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Herr_Limburger - Smells Like Feet (Champion thread)

sirpoopsalot

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May 24, 2005
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Herr_Limburger - Smells Like Feet (Champion thread)

I'm still having fun killing Diablo with him, so it's going to be a while (if ever) before he kills The Ancients and Baal. So I'll do the writeup now.

He's a pretty run-of-the-mill BNet-style Hammerdin.

LCS

Skills:
20 (40) Blessed Hammer
20 (34) Concentration
20 Blessed Aim
20 Vigor
10 Resist Lightning
2+ Resist Fire
1 (15) Redemption
1 prereq's
[20] Holy Shield from CtA Caduceus

Gear:
Heart of the Oak flail (33)
Enigma Light Plate
Spirit Sacred Targe (45@ base resists, 35 FCR)
Arachnid's Mesh
Magefists
Mara's Kaleidoscope (29)
Harlequin Crest (PTopaz)
Wartravellers (50%)
Stone of Jordan
Shadow Band (rare ring: 10 FCR, 6 @resist, 74 mana, 17 life, 89 AR)

Switch:
beta-CtA Caduceus + Spirit Sacred Targe

Charms:
Gheeds (40%)
6x Lionbranded grand charms (+15 life, 8 dex, 37% GF)
4x Fire resists small charms (15 MF, 14 life)
1x Shimmering SC of Fortune (4/5)
4x Mana + Life SC's (53m, 54l)
TP Tome
2x4 empty

Merc #1: Haseen, Prayer (Act2 Normal)
Insight (Cryptic Axe) + Fortitude + VampGaze (IAS)

Merc #2: Flux, IronWolf (Cold, Normal)
Azurewrath (Hel) + Steelshade (30/3 FireResist Jewel of Virility) + Vipermagi (50@ resists) + eth Spirit Monarch (34 FCR)
Edit: Swapped in a Stormshield later on.


Finds:
Hellforge: Hel/Gul
some decent-but-not-great charms & other stuff


Notes:
1. As you can see, the build is a pretty typical hammerdin with ridiculous items and a decent amount of MF (~260). After making Enigma, I was bound to revisit the build at some point.

2. My first hammerdin was named señor_queso, and the 2nd was Monterey_Jack, so of course I stuck with the cheese theme this time. And since he was a stereotype of overpowering cheese, I choose to name him after the stinkiest cheese I've smelled: Limburger cheese (fyi, a malaria mosquito is attracted equally to the smell of Limburger cheese and human feet... that oughta give you an idea of the company it keeps :D).

3. I have to say that the Enigma adds a whole new element to playing the build. I'm not referring purely to his improved speed (though it's an obvious step up), but a couple of more subtle nuances. The first was the ability to position myself and my merc so that I'd have maximum power and merc-tanking (when I was using the Act2 merc). With a teleport-less hammerdin, getting a good angle of attack can be a real pain in the butt - not so with this guy.

The 2nd thing that the enigma adds is the rapidity of hot-key usage. Usually a hammerdin will swap between Vigor & Concentrate and keep the spam flowing at a somewhat leasurely pace. But adding teleport to this guy (and the ability to position myself) into the mix makes it much more common to reposition often, so the spam-casting factor is cut back and the mobility is enhanced.

4. While questing through the game (/players8 all the way) I used the Insight merc, but once I got to level85 and had rescued Anya, I switched over to the Act3 merc for doing Diablo runs.

5. Right now I'm enjoying some /players3 Diablo runs. He teleports past everything and stands in the midst of big packs of Venom Lords & Oblivion Knights and kills what he wants with ease. Sometimes he looses as much as ~80% of his 3000 life before flashing Redemption, so although it looks overpowered & super-safe it feels more hectic and complicated than that.

6. However, he pretty much is super-safe. I didn't really have any difficulties surviving, except for my one & only death at Hephasto. ~1500 damage per hit will do that do you sometimes. :p

7. ~1000 mana is about the right point for me on keeping teleport + hammers going full time. The mana-draining Finger Mages in the Chaos Sanctuary can empty my pool sometimes, but by the time it's empty I can flash Redemption and get my mana back that way. That helps with the life pool too, though the +14 life per kill on Enigma is often enough to break even.

8. For future skillpoints he'll put 8 more into Resist Fire to get his max resist up to 80. Without swapping charms he currently has 82 resists, so 80 max resists is as high as he'll go and I'm not sure where extra points would go. But at that point he'll be level ~95, and I'll likely be bored with him well before then.


Overall:
I'm trying to think of an Achilles Heel to this build. Even other overpowered builds like an Infinity+Lightning sorceress has some headaches like mana or getting a good amount of MF or fighting the occasional unbreakable immunity. Not that those can't be overcome, but they're semi-persistent problems.

But with this guy, I can't really think of anything that causes problems on any consistent basis. The Maggot Lair was a breeze, and retrieving the Tome in Act3 (his one area facing unbreakable Magic Immunes) was no worse. Everything else just dies, and his resists & life can handle a prolonged fight with ease (the merc is a little more fragile at this point - I'm hoping that changes).

It's truly a (cheesily) overpowered build.
 
Re: Herr_Limburger - Smells Like Feet (Champion thread)

Nice cheese :)

Nice touch with the Steelshade on the merc, hadn't thought about that. I'm using Azurewrath (Hel), GA, Kira's and SS. That way he's got high resists and 35% DR. I believe Corr's 'Nigmadin used the same setup with exception of Kira's: he used a CoA for more %DR. So, did you try similar setups on Flux? If so, which did you like the most? Also, I didn't want any other merc than a 'Flux' on my (walking) Hammerdin.

About the achilles heel, I think you pretty much hit it at points 5 and 6. He's not a combat class, so no leeching back, and he isn't loaded on %DR and iDR. Thank god for Redemption, but still, you can get in trouble. Nevertheless, ridiculously powerful.

GG :thumbup:
 
Re: Herr_Limburger - Smells Like Feet (Champion thread)

Gratz on the super cheesadin. :thumbup:
 
Re: Herr_Limburger - Smells Like Feet (Champion thread)

5. Right now I'm enjoying some /players3 Diablo runs. He teleports past everything and stands in the midst of big packs of Venom Lords & Oblivion Knights and kills what he wants with ease. Sometimes he looses as much as ~80% of his 3000 life before flashing Redemption, so although it looks overpowered & super-safe it feels more hectic and complicated than that.

If you loose 80% of your life to a pack of venom Lords your cheese factor is merely Babybel rather than Limburger. :girly:

Anyways, nice 'almost' Pat and a quick turnaround on these enigma wearers - keep it up!


 
Re: Herr_Limburger - Smells Like Feet (Champion thread)

I'd congratulate you, but not only is he a paladin, but a lamerdin at that. :p.

Out of curiosity though, how fast are your runs, and are you swapping to higher settings for Diablo? How long does it take to teleport all the way to the seals?
 
Re: Herr_Limburger - Smells Like Feet (Champion thread)

Nice touch with the Steelshade on the merc, hadn't thought about that. I'm using Azurewrath (Hel), GA, Kira's and SS. That way he's got high resists and 35% DR. I believe Corr's 'Nigmadin used the same setup with exception of Kira's: he used a CoA for more %DR. So, did you try similar setups on Flux? If so, which did you like the most? Also, I didn't want any other merc than a 'Flux' on my (walking) Hammerdin.

I started with my 1.07 ValkyrieWing (30 FCR for max casting speed with Spirt+Vipermagi) until remembering the Steelshade's fire absorb. Once I switched he did a lot better surviving in the CS, but he's still a little fragile against Diablo.

I might consider the swap to Stormshield for the DR% if his fragility against BigD remains, but I just got into the habit of spending an extra 5-10 seconds running Cleansing before that battle to get the curse off of him, and that seems to help so far.

Edit: I tried the Stormshield (with a FireResists/-Requirements jewel) and the difference seems pretty noticeable. I like the current setup of Azurewrath + Vipermagi + Steelshade + Stormshield the best so far - but some swarms still force a potion or three.

About the achilles heel, I think you pretty much hit it at points 5 and 6. He's not a combat class, so no leeching back, and he isn't loaded on %DR and iDR. Thank god for Redemption, but still, you can get in trouble. Nevertheless, ridiculously powerful.

If you loose 80% of your life to a pack of venom Lords your cheese factor is merely Babybel rather than Limburger. :girly:

... well, I said "up to" 80%. Most runs it's more like 30-40%, and a flash of Redemption can restore all of that in a second or two.

Also, Limburger does have over 3000 life, so it's not like anything but a nasty combo like Hephasto spawned with (how often do you see Might + Cursed + Extra Strong together on one of the highest base physical damage monsters in the game?) will have the chance to do that much damage before my hammers mow him down.

Out of curiosity though, how fast are your runs, and are you swapping to higher settings for Diablo? How long does it take to teleport all the way to the seals?

At this point it's about 2.5 minutes per run on /p3. But I'm sure I could knock that down by a minute or more if I focused on speedier runs (and with some practice). It takes ~25 teleports to get to the first seal, so about 20 seconds with load time and prebuffing.

Right now it's all /p3 since the merc's a little fragile. Edit: Swapping Stormshield onto him seemed to have helped, so I'm going to try for /p5 or /p7 now.

Edit2: That seemed to be enough to handle /p7 runs pretty easily.



 
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