Hammerdin vs Archers?

tenaka

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Jun 22, 2003
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Hammerdin vs Archers?

My TWD2 chars are in a repetative leveling/mfing rut so to have something to alternate to I started up a Hammerdin. I've always had problems with them so I made a softcore one to practice with. Oh sure I can kill just fine with him, who can't? But the problem is I can't keep him alive. I'm in Act I hell and I've easily died ove 100 times by now so theres no way I can make a real (HC) one yet. OK so at least 2/3 of those deaths are from running around nekkid trying to recover my corpse but still...

The bane of my existence is archers. All ranged enemies are a problem but one archer bosspack and I'm dead or runnign away screaming. Out in the open I can eventually kill them off by run-cast-run-cast-run-cast... In dungeons I'm dead meat. Especially when they are on the other side of a doorway that is down from me because if I get close enough to loop my hammers through it they are already shooting me. I can't lure them out most of the time either, they just shoot at me when I'm close enough to see then get confused and give up when I move back.

I have max resists and 75% blocking, and this is an untwinked char.

How do you keep a Hammerdin alive and what are some good "vs archer" tactics?
 
Don't forget to walk not run when you see them, otherwise your blocking will be reduced.

Archers, for whatever reason, give Hammerdins problems, especially the nasties in The Pit.

I'd suggest things such as HF merc, Kelpie Snare on your merc (for the slow). Honestly, unless I see a boss pack, I simply run past the archers.
 
You can always, instead of using "wise tactics," charge in like a barbarian. As long as you're packing a bit of fast cast (things like the spectral shard, suicide branch, wizardspike, HotO :uhhuh: ), they will die before you do. If you're fighting melee with ranged in the back, dance around the arrows while spinning hammers to kill the melee packs first and then head for them.

Always keep them between your mercenary and you (those that run away, at least). Against the undead (oblivion knights, skeleton archers), you can use holy bolt (11x base damage from maxing blessed hammers) and play a sniping war. If they're too dangerous yet you simply can't bear to let them live, sacrifice your mercenary by sending him in to take the initial volley (better him than you), and charge in from a different direction.

Don't be afraid to use a lot of purples, especially in hardcore. That's pretty much all I got.
 
Milamber said:
Don't forget to walk not run when you see them, otherwise your blocking will be reduced.
And your defense will be ZERO, and you will be hit 75% of the time (assuming 75% normal block/25% while running.

crg
 
Boy do I remember that problem! When I played mine, I got very good at moving in while dodging as many arrows as possible.. Even walking with max block, max resists, I was hit far took often anyway.

FRW is very helpful. One tactic that worked a lot was to lure one out, loop around and then use Charge to knock it further from it's backup.

And yes, you will really drink the pots with this guy.

Good luck.
 
Might as well toss in my $.02.

With my Hammerdin, if I see Archers, I usually switch to vigor and charge right at them. Then I switch on Redemption and start hammering away.

If they are still causing a problem, then I suggest just to try and avoid them entirely, thought that might be a little tough.
 
Milamber said:
Don't forget to walk not run when you see them, otherwise your blocking will be reduced.

Archers, for whatever reason, give Hammerdins problems, especially the nasties in The Pit.
Nonsense. My hammerdin could run the pits at /players 8 when he was fully untwinked. He had VERY little problems with archers, and everything else for that matter.

I'd actually be more curious as to your current equipment and stat/skill placement.
 
Just a matter of skill then, Serdash. Equipment can only help so much.

I do the same thing as arewyn. Just charge in and switch to hammers.
If its through corridors, normally just keeping out of line would get the archers to walk forward. If you're standing at the "lower left" corner of the door (ie. 4-5 oclock) your hammers can actually spin back to hit the monster standing directly behind.
 
sunbearie said:
Just a matter of skill then, Serdash. Equipment can only help so much.
Somewhat. They could be using a cracked quilted armor and the buckler they got when they started the paladin. And put all of their stat points into str. Not saying that anyone would do that, but you know what I mean. I find it hard for a Hammerdin to be able to not survive /players 1 hell with maxed blocking and resists. Even untwinked. And believe me.

You don't need skill to use a hammerdin. I mean come on. Look at Mil. :p
 
The real problem is in dungeons like the Forgotten Tower, I was just trying to be more general. I can't even get to the top without dying a couple times.

@Mil: Already walking and using a HF merc

@Summoned (and others): By the time I charge in I'm already dead if theres a boss pack.

@Arewyn: I have to pass the corridors they are in, can't avoid them.

@Sunbearie: I can't stand there without getting peppered by a few of them. Also, thats 7-8 O'clock.

@Serdash: Max hammer, blessed aim, concentration and about 12 in vigor. 1 in holy shield and prereqs. enough str for eq, dex for 75% block and the rest vit. About 1k life. They die in 1 or 2 hits, but I die before I can clear a group when its in the right (wrong) spot past a doorway below me.
 
My first SP char was a Hammerdin, I used to be pwned by archers all the time (so much so I left him alone for 4 months). I'm back playing him now and am much better at it. It took quite a while for me to learn how to set up a decent hammer field.

I now dodge around until my merc latches onto them, walk up behind the merc and hammer away. It's only really an issue when a boss pack spawns with nasty mods and the merc gets dead before he can start attacking to leech some life back.

I think it's just me, but my hammerdin uses 10x as many big purples than any of my other chars.

-Grogs
 
Well, this hasn't been said, but maybe something Dim Vision-ish ala Gloom? I don't know, hit blinds target bow on switch? Something to make them not hit you, like charges of Attract?

I have not run into this kind of thing, so I am just throwing somethings out there. Good luck.
 
tenaka said:
@Sunbearie: I can't stand there without getting peppered by a few of them. Also, thats 7-8 O'clock.

Sorry, I took it as the monsters were in a corridor "above" you so you would have a position 4-5 o'clock.

Anyway, to build on Doug's suggestions, some of my chars tend to use charges of confuse in tight places like the maggots lair. It wouldn't work on boss packs but the minions would be shooting here or there giving you a chance to dash in and let loose some hammers.

You can get charges of confuse or dim vision on rings/wands. Haven't seen any with charges of attract before though.

Other idea you could try would be conversion. Its independent of ar so a +3 sceptor would work pretty well.
 
hmm .. . ive got a lev 18 HC hammerdin, and its my 1st time playing one, and now you've got me worried. currently im still struggling to hit the enemy!
:lol:
 
Wands! See I knew someone would have a tactic I hadn't though of. I always forget about looking for charges of things to solve problems. I think confuse and dim vision should work out just fine,

Don't wory Mordalles, by the end of normal you'll be pretty good at aiming.
 
Serdash said:
Nonsense. My hammerdin could run the pits at /players 8 when he was fully untwinked. He had VERY little problems with archers, and everything else for that matter.

I'd actually be more curious as to your current equipment and stat/skill placement.
Nonsense yourself Dashy, overall archers are no trouble whatsoever, however some boss packs can be very deadly.

I concur, running the pits at players 8 is awefully easy.
 
tenaka said:
Wands! See I knew someone would have a tactic I hadn't though of. I always forget about looking for charges of things to solve problems. I think confuse and dim vision should work out just fine

The other easy option for untwinked play is the Nadir rune word (Nef [4] and Tir [3] in a two socket helm). This gives you thirteen charges of Cloak of Shadows, plus gives -3 to light radius. The +30 defence verses missles doesn't hurt either. The Cloak of Shadows should stop getting you shot at by closer archers, and your reduced light radius should mean nobody farther away sees you - assuming you aren't standing beside a light source.

The downside is that this would cost you your helmet slot, so I'd go with Dim Vision charges on switch.
 
Does reduced light radius work against the monsters too? Normally they start shooting at me before I see them.
I always learn something new :lol:
 
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