Chaos Empire D2 + LOD Mod
Computer-Games => International Support => Topic started by: arcadians on May 23, 2005, 01:41:35 pm
-
Are hammerdins any good i noticed in the new update that they got a knock back and slow monster effect are they good characters once more or would i be wasting my time making one?
-
"wasting time" is always relative :P
i think nearly nobody possesses a hammadin right now so you just have to try out if the update did improve him so he is playable :)
-
k il start one today and il post results and mayby a guid if its succesfull wish me luck 8)
and once more this is so not right --------> :3some:
-
well i AM the hammerdin but asia realm is not up to date yet so i can't try the new hammers XD
cu on 7.58 XD
-
What hirling would be best i was thinking an act 2 one and give him the right gear so he has several auros
also what does the rain rw give u know?
-
the only aura working on the hammer is concentration and that do you have as a hammadin, so i think an a3 or a1 merc would be the best :)
-
Only if u dont need a Blocker.
And I think u will need one.
Hammerdin is a Caster but has to Stand in the Middle of the Enemies to do much Dam.
The Problem is that he doesn't leech like Melee Chars.
So i think a Blocker (A2 or A5 Merc) is needed to make him receive not too much Damage.
-
Then would an act 3 not be better then i would have firepower to back me up and the hammers have slow effect and knockback so would this not work out?
-
i think now with knockback u dont need a blocker anymore, i would take the act 1 rouge because she knocks the death-archers away, they are ur hardest enemy i woudl say
-
I use a fire-arrow rogue for my skelliemancer, and in act one, Hell, I'm tempted to replace her.
The Immolation Arrow (Napalm Hose) prevents me from seeing anything in her area of effect. And the fire area damage is rather small compared to hell monster life. I equipped the Rogue to do elemental damage since my skellies take out anything that isn't physical-immune. However, even with a weapon that has 200-300 fire and 200-300 cold damage plus 3 Zods plus her immolation Arrow effect, she is a very slow killer.
Her sanctuary aura is helpful, but the skellies would be more helped by Defiance or Might. I hoped the Aura would do significant damage but things aren't that way. Even with a ring giving +15 to sanctuary and +5 all skills in other items, her aura damage is very small.
Using a Rogue to help a Hammerdin... I'd think an act5 barb would be the best blocker. I'd give him FRW (Mr Sulu, go to warp factor 4) and crushing blow equipment so only Immune to Physical/Immune to Magic monsters are a bother, for that the pally needs a second attack method (Vengeance/Fanaticism since in Hell the barb supplies Conviction)
-
but a hammadin need no block cause he knocks back... just give ur rouge an fathsjavelin (or ice-bow) then many cb and equip for good resis, then dont hire an fire rouge, use an ice rouge for frezee
-
Crushing Blow Equip doesnt help against Phys Immunes. It is PHys dam too.
-
he didnt say crushing blow dealed with physical immuns he said that the only thing to worry about was physical and magic immunes
-
well i started yet another new char barbarian lvl 9 feed up of it already
dam my short attention spam
il get back onto the hammerdin and see if its lethal or not
-
I have a level 81 hammerdins and he still sucks. The knockback is nice but I dont really notice any slowing of the monsters.