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PvP Hammerdin Build

 
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treezzzzz


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Post#1 Posted: 05 Jul 2007 03:40 pm    Post subject: PvP Hammerdin Build Reply with quote

This build in it's non-poofing form is extremely expensive and not for the faint of heart. Make sure you have reliable sources (and the funds, of course!) for your permed/legit gear before you start to build this char, or you may end up losing a lot to unperms and/or scrapping the char midway through construction.

The build has max block, 87 fhr (86 breakpoint), 125 fcr (125 breakpoint), and 4.8k life self-bo without prebuffing.

Gear:
Shako "Ber" (or "Jah", depending on personal preferences)
Armageddon Slippers
Hoto
Enigma (low-str one that can be used with only the str from your base + torch + anni)
Spirit Sacred Targe 35/45
Trang Gloves
10% Fcr Ring (2ndary mods in order of importance: dex and life, resists, mana)
P Ravenfrost
Arachnid's Mesh
Viper Tramples

Weapons Swap:
6bo 3HS CtA and Spirit Shield

Inventory:
Paladin Torch
Annihilus
Paladin Combat GC with FHR
4x Paladin Combat GC with 45 Life
22x 20Life Small Charms with Resists (life is the most important, followed by all res, cold res, light res)

Stash:
Grief PB (for beating bowazons by charging and smiting, and also to charge down casters if you are lazy)
Stormsheild (for vs physical damage opponenets when you dont need the fcr from your spirit; good socketing candidates include Ber, Shael, Jewels)
Wizardspike "Um" (for charging vs light sorcs with massive esheild. if the open wounds goes off there's not a whole lot they can do about it)
Wizardspike 15res/-15req Jewel (for stacking resists, and extra fcr when needed)
08 Valk (use to meet breakpoint deficiencies caused by swapping gear)
Hotspurs (for stacking vs fire sorcs)
Eternity or Crescent Moon (for making summons bm duels; if using eternity preferably get one with +blessed hammers/+conc)
Tgods (for stacking vs lightning opponents)
Kira's Guardian with 15res/20life Jewel (for stacking resists vs elemental chars)
4soc Sacred Targe Stack Sheilds (make these for elemental chars that you have an extremely hard time against, but they aren't a necessary part of your arsenal, even in bm duels; usually people make one with 4 p-sapphires to stack against cold sorcs)
Armageddon Fletch (to get extra fcr when needed)
Bk Ring (for vs non-blockable, non-colding opponents)
2x Wisp Projectors, 2x Dwarf Stars, 1 extra ravenfrost (for sorbing bm)
Maras & Soj/Bk (wear a maras and 2 sojs/bks for prebuffing your bo, if you feel the necessity to do so)


Last edited by treezzzzz on 06 Jul 2007 08:28 am; edited 2 times in total

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Post#2 Posted: 05 Jul 2007 04:11 pm    Post subject: Reply with quote

Skills:
20 Blessed Hammer (main skill)
20 Vigor (synergy)
20 Blessed Aim (synergy)
20 Concentration
1 Salvation
1 Meditation
1 All Pre-Requisites (DUH!!! ^^)
Rest into either HS or Prayer or Single-Res Auras.
Pros/Cons: HS saves you points in blocking, but it has a diminishing return as you put more and more points. Prayer heals you while you have meditation active (this is usually while you are charging but do not feel the need to desynch), but doesn't do anything most of the time, as you use vigor and conc the vast majority of the time. The single-res auras passively increase your maximum resists even while not active and give you a nice boost when you feel the need to stack up, but resists is generally not a problem. A combination of these three options is also possible, depending on personal tastes.

Strategy:
-Mirror Match: Desynch by using vigor and charge at the same time, and use pattern recognition to remember where your opponent has been and to predict where he will be. Remember that your opponent will also desynch unless he is stupid, so expect him to be somewhere other than where he shows up on your screen. Desynch is where you charge so fast that you appear on your opponent's screen in a place different from where you actually are. Hammers cast while desynched will be invisible. A custom hotkey setup that allows you to rapidly switch between hammer+conc and charge+vigor while holding down the shift key is desirable.
-Smite, and Smite Derivatives: This is pretty easy, since you deal more damage than they do. Desynching may be necessary. Do NOT tele on them. BAD idea. Stormshield is usually not necessary
-BVC: This can be tricky, but if you desynch in front of their ww and cast hammers you should be fine (remember that ww desynches also, so allow for plently of space between you and your opponent; you dont want to be hit by an invisible barb!). If they use widowmaker and shoot arrows desynch from very far away up close to them, tele on top of them and hammer. Stormshield may be useful.
-Bowa: Use GPB and charge them down. If they dodge the charge then smite. Stormshield may be useful.
-CS Zon: These are usually the bm variety (farcast is a hack and therefore bm), so just slap on the 2x wisp and tgods, tele on them, and hammer. If they are gm then they wont be extremely effective since they it's hard for them to hit you.
-Ele Druid: Desynch away from them and lay hammers in your trail, or desynch in a triangular pattern and lay hammers in your trail. If you kill all their summons and you see them pause to recast, desynch up to them and then tele on top of them to hammer. Stormshield may be useful (tornado is physical damage). If they manage to tele on top of you then tele out since their wolves will tank your hammers and they wont die (charging out is no good since you will end up hitting their wolves with your hoto...not very effective). Another way is to use GPB and cast hammers, then when they tele on top of you smite them back into your hammers. I have found this to be only mildly useful, though.
-Sorcs: Desynch up to them and then tele on top of them to hammer. Desynching and Laying random hammer fields may be useful they they just tele around spamming aimlessly. If they bm then use stack/sorb to trivially beat them. If you want you can use GPB and charge them to death; it's very amusing.
-Necro: Desynch underneath them and lay hammers so that when they walk down to avoid your hammers they will be walking into your hammers instead. If they use bone prison to stop your charge tele out quick or you will get speared in short order.
-Trapsin: Use tgods and charge around casting hammers. When they pause to relay traps tele on them and hammer. If they mind-blast lock you then charge away untill they stop.
-WW Sin: These are kind of like WW Barbs, but a lot worse. Occasionally you will see one that uses a lot of mind blast and is really annoying, but carefully desynching in front of their ww and hammering is usually too much for most ww sins.
-Foh: Desynch into their path and hammer if they are a runner, or tele on top of them and hammer if they arent. Dont tele on top of them if they are a smite hybrid though.


Last edited by treezzzzz on 05 Jul 2007 04:14 pm; edited 2 times in total

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