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Some few questions about the Magic Hammer (MH)

Discussion in 'Paladin' started by bassen, May 4, 2008.

  1. bassen

    bassen IncGamers Member

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    Some few questions about the Magic Hammer (MH)

    The MH gets bonus from Vigor and Blessed Aim. I wonder:

    1. How much benefit it gets from Concentration (X%/ hard skill added)
    2. Do I need to have activate Concentration to recive the bonus on MH? or is it just enough putting skills as in Vigor and Blessed Aim?
    3. Which are the creatures MH can't kill? I heard its different from the Necros Magic Damage.
    4. Is it possible to build a really good PVM/PVP Hmmerdin?


    //Bassen
     
  2. Koyen

    Koyen IncGamers Member

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    Re: Some few questions about the Magic Hammer (MH)

    1. Hammer without Concentration worth absolutely nothing :) Straight up hammerdin build gives you plenty of "unused" skill-points so if i were you - i'd max Concentration

    2. Yes, you need that aura active

    3. There is 1 type of creature in act 3 and of course immune to magic type annoying lads (plenty in act 5 Hell) but let your merc deal with those. With concentration up my merc deals 2-8k damage with Insight colossus voulge

    4. No idea about PVP, but PVM-wise hammerdin is a god literally. However it doesn't come cheap at all
     
  3. ProfessionalBerg

    ProfessionalBerg IncGamers Member

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    Re: Some few questions about the Magic Hammer (MH)

    BTW, it's called Blessed Hammer, not Magic Hammer :rolleyes: That MH really reminded me of an abbreviation for maphack, which I despise so much.

    3. I don't think there are any monsters in A5 that are Magic Immune AND non-undead/non-demon. There are many beasts in A5, but none are MI. maybe guests, but I dunno...

    4. A good hammerdin PvP is close to unstoppable - I've stumbled by a "1v7" hammerdin guide here on forums once. Of course, they can be countered by a player who knows what to do, but still - delivering >10k magic unresistable unblockable damage at a rate of 7fpc is somewhat scary.
     
  4. Koyen

    Koyen IncGamers Member

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    Re: Some few questions about the Magic Hammer (MH)

    Magic immunes in act 5 Hell are those...hmm...skeleton champions that shoot poisonous black stars at my sorry behind. Really forgot how they called, but i see those every second Baal run lately in throne room
     
  5. ambid

    ambid IncGamers Member

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    Re: Some few questions about the Magic Hammer (MH)

    They are undead and blessed hammer pierces the resistance of undead monsters, so you will still do damage to them.

    Only monsters that are immune to blessed hammers, are the wailing beasts in act 3.
     
  6. sweetalmonds

    sweetalmonds IncGamers Member

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    Re: Some few questions about the Magic Hammer (MH)

    Is there unique monster that can spawn with magic immune now?
     
  7. bassen

    bassen IncGamers Member

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    Re: Some few questions about the Magic Hammer (MH)

    So I have finally (a little more than a month after I planned to start my Hammerdin) collected all the items I need. When he's finnished Blessed Hammer will be at slvl 45 (3537 dmg):jig:, yeey!

    My Concentratioin Aura will be at slvl 32 (+525% damage taken), which means that my hammerdin will deal (5,25x3537)-> 18569,25 magic damage.

    I knew they could deal some good damage, but not this high?!...PVP:rs here I come...

    oh forgot, I'm only clvl 18 now but "soon pvp:rs here I come"

    To get info I used this calc


    Hmm, just placed my first skill in BH. Darn its hard to hit =P

    Edit2: Found some info that says Blessed Hammer only gets 50% from concentration which means this lowers my damage to only 8-9k dmg :cry:
     
    Last edited: Jun 16, 2008
  8. BAMFSpecialOps

    BAMFSpecialOps IncGamers Member

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    Re: Some few questions about the Magic Hammer (MH)

    8-9k is still wayyyyyyyy overkill
     
  9. mephiztophelez

    mephiztophelez IncGamers Member

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    Re: Some few questions about the Magic Hammer (MH)

    unless it's a boss wailing beast in act three hell temples, it will still get banged on by hammers (coz hammarz ignore demon/undead immunity. hence, achmel in the throne bets killed by them).

    iirc: uber izzy does wierd things when hit with hammers.



     
  10. ThomasJohnsen

    ThomasJohnsen IncGamers Member

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    Re: Some few questions about the Magic Hammer (MH)

    On players 1 or 2, a dual wielding spirit hammerdin with a Skin of the Viper will deal plenty hammer damage (with 75+ fcr) to deal with any hell monster. I have done this myself on countless occasions. And it dosen't get much cheaper than that!
    And you can allways upgrade to Wizzy/Shako at a later point to aim for the 125fcr.



     
  11. bassen

    bassen IncGamers Member

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    Re: Some few questions about the Magic Hammer (MH)

    @TJ
    I'll aim for the 75 FCR using
    - HotO
    - Arachnid Mesh
    - Skin of the Vipermagi
    = 90 FCR

    @BSO
    yeah you right, was a little to greedy there :whistling: however he has reached lvl 51 now and already deal almost higher damage than my bonemancer (bony is 85, 3,7k magic damage) :jig: 3,6k magic damage
     
  12. sweetalmonds

    sweetalmonds IncGamers Member

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    Re: Some few questions about the Magic Hammer (MH)

    ^ what shield? 35 spirit is 125 quite easy, or drop hoto for wizard spike and use your 'too lazy to reroll' spirit shield.
     
  13. bassen

    bassen IncGamers Member

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    Re: Some few questions about the Magic Hammer (MH)

    I have a 34% spirit shield and a 35% spirit shield (my 2nd)...had another once, traded it away, made another for fun and got 35% =P so I can reach 125 if I want but I'll lose 2 skills in all combat skills for it... I might do it, might not, I still need the resistance from Hoz (69) since I have no space in inventory (filled with LB's)


     
  14. Neksja

    Neksja IncGamers Member

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    Re: Some few questions about the Magic Hammer (MH)

    Go with HoZ. In SP (as I know bassen is SP-player, unless he's gone to the Dark Side), you're fast enough with 75fcr and HoZ gives you better damage and as good resists as Spirit.

    Be prepared for way higher damage numbers. 10k is very achievable with your gear choices.
     
  15. SucksAtDiablo

    SucksAtDiablo IncGamers Member

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    Re: Some few questions about the Magic Hammer (MH)

    If you're pvm, here's a decent setup. May work for pvp but I dunno.

    Shako (Topazed.)
    Enigma (NEED FOR PVM, teleing for mf runs of course.Your vipermagi works too, but not for mf runs.)
    Wizzy ( Hoto if you have a bit more to spend and dont need res's.)
    Hoz. (Must.)
    War Travs
    Maras (even a low one works with wizzy.)
    Magefists\Frostburns. (Depends on your mana or fcr. Really only need the 2nd to last breakpoint, so whatever.)
    2x Soj (If you're mfing, go with 25+ nagels.)
    Arachs (Goldwrap works if you're mfing. Can't really think of a belt choice >.>)

    I never found a need for CTA on my last char (a sorc) but you can put it in if you want. Ive seen this build in a few guides before, and it seems to be able to rack up a hell of a lot of damage. The whole weapon thing is a preference, id probably use wizzy and save a hr or two, but the +3 skills is nice.

    Only magic immunes I know of are the unravellers in act 2 (I think) and one of the zombies in act 2.

    Pvp and pvm pallies both have around the same skill build. Its viable to make a hybrid, you just need to have both gear setups. Wont work out the same as a pure vita pally for pvp, but I figure it would work.
     
  16. San

    San IncGamers Member

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    Re: Some few questions about the Magic Hammer (MH)

    SucksAtDiablo:

    You do not need Enigma for MF runs. Especially if Baaling, the time saved is only really great if you can't be bothered to roll a proper map, or have a hard time hitting things with BH without telestomping.

    Why not get one Raven Frost for CBF? I doubt Bassen has an Enigma, since there are only a few in the whole SPF, which means he'll be doing a lot of running/charging.

    Unravellers are undead, and therefore BH bypasses their immunity, as was mentioned already earlier in this thread. There are many other MI monsters.

    Actually pvp and pvm hammerdins usually have one big difference. The points after Blessed Hammer, Vigor, Blessed Aim, Concentration and Holy Shield. Pvp Hdins might prefer Defiance for the added defence, whereas pvm Hdins go for Resist Lightning often, for the +% max res (which is not quite as useful, excpet against Trappers which can't have -%enemy lightning resist, though even then you can use Tgods/Wisp).

    A hybrid needs both setups? Why? A Hammerdin has one point in Smite, and you can just put a Grief/Redeemer on your switch for smiteing. That's all Smite really needs in pvp, some +damage. Then you can still be a pure vita hammerding (if you're hax enough to have Enigma).
     
  17. Dirkw

    Dirkw IncGamers Member

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    Re: Some few questions about the Magic Hammer (MH)

    Ah yes, the ability to roll maps in sp... I miss that so much :(
     
  18. bassen

    bassen IncGamers Member

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    Re: Some few questions about the Magic Hammer (MH)

    yep, enigma would take me years to get =P

    However my setup is quite similar to SuckAtDiablo (not all are eq yet, he havent reached 60 yet :p)

    - Harlequin Crest (probably I'll socket it with a Um/Ort since I think I need the resistances when I get to Hell
    - Skin of the Vipermagi
    - Rose Branded Amulet/Seraph's Hymn

    - HotO (Weapon 1)
    - Herald of Zakarum (Shield 1, socket with PDiamd)

    - Heavens Light (Weapon 2, need a weapon with melee damage, will socket it with a Shael)
    - Herald of Zakarum (Shield 2, not socket...yet)

    - Arachnid Mesh
    - Frostburn

    - 8x Lion Branded skillers
    - 8x SC of Vita (19-20hp)

    Skill placement so far:

    1 Holy Bolt
    20 Blessed Hammer

    1 Smite
    1 Charge
    1 Holy Shield (gives me a slvl 23 shield with all gear I have now)

    1 Might Aura
    19 Blessed Aim
    4 Concentration

    1 Prayer
    1 Cleansing
    1 Meditation
    1 Defiance
    8 Vigor

    Skills when I'm done:

    1 Holy Bolt
    20 Blessed Hammer
    1 Sacrifice
    1 Zeal

    1 Smite
    1 Charge
    1 Holy Shield

    1 Might Aura
    20 Blessed Aim
    20 Concentration

    1 Prayer
    1 Cleansing
    1 Meditation
    1 Defiance
    20 Vigor


    I could divide the remaining points in Salvation/Defiance (if I use Seraph's Hymn that will help them a bit +4)

    Forgot to mention how I hve placed statpoints
    95 STR (Might spend a few more depens but probably not)
    115 DEX (Gonna raise it to 125)
    140 VIT (The rest will go here)
    15 ENE (at base, NO points here)
     

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