R/W
Armor: *Beast Master Insignia/Survivor Insignia*, Tamer's Mask
Runes: Sup. Vigor, Sup. Beast Mastery, Minor Expertise
Weapons:
Vampiric Hammer of Fortitude
Ebon Hammer of Fortitude
Attributes:
Hammer Mastery: 12
Expertise: 8+1
Beast Mastery: 10+4
Skills:
Rampage as One [E]
Irresistible Blow
Hammer Bash
Crushing Blow
[Free Slot]
Res. Sig
Charm Animal
Comfort Animal
*Possible options for free slot.
- Apply Poison
- Beastal Mauling
- Brutal Strike
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This build works basically the same as the original thumper. Thanks to the nerf (not really... but meh.) of Irresistible blow, you won't need Ferocious strike to keep up the energy consumption. Rampage as one subs as what TF used to be, as well as a speed buff, which helps the thumpers.
Because Rampage as One basically "replaces" both TF and Ferocious Strike, the thumper is left with 1 free slot, that can be filled by various options. To me, the "ideal" options would be the ones already listed.
Bunny Thumper Ver.NF
1 pages • Page 1
C
Tried a variant on this build last night in RA and it's a ton of fun.Replaced Irresistible Blow with Brutal Strike
Added Predatory Bond in Optional Slot for self-heal
Also ran into Energy Problems trying to keep up Rampage as One, so ran with a Zealous Hammer.
Question: If Thumpers have high BM, why don't most builds use Brutal Strike as a finisher? Is it because Pets are unpredictable?
Question: If Thumpers have high BM, why don't most builds use Brutal Strike as a finisher? Is it because Pets are unpredictable?
T
I used this all the time before the change to RaO. Unfortunantly, energy management for keeping up RaO is pretty hard now, its short duration and high cost will eventually overcome your energy regen and expertise and you will be forced to be selective when you can/do use it, which starts to defeat the point (high damage output) 

a
Somewhere I remember seeing an analysis that a zealous hammer haft actually loses you energy even if you hit every swing because of the hammers slow attack rate.
Quote: Originally Posted by Chewbacca Defense Tried a variant on this build last night in RA and it's a ton of fun.Replaced Irresistible Blow with Brutal Strike
Added Predatory Bond in Optional Slot for self-heal
Also ran into Energy Problems trying to keep up Rampage as One, so ran with a Zealous Hammer.
Question: If Thumpers have high BM, why don't most builds use Brutal Strike as a finisher? Is it because Pets are unpredictable?
Quote: Originally Posted by Chewbacca Defense Tried a variant on this build last night in RA and it's a ton of fun.
Question: If Thumpers have high BM, why don't most builds use Brutal Strike as a finisher? Is it because Pets are unpredictable?
Quote:
Originally Posted by aelyn
Somewhere I remember seeing an analysis that a zealous hammer haft actually loses you energy even if you hit every swing because of the hammers slow attack rate.
That was mistaken.
You have three pips of energy regen, that means you recover one energy a second.
Using a Zealous Hammer means that you lose a pip of energy regen, bringing you to 2 energy every three seconds. You swing a hammer every 1.75 seconds. Your energy regeneration is a bit better while using zealous, but the real kicker is when you are using an IaS. While using RaO you attack once every 1.17 seconds. In three seconds you can complete two complete attacks, and recover two energy from your natural energy regeneration. That means you have at least 4 energy pips while using an IAS.
If we look at it over 10 seconds:
Without the IAS you get 5 full attacks. Over 10 seconds you also regen six (almost seven) energy from regen. For a total of 11 (it's actually a little bit more, but I cut off the decimals) energy compared to the 10 energy you would regenerate without the zealous mod.
Under an IAS:
You will get 8 full attacks, and regen six energy for a total of 14 (for all intents and purposes it's actually 15) energy instead of the usual 10.
So it's always at least a little better than natural energy regen, but in the context of what you would be using it with, you're gaining half again the energy you would gain without it.
You have three pips of energy regen, that means you recover one energy a second.
Using a Zealous Hammer means that you lose a pip of energy regen, bringing you to 2 energy every three seconds. You swing a hammer every 1.75 seconds. Your energy regeneration is a bit better while using zealous, but the real kicker is when you are using an IaS. While using RaO you attack once every 1.17 seconds. In three seconds you can complete two complete attacks, and recover two energy from your natural energy regeneration. That means you have at least 4 energy pips while using an IAS.
If we look at it over 10 seconds:
Without the IAS you get 5 full attacks. Over 10 seconds you also regen six (almost seven) energy from regen. For a total of 11 (it's actually a little bit more, but I cut off the decimals) energy compared to the 10 energy you would regenerate without the zealous mod.
Under an IAS:
You will get 8 full attacks, and regen six energy for a total of 14 (for all intents and purposes it's actually 15) energy instead of the usual 10.
So it's always at least a little better than natural energy regen, but in the context of what you would be using it with, you're gaining half again the energy you would gain without it.
Quote:
Originally Posted by Skuld
Looks about right, good luck having foes staying there while you whack them without having to move :s
so in that time you just switch back. kicking irre blow off the bar for something else that is more utility which you spam less is also more energy friendly, allowing you to run this without too many energy probs, as long as you don't completely suck.

