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Old Jun 30, 2005, 06:22 PM // 18:22   #41
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I like Axe Personally i have a good build for it soo it works otu

I think it woudl be cool to have a poll option to see what weapon people liek the most
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Old Jun 30, 2005, 10:09 PM // 22:09   #42
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whenever i pvped i'd always have some hammer warrior interrupting me and knocking me down, or the monk, which was really affective (and annoying)... so i started my own hammer warrior and it rocks =). imo, hammer warriors are more just as affective if not, more affective than sword and axe
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Old Jul 01, 2005, 02:28 AM // 02:28   #43
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Though perhaps hammer warrios have higher dps than sword warriors if no buffs are involved, it does bear mentioning that if a sword warrior can get into melee, with their increased benefits from buffs and quicker skill use they pretty much have the highest dps in the game, and they can keep it up as long as they need to. Also, sword warriors are significantly more durable (at the very least they can get around 20 extra AL), even though this is not terribly relevant as a /mo it can certainly make a difference. Basically, if you are playing a hammer warrior for some reason other than knocking down, you are making a serious mistake. The only real use of a hammer warrior is to keep casters (and especially monks) on the ground. Also good to note that if a caster is running they still aren't casting spells (if they stop to cast a spell, they are gonna get hit before it can resolve and they will have found themselves in a tricky situation). If your party can effectively trade 3 hammer warriors for their 3 monks during the first phases of the fight (as soon as they get to enough adrenaline to chain knockdowns) then you are in a very good position to take the battle.
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Old Jul 01, 2005, 04:53 AM // 04:53   #44
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The problem with runners and chasing is, yes, your entire team is calling targets and focusing on this one enemy. If that person is running around and there is another healer healing him, this allows the entirety of the enemy team to do as they wish with your group.
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Old Jul 01, 2005, 06:46 AM // 06:46   #45
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Quote:
Originally Posted by Lord Malikai
The problem with runners and chasing is, yes, your entire team is calling targets and focusing on this one enemy. If that person is running around and there is another healer healing him, this allows the entirety of the enemy team to do as they wish with your group.
Well I guess that could happen... if your entire team suffers from extreme retardation.
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Old Jul 01, 2005, 06:10 PM // 18:10   #46
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I played against a korean guild who seemed to exploit the Hammer Wars build...every war goes on a monk, you have no chance to do to anything for some crucial seconds, they outdmg you and then you're done.

Too bad we were aware of that, and all our monks were Mo/W. It was very funny because those guys were surprised our healers/protectors wouldn't fall down, and were probably swearing (oh, who can tell...damn ideograms ) like crazy. Obviously, without the knock-down condition, their build was horribly slaughtered in a minute or so.

Balanced Stance can be a bitch.
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Old Jul 01, 2005, 09:39 PM // 21:39   #47
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I see no advantage in hammer.

The adrenaline requirements are terrible. And having ele as secondary, you can be easily disabled by blind, weakness etc. Plus: swords/axe can disrupt also a lot AND knock down in special cases.

I will stay with my axe. Im not convinced that hammer is that great.
And before someone says that I dont know how to play corrently hammer, I say: try to play axe correctly

Yours,
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Old Jul 01, 2005, 11:48 PM // 23:48   #48
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A good elite for hammer warriors (a lot of my guild use it) is Bull's Charge. for those not in the know, it is a sprint which while active, every one of your hits is a bull's strike. you could always just take a decent secondary, such as mesmer or ele (first for enchant removal without energy loss (inspired) and second for extra aftershock damage) which both have good snares.
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Old Jul 02, 2005, 04:04 AM // 04:04   #49
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Ive been finding that battle rage with for great justice is amusing as well, allowing for a hammer bash on every 3rd hit for the duration of great justice. But i still feel a little sad using an eliete spot just for a combo run speed boost with good duration, just to keep up at times.
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Old Jul 02, 2005, 04:09 AM // 04:09   #50
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Hammer + strength / inspiration and/or illusion mesmer would be a very devastating combo. If using inspiration the energy gain abilities(allowing for greater use of energy related skills).. and if illusion(things like migraine, arcane conundrum and the like). Both are any caster and if illusion decent for all types of combat...) (problem is no real healing ability without inspiration)
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Old Jul 02, 2005, 06:49 AM // 06:49   #51
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Quote:
Originally Posted by Mormegil
I played against a korean guild who seemed to exploit the Hammer Wars build...every war goes on a monk, you have no chance to do to anything for some crucial seconds, they outdmg you and then you're done.

Too bad we were aware of that, and all our monks were Mo/W. It was very funny because those guys were surprised our healers/protectors wouldn't fall down, and were probably swearing (oh, who can tell...damn ideograms ) like crazy. Obviously, without the knock-down condition, their build was horribly slaughtered in a minute or so.

Balanced Stance can be a bitch.
They weren't too good. I don't know of any decent warrior team build that wouldn't bring along at least one wild blow to counter stances. I mean, stances are the biggest pain.
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Old Jul 02, 2005, 10:41 PM // 22:41   #52
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Quote:
Originally Posted by Oryaka Drake
Hammer + strength / inspiration and/or illusion mesmer would be a very devastating combo. If using inspiration the energy gain abilities(allowing for greater use of energy related skills).. and if illusion(things like migraine, arcane conundrum and the like). Both are any caster and if illusion decent for all types of combat...) (problem is no real healing ability without inspiration)
Migraine is a terrible elite alone, but on a hammer warrior, are you nuts? Also, you usually never run into energy problems with a hammer warrior, atleast if you're playing it correctly.
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Old Jul 03, 2005, 12:43 AM // 00:43   #53
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Got a chance to run a short while with some iQ people and a DFx guy in Tombs. Want to know the only warriors they were looking for? Hammer warriors.

For the most part, the three monks on the opposing teams were handled by a warrior, maybe a warrior + elementalist. With a Hammer/Smiting W/Mo I was able to pretty much solo whatever monk I was on. Watching the damage I was dealing was great. Sure, I had 37s and 45s, but I also had 145s. Axe is pretty good for damage, and Disrupting Chop is great. Hamstring is pretty damn useful. But nothing beat's the snare + interrupt + shutdown that knockdowns provide.

EDIT: People comment about the swing speed of hammers, and how they're so slow to gain adrenaline. Compared to an axe or sword, yeah, but even without stances it's perfectly reasonable. It's something you need to adjust to.

This thread should've been titled "Is hammer really that good?"

Last edited by Tigris Of Gaul; Jul 03, 2005 at 12:51 AM // 00:51..
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Old Jul 03, 2005, 10:21 AM // 10:21   #54
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Old Jul 04, 2005, 12:14 AM // 00:14   #55
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Originally Posted by Soup4Brains
Hammer rocks. I have the Warpick that came as a GameStop bonus. The only problem is, I'm paranoid about somehow accidentally deleting it.
Any ideas on how to overcome my irrational fear?
If you lose your preorder, there's an ingame command that'll let you recover it. Type /presale or /preorder in any town (won't work in a mission). I believe they've added this to the web manual at guildwars.com as well.
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