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I've decided that I want to try some new build in the next season and created a palading since this season it about to end and I want to know how to play pala.
Previously I've played with
- Assassin (traps)
- Amazon (poison -> lightning build)
- Assassion (Mosaic)
- Sorceress (lightning)
- Warlock (fire, physical and magic echo)
But then playing paladin felt so dissapointing.
I know this build is legendary, maybe it's a skill issue or my previous build were too simple idk, I don't have a problem using multiple buttons I guess.
Hammers hit like a truck, that's true, melting everything that gets on their way and a magic damage is nice, since there are like 3 magic immune monsters in the game, but:
- It's slow, you need to wait like 5 seconds until these hammers start spinning and hitting stuff around you.
- It doesn't work in narrow spaces like Nihlatak temple or the worst place ever - the maggot lair, so the only way is to use TP
- It doesn't hit every mob, so in act 3 flayers shoot at you no matter how many hammers you launch
- It doesn't kill enemies in the corners
- It doesn't kill enemies which just run away from you, so you have to start the Benny Hill show chasing and trying to hit that bastard
If I see a stack of archers with a might aura somethere you run close to them and be like "wait guys, I'm just going to spin my hammers" while they just shoot you in the face and kill you in seconds.
Of course it's my impression after reaching like lvl 80 with a gear far away from perfect.
Is it just me or these things are pretty common?
Previously I've played with
- Assassin (traps)
- Amazon (poison -> lightning build)
- Assassion (Mosaic)
- Sorceress (lightning)
- Warlock (fire, physical and magic echo)
But then playing paladin felt so dissapointing.
I know this build is legendary, maybe it's a skill issue or my previous build were too simple idk, I don't have a problem using multiple buttons I guess.
Hammers hit like a truck, that's true, melting everything that gets on their way and a magic damage is nice, since there are like 3 magic immune monsters in the game, but:
- It's slow, you need to wait like 5 seconds until these hammers start spinning and hitting stuff around you.
- It doesn't work in narrow spaces like Nihlatak temple or the worst place ever - the maggot lair, so the only way is to use TP
- It doesn't hit every mob, so in act 3 flayers shoot at you no matter how many hammers you launch
- It doesn't kill enemies in the corners
- It doesn't kill enemies which just run away from you, so you have to start the Benny Hill show chasing and trying to hit that bastard
If I see a stack of archers with a might aura somethere you run close to them and be like "wait guys, I'm just going to spin my hammers" while they just shoot you in the face and kill you in seconds.
Of course it's my impression after reaching like lvl 80 with a gear far away from perfect.
Is it just me or these things are pretty common?
Can be used to make Runewords:
I've decided that I want to try some new build in the next season and created a palading since this season it about to end and I want to know how to play pala.
Previously I've played with
- Assassin (traps)
- Amazon (poison -> lightning build)
- Assassion (Mosaic)
- Sorceress (lightning)
- Warlock (fire, physical and magic echo)
But then playing paladin felt so dissapointing.
I know this build is legendary, maybe it's a skill issue or my previous build were too simple idk, I don't have a problem using multiple buttons I guess.
Hammers hit like a truck, that's true, melting everything that gets on their way and a magic damage is nice, since there are like 3 magic immune monsters in the game, but:
- It's slow, you need to wait like 5 seconds until these hammers start spinning and hitting stuff around you.
- It doesn't work in narrow spaces like Nihlatak temple or the worst place ever - the maggot lair, so the only way is to use TP
- It doesn't hit every mob, so in act 3 flayers shoot at you no matter how many hammers you launch
- It doesn't kill enemies in the corners
- It doesn't kill enemies which just run away from you, so you have to start the Benny Hill show chasing and trying to hit that bastard
If I see a stack of archers with a might aura somethere you run close to them and be like "wait guys, I'm just going to spin my hammers" while they just shoot you in the face and kill you in seconds.
Of course it's my impression after reaching like lvl 80 with a gear far away from perfect.
Is it just me or these things are pretty common?
Previously I've played with
- Assassin (traps)
- Amazon (poison -> lightning build)
- Assassion (Mosaic)
- Sorceress (lightning)
- Warlock (fire, physical and magic echo)
But then playing paladin felt so dissapointing.
I know this build is legendary, maybe it's a skill issue or my previous build were too simple idk, I don't have a problem using multiple buttons I guess.
Hammers hit like a truck, that's true, melting everything that gets on their way and a magic damage is nice, since there are like 3 magic immune monsters in the game, but:
- It's slow, you need to wait like 5 seconds until these hammers start spinning and hitting stuff around you.
- It doesn't work in narrow spaces like Nihlatak temple or the worst place ever - the maggot lair, so the only way is to use TP
- It doesn't hit every mob, so in act 3 flayers shoot at you no matter how many hammers you launch
- It doesn't kill enemies in the corners
- It doesn't kill enemies which just run away from you, so you have to start the Benny Hill show chasing and trying to hit that bastard
If I see a stack of archers with a might aura somethere you run close to them and be like "wait guys, I'm just going to spin my hammers" while they just shoot you in the face and kill you in seconds.
Of course it's my impression after reaching like lvl 80 with a gear far away from perfect.
Is it just me or these things are pretty common?
No, it's not you. Hammerdin is cool when you have Enigma. When not, things can be difficult.
I once played a ladder as Hammerdin and had the same problems like you.
Some tipps:
-Use Charge and/or Vigor to close in to archers. If they hit hard, stay in motion. Cast 1-2 hammers, move, repeat.
-Farm in areas where melee monsters are more common.
- The Secret Cow Level proved to be the best place to farm solo. Hell Bovine are 100% melee, they are slow, so you can build up your "Circle of Death" and let them come.
-FCR is your best friend.
-When the battle takes place in narrow spaces, try to hit them from the bottom in melee range. Hammers always appear at 12 o'clock, and they 100% hit a monster standing there.
-Rogue Scout with Insight and Cold Arrow is a good companion for Hammerdin. She stays out of danger, manages your mana needs and helps with crowd control.
-If you have a magic sunder charm, avoid Claw Vipers at all cost!
I once played a ladder as Hammerdin and had the same problems like you.
Some tipps:
-Use Charge and/or Vigor to close in to archers. If they hit hard, stay in motion. Cast 1-2 hammers, move, repeat.
-Farm in areas where melee monsters are more common.
- The Secret Cow Level proved to be the best place to farm solo. Hell Bovine are 100% melee, they are slow, so you can build up your "Circle of Death" and let them come.
-FCR is your best friend.
-When the battle takes place in narrow spaces, try to hit them from the bottom in melee range. Hammers always appear at 12 o'clock, and they 100% hit a monster standing there.
-Rogue Scout with Insight and Cold Arrow is a good companion for Hammerdin. She stays out of danger, manages your mana needs and helps with crowd control.
-If you have a magic sunder charm, avoid Claw Vipers at all cost!
Yea, hammers take practice and are not perfect. They have a clumsiness to them that persists even in late game. You can mitigate with FCR and Enigma, but it's still something of an acquired taste.
Mosaic sin has some similar clumsiness to her getting going. Once she's rolling she's very powerful, but building up charges and maintaining them is something to juggle.
These characters that have some hurdle actually have a uniqueness that appeals to many. If there is no challenge in learning the character, there is no way to show off your skills.
Personaly, hammerdin is not my favorite. But I appreciate that it's not super easy to play.
Mosaic sin has some similar clumsiness to her getting going. Once she's rolling she's very powerful, but building up charges and maintaining them is something to juggle.
These characters that have some hurdle actually have a uniqueness that appeals to many. If there is no challenge in learning the character, there is no way to show off your skills.
Personaly, hammerdin is not my favorite. But I appreciate that it's not super easy to play.
A good trick, assuming you are using Teleport, is to just tele onto the enemy and start flinging hammers while making sure your mouse is hovering over the enemy you are next to. For some reason if you hover the name, the hammers will hit as they exit you.
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Check out my "Free Stuff" tab for...FREE STUFF!
I can help with DClone/Ubers/Ancients/Socket Rushes, just ask!
Please only add me on bnet if you contact me here first.
You should try Fissure Druid next.InFlames_91 wrote: 1 day agoI've decided that I want to try some new build in the next season and created a palading since this season it about to end and I want to know how to play pala.
Previously I've played with
- Assassin (traps)
- Amazon (poison -> lightning build)
- Assassion (Mosaic)
- Sorceress (lightning)
- Warlock (fire, physical and magic echo)
But then playing paladin felt so dissapointing.
I know this build is legendary, maybe it's a skill issue or my previous build were too simple idk, I don't have a problem using multiple buttons I guess.
Hammers hit like a truck, that's true, melting everything that gets on their way and a magic damage is nice, since there are like 3 magic immune monsters in the game, but:
- It's slow, you need to wait like 5 seconds until these hammers start spinning and hitting stuff around you.
- It doesn't work in narrow spaces like Nihlatak temple or the worst place ever - the maggot lair, so the only way is to use TP
- It doesn't hit every mob, so in act 3 flayers shoot at you no matter how many hammers you launch
- It doesn't kill enemies in the corners
- It doesn't kill enemies which just run away from you, so you have to start the Benny Hill show chasing and trying to hit that bastard
If I see a stack of archers with a might aura somethere you run close to them and be like "wait guys, I'm just going to spin my hammers" while they just shoot you in the face and kill you in seconds.
Of course it's my impression after reaching like lvl 80 with a gear far away from perfect.
Is it just me or these things are pretty common?
Hammerdin would be so much cooler when you could control the radius and speed of the hammers. The smaller the radius the faster hammers. Which would give you much more controll.
Hammerdin was my first toon on my main account for D2R and helped me build all my other toons. I farmed alot of Chaos/pit/ Key runs. It is a bit of pain without Enigma at first but Charge is nice to get around. Once you get Enigma tele stomp with your hammers that come out of your back you learn to get good with aiming them. Most monsters die before you are in any kind of trouble. The other nice thing is you can kill ubers with a few gear swaps and a few spare points after maxing out your synergies.
LF:HRs, Perfect Gems, Perfect Amethyst, Hel, Ral, Key of Hate Key of Terror Key of Destruction. Do not ask me how much an item is worth value is perceived. Please use the price checking tool before posting an offer please.
Hammers is a great all around character, but no Enigma sucks.
Play Fohdin if you want some more spice. Can't clear as many areas, but the areas you can clear are faster.
I usually keep hammers for rushes and Cows/full act clears, while I use Fohdin for targeted farming (Pits/CS/AS/WSK) etc.
Fodhin > Hammerdin before Enigma, after it's a toss up depending on area.
Play Fohdin if you want some more spice. Can't clear as many areas, but the areas you can clear are faster.
I usually keep hammers for rushes and Cows/full act clears, while I use Fohdin for targeted farming (Pits/CS/AS/WSK) etc.
Fodhin > Hammerdin before Enigma, after it's a toss up depending on area.
OP
Actually was thinking on Fissure druid to be honestBertram The Cursed wrote: 1 day agoYou should try Fissure Druid next.InFlames_91 wrote: 1 day agoI've decided that I want to try some new build in the next season and created a palading since this season it about to end and I want to know how to play pala.
Previously I've played with
- Assassin (traps)
- Amazon (poison -> lightning build)
- Assassion (Mosaic)
- Sorceress (lightning)
- Warlock (fire, physical and magic echo)
But then playing paladin felt so dissapointing.
I know this build is legendary, maybe it's a skill issue or my previous build were too simple idk, I don't have a problem using multiple buttons I guess.
Hammers hit like a truck, that's true, melting everything that gets on their way and a magic damage is nice, since there are like 3 magic immune monsters in the game, but:
- It's slow, you need to wait like 5 seconds until these hammers start spinning and hitting stuff around you.
- It doesn't work in narrow spaces like Nihlatak temple or the worst place ever - the maggot lair, so the only way is to use TP
- It doesn't hit every mob, so in act 3 flayers shoot at you no matter how many hammers you launch
- It doesn't kill enemies in the corners
- It doesn't kill enemies which just run away from you, so you have to start the Benny Hill show chasing and trying to hit that bastard
If I see a stack of archers with a might aura somethere you run close to them and be like "wait guys, I'm just going to spin my hammers" while they just shoot you in the face and kill you in seconds.
Of course it's my impression after reaching like lvl 80 with a gear far away from perfect.
Is it just me or these things are pretty common?
Hammerdin would be so much cooler when you could control the radius and speed of the hammers. The smaller the radius the faster hammers. Which would give you much more controll.
I think it's a matter of play style, because it was for me. I built a Hammerdin and outfitted him with all the top gear including an Enigma, but after a time I got bored with him. I removed all the reusable gear such as the Enigma for other builds, and he's now a top tier mule.InFlames_91 wrote: 1 day agoI've decided that I want to try some new build in the next season and created a palading since this season it about to end and I want to know how to play pala.
Previously I've played with
- Assassin (traps)
- Amazon (poison -> lightning build)
- Assassion (Mosaic)
- Sorceress (lightning)
- Warlock (fire, physical and magic echo)
But then playing paladin felt so dissapointing.
I know this build is legendary, maybe it's a skill issue or my previous build were too simple idk, I don't have a problem using multiple buttons I guess.
Hammers hit like a truck, that's true, melting everything that gets on their way and a magic damage is nice, since there are like 3 magic immune monsters in the game, but:
- It's slow, you need to wait like 5 seconds until these hammers start spinning and hitting stuff around you.
- It doesn't work in narrow spaces like Nihlatak temple or the worst place ever - the maggot lair, so the only way is to use TP
- It doesn't hit every mob, so in act 3 flayers shoot at you no matter how many hammers you launch
- It doesn't kill enemies in the corners
- It doesn't kill enemies which just run away from you, so you have to start the Benny Hill show chasing and trying to hit that bastard
If I see a stack of archers with a might aura somethere you run close to them and be like "wait guys, I'm just going to spin my hammers" while they just shoot you in the face and kill you in seconds.
Of course it's my impression after reaching like lvl 80 with a gear far away from perfect.
Is it just me or these things are pretty common?
I thought the hammer mechanics would annoy me, but they don't once you get the hang of it. Basically just Teleport or run right into the middle of a pack of monsters, position yourself so there is a monster at your 12:30 o clock, and let the hammers fly.
Hammerdin pros:
- Very effective and reasonably fast against all monster types, almost no immunities
- Does not need expensive gear to be effective. Hoto or even Spirit weapon, with cheap gear elsewhere and you are good.
- Can run ubers with Smite and medium-low expensive gear like low Grief/HoZ/Drac. Basically can run any content in the game just fine
- Super tanky with max block and super easy to max resistances with a Paladin.
- No need for a sunder, great ladder starter character
Cons
- Reasonably fast farmer, but not as fast as other uber builds like lightning sorc, Lightning Fury javazon, Mosaic assassin, and WL builds. Lightning sorc takes expensive gear and WL probably isn't faster until the gear is more expensive. Mosaic is of course, Mosaic. Completely OP and dirt cheap.
Hammerdin pros:
- Very effective and reasonably fast against all monster types, almost no immunities
- Does not need expensive gear to be effective. Hoto or even Spirit weapon, with cheap gear elsewhere and you are good.
- Can run ubers with Smite and medium-low expensive gear like low Grief/HoZ/Drac. Basically can run any content in the game just fine
- Super tanky with max block and super easy to max resistances with a Paladin.
- No need for a sunder, great ladder starter character
Cons
- Reasonably fast farmer, but not as fast as other uber builds like lightning sorc, Lightning Fury javazon, Mosaic assassin, and WL builds. Lightning sorc takes expensive gear and WL probably isn't faster until the gear is more expensive. Mosaic is of course, Mosaic. Completely OP and dirt cheap.
oh, these hammers are killing me.. what would be less annoying to level from 37 to 75? FOH?
Tip - treat the hammerdin positioning like Nova sorc positioning. You want to be surrounded on all sides and start spamming hammers, which then effectively make a circular Pattern to get all the enemies in a radius around you. You don't aim the hammers, you position your character in the center of the mob and let your hammers fly.
I respected my pure hammerdin for a combined Holy Bolt-foh-hammerdin. Then you only have to worry about the different types of monsters not to use foh on them (especially lightning immunes like jungle beasts, that's what the hammers are for). And yes, I know, that the damage is less with hammers, but it's still okayish - all the undeads and demons will be vaporised in a sec...
Fissure druid is nice, have one at level 90...
Fissure druid is nice, have one at level 90...
Casual D2 player but still enthusiast | All trades are ROTW
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