Friday, April 13, 2012

New Hammerdin Help/Q's~

[:1]Hey guys, been away from D2 for quite some time and decided to finally come back!

So recently I've managed to deck out a hammerdin, not the best but more than sufficient I think. I've been frustrated however at my performance in a lot of PvP match ups, to the point I decided to make register on these forums and SOS for some help/advice.

Here are the issues I'm having:

1. ::Windy:: druids and ridiculously difficult for me to deal with. My friend plays one and I can hardly beat him. The usual scenario is that he'll get defensive and I'll try to bust in but I can't seem to aim my hammers right when I nl tele on top of him. Doesn't help that tornado is faster than my hammers. Only when for me to win is by forcing him to jump at me (which happens when we're both tired of dancing around each other 2-3 screens apart).

2. ::Experiences Windy's:: seem to wreck me fast and hard. I don't understand how some people can nl tele on top of me so fast, especially when they've just tele'd from 2-3 screens away. I suspect some kind of modding/illegal activity but I know I'm also unfit to judge with my lack of skill/experience.

3. ::Casters (Necro + Sorcs):: are really annoying and very hard to beat when they are constantly kiting. When I attempt to nl tele them I can't seem to hammer them fast enough before they tele away. In these situations bone necro's are especially hard to deal with since they just run and homing missle me to death.

A lot of the other builds and classes I feel like I can deal with well enough, most of the time anyways. What are some things I can do to improve my game play? I've read hammerdins are supposed to be cheesy and easy, thus all the complaints about them. My experience, on the other hand, says different. I'm not asking for a easy I win button, but I do want to improve my gameplay before I jump classes just because I suck with this particular one. I've read a lot of the other posts and etc. but I can't seem to pull it off the way they're described. For example, against my friend's (the Windy druid) minion stack, I tele around him laying hammers (to hit stray summons), then proceed to try and telestomp him but get tornado'd in the face when I move in. I also don't see laying hammerfield traps working for me as everyone seems to run away from the general area.

Admittedly, I haven't got around to learning the charge + vigor desync (and is this gamey? just wondering). I'm having a hard time juggling 5 skills (6 to namelock with unsummon) in conjunction (especially aura switching), though I'm sure I could get around it with enough practice. But is desync'ing and laying invisible hammers necessary to be a competent hdin?

At the level I'm playing right now I feel terrible since hdins are supposed to be easy. Regardless of how bad I must be though, I'm willing to work at getting better. With that in mind, I'm hoping someone could throw me a couple tips or point out some of the things I missed forum browsing here. Thanks in advance guys~

Edit: Sorry for the long post ><|||Quote:








But is desync'ing and laying invisible hammers necessary to be a competent hdin?




I'll go ahead and say yes, chargeing around should actually be your main means of travel.

That said there's still builds that directly counter a hdin so don't expect a good win/loss ratio even if your skills improve. Above all windys and ES sorceresses can be near impossible to deal with.|||You could consider using a grief PB vs some of those hard opponents. Bowzons which you didn't mention can kite just as well, if not better than pnb necros but using charge on a zon that's running is usually a hit or it'll send her into dodge animation so you can smite her lowish hp away. Similar scenario with sorceress but for ES sorc and sorc with block/dr I think it's better to stick to the normal hoto or wizzy for 125 fcr as physical damage is terrible vs ES/block+dr. Also it's not a good idea to use grief vs bone necro because first the golem slows you so your smite won't be effective and you have to get past a strong bone armor with one point charge/smite damage. To hit them you'll just have to teleport ahead of their running path and catch him with hammers there. Against wind druid my strategy was to make an overlapping hammer field, which means you cast 2-3 hammers then move a few steps and cast 2-3 more then repeat. The goal is to have the hammer paths overlapping so when the druid teleports in he's hit by few hammers at once destroying half of his minion stack. Then you will have an easier time with NL to smite him out of his minions hopefully into other hammers floating around.

Wow that turned out hella long lol gl hf they're still tough no matter what justt how it is.|||I'm managing a little better with charge desync'ing after having altered my hot keys. I'm not really sure if I'm doing it right though; is there a way to know if I am desync'ing right?

Oh and, how do I utilize desync'ing to break defensive druids/hammerdins? I know chasing is suicide but sometimes trapping seems near impossible. And thanks for the help thus far guys. |||why namelock tele stomp a windy? you're asking for trouble. all he needs to do is spam nados upwards. one way to beat windys is to stack your hammer fields. and by that, i mean playing defensively and covering a small area with hammers.

if your friend's windy is being over-defensive, just remember that two can play the game. just be very defensive as well. you're a pally. you automatically win attrition battles especially if you flip on cleansing every chance you get.

the whole objective of the exercise is to lure the windy into a bad stomp while you're in your stacked hammer field. the hammers should remove a large chunk of his minions, making it easier for subsequent hammers to land. or if you're feeling up to the challenge, you can smite the windy when he tele stomps you, knocking him out of his minion stack and exposed to your hammers.

not easy, but when you pull it off, you feel like a boss.

and of course, maintain max dr against a windy, that goes without saying. coa is your best friend.|||First of all.You need to master your character (namelocks / chainlocks).Practice and practice.

You shouldnt feel bad by losing to a wind druid (worst hdin enemy along with bone necro).

The key vs druid is to kill his zoo as fast as you can.At some point he will fall back to recast.Thats your time to telestomp and kill him.Laying hammers and hoping the druid will get damaged is dumb.No decent pvp'er will follow a hammerdin.Also u must make sure you reach 50 % damage reduction and 86 fhr breakpoint.In case u get locked by his tornados.Dont try to teleport , just wsg (switch weapons) and run away.You stand a good chance by not dying on the first stomp.

Vs necromancer....again , practice and practice.Bad necros will spam spirits and try to stay away.Teleport in zig-zag , namelock , and telestomp.Should be dead in no time

Vs the good ones is much more difficult.They will use their frw , run south , snipe you with spear.Hammerdins have a blind spot where hammers wont hit and good players know how to abuse it.A skilled necro > hdin anytime.

Practice more and u'll realise how overpowered a hammerdin really is.Insane defence for caster , easy to stack res , easy to absorb , easy to sync , easy to get maxblock.

If u ask me , drop the hammerdin and get a real pvp char where some skill is required.|||Yea, I'm starting to feel that minus the really good/modding*hacking druids and necro's, I find most others easy to deal with. And I'm actually all ears if you have a suggestion for a 2nd pvp char. ^^|||Quote:








First of all.You need to master your character (namelocks / chainlocks).Practice and practice.

You shouldnt feel bad by losing to a wind druid (worst hdin enemy along with bone necro).

The key vs druid is to kill his zoo as fast as you can.At some point he will fall back to recast.Thats your time to telestomp and kill him.Laying hammers and hoping the druid will get damaged is dumb.No decent pvp'er will follow a hammerdin.Also u must make sure you reach 50 % damage reduction and 86 fhr breakpoint.In case u get locked by his tornados.Dont try to teleport , just wsg (switch weapons) and run away.You stand a good chance by not dying on the first stomp.

Vs necromancer....again , practice and practice.Bad necros will spam spirits and try to stay away.Teleport in zig-zag , namelock , and telestomp.Should be dead in no time

Vs the good ones is much more difficult.They will use their frw , run south , snipe you with spear.Hammerdins have a blind spot where hammers wont hit and good players know how to abuse it.A skilled necro > hdin anytime.

Practice more and u'll realise how overpowered a hammerdin really is.Insane defence for caster , easy to stack res , easy to absorb , easy to sync , easy to get maxblock.

If u ask me , drop the hammerdin and get a real pvp char where some skill is required.




you can't kill a windy's zoo fast with a hammerdin unless he does something stupid like tele stomp you in stacked hammer fields. and tele-stomping a windy is always a gamble. if the windy doesn't panic and proceeds to upspam in anticipation, you're screwed. which is why hammer vs windy is one of the most boring match ups to watch and duel in. it's seriously just 2 defensive chars waiting for the other guy to make a blunder: the windy has to pounce when the hammerdin cocks up his hammer stack, and the hammerdin has to wait for the windy to **** up and jump into a hammer stack.

meh.

easeme: if you fancy mashing keys like a person with down's on a piano, you can try a sin. or be imba and just play a nec lol.|||If you mash keys, you'll never get a kill with a sin. If you want a char with next to zero skill comprehension, Hdin is indeed top.|||Quote:








If you mash keys, you'll never get a kill with a sin. If you want a char with next to zero skill comprehension, Hdin is indeed top.




Sass I've always liked your replys 100% agree

No comments:

Post a Comment