmmmmm, say what?

tele-zerking is something you only do to really, seriously bad pub hammerdins to rub in just how appallingly bad they are.

the preferred method of taking out good hammys with a barb is to tempt/irritate* them into telestomping you and try to be in full whirl when they land.

going offensive against a hammy is dumb. tele/ww should only be done once you stun the hammy (leap!), and then only a quick drive-by.

(*widowmakers are good for this)

2.0
07-01-2008, 05:20 PM
I could sometimes blindspot tele-zerk, only worked rarely though.

theOG22093
07-01-2008, 05:31 PM
I could sometimes blindspot tele-zerk, only worked rarely though.

Ya thats what I was referring to. Seems a lot harder to ww a din to death, even with the widow trick. I often times mess up and execute one huge ww, which I do with the sin a lot to. Trying to work on that...lol.

Immortal_Daemon
07-01-2008, 06:14 PM
im building my first hdin and for stats i pretty much matching whats suggested, gear on the other hand is a lil harder to come by, but with ladder reset thigs will be that way for some time. But just incase its too hard to trade, what would you suggest for say mfing gear?


Anything with MF on it is a good choice.

Chancies
War Travs
Gull
Milabrega

Things like that. They're not too hard to come by.

Mehilovich
07-21-2008, 03:39 AM
Pretty nice guide man. thanks. the PvM skill guide was pretty much common sense do to the synergies of hammer... but the rest of it i found extremely helpful. All i didnt have was crown of the Ages and i was worried my Um'd Shako wouldnt do the job, but it looks like you prefer it :D which is good news for me... i already have insight(or eth bonehew if needed)/fort/Crown of thieves or vamp gaze, but i am gonna see how i handle hell without one, and only get one if i need it. Thanks for the guide. very helpful.

Dyspair
07-23-2008, 11:16 PM
I have a question a lot of builds say to add enough STR for gear but I am having problems finding out how much that is, Can u or someone tell me how I can find this out thanks

Immortal_Daemon
07-24-2008, 07:56 PM
I have a question a lot of builds say to add enough STR for gear but I am having problems finding out how much that is, Can u or someone tell me how I can find this out thanks


It'll be different depending on which gear you need.

If you're new to the game, I'd recommend using one character to gather gear, and then using that gear on a character you build specifically for the gear you've found.

"Enough strength to use the gear" means exactly that. If you need 90 strength to use the most demanding piece of gear, then there's no reason to put anymore into strength (for this build).

LethalBarb
07-25-2008, 08:09 PM
nice guide, i liked it but i aint never gonna be able to afford gear for it.

BoldBrian
07-28-2008, 06:42 PM
Wow i pwn all my friends now :P

Whambulance
08-02-2008, 07:18 AM
Max block is definitely NOT required.

However, look at the stats on a HoZ, and you'll see that maxing block barely takes any dexterity points at all.
HoZ is the highest-blocking shield in the game, that I know of.

With a fully-leveled Holy Shield and a HoZ, it should take less than 20 dexterity points for you to max out block, which makes it definitely worth it.


According to the max block calculator (http://www.baronsbazaar.invisionzone.com/ppr/block_calc.html) youd definately need more then 20points into dex to achieve max block.

HoZ has 82% block, with all the +skill items listed it comes out to about +10 skills which boasts your HolyShield to 37% chance block. Add the 30% +block mod on the HoZ you get an additional 67% block from mods/ magical abilities. With those stats youd need a total of 106 dex to achieve max block at lvl 90.

106 - 20dex from base - 15dex from items = 71 added dex points.

Good thing this build only needs bout 89 str (103 if you use fort).

Unless theres something I completely missed, and since I'm just now coming back to the game after a 4-5yr break, that chance is high. Lemme know.

Immortal_Daemon
08-03-2008, 06:03 PM
According to the max block calculator (http://www.baronsbazaar.invisionzone.com/ppr/block_calc.html) youd definately need more then 20points into dex to achieve max block.

HoZ has 82% block, with all the +skill items listed it comes out to about +10 skills which boasts your HolyShield to 37% chance block. Add the 30% +block mod on the HoZ you get an additional 67% block from mods/ magical abilities. With those stats youd need a total of 106 dex to achieve max block at lvl 90.

106 - 20dex from base - 15dex from items = 71 added dex points.

Good thing this build only needs bout 89 str (103 if you use fort).

Unless theres something I completely missed, and since I'm just now coming back to the game after a 4-5yr break, that chance is high. Lemme know.


Dunno what to tell ya. I'm assuming you know that 75% is the maximum block rate, so I'll just roll with your math there.
If it is indeed 71 points into dex, it sure as hell didn't seem like that much when I was making the character, and I don't really have time to look back at my characters to see how my actual results are.

I'll just trust your math, though, and say you're right.

pro
08-08-2008, 06:24 PM
This has probably been answered before, but what merc is good for a pvm pally? Defiance or Holy freeze merc, i guess, but what do you suggest?

Immortal_Daemon
08-09-2008, 02:49 AM
This has probably been answered before, but what merc is good for a pvm pally? Defiance or Holy freeze merc, i guess, but what do you suggest?

They're both good for various situations.

I like Holy Freeze for when I'm running, because it slows the enemies down; but having a Defiance merc on my rusher is nice because it keeps my puny friends alive.

mephiztophelez
08-10-2008, 05:33 AM
#1 dupewhore hammerdin merc setup:

Act One, Cold Arrow Rogue merc
Ice Bow (diamond bow is nice)
Treachery Armour (gogo ias)
Andys Hat (gogo more ias)

Wallenberg
10-16-2008, 09:05 AM
Great job Immortal_Daemon!

Riddleboxx
10-20-2008, 12:07 AM
Great guide.

My pally's regular gear is similar to the Pvp setup. He wears:

Ber'd Shako
MP Nigma
Maras
Spirit Kurast Shield
Wizzy
15 Dr Dungos
2 x Fcr + Str rings
eth treks
Magefists

That's a +3 skill points sacrifice though without Spider and Soj's.

But he still holds his own big time.

LethalBarb
10-20-2008, 01:07 AM
i have a 35 fcr spirit sheild with 175 defence. and i only have 26 chance to block. how many points do i have to put into dex? i got pretty much all the gear except maras, 2 sojs, the pcombs, cta and ptorch

Riddleboxx
10-20-2008, 02:14 AM
i have a 35 fcr spirit sheild with 175 defence. and i only have 26 chance to block. how many points do i have to put into dex? i got pretty much all the gear except maras, 2 sojs, the pcombs, cta and ptorch

As many points as it takes to reach 75% chance to block......WITH Holy Shield activated.

But Ideally you should have the gear first.

Immortal_Daemon
10-20-2008, 03:25 PM
i have a 35 fcr spirit sheild with 175 defence. and i only have 26 chance to block. how many points do i have to put into dex? i got pretty much all the gear except maras, 2 sojs, the pcombs, cta and ptorch


You haven't given us enough information to be 100% sure.

What type of shield is it? That's the most critical part.
And also, what level is your Holy Shield? That's also critical.



Ideally, you'll want to have your Holy Shield as high as you're gonna level it before you start putting points into Dexterity.

Equip ALL of your gear (this has a big effect) then cast Holy Shield... do this before you start putting points into Dexterity.

LethalBarb
10-21-2008, 04:51 AM
well i_m do u think i can reach both of these breakpoints:

75% chance to block and 125 % fcr on my hdin..

so u think having a ptorch, maras, 2 sojs, 9 pcombs will rly change my blocking chance significantly?


cuz i aldready have these: 35 fcr 175 defence ROYAL SHEILD, 19-19-7 anni, 107 shako, perfect enigma mp 15ed, arach, seraphs, wizzardspike, 65 life waterwalks, magefists and 2 fcr rings.


with ALL that(btw im lvl 87 w/ lvl 14 holy sheild) y is my blocking so crappy.

plz help me. ive struggled so much to make 1...just 1 character who is good. i have a bad past w. chars.

if needed i will post screenshots...do u need em? and of wut btw

Riddleboxx
10-21-2008, 08:51 PM
For this build the idea is to wear a Ber'd shako for Dr.....I took the one off my smiter and traded it with the one socketed with a Lo rune on my Sin.

I think the +5 max light res would go well with this build, do you?

Because if you invest the remainder of the points in resistances, you should end up well over 80% right? What is the max resist without spell enchantments?

And do you think +5 max resist is as viable as 8%DR?

LethalBarb
10-22-2008, 01:53 AM
http://i254.photobucket.com/albums/hh97/Sarath_Hammer/blockwithhs.jpg

http://i254.photobucket.com/albums/hh97/Sarath_Hammer/sheildwithouths-1.jpg

LethalBarb
10-23-2008, 05:11 AM
wow ive researched this and found out at lvl 99 for max block, i need 180 raw points into dex.

but idk if i shud do it though...cuz all the dins ive seen dont have so much dex. wut do u think i shud do :/

Riddleboxx
10-23-2008, 05:26 PM
wow ive researched this and found out at lvl 99 for max block, i need 180 raw points into dex.

but idk if i shud do it though...cuz all the dins ive seen dont have so much dex. wut do u think i shud do :/

I personally think the character is worthless without max block.

That's part of the Paladin defensive setup.

Chrashy
11-12-2008, 11:03 PM
Awesome guide!

thx a lot for sharing :-)

GoZuPk
12-19-2008, 10:44 PM
**** what a ****ing terrible hdin guide lolololol

have fun trying to kill anyone with this pos rofl

Omnicide
12-20-2008, 01:42 AM
**** what a ****ing terrible hdin guide lolololol

have fun trying to kill anyone with this pos roflBad troll is bad.

Immortal_Daemon
12-23-2008, 08:15 AM
**** what a ****ing terrible hdin guide lolololol

have fun trying to kill anyone with this pos rofl


Enjoy your incoming ban. http://www.diablo2.com/forum/images/smilies/biggrin.gif

SexdUp
02-24-2009, 08:00 AM
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.


Ugh.....
You do know there are wwsins with teleport?

Immortal_Daemon
03-04-2009, 06:33 AM
Ugh.....
You do know there are wwsins with teleport?

Yeah, of course. Anybody *could* have teleport.

If a WWsin is using an Enigma though, the ability to dish out damage would be severely weakened, so they still wouldn't pose much of a threat.

dainbramage
03-04-2009, 12:00 PM
Yeah, of course. Anybody *could* have teleport.

If a WWsin is using an Enigma though, the ability to dish out damage would be severely weakened, so they still wouldn't pose much of a threat.

ugh.

wrong wrong wrong wrong wrong



Sure, the WW'sin will still need 7-8 passes to kill the h-din, but they're also the most able to tank the h-din, and can lock them up with traps to make a pass actually safe. They're probably a HDin's second best counter behind a wind druid.

SexdUp
03-04-2009, 12:03 PM
ugh.

wrong wrong wrong wrong wrong



Sure, the WW'sin will still need 7-8 passes to kill the h-din, but they're also the most able to tank the h-din, and can lock them up with traps to make a pass actually safe. They're probably a HDin's second best counter behind a wind druid.

He's seriously underestimating the power of open wounds.

Omnicide
03-05-2009, 02:36 AM
I would think OW/Poison would be the main thing to worry about on the WW part of a WW sin. O_o;;;

SexdUp
03-05-2009, 03:37 AM
I would think OW/Poison would be the main thing to worry about on the WW part of a WW sin. O_o;;;

You can manage 3k on screen physical damage per claw on a physical ghost, with about 75% chance to proc DS.

Omnicide
03-05-2009, 04:46 PM
Yeah, but wouldn't that require a fort and ED/max focused gear or?

I'm talking your typical ghost....like as soon as someone identifies it as a ghost they should be thinking "hm....OW and poison...check."

SexdUp
03-05-2009, 07:16 PM
Yeah, but wouldn't that require a fort and ED/max focused gear or?

I'm talking your typical ghost....like as soon as someone identifies it as a ghost they should be thinking "hm....OW and poison...check."

No a physical orientated Ghost..fortghost and a ghost are two different things in their own. I'm talking a ghost that advocates using highlords and 3/20/20s over the standard shadow gcs and maras.

Omnicide
03-05-2009, 07:20 PM
To clarify my second statement.

I was just reiterating that when you see a ghost you think OW/poison. ._.

SexdUp
03-06-2009, 02:43 AM
To clarify my second statement.

I was just reiterating that when you see a ghost you think OW/poison. ._.

Idk man....seeing a Ghost isn't all that common on the public servers. Actually...I'm not even sure I've ran into one in a pub. There was definitely a few bad hybrids and what not, and a few wwsins....

Engineer
05-10-2009, 07:47 PM
i voted "no" as this guide didnt really help me, as i know everything about hammerdins.

although i will add a few things.

pvp mercernary

there is none, is there a reason for this?

also "Grief’s Venom is extremely powerful and can drain a dueler’s health almost instantly"
Joke or?

Immortal_Daemon
05-11-2009, 07:37 PM
i voted "no" as this guide didnt really help me, as i know everything about hammerdins.

although i will add a few things.

pvp mercernary

there is none, is there a reason for this?

also "Grief’s Venom is extremely powerful and can drain a dueler’s health almost instantly"
Joke or?



The fact that you have questions makes your previous statement an oxymoron.

Ignoring that, however...

PvP Merc and Grief are both bad-mannered, according to most.
Mercenaries are essentially another player and, with teleport, they can be extremely cheap since you can use them to stack on top of your enemy (just like summoners do).

As for a Grief, no that was not a joke. The damage on a Grief itself is going to kill you before the poison does, but if you manage to avoid that, the poison definitely doesn't help and it's extremely overpowered.

Engineer
05-12-2009, 03:23 AM
The fact that you have questions makes your previous statement an oxymoron.

Ignoring that, however...

PvP Merc and Grief are both bad-mannered, according to most.
Mercenaries are essentially another player and, with teleport, they can be extremely cheap since you can use them to stack on top of your enemy (just like summoners do).

As for a Grief, no that was not a joke. The damage on a Grief itself is going to kill you before the poison does, but if you manage to avoid that, the poison definitely doesn't help and it's extremely overpowered.

Hey, nice fail.

bm>gm

if poison from grief can kill you, remake.

Immortal_Daemon
05-12-2009, 09:26 PM
Hey, nice fail.

bm>gm

if poison from grief can kill you, remake.

Idiots are funny.
Normally I'm a pretty nice guy on this forum, but you deserve this for being a douche bag.

They call it "bad" mannered dueling for a reason: it's bad. Nobody likes it, except people who are cheating at the time.
Diablo 2 was made before PvP was a common thing in most games, so they didn't have much practice, and therefore it's a bit unbalanced. It's not their fault, they simply didn't have anything to compare it to.
That being said, some of the obvious flaws are the things that are designed to be "cool" by being overpowered. Obviously that causes PvP to be unbalanced.
Fighting in "good" mannered ways is a method of overcoming the faults of the game, and it's successful, for the most part.

All of that being said, there are various levels of being bad-mannered. Some people consider dupes bad-mannered, whereas others don't, for example.
If you're one of the people who does not, then a Grief is less of a problem. If you only use legit items, however, it can pose a problem. Either way, Venom and poison damage are generally considered bad-mannered regardless, since with certain weapons it can do extremely overpowered amounts of damage (such as using a Death's Web).

Thus, in conclusion, being killed by poison is not necessarily a weakness, but may be the game's fault, depending on the situation. Good-mannered fighting is a method of avoiding such problems. As a person who enjoys bad-mannered dueling, chances are you do not play via legit methods. That doesn't necessarily mean you use outright hacks, but if you can regularly survive against people who hack, you're definitely not as "good" mannered as some people would consider themselves.


Also, since you were a smartass to me:
http://i40.tinypic.com/2iw0j92.jpg
There was a time when you'd have been eaten alive on this forum for admitting to bad-mannered dueling. If you keep that **** up, don't be surprised to get banned.

Engineer
05-13-2009, 07:07 AM
I'm a moron.

Edit: Shut the **** up Engineer.

jchoi
05-25-2009, 12:25 AM
Why do hammerdins max out more than one aura? Can't you only active one aura at a time? And if concentration is the main hammerdin aura, what's the point of having vigor and blessed aim, etc? Also, what is this synergy everyone keeps talking about? Lastly, I find that 50 strength allows me to equip nothing! I have a Sigon set, but I only have 50 strength, so I can't use it... Sorry, I'm really new to this game, so I just wanted to clarify some noob questions.

PureChaos
05-25-2009, 02:08 AM
Synergy is when putting into another skill passively helps a totally different skill. So if you put some into Blessed hammer, and then some into Vigor, every point you put into Vigor passively adds 14% Damage per skill point added to Blessed hammer. Same thing for Blessed aim. If you hold your mouse of the skill Blessed Hammer in your skill tree, it will say something like this at the bottom:
Blessed hammer receives bonus from:
Vigor: 14% more Magic damage per level
Blessed aim: 14% more Magic damage per level.

This is why you max those out. And the reason for 50 strength only, is this is a plan for an end game character who probably has a Torch, and possibly Annihilus. And that is all you need to equip Mage Plate enigma, which also adds a bunch to strength, and helps you to equip your other gear.

Death_Krown
06-08-2009, 07:53 AM
i like this guide. im working on my pally right now. i hope you know your pally.

Belarathon
06-12-2009, 09:58 PM
A lot of stuff in this guide is extremely incorrect. There are some points that are matters of opinion (in which the opinions expressed in this guide aren't good ones) and other points are just purely incorrect fact.
Nice layout though!

Omnicide
06-13-2009, 04:54 PM
A lot of stuff in this guide is extremely incorrect. There are some points that are matters of opinion (in which the opinions expressed in this guide aren't good ones) and other points are just purely incorrect fact.
Nice layout though!And to think you don't really point out examples of this. Sounds like a matter of opinion to me.

DeMoN.
06-23-2009, 07:32 PM
Nice Guide ;)

Belarathon
06-26-2009, 12:26 AM
And to think you don't really point out examples of this. Sounds like a matter of opinion to me.

FoH's damage range being dependent on how far away from the enemy you're clicking is false. It's not opinion.
Much of the dueling strategies he has posted are ofc wrong, but that is opinion. You could follow them, but you'd die a lot that's all. At least those aren't blatant posting of incorrect facts.
It just sucks to think that the thousands of people who read this guide might actually believe 100% of it.

Omnicide
06-26-2009, 01:47 AM
I just wanted you to point out specific examples.

It's very easy for someone to come in and say something is wrong. It's another thing entirely to point out and explain how it's wrong.

I agree with you on your statements...just wanted you to point them out. It both helps the guide writer to correct it as well as people reading the post to keep an eye out for it.

Sleumas
07-07-2009, 09:01 PM
Thank you, ID, for creating such a specific and thorough guide. I am working on a hammerdin for the first time in a great while, and your guide gives solid suggestions and food for thought.