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 Post subject: Hammerdin question with stat placement
PostPosted: Fri Jan 28, 2011 5:53 am 

Joined: Fri Jan 07, 2011 10:23 am
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I want to make a hammerdin and I was thinkin of doing 3 vit 2 dext every level is thaf good? How much dext is needed for max block


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 Post subject: Re: Hammerdin question with stat placement
PostPosted: Fri Jan 28, 2011 11:23 am 

Joined: Fri Jan 07, 2011 10:23 am
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Got another question too lol wat is the best merc for a hammer pally


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 Post subject: Re: Hammerdin question with stat placement
PostPosted: Thu Feb 03, 2011 7:30 am 
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Bump regarding 2 things:
1)
Forbidden wrote:
How much dext is needed for max block
Same question, I'll be using every uniq din shield as they progress till 95.
2)will maxing prayer first and good holy amu be better than holyshield/deviance?
Thx in advance.


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 Post subject: Re: Hammerdin question with stat placement
PostPosted: Thu Feb 03, 2011 9:49 am 
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1: duno, rise it as you play
2: zaka amulet for 2 skills,fcr, res and 10% mag pierce?

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 Post subject: Re: Hammerdin question with stat placement
PostPosted: Thu Feb 03, 2011 2:05 pm 
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PureRage-DoD wrote:
1: duno, rise it as you play
2: zaka amulet for 2 skills,fcr, res and 10% mag pierce?

1) Yeah will do that but thought someone knows +- so it'd be easier to choose gear - it's really first hdin on hu, I remember my smiter had like 75% with 160dex from gear only.
2) Totally forgot about that but it's better to go dmg + pierce over self/team heal? I don't know really, I'll go damage then and maybe on hell choose if prayer or more def/block. Thx


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 Post subject: Re: Hammerdin question with stat placement
PostPosted: Thu Feb 03, 2011 2:21 pm 
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well gear will be aimed more at combat skills I would think so the prayer level wont be so high plus the medi radius won't be that great so most of the party wont benefit. You will maybe get 200 heal? im not sure exactly but it could be 20ish possibly. not small amount i guess so it would depend on other gear i guess. If you lack pierce, its a good easy way to get 10%

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 Post subject: Re: Hammerdin question with stat placement
PostPosted: Thu Feb 03, 2011 2:29 pm 
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Dunno yet about res etc but I'd use alma +4, scepter +3, armor +2 or +3 templars with facets, +2souldrainers, +2 im flesh with +3prayer also, +1boots, +3 coa, rings and hopefully good 5lvl medi amu with let's say +2din, that's +25 total to prayer, +22 all din. I know I could simply boost my str and use full mancer but well, will see.


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 Post subject: Re: Hammerdin question with stat placement
PostPosted: Thu Feb 03, 2011 2:48 pm 
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1) Base Dexterity is fine. My Hammerdin retained 60%+ Block from Norm-Hell with just charms and a little gear tweakage.

2) Any mercenary works really. With A1 Physical removed, I like A2 Prayer, but it's not nearly as good as killing trash.

3) Don't max Prayer. Hammer's has it's points stressed enough, and Prayer's Heal is often insignificant unless very high leveled and running Prayer/Meditation simultaneously. I can't think of any situation where I'd want to run Prayer over Concentration or a Resist Aura.

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 Post subject: Re: Hammerdin question with stat placement
PostPosted: Thu Feb 03, 2011 4:15 pm 
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How about strength then? I have Ironward but it requires 190 str, is it worth getting 150+str and rest into vita?
Edit: well Ironward doesn't have +res hm.
And skill wise, is it better to max conc/synergies first or hammers/conc as mana cost on hammers rise fast, 0.5 per skill.


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 Post subject: Re: Hammerdin question with stat placement
PostPosted: Fri Feb 04, 2011 2:32 am 
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Steel wrote:
How about strength then? I have Ironward but it requires 190 str, is it worth getting 150+str and rest into vita?
Edit: well Ironward doesn't have +res hm.
And skill wise, is it better to max conc/synergies first or hammers/conc as mana cost on hammers rise fast, 0.5 per skill.



Well, talking end-game gear, nothing gets better than Heaven's Will in a +3 Hammers Scepter. It has basically every mod you would want (-mag pierce, +5 skills, fcr, resists) and nothing end-game will surpass it. This can obviously be made in a very low strength requirement weapon.
As for significant strength breakpoints you have Dragon Scale, which is 148 strength and if you choose Crown of Ages, 176. You can however roll a +1/+3 Combat caster craft diadem with awesome mods, only really losing the 5% DR CoA offers you.
As far as base strength goes, it's really your preference. If you want to delegate more charms, sockets, and lucky strength mods on crafts you can keep base strength relatively low.

As far as skills orders, I prefer to max Hammers & it's synergies first and then Concentration last. I do agree though, Hammers are pretty mana thirsty, especially without BO.

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