W/Mo, Hammer Build?

jacksojj418

Ascalonian Squire

Join Date: Oct 2005

Immortal Souls Forever

W/Mo

Can't really find a good W/Mo build with hammer, i have vamp on my hammer so i degen and i have mending on my bar, should i take off mending? and just stick to fighting skills?

JYX

JYX

Krytan Explorer

Join Date: Mar 2005

Yes you should take off mending and stick to fighting skills.

Hammer warriors are pretty similar.

16 hammer
Rest in strength for pure hammerer. If you want to take advantage of your secondary for enchant removal, buff etc, then you split either 8 or 10 points into that. 8 points if its enchant removal etc which doesn't require a lot of points and 10 for damage buff or direct damage where more=better.

Template:
Devastating Hammer
[Crushing Blow / Utility Slot]
Mighty Blow
Hammer Bash
Irresistable Blow
Frenzy
Sprint
Rez sig

For the complete chain, use the skills in the exact order that I've posted them there. Under the effect of frenzy. You can fill that util slot with whatever your team is lacking in. If you have many people dealing out deep wounds on your team, take it out definately. Equipment is full Gladiator's set with knight's boots and stoneskin gloves with the hammer helmet.

Judge's Insight works well with hammer because the main damage here comes in bursts...and so does JI. Even though it really does kill your energy, its arguably the best a monk has to offer.

mortalis doleo

mortalis doleo

Wilds Pathfinder

Join Date: Sep 2005

my house

The Cutting Edge [TCE]

N/

i've never been a warrior, so this may be BS...

but i think you should take holy strike and go KD/HS. that's a good, if not better alternative to a W/E KD/AS...

rii

Desert Nomad

Join Date: Mar 2005

UK

The added damage isnt really worth it over a utility skill like rend, ji, soh and so on. A normal hammer kd chain knocks out a lot of damage, and combined with another warrior/s its plenty.

entropy

Wilds Pathfinder

Join Date: Jun 2005

N/W

Am I I the only one who prefers earthshaker over devastating . i always use earthshaker since its only 1 more hit yet aoe knockdown

Manfred

Manfred

Krytan Explorer

Join Date: Oct 2005

Meh, devastating leads into heavy blow so nicely it's hard to resist.
It's like people using eviscerate because of all the deep wound combos.

Eonwe

Jungle Guide

Join Date: May 2005

New Jersey

Idiot Savants

Quote:
Originally Posted by Everous
16 hammer
Rest in strength for pure hammerer. If you want to take advantage of your secondary for enchant removal, buff etc, then you split either 8 or 10 points into that. 8 points if its enchant removal etc which doesn't require a lot of points and 10 for damage buff or direct damage where more=better.

Template:
Devastating Hammer
[Crushing Blow / Utility Slot]
Mighty Blow
Hammer Bash
Irresistable Blow
Frenzy
Sprint
Rez sig
That's just about perfect, except I'd label the utility slot as mighty blow. You want the deep wound that Crushing blow will be giving you.

JYX

JYX

Krytan Explorer

Join Date: Mar 2005

The problem isn't only that the deep wound may come from other sources in your team making Crushing less useful depending on what you're running with. I figure also that the energy cost is going to be high. Not sure I'm comfortable with 4 skills at 5 energy a piece and then maybe one 10 energy util on top of that.

White Designs

Krytan Explorer

Join Date: Jul 2005

Illinois

None

Earthshaker is bad since its not actually a "targetable attack", that is, if the target is running away from you he/she will gain some distance from you in the time it takes to do the animation for the attack. With Devestating its not a problem but Earthshaker it is. If they aren't running then you could probably kill them with Backbreaker if you wanted.

Deep Wound is just super good. In my opinion you can never have too many deep wound producing skills, (provided of course, the deep wound is not the whole skill, like Dismember). Deep Wound is suicidal to leave on and even if its removed its eating up time and energy on the other team as a pressure tool. The energy cost is a reasonable concern but I think the Deep Wound is too good to pass on.