Dedicated Hammerdin Guide i checked into the old guides and saw that they are a bit outdated. then i saw the guide wutang posted (which was good for a first shot imo) but it got locked so i guess i should give it a shot since im pretty knowledgeable with hammerdins. NOTE THE GUIDE IS NOT DONE. STILL NEED TO ADD PVP SECTION (which is actually the main part but i just want to get feedback on my layout and etc. ennnnnnnnjoy~ My background: hello my name is dkay (or dk as some call) and although Iâ€™m retired from d2, I feel that I have played hammerdins long enough to give out a guide. This guide is for those who wish to make a dedicated hammerdin (by dedicated I mean you are willing to invest a lot of runes or valuables to make a good character) Iâ€™ve made over 6 hammerdins over the period of my .10 days, Iâ€™ve experimented with hammerdin varients as well such as vanquishers and mages which are also very sucessful builds in my opinion. But this guide is for the players who wish to PvP with a "pure" hammerdin. Hereâ€™s my first shot at a guide so flame/comment on it as much as you want. Disclaimer: Anything I mention in my PvP section is from my own experience, of course everyone has their own opinions. You will also get flamed a lot in pub duels simply because many people believe hammerdins are "cheap" builds, and they are right; if hammerdins are played correctly, they have a good chance to beat any build. Start: Just to clear up any number crunching problems. Here is the fcr and fhr breakpoints: Faster Cast Rate: 0% fcr - 15 frames 9% fcr - 14 frames 18% fcr - 13 frames 30% fcr - 12 frames 48% fcr - 11 frames 75% fcr - 10 frames 125% fcr - 9 frames Fast Hit Recovery: 0% fhr - 9 frames 7% fhr - 8 frames 15% fhr - 7 frames 27% fhr - 6 frames 48% fhr - 5 frames 86% fhr - 4 frames 200% fhr - 3 frames Since this is a PvP guide instead of a PvM, I will not go indepth to the level methods. what I did was power level. if any of you do not know what power leveling is, it is a way to get to high levels real quick with the help of a second party: 1. Get rushed to hell after you make a new character. 2. Tristram run from levels 1-14ish~ ** 3. Tomb run to level 14-20. ** 4. Normal cow runs from level 20-24. ** 5. Normal ancients. level 25. 6. Skip normal baal and go straight to pub game nightmare cow games. level 25-39. ** 7. Nightmare ancients. level 40. 8. Nightmare baal to level 59. 9. Hell ancients. level 60. 10. Hell baal runs until desired level. **: have a friend enchant and use Ravenclaw unique Long Bow. Note: as a pure hammerdin, you really do not need to level past low 80's, BUT since this is for PvP I suggest you level your character to low 90's at least. Why? Because the higher level you are, the harder it is for enemies to hit you, this is important against barbs and zealers etc. Stats: I suggest you save all your stat points until you are at least level 70, this way you can distribute stats accordingly with the help of Annhilus charm. Strength: Many hammerdins go base strength, but I like to use Crown of Ages in some duels so I invested about 20 total. Investing SOME strength actually opens up more options for other items so donâ€™t worry if you sink 10-20 into strength, it is only an equivilance to a loss of 110ish~ life after battle orders. Dexterity: Add this accordingly. Keep sinking points in here until you hit 75% block WITH HOLYSHIELD. Vita: Sink as much as possible. Hammerdins must be tanks because some strategies in PvP require you to take some hits. Energy: none of course you can easily hit over 1000 mana with none in energy. Skills: The skills that you invest are pretty straight forward: -20 Hammers -20 Vigor -20 Blessed aim -20 Concentration Important 1 point wonders: -1 Meditation -1 Holyshield -1 Charge Hammers: this is of course your main attack and defensive skill. Many people say that hammers are only a defensive skill so that they suck, but if played correctly, you can use this as an offensive skill as well. You will also have charge as a backup skill so you will always have SOME sort of attack at all times. Vigor: This is your mobility skill, if you have this aura on while your charge, you go very fast. If you do vigor + charge long enough in a public game, you will "desync." which you can use as an advantage against other players What is "desync"? "Desync" or "desynchronize," is where your movements are so quick that you appear in areas you are not (on the enemyâ€™s screen). This confuses people and opens opportunities for you to attack. Note that other characters can desync as well, so your not the only one with this capability. Blessed aim: This is just a synergy of hammer so max this for more hammer damage. You can also use this when you charge with an offensive weapon, such as â€˜doomâ€™ Berserker Axe or â€˜ebotdâ€™ Berserker Axe, giving you more attack rating. Concentration: The only aura that boosts your hammer damage, this is important to max since it will raise your hammer damage significantly, it can also be mixed with charge to deal massive damage. Meditation: This skill is somewhat overlooked, but even with 1 point, this skill can regenerate your mana by 500%. my own hammerdin has over 1000 mana, but still burns faster than I can regenerate, thats when I switch to this aura and regenerate to full mana in mere seconds. It also regenerates your life based on the number of + skill items you have. Holy Shield: Tthis is a must for hammerdins, I have seen many hammerdins that never utilize Holy Shield, of course they quickly fall to zealots and barbs. This will save you stat points so you donâ€™t have to invest as much into dexterity, which in turn means more life. If you invest more into this skill, you are doing it for more defense, since Holy Shield has diminishing returns. Charge: Mobility and offensive attack. If you are the type that loves to make quick and violent movements, this is your skill. Even with just 1 point, you have the potential to do 8000+ damage with EBOTD Berserker Axe. It also allows you to escape stunlocks (which trapsins do) and projectiles that caster classes may shoot at you. What do I do with my remaining points? Good question, after you level towards 83-85, you will have some skill points left over. Where you invest it, its up to you. I, personally invested the rest of my points into holy shield for more defense. Here are some skills you can sink your remaining into: -Holyshield -Charge -Meditation -Holy freeze Againâ€¦really, itâ€™s up to you. Items: Important note that there are some requirements you will want to meet when choosing your items, here are some: -At LEAST 75% fcr -At least 20% dr -At least 5 frame fhr (which is 48% fhr) Helm: -Shako -Crown of Ages -2/20/2 circlet Shako is the "overall" helm for most hammerdins. With shako you gain life/mana which is good for all casters, the +2 all skills will raise your damage and life (higher bo level). It also tops you off with 10% damage reduction, which is crucial against physical damage dealing classes. Crown of Ages should only be used for it's damage reduction. Double Ber it and you can achieve high damage reduction. The resistance and fhr is also very useful. Be careful about its steep strength requirement. I had some very good gear so I was able to wear this without investing too much strength. 2/20/2 circlet should only be used when you want to achieve the hammerdin's 125% faster cast rate breakpoint. It will allow you to cast hammers and teleport faster. This helm is very expensive but it is also shoppable, so start saving your gold since itâ€™s rare. Amulet: -Maras -Rare -Crafted -Highlords Maras gives you stats/skills/resistance.. enough said. Rares can actually spawn very good mods. aim for mods which include: -2 to pally skills -stats -resistance -life/mana Crafted amulets can actually get VERY godly. aim for ones with faster cast rate. of course getting lucky is the hard part. i actually crafted a pally ammy with these mods: -1 pally skills -20% fcr -20 strength -some mana and life Highlords is a very good amulet. it comes with 1 to all skills and lighting resist. of course the main reason I included this is when you feel like charging with an offensive weapon. It comes with deadly strike based on your character level, which basically means, it will double your damage. Armor: -Enigma -Viper Magi The only real choice here to be a competitive player is Enigma. Preferably in a light armor with very low strength requirements. Donâ€™t aim for archon plates because the strength requirement exceeds 100. Aim for mage plate/breast plate/ light plate. Gloves: -Trang gloves -Bloodfists -Magefists From my experience, I loved having both Trang glove and Bloodfists on my pally. I switched off accordingly. If you have at least 75% fcr, I suggest you use Bloodfist for its life and fhr. If you are desperate for fcr, use trang gloves for the resist. Magefists arenâ€™t that great for this build since mana regen is useless (youâ€™ve got meditation) Shield: -HoZ -Stormshield I think HoZ is the best shield for PvP. EVERY mod on it is desirable and I really donâ€™t see why anyone would use anything else. I know its cookie cutter but its just too good to pass up. You will only use Stormshield if you are desperate for damage reduction. Weapon: -Wizspike -Hoto -EBOTD zerk -DOOM zerk -Eth razors edge -Anything with massive damage -â€˜Spiritâ€™ crystal sword Wizspike in my opinion is one of the greatest caster weapons alive. Every mod on it is just screaming caster. Hoto or Heart of the Oak is a runeword that requires a Vex rune to make. Be sure you make this in a flail class, for it only activates when itâ€™s in a flail class. It is definitely worth the hi rune though. Every mod including the oak summon is invaluable for PvP (ill go into details later) THE HOTO VRS WIZ DEBATE: Which is better? Its really up to you. I personally switched from Hoto and Wizardspike. I used Wizardspike when I dueled sorcs and casters with - resist gear or skills. (Blizz sorcs and some really, decked out Fohers) but when I dueled barbs and necros, I used Hoto so I can get quick 1 hit kills (good necros average around 2200-2400 life, with 13-14k hammers you can get 1 hit kills). If you decide to switch between the two like I did, you HAVE to Ko the Wizardspike or put a 15/9 jewel (15 resistance 9 Dex) so that you can make up for the loss of Dex that Hoto provides. All other high-powered weapons are used for specific duels. I will go indepth in the PvP section. Spirit is a RW I never used because I never joined ladder, but the mods on it are well suited for casters. It is definitely a weapon to consider. Weapon switch: -CTA: â€˜Call to Armsâ€™ -â€˜Spiritâ€™/Lidless For switch you will need a call to arms runeword and a â€˜Spiritâ€™/Lidess, this will boost your life significantly, and it is the key if you want to exceed 4000 life. Try getting a â€˜Spiritâ€™, if you are not on ladder, use Lidless. Rings: -Sojs -Bk (Bul Kathos Wedding Band) -Rare -Crafted All the rings are used to boost your already powerful hammerdin with more power. Sojs provide mana and skill, Bk does the same except with life. I prefer Soj over Bk though. My pally used duped rare rings but you can find godly rare rings as well. Aim for the following mods: -10% fcr (crucial, if you donâ€™t have this, stick with sojs) -Resistance -Stats -Mana -Life Rare and crafted rings are used when you are struggling for fcr. Usually hitting 75% fcr is easy, hitting 125% fcr is hard, this is where the rings come in handy. My own hammerdin had 1 soj and 1 fcr ring. Belt: -Arach -Rare Any belt with fcr and other mods is good. I prefer Arachnids, since it is easiest to obtain and it comes with 1 to all skills and 20% fcr which leaves you with more flexibility. if you can find a crafted belt with godly mods, Iâ€™m jealous and I suggest you use that instead. Some mods to look for on a crafted belt: -15+ faster cast rate -Faster hit recovery -Life -Mana -Resist -Stats Boots: -Rares -Waterwalks -Threads of cton Rare boots can spawn some very good mods. of course that was in .08 patch >< I personally used duped rare boots that provided strength/massive resistance/fhr. If you are really against dupes, I suggest waterwalks for the dex and life boost. With perfect Waterwalks, you can add up to an equivalence of over 180 life after bo. Setups: This is a list of setups that I have experimented with, and found ideal: For overall Pub game- -Ber'd shako -Hoto flail -Enigma light plate -Soj -Rare ring with fcr/resist/stats/life/mana -Trang glove -Arach mesh -Berâ€™d HoZ -6+ bo cta -â€˜Spiritâ€™/lidless The 125 fcr Setup (many people believe this is a must, but I think you can kill even â€œproâ€ players with 75.. Iâ€™ve done it many times.) -2/20/2 circ- I would SERIOUSLY consider double bering this. Almost everyone double shaels but I think that any hammerdin can get by with 48% fhr and vigor + charge. Note that my hammerdin has never been in complete stunlock except once when I had 2 trappers + boneprison on me. -Hoto flail -Enigma light plate -x2 fcr with resist/stats/life/mana -Trang glove -Arach Mesh -Rare boots with stats/fhr/resist -Crafted pally ammy with at least 5% fcr and resist/stats/life/mana -6+ bo cta -â€˜Spiritâ€™/lidless If you have a crafted pally ammy with 15+% fcr, you can switch a ring for soj for more damage. NOTE: Again, it is NOT nessesary for 125% fcr and you can be real competitive with 75% fcr. Personally, I kept a 2/20/2 circlet in my stash against other hammerdins, , and necros, but against other builds, I believe you can get by with 75% and the life/mana/dr shako provides. Charms: Now this is another debatable issue, to get pally combats with life or to not. Pally combats on nL west go for about 40+ high runes each. Ive always had enough runes and items to fully deck out my hammerdin with 40+ lifers but in the end. I stuck with 5 pally combats with 35+ life, and the rest of my charms being 20/11 resist small charms. The loss is 2-3k worth of hammer damage. The gain 100 more to life (even more if you werenâ€™t planning to use 40+ lifers) and super stacked resist. If you fill up your inventory with 5 pally combats, you keep high damage (you seriously can kill anything with 13k hammers) and you buy 20/11 resist small charms, your hammerdin will be ready for any high life character AND characters that have the nasty â€œ â€“ resistâ€ skills and items. Again, whether you go with pure combats or some, itâ€™s totally up to you, I just like to have my hammerdin more well rounded. Stash: The stash will hold some nessesary items and some items that you can use for fun. Necessary gear: -Hotspurs -Nokazan -Extra soj -WizardSpike if main weap is Hoto, Hoto if main weap is wizardspike -2 Raven Frosts -Thunder Gods -Ebotd zerk OR Doom zerk -White sacred targe with inherent 45+ resist, socket with 4 perfect sapphires. (Reason I didnâ€™t include one with 4 p topaz is because I had so much stacked resist from my 20/11 charms that I had max resist against decked out Fohers) more to add: -advice given from the public so give feedback, good or bad. -pvp section hahahahah. -credits (so far giving credit to rags FAQS for fcr and fhr chart.