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Ok i got this hammerdin..He does 11k..But the thing is if i take off my boots +2 to vigor and 3 out of the 4 offensive charms i have he still does 11k....Why isnt it going up ne higher than 11k when i put them back on??Is it a glitch or something??Well plz get back to this thread a.s.a.p....Ty much...
Shibbied_killer
US East NL SC
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Well because you don't get synergies from items (the Vigor). And I can't explain the charms. But I suggest you instead get Treks or eth Treks. With 15/15.
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Ok so the boots where a waste to buy..lol thats nice...but can anyone explain whats up with the charms??It shows them as adding to the skill tree but the damage wont go up at all...
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Screw combats, useless on a hammerdin. Just get a whole whack of life sc's.
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They are much more expensive..And i was going with offensive so it would amp up my mercs damage..
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If you're rushing there's really no need for gcs, you can handle them fine without them
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So really +to skill charms for a hammerdin are practically useless??
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I'll give ya what ya need, you only need to do 10k dmg to start with to rush. Life and resist are the key as long as you have 75 in all your resistances in hell and 475 to vitality your good. A quick rundown of hammerdin gear. Shako (um'd or perf topaz (screw the ist waste of an ist)), 1. Hoto, 2. Spirit, 3. w/e adds to skills for a weapon (hoto preferred), 1. Archon Enigma, 2. Mage Enigma (I prefer this I can use the additional 50 stats into vitality and really dont know the difference in def) 3. Guardian Angel, magefist or Wizys if you can afford the godly things, Spider for +1 skiller or Verds for vitality I've got them both on both pallys and string of ears if you dont have either of these, shield if your playing ladder go with spirit adds +2 to skills or Hoz if you have or can afford if u have neither of these find a decent +1 skills shield with High resist, boots get eth treks or treks. Any other questions just PM me.
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I got Hoto,Umed Shako,Umed Hoz,2xsoj's,arachnids,treks,magefist,breast plate nigma,and seraphs hymn ammy....
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Okay then, this is all you need to be a tough hammerdin of course PVM wise. The rest of the room u can keep for either picking up items on ball runs, life scs or 7%mfscs. I at one time used a full inventory of 10 Pally Combat GCs when baalin and then said, what the he!! am I doing, all I'm doing is making it ez for the other cats to grab items while I do all the work. So lighten the load and go with at most 2 Pally Combat Gcs if you have them and use y our best descretion for the rest.
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Wow some reason i thought that was unless but never the less they still work good on a hammerdin.
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My hammerdin does 11k with no charms, I can't think of any reason you would need to do more than that, the charms just take up space