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 Post subject: Help with hammerdin
PostPosted: Wed Sep 02, 2009 11:03 am 

Joined: Tue Sep 01, 2009 10:09 am
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What would be the best skill tree choice for this character build i was going to:

20 Prayer
20 Holy Bolt
20 HS
20 FoH
And
20 on conc


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 Post subject: Re: Help with hammerdin
PostPosted: Wed Sep 02, 2009 11:09 am 
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Location: Voronezh, Russia
Hammerdin:
20 Blessed Hammers
20 Conc aura
20 Holy Bolt
20 FoH
20 HS
last points - maxing def aura
1 in each res aura

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 Post subject: Re: Help with hammerdin
PostPosted: Wed Sep 02, 2009 11:16 am 

Joined: Tue Sep 01, 2009 10:09 am
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Thanks


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 Post subject: Re: Help with hammerdin
PostPosted: Wed Sep 02, 2009 11:43 am 
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Location: austintown,Ohio
Hammerdin:
20 Blessed Hammers
20 Conc aura
20 Holy Bolt
20 FoH
20 HS
last points -1 in each prayer, cleansing, med defiance, vigor and redemption


use full mancer set mara's hoto and dsacle and a anni you will have max res

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 Post subject: Re: Help with hammerdin
PostPosted: Wed Sep 02, 2009 12:47 pm 
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Sesshomaru wrote:
Hammerdin:
20 Blessed Hammers
20 Conc aura
20 Holy Bolt
20 FoH
20 HS
last points -1 in each prayer, cleansing, med defiance, vigor and redemption


use full mancer set mara's hoto and dsacle and a anni you will have max res


the point in res auras aint for your own resistance its for party benefits. a paladin without res auras is a sucky team player. 20 absorbs + resistances to summons, yes plz. an extra 20 absorb for the barb/druid tank. yes plz again

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 Post subject: Re: Help with hammerdin
PostPosted: Wed Sep 02, 2009 1:18 pm 
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i was giving a suggestion on how to make the best boss killing and farming hammerdin and this set is good to run the anc way med + foh in anc way chargers cant come close to you

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 Post subject: Re: Help with hammerdin
PostPosted: Wed Sep 02, 2009 1:27 pm 
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yeh but not using 4 points to get res auras is a terrible idea, especialy at a reset when absorbs are few and far between...

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 Post subject: Re: Help with hammerdin
PostPosted: Wed Sep 02, 2009 2:05 pm 
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PureRage-DoD wrote:
yeh but not using 4 points to get res auras is a terrible idea, especialy at a reset when absorbs are few and far between...


I never had a problem with absorbs with my set up.finding the raven,dwarf and shock are easy in once u get to act2 nm or u can gamble them at the proper lvl or you can use gems in a pally shield or any of the unique pally shields. to me having redemption and quick mana recovery are more important.that is my opinion on the hammerdin

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 Post subject: Re: Help with hammerdin
PostPosted: Wed Sep 02, 2009 2:21 pm 
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Like I said its not for the palys benefit its for the other team members and the summons. with diablo being alot harder having a paly running fire res will make that fight alot more managable. especialy in norm as thats the main difficulty.

I've never met a Hc pala without resist auras

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 Post subject: Re: Help with hammerdin
PostPosted: Wed Sep 02, 2009 2:36 pm 
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why waste pts when u can buy a pally stick with the aura u need

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 Post subject: Re: Help with hammerdin
PostPosted: Wed Sep 02, 2009 2:39 pm 
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then you lose your good weapon

Edit: by your reasoning why "waste" points getting redemption when you can use a holy craft weapon on switch? same with medi when you can use an insight on switch etc. etc.

each to his own I guess, I would never miss out on a point in res auras, thats like a nec without points to Lr, a barb without battle command or a druid without SoB... Mind you I'm a party man so i like to be able to give the entire party some nice benefits not just myself.

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 Post subject: Re: Help with hammerdin
PostPosted: Wed Sep 02, 2009 3:02 pm 
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While i agree with most of your arguement, a holy craft will only give you level 2 redemption, he would have more than lvl 2 res aura with his plan.
just sayin ;)

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 Post subject: Re: Help with hammerdin
PostPosted: Wed Sep 02, 2009 3:06 pm 
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But the key thing is you would have redemption AND the ability to use another aura without having to switch back and forth.

Holy crafts can have up to Lvl 4 Redemption. Not that there is much difference between them.


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 Post subject: Re: Help with hammerdin
PostPosted: Wed Sep 02, 2009 3:12 pm 
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I thaught a moonstone craft would give 3-4 redemption or was that changed? i dont craft much myself tbh. as redemption is only active for himself it is a skill that is less usefull to a group than res auras though. I would call it more of a hermit build with no help to other team members bar conc aura. conc is a nice aura but its not needed for bosses if you have a tank with some crushing blow and some amp. res auras are very party friendly especialy with the lack of absorbs after a reset. Having shocks & dwarfs etc. is nm is great and all but what about getting past baals minions with no absorbs? norm diablo is a pain with no absorb too. yeh people can use a shield with rubys but summons cant, oak cant. with absorbs on summons they can hold a major boss for alot longer, thus lowering risk to party members. I always insist on some res auras for certain bosses, ardual especialy. if a pala is in your team when you come to ardual and he runs light res you will kill him with ease, maybe using a pot or 2 eacvh, untwinked too.

This is more important in group play.

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 Post subject: Re: Help with hammerdin
PostPosted: Wed Sep 02, 2009 3:20 pm 
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4 pts (with salvation) won't make or break a build. It can make or break certain fights though.


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 Post subject: Re: Help with hammerdin
PostPosted: Wed Sep 02, 2009 3:21 pm 
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PureRage-DoD wrote:
I thaught a moonstone craft would give 3-4 redemption or was that changed? i dont craft much myself tbh. as redemption is only active for himself it is a skill that is less usefull to a group than res auras though. I would call it more of a hermit build with no help to other team members bar conc aura. conc is a nice aura but its not needed for bosses if you have a tank with some crushing blow and some amp. res auras are very party friendly especialy with the lack of absorbs after a reset. Having shocks & dwarfs etc. is nm is great and all but what about getting past baals minions with no absorbs? norm diablo is a pain with no absorb too. yeh people can use a shield with rubys but summons cant, oak cant. with absorbs on summons they can hold a major boss for alot longer, thus lowering risk to party members. I always insist on some res auras for certain bosses, ardual especialy. if a pala is in your team when you come to ardual and he runs light res you will kill him with ease, maybe using a pot or 2 eacvh, untwinked too.

This is more important in group play.

Yeah the res aura with ardual may have saved my ass, or at least let me live long enough to jub and run.....

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 Post subject: Re: Help with hammerdin
PostPosted: Wed Sep 02, 2009 3:33 pm 
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once u take off conc a hammerdin loses most of his killing power so losing your weapon wont really matter when your damage drop greatly.if you are going to give the party res

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 Post subject: Re: Help with hammerdin
PostPosted: Wed Sep 02, 2009 3:40 pm 
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you still keep your fcr and +skills though

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 Post subject: Re: Help with hammerdin
PostPosted: Wed Sep 02, 2009 3:45 pm 
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PureRage-DoD wrote:
you still keep your fcr and +skills though



fcr is easy just use amn runes in the res stick depending on ur weapon you are only going to 1-2 skills,in act 4 nornal u should be able to buy a +1 pally specter

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 Post subject: Re: Help with hammerdin
PostPosted: Wed Sep 02, 2009 3:48 pm 
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Sesshomaru wrote:
PureRage-DoD wrote:
you still keep your fcr and +skills though



fcr is easy just use amn runes in the res stick depending on ur weapon you are only going to 1-2 skills,in act 4 nornal u should be able to buy a +1 pally specter


It all depends on your preference of play, as it obviously varies person to person, if it works for you, then by all means use it, if it doesnt, then dont do it.

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 Post subject: Re: Help with hammerdin
PostPosted: Wed Sep 02, 2009 3:58 pm 
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by act 4 normal you wont have amn's to spare. your weapon will be your main source of fcr and + skills mana etc. Insight ftw for a hugh fcr boost and as much mana as you could need.

like I said its your choice. Utter summed it up nicely though. 4 points wont ruin your build. it`ll make him well rounded though. it seems your in the "damage or bust" frame of mind though so do as you see fit

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 Post subject: Re: Help with hammerdin
PostPosted: Wed Sep 02, 2009 4:14 pm 
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twistedmoonz wrote:
It all depends on your preference of play, as it obviously varies person to person, if it works for you, then by all means use it, if it doesnt, then dont do it.






all that i am saying that this set up has worked for me for 2 years since i be on hu.i dont make my hammerdin for party play he is for 2 things boss kiling and farming the best areas in hell.this is the last post ill make on the subject i enjoyed the battle of opinions rage ;)

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 Post subject: Re: Help with hammerdin
PostPosted: Wed Sep 02, 2009 4:15 pm 
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as did I :D

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