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W/Mo, Hammer Build?
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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.
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.
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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.
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.
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.
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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.
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.

. i always use earthshaker since its only 1 more hit yet aoe knockdown