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Old May 19, 2006, 06:57 AM // 06:57   #1
Lion's Arch Merchant
 
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Default Please critique my Hammer warrior

That's right, here's the 3rd character of my team build =)

War/Ele

12+1+3= 16 Hammer mastery
12+1= 13 strength
3 air

Frenzy
Devastating Hammer
Crushing Blow
Hammer Bash
Shock
Fierce Blow
Rush
Res Sig

Any suggestions or opinions are appreciated. Has anyone found using heavy blow a issue? Will enemy monks commonly remove the deep wound on the target right away and prevent heavy blow from knocking?

I took shock because its a good interrupt for res sigs and other long spells when my other skills aren't charged.

The other characters on the team are a boon prot monk, e-denial mesmer, and blinding air ele. Thanks for the help.

Last edited by Liquidus; Jun 17, 2006 at 01:51 AM // 01:51..
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Old May 19, 2006, 08:18 PM // 20:18   #2
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Quote:
Originally Posted by Liquidus
That's right, here's the 3rd character of my team build =)

War/Ele

12+1+3= 16 Hammer mastery
8+1= 9 strength
10 air

Frenzy
Devastating Hammer
Crushing Blow
Heavy Blow
Shock
Irresistable Blow
Rush
Res Sig

Any suggestions or opinions are appreciated. Has anyone found using heavy blow a issue? Will enemy monks commonly remove the deep wound on the target right away and prevent heavy blow from knocking?

I took shock because its a good interrupt for res sigs and other long spells when my other skills aren't charged.

The other characters on the team are a boon prot monk, e-denial mesmer, and blinding air ele. Thanks for the help.
i'd use sprint over rush for your stance change from frenzy. you want to be sure.
i've ran the Dev/crushing/heavy blow combo in the past and like it quite a bit. but after comments from some guys that really know this game i've changed heavy blow to hammer bash and find it to be better. if the chain gets broken you still have options for a KD without counting on weakness.
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Old May 22, 2006, 09:21 PM // 21:21   #3
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The advantage of rush is that it has no recharge time. On the other hand, sprint's 20 sec recharge isn't THAT bad, with a 12 sec sprint, theres only 8 secs downtime.

Is there a way to time a KD chain so a monk has no chance to cast spells like RoF? With frenzy on, there is a time gap between crushing blow and heavy blow thats not large enough to make a regular attack, but not small enough to use heavy immediately after crushing blow. I saw on another thread one guy activates frenzy right before heavy instead of devastating, anyone try this before?
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Old May 22, 2006, 09:38 PM // 21:38   #4
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Quote:
Originally Posted by Liquidus
The advantage of rush is that it has no recharge time. On the other hand, sprint's 20 sec recharge isn't THAT bad, with a 12 sec sprint, theres only 8 secs downtime.

Is there a way to time a KD chain so a monk has no chance to cast spells like RoF? With frenzy on, there is a time gap between crushing blow and heavy blow thats not large enough to make a regular attack, but not small enough to use heavy immediately after crushing blow. I saw on another thread one guy activates frenzy right before heavy instead of devastating, anyone try this before?
There is a way to do it, if I remember correctly it's something like 1/3 of a second after Devastating/BB etc.. I could be way out on that though, try testing it.
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Old May 27, 2006, 07:11 PM // 19:11   #5
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Quote:
Originally Posted by Liquidus
Any suggestions or opinions are appreciated. Has anyone found using heavy blow a issue? Will enemy monks commonly remove the deep wound on the target right away and prevent heavy blow from knocking?
I'm not an expert on Hammer Wars, but your build appears pretty solid..not much to mess up with the adren combo anyway.

I haven't had a problem with deep wound being removed fast enough, remember a monk facing a decent team has plenty to keep him busy.

Rush is only 4 adren and lasts longer than sprint, so no problems there..plus, less energy=better.

Personally I've been running a W/x with Bull's strike, haven't used shock yet but I'll try your build a little later.

Last edited by Vermilion; May 27, 2006 at 07:14 PM // 19:14..
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Old May 27, 2006, 07:22 PM // 19:22   #6
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Quote:
Originally Posted by Liquidus
Is there a way to time a KD chain so a monk has no chance to cast spells like RoF?
Yes, with a little practice you'll be able to keep the Monk out of action for the entire chain. Incidentally, I find this much easier to do with Devastating Hammer.
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Old May 27, 2006, 07:53 PM // 19:53   #7
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Quote:
Originally Posted by JR-
There is a way to do it, if I remember correctly it's something like 1/3 of a second after Devastating/BB etc.. I could be way out on that though, try testing it.
i have practiced this for tons of hours but i find it too much of a shot in a dark to use it in real battle despite being able to pull it off with ease on training dummies with my latency to guild wars to nail down a 1/4 second window
if you can hit it hear is a brutal combo:
dev->fierce *this next hit perfectly* heavy->crushing->irresistable
with some nice criticals it can kill a prot that trys to rof
in 4v4 where theres often a single prot i think you are better off just gunning off on the monk, let him get off that rof if hes smart enough and hit him with your second knock down.... with minimal spike assist you can still kill a monk after they rof'd with your two free hits after your second knockdown


as for your build, i dont think you need shock because as you already have knockdowns and energy heavy stuff to do
instead of shock id get out of air and bring a heal sig if your team build doesnt have a support healer
if it does, you can take fierce blow which is very nice a free high damage hit after crushing since you often dont have enough energy to use irresistable in your chain
i also prefer rush with my hammer warrior but just be careful after you hit your second knockdown

Last edited by audioaxes; May 27, 2006 at 08:48 PM // 20:48..
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Old Jun 08, 2006, 09:23 PM // 21:23   #8
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I think that you'd be better off with Backbreaker instead of Devestating Hammer, as a 4 seconds knockdown shuts the monk down for good...
I'd try this skill combo:
Frenzy -> Backbreaker -> Crushing Blow -> Irresistable Blow and when the monk gets back on his feet repeat the process...
as for the other 4 skills, I'd pick these:
Hammer Bash, incase you're short on adrenaline and need a crucial knockdown
Sprint, none adrenaline speed boost, you need the adrenaline for Backbreaker
*Free Slot*
Res Signet, obvious enough
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Old Jun 09, 2006, 01:43 PM // 13:43   #9
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if you have a free skill slot and like Backbreaker, you might try fitting in To The Limit, it really makes adrenaline build-up a lot faster and more efficient imo
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Old Jun 15, 2006, 02:55 PM // 14:55   #10
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personnally i prefer backbreaker, the 4 second knockdown hurts. devastating/ crushing blow/ fierce blow is nice, but i did not like it that much. although, the high adrenaline cost of backbreaker can be pretty annoying

what i really like though is going warrior/necro, with plague touch. leaves you with less offensive power, but you have some chance to counter a blind spammer.

i usually use smth along the lines of:

1)fenzy
2)backbreaker {elite}
3)crushing blow
4)mighty blow
5)plague touch
6)healing signet
7)sprint
8)rez signet

equipement wise i go with a furious and a zealous hammer of fortitude, superior hammer mastery/ superior vigor and superior absorption of course

attribute point distribution:
strength 9+1
tactics 9+1
hammer mastery 12+3+1


in ab i usually switch rez signet for endure pain, helps a lot when you aggro the shrine defenders

just my personal preference
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Old Jun 17, 2006, 01:39 AM // 01:39   #11
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hehe... 10 air.. you need the bonuses from strength... shock is for disrupting hero, and knocking down foe... not to do damage, atleast on warrior
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Old Jun 17, 2006, 01:50 AM // 01:50   #12
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You're definitely right about the 10 air, I changed that a while ago and I forgot to edit it here.
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Old Jun 17, 2006, 01:45 PM // 13:45   #13
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Quote:
Originally Posted by JR-
Quote:
Originally Posted by Liquidus
The advantage of rush is that it has no recharge time. On the other hand, sprint's 20 sec recharge isn't THAT bad, with a 12 sec sprint, theres only 8 secs downtime.

Is there a way to time a KD chain so a monk has no chance to cast spells like RoF? With frenzy on, there is a time gap between crushing blow and heavy blow thats not large enough to make a regular attack, but not small enough to use heavy immediately after crushing blow. I saw on another thread one guy activates frenzy right before heavy instead of devastating, anyone try this before?
There is a way to do it, if I remember correctly it's something like 1/3 of a second after Devastating/BB etc.. I could be way out on that though, try testing it.
I was playing around with this not long ago.

DB > CB > HvB left about a .3 second gap. Activating Frenzy just as CB lands seems to work.

Anyway, this made me wonder how long they are actually disabled for. A regular knock-down wearing Stoneskin Gauntlets seems more than 2 seconds. Does anyone know the exact figure?

Last edited by Metanoia; Jun 17, 2006 at 02:20 PM // 14:20..
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Old Jun 18, 2006, 06:25 PM // 18:25   #14
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If you are wearing stoneskin gauntlets it is 3 seconds, instead of 2. The gauntlets themselves say this, I believe. They also do not extend backbreaker, as they say that the maximum it can be extended to is 3 seconds and backbreaker is 4 seconds already.
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