WvX_leader said:99% of the time
V/T > Hammerdin
Again I have to agree with the alien on this one. I was playing in temple the other day and I barely used charge on my liberator. I only used charge to provoke them to the hammer field but even then vigor/charge/hammer was enough the majority of the time. I mean the strategy is quite simple to use vs V/T. You negate foh thus forcing them to smite only and that is where the hammerdin variant shines. You never let them get to you from SW direction thus why vigor/charge meditation/charge is such a vital strategy to use.fugitive alien2 said:omg, that's silly.
if you're talking about most pub hammerdins, yes, but most 1.10 pub hammerdins suck because they are built for pure hammer damage. most have no foh at all and are vulnerable to foh, have relatively poor defense, have no clue how and when to use HF, and have no clue how to use shift-charge to avoid or get out of charge or smite lock.
given equal skill a v/t vs. a well-built mage is a pretty even matchup.
and a good hammerdin doesn't leave blind spots.
have a nice day. :thumbsup:
SH light facet jewels aren't going to make a big difference in temple in my opinion. I only have 18 dr when dueling with caster switch with HoZ on. I can basically negate all foh just by switching to a 4 ptopaz shield. Also on top of that you have the -150 cap of conviction pvp which doesn't help either.strength_honor said:I would say it all depends how your V/T is built
going for Max FOH max HS instead of max smite and using Lightning Facet Jewels can be painful for a Hammerdin Variant.
Just use Redeemer or Iron Ward to boost the Smite dmg and play ultra defensive
Load up on the Open Wound/Crushing Blow
Just remember: to beat a Hammerdin you need to play flawlessly, the hammerdin only need to hit you once to gain a upper hand in this duel.
I concur. :thanks:WvX_leader said:I said that from my PERSONAL experience... I wasnt talking ****. If your char can take me down or if you dissagree too bad...
Most hammerdins dont go through the throuble to negate conviction. Most think [GOGO MAX DAMAGE GOGO!!!]
95% thats little bit too much don't you think? If the skill set the same and well as gear then hammerdin>v/t. 1.09 it was different but since 1.10 v/t making a misktake is less forgiving. My liberator has over 8k hammers and it only took 3 hammers to kill 2700hp v/t. At least that is what he claimed his hp was.Mr.Glasscock said:You need some mad skills to kill a v/t with a max dmg hammerdin. If the hammerdin isn't all hammers then the hammers will be weaker, and so the v/t can make even more mistakes, and win yet again. All the v/t has to do is be defensive, and 95% they will win. Even against the best hammers, just stay back and charge only to get em outa their casting rhythm.
A good hammerdin doesnt leave any blindspots, but a good v/t will force him to leave blindspots.
You can say the same about V/T's. My V/T relies heavy on charge for almost all.Evanta said:Pure Hammer pally is not a good PvP build IMHO though. The ones that seem to do well have Charge as a skill.