11-04-2003, 01:04 AM
He's back.
The Synergies are good, and my favorite little item is that Vigor boosts both Charge and Blessed hammer passively. This puts the Charge Concentration Paladin back into the game.
Sadly, my beta Hammerdin never finished, I finally go past the Maggot lair one day when I overcame my video lag due to spawn rate, died a few times to Duriel (Used pots and merc and hammers to eventually kill him) and was just starting Act III when the beta ended.
In SP, Hammerdin needs to think about how to deal with cramped spaces, otherwise, he kills damn near everything, even if he has to be patient.
Blocking, DR and fast cast are of course key, as is cast and run against fast packs of frenzytaurs. If you stand still long enough, you are screwed against certain enemies.
Bloody Foothills, use a charges of Dim Vision wand to blind the ranged attackers, or use Attract. Attracts limited range hurts, though, and can get you hurt.
Using Cloak of Shadows from items is also a great way to cut the pain from the better ranged attackers.
NOTE: All monsters with bows hit harder, and the standard "four champ archer crossfire" in the Barracks has been in every game I have entered. You will die if you don't watch out and get caught in the crossfire without a lot of -DR or otherwise. You cant DV champs, nor Cloak them. Attract might work, I have not tried it yet.
NOTE: Ghostly monsters slow and or freeze you. Beware.
NOTE: Dumb luck helps. Skin of the Viper Magi Cannot Be Frozen was a godsend in Hell diff. You need it, or you will get slow and dead. HC beware.
The Synergies are good, and my favorite little item is that Vigor boosts both Charge and Blessed hammer passively. This puts the Charge Concentration Paladin back into the game.
Sadly, my beta Hammerdin never finished, I finally go past the Maggot lair one day when I overcame my video lag due to spawn rate, died a few times to Duriel (Used pots and merc and hammers to eventually kill him) and was just starting Act III when the beta ended.
In SP, Hammerdin needs to think about how to deal with cramped spaces, otherwise, he kills damn near everything, even if he has to be patient.
Blocking, DR and fast cast are of course key, as is cast and run against fast packs of frenzytaurs. If you stand still long enough, you are screwed against certain enemies.
Bloody Foothills, use a charges of Dim Vision wand to blind the ranged attackers, or use Attract. Attracts limited range hurts, though, and can get you hurt.
Using Cloak of Shadows from items is also a great way to cut the pain from the better ranged attackers.
NOTE: All monsters with bows hit harder, and the standard "four champ archer crossfire" in the Barracks has been in every game I have entered. You will die if you don't watch out and get caught in the crossfire without a lot of -DR or otherwise. You cant DV champs, nor Cloak them. Attract might work, I have not tried it yet.
NOTE: Ghostly monsters slow and or freeze you. Beware.
NOTE: Dumb luck helps. Skin of the Viper Magi Cannot Be Frozen was a godsend in Hell diff. You need it, or you will get slow and dead. HC beware.
Cry 'Havoc' and let slip the Men 'O War!
In War, the outcome is never final. --Carl von Clausewitz--
Igitur qui desiderat pacem, praeparet bellum
John 11:35 - consider why.
In Memory of Pete
In War, the outcome is never final. --Carl von Clausewitz--
Igitur qui desiderat pacem, praeparet bellum
John 11:35 - consider why.
In Memory of Pete