1.13 hammerdins - Respec? Immune solutions.

Mortent

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1.13 hammerdins - Respec? Immune solutions.

Gotta admit that like Atma, i find the taste of vengeance to my liking. This is pretty much the end of the constant baalbots.. and probably a lot of other farming scripts and utensils that are very, very bad and illegal.

Still wondering though, just removing the component that ignores immunities of undead and demons.. I'm pretty sure the skill will still be extremely powerful. Bonemancers get along with much lower amounts of magic damage, though they do tend to have some meat shields and curses.

So, under the assumption that hammerdins will continue to be highly viable, what would be a good solution for the new problem of magic immunes?

I'm thinking along the lines of;

1) Zeal/smite weapon switch (not the best but should work, perhaps with added auradin EQ)

2) FotH (maybe balance synergies between hammer and fist, hammer has plenty of damage already)

What else are you hammernerds gonna do about it? :crazyeyes:

As for the exact patch notes, not sure if i'm allowed to link to outside forums (even if it is blizzard's own) - i am sure you'll find them if you haven't already though.
 
Re: 1.13 hammerdins - Respec? Immune solutions.

hhmmm i dont play hammerdins but
shouldnt the merc be able to kill them he might aswel do some work now that IM is gone....
 
Re: 1.13 hammerdins - Respec? Immune solutions.

IMO, it didn't completely stop them from being good Baalbots.

Holy Bolt still hits undead even if they are Magic Immune. Considering Blessed Hammer is a synergy for Holy Bolt, and considering that with +15 skills (quite easily attainable: 'HotO', 'Spirit' Arachnid's, Annihilus, Torch, Shako, Mara's Kaleidoscope), a base level Holy Bolt already deals ~1.5k damage, that should be a suitable solution to get rid of Magic Immune undead.

Worse to worse, they could rely on Charge, for the same reason as above, but I'd still take Holy Bolt so that I can keep 'Call to Arms' on switch. Throw in a few points and it becomes 3k to 6k magic damage (while still being easily spammable).
 
Re: 1.13 hammerdins - Respec? Immune solutions.

You obviously dont see the pattern. New fotm bot class/build will emerge and everything will repeat 1 month after ladder reset. This will happen again and again and again.....and again..................and again.... ( added for dramatic effect ).
 
Re: 1.13 hammerdins - Respec? Immune solutions.

If not holy bolt, a strong insight/obedience will take care of them. Only those big mummies are magic immune, right? Mercs are quite good vs few strong enemies (compared to many weak enemies).
 
Re: 1.13 hammerdins - Respec? Immune solutions.

Holy Bolt with a B. Hammer synergy might do tons of damage (2-3k no less), but there's also the one target per bolt, and at a 9-frame cast rate, I don't see it being very useful. 10-frame...I don't even want to think about it.

Then again, if you're only planning to use it on wave 2 in TOD, then it might be the most immediate solution without having to make any gear replacements and whatnot.


Also, like people mentioned above, we can all go back to using our beloved A2 merc. With a good Insight (or just about anything, for that matter)+ Concentration, he would make short work of the rare number of Magic Immunes (as a general trend, I don't really see many magic immunes that are hard to kill in melee anyways).


-Kinky
 
Re: 1.13 hammerdins - Respec? Immune solutions.

Holy bolt works fine, spam hammer as wave 2 spawns with redemption on (to get rid of skellys fast) then holy bolt takes 3-5 hits per monster to kill (my current hb dam is 3.5k).

Its not the fastest solution but it works well and keeps your switch free for cta
 
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