Friday, April 13, 2012

Korean's 1v7 PvP Hammerdin v2

[:1]Korean's 1v7 PvP Hammerdin v2

Introduction

Hey guys. I'm writing this mini guide because I see many people seeing this build as one capable of wiping out an entire public duel game, yet there are no guides to such Hammerdins on Dii. Decided it was better to post in PvP forum instead of Paladin, as it is purely dedicated for PvP environment.

Blessed Hammer is a truly insane skill. It allows room for items to be geared more pub-friendly and still maintain an awesome damage. This creates an extremely versatile Paladin who can take on multiple opponents at a time.

The idea of this Hammerdin is to have no strong weaknesses on ANY opponent you might face in a duel game. Not that it will own everyone, its just that no one will own you hard. They can't.

Stats

Strength - final 174

Dexterity - 75% CtB. Total Blocking = (Blocking * (Dexterity - 15)) / (Character Level * 2). Blocking = (Shield Blocking + HS Blocking)

Vitality - maximum

Skills

+20 Blessed Hammer

+20 Concentration

+20 Vigor

+20 Blessed Aim

+1 Holy Shield

+1 Charge

+rest Resist Lightning (start this last)

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+82 without Resist Lightning, add +7 prereqs, completed with 89 skill points.

Resist Lightning because for every 2 points you spend in RL, it increases your maximum LR by 1%. I view Meditation and Redemption not important, but if you're into any PvM with this guy, go ahead.

Equipment

If you can't afford a lot of the items I mention, then don't bother making such Paladin. Good old Hammerdin with just HoZ Shako Enigma etc. do okay themselves. Again, this build is for those who crave 1vMultiple dueler, and the price you pay is the costly items. There are probably cheaper options to make an equally effective hdin, but I do not list them because I haven't tried them.

I strongly recommend following my first named setups for each equipment parts.

Helm - Ber Ber Crown of Ages

others: Ber Shako, 2/20 Pal Circlet

Armor - Enigma (nothing higher than Archon, use Light type)

Weapon - 30% LR / 7% FHR or 40% LR Jewel'd Wizardspike

others: Heart of the Oak

Shield - high base res 35% Sacred Targe Spirit

others: high base res 35% paladin Spirit

Belt - Arachnid Spider

others: TGods, "BBelt", Verdungoes

Amulet - Mara's

others: fcr/+skills/res/stats/whatever rare

Ring #1 - Wisp

Ring #2 - Ravenfrost

others: fcr/res/stats/whatever rares, BK

Glove - Trang's

others: Magefist, Bloodfist

Boots - res/stats/fhr/whatever rare

others: Trek's, Waterwalk, Hotspurs

Switch - Call to Arms / Spirit

Stash - Grief Berserker

Charms - enough pcomb's to reach 10K+ Hammers, then rest all vita sc's. Better if Shimmering prefix as well. Anni / Torch.

1) Whatever you wear, 125% FCR (9frm) and 86% FHR (4frm) is a must.

2) Some like it fine with 9, but I can't stand Hammers weaker than 10K. If you can afford good lifer pcombs, then go up to 12~13.

3) Wizardspike > HoTo, the extra resists stack is needed when there's a high chance one of your opponents may have a Conviction out. One is all it takes. The extra fcr allows flexibility for rings.

4) Ravenfrost for CBF. You cannot desynch good if you're cold.

5) Wisp for permanent L sorb and to cast Oak, because you don't use HoTo.

6) If you can find any really nice 10~20% fcr paly ammy, then by means go for it. It may allow you to use HoTo comfortably or switch out Spiders.

7) Remember any damage lost on equipment setup will force you to lose spaces of valuable inventory for pcombs. Must balance between damage/tankage. This is why I think its useful if I give you guys a minimum damage limit, and try to go for most tankage while following the limit.

8) Be smart. I can't possibly list the full gear setup of each possible item combination, but for example if you decide to use a 2/20/xx amulet, then realize you may switch out Spider for say, a TGods. You shall be lightning immune.

9) Understand that right now, my first recommended gear choices are very optimal. Change anything, then change the rest to make them work for the changed item.

General Dueling Methods

Well... this is one of the harder builds to master. No matter how good the build is, it must be backed with skills to kill multiple opponents.

Ugh.. too much builds to think about. I'm just going to put most challenging duels as a Hammerdin that you'll face a lot in pub. Of course there are lots of other ways to counter a build, especially when the opponent's skill / tactic is in question, but I'm just gonna use mainstream tactics here atm.

BvC - Their main tactic is to pressure you with Widow and frustrate you with Leap, so you'll make a false tele and eat a WW or two as you land near em. They seem to like Fort vs. us, but I'm glad when they don't use Enigma. Those without tele have a much harder time getting out of hammerfields around them.

Cast oak. Don't get scared by Widow, they do hurt but you can tank em quiet a bit. Desynch around the barb, laying a Hammer occasionally as you go around him. He should be well within your screen. Don't get too close or he'll WW. Prepare to be continuously KB'd, regain your momentum and continue setting hammers around him. Then inch a bit closer, just out his range and spam hammers. He shall run, most likely into a field of hammers.

Windy - Truly hard. Defensive ones > you because of Tornado's range + speed, offensive ones > you because of minionstack jump.

Make them chase you, only dimwits will stand in a place long enough to allow any sort of hammertrap. Do not give them a nl tele, or by then you're somewhere else. Desynch around with Hammers here and there. Don't go far in any direction, your goal is to have a screen full of hammers so when Druid tries to come in screen, minions will get wrecked. If he's being real cautious to approach you, then let him be. Though nades got more range, your hammers will kill stray minion or two. Once couple of his minions are down, you may try going offensive and desynch really close around him. Its better you do this when he tele's out somewhere to resummon. Do not ever namelock a Windy, unless you're sure you got him delay nl and sure that he's busy casting oak.

ES FB - Extreme range. They will most likely go out really far, spam, and then go out far again. Hotspurs should significantly make their damage tolerable, but they can tank couple hammers as well.

First, oak is pretty uesless, along with all minionstacks vs. FB. There are 2 types of FB's, ones that stay really far back allowing you to get some really nice desynch + nl tele + hammerkill, or ones that stay right in your screen for better FB aim forcing you to lay hammerfields and hope couple strays hit em.

Bonenec - These guys are buggers. A real intense one would decrep and wall the playing field to stop desynch telestomp.

Cast oak. Normally, most pub necs don't go far enough to decrep nor wall vs. hdins. Thank god, because a paly resorting to tele for only mobility against massive assault of spear/spirit is a bad bad thing. Like FB, 2 types. Ones that get in your face and don't. Use the same tactics vs. the chickens who spam and tele far out as you did with FB. You cannot lay a successful hammertrap even if they're right by you, because nec will forcefully chase you like a dog. What I do is pretend I'm a good dog, be chased around for couple screens, then bite his face in with delay nl tele hammer kill him. Helpful if you cast oak right before.

These are simply my views on how to handle these builds, please give me some better tactics if you know. Those chars are all a tough duel for a Hammerdin, and very popular in pub.

Couple things I'm just going to say briefly;

1) Don't be afraid to chug blues, and purples if you will. Juvies + Akara kisses work wonderfully on this build.

2) Grief Charge / Smite is effective against FoHers, Trappers, Windies, Bowers, etc. Most of them you will get better as you practice various Hammer skills.

3) Desynching, lagging your location in the server with Vigor + Charge, should be your main mobility tactic.

*This is merely a v2 of mini mini hdin guide. I will soon post updated versions focusing more on dueling methods vs. wide variety of possible opponents. Any input about anything will be greatly appreciated.|||Very good guide, Now that you made it my javazon is screwed =P|||Awesome guide... the proposal and run away plan still stand, dennis.|||The hdin vs windy issue.

Be sure to nl a windy that just lost his doggies.

Whenever a windy teles away to recast, at least make an attempt to hammer his butt.

50dr/ 86fhr is a must IMHO - you already pointed out the needed breakpoints though.

Nice guide.|||It seems like a very good build to me, but I have a few questions about the item and skill choices.

These items seem to be amazing for dueling elementalists. You would have about 100 resist stacked over lightning with the aura on. However, it seems like you would be more susceptible against melee. Since you only put 1 point into holy shield, it seems like it would be very easy for most melee to hit you. Also, your hammer damage is a tad low, for some of the tanking type builds.

Your desync should be able to beat most pubbies, because many cannot read desync. However, when going up against a zealot who can read desync, or something of the sort, what do you do to beat them. I'm just wondering.|||no hdin should ever lose to a zealot lol.|||Quote:








It seems like a very good build to me, but I have a few questions about the item and skill choices.

These items seem to be amazing for dueling elementalists. You would have about 100 resist stacked over lightning with the aura on. However, it seems like you would be more susceptible against melee. Since you only put 1 point into holy shield, it seems like it would be very easy for most melee to hit you. Also, your hammer damage is a tad low, for some of the tanking type builds.

Your desync should be able to beat most pubbies, because many cannot read desync. However, when going up against a zealot who can read desync, or something of the sort, what do you do to beat them. I'm just wondering.




You grab a non existent hammer, bless it, and smack his face in.

Just make fields for a zealot. He'll have to come near, sometime.|||Quote:




You would have about 100 resist stacked over lightning with the aura on. However, it seems like you would be more susceptible against melee.




Don't forget a foher (that 100 stacked res is merely 0 res in hell), being able to dish out 1500 pvp damage to the hammerdin, essentially crippling him in only 2 shots (which btw takes a whole of 2 seconds), with a third pretty much killing him (dunno many hdins that have more than 4500 life with own bo and no oak)|||Quote:








Don't forget a foher (that 100 stacked res is merely 0 res in hell), being able to dish out 1500 pvp damage to the hammerdin, essentially crippling him in only 2 shots (which btw takes a whole of 2 seconds), with a third pretty much killing him (dunno many hdins that have more than 4500 life with own bo and no oak)




When he says over 100 stack, he means 100 to counter hell, 75 - 95 regular, and at least 100 more on top of that to help concel out conviction. It is very easy to stack this much without losing effectiveness with this build.|||Quote:




When he says over 100 stack, he means 100 to counter hell, 75 - 95 regular, and at least 100 more on top of that




I know what he said. With 100 stacked res past the max of 75 in hell means he has 275 in total. Considering conviction + facets reduce res by 200, means he has 75 res in total (and it hell that would be -25).

I know you can easily stack lite res to nulify a foher completely, but in this case he's not even close w/o some gear changes (kira, etc)

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