Archived from groups: alt.games.diablo2 (
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"Oliver Wenzel" <ouuch@t-online.de> wrote in message
news:dagb94$5tc$02$1@news.t-online.com...
> Hi,
>
> Patrick Vervoorn <patrick.vervoorn@NOSPAM.perihelion.demon.nl> wrote in
> news:2560e$42cba6c3$82a1d3bf$757@news2.tudelft.nl:
>
> > In article <dag4f7$a1v$04$1@news.t-online.com>,
> > Oliver Wenzel <ouuch@t-online.de> wrote:
> >
> >>I'm finally building a Hammerdin. Started him with -act5 trick and
> >>rushed him to NM. Killed Andy for him, so he could get his HF merc
> >>right away.
> >
> > Too bad you're missing about the only challenge this (boring) build
> > actually has to offer: to survive, while saving up points, until you
> > can get Blessed Hammer and it's synergies going... Oh well...
>
> I just don't have the time to commit about 10-20 hours of playing normal,
> especially when all the nice stuff wearable by early 60ish levels wait for
> the new build.
>
I agree here at least
There aren't any real challenges before NM anyway, IMO.
> I've built several chars the untwinked way, and then these guys earned all
> the stuff I've found up to now.
>
> I see normal diff as some kind of chore, as most of the skills of the new
> build don't work yet, so all builds are more or less the same in normal.
> They have to melee most of the time..
>
> With -act5 and some rushing, I can try new builds fast.. And that's where
> the fun starts for me at the time being..
>
> >>At level 34, he'll split points between Conc and BH, so he can make
> >>use of Charge right away.
> >
> > I'd max Concentrate earlier, because that aura also benefits your merc
> > more.
> >
Agree here, I put 10 points into Hammers, then 5 into Concentrate, a point
into Vigor, then dumped the rest into Concentrate first.
> > And Charge... I wouldn't really bother with it, even in the Maggot
> > Lair you can use the hammers to kill monsters, you just need to be
> > positioned just right. After you get BH going, there's really no need
> > to whack anything anymore.
>
> I'll leave Charge at 1 and see what I can make of it. Merc has an Insight
> Partizan now, ethereal Skin of the Flayed One and a Tarnhelm. When he
> starts falling behind leve-wise or dies to often, Conc will get more
> points.
> >
Good plan. I used Charge a bit through the Maggot Lair, but I usually stuck
with Normal attack and let the Merc do most of the work.
> >>Blessed Hammers don't carry any of the usual mods like leech, Crushing
> >>Blow or Deadly Strike, right?
> >
> > Yep, they only deal loads of magic damage. Of course, mods like
> > +life/+mana per kill do work...
> >
> >>So his main equipment goals would be high faster cast rate and lots of
> >>additional life and mana?
> >
> > Yep, and of course resists and perhaps some DR.
>
> Wizardspike and Rhyme shield should nearly max resists in Hell, so there
> are lots of other equipment options.
> And I've got a bunch of combat/offensive skillers.
>
Skillers are a good addition
> > You're right on top with the HF Merc, but Blessed Hammers don't use
> > that much mana, so Insight is not really needed. In my experience at
> > least.
> >
> > Also put 1 point in, uh, Redemption (the aura which reclaims corpses
> > for life/mana), and flash that after, or even during, battles to
> > regain life/mana. Again, no Insight needed.
>
> I'll try that.
> >
> > Beyond that, there's not much to say about this mega-boring build; I
> > finally gathered the 'will' to finish Act V Hell with mine, but it was
> > uneventful at best. Aiming the hammers right is about the only trick
> > needed for it, and the build is ridiculously powerful.
>
> I'd like a char who can rush through late Hell with lots of MF gear
loaded.
> Skellimancer is a nice one on this, but it just takes too much time to
> build up an army...
>
That's my plan with the Hammerdin as well.
> >
> > What gear have you planned for him? You need loads of resists, because
> > the hammers work best if you're (almost) in the middle of the
> > monsters, so expect take some hits. Also, to be able to teleport in
> > the middle of a pack is nice to have. Enigma is the (expensive) armor
> > of choice, for the Teleport and +skills. However, since I only have
> > one Enigma, mine used a Guardian Angel, for the block and + to max
> > resists. Together with a PDiamonded HoZ (this shield really makes a
> > difference for a Hammerdin and is actually more or less 'mandatory'),
> > and a Wizardspike (there definately are other options, like some of
> > the unique elite Scepters, and the most popular one: HotO), his
> > resists never drop below 90-all even when under a Conviction aura.
> >
> I've got a Wizardspike and high-resist Pally Rhyme shield, so that should
> about cover resists in hell. No HoZ or Enigma, but I think I have some
> Pally ammu with teleport charges.
> Heaven's Light scepter with +3 pally skills for pre-buffing Holy Shield..
>
I sooooo want a teleport ammy for mine.
short
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