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Old Feb 28, 2010, 07:53 PM // 19:53   #41
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No, I don't. You can go ahead and edit whatever.
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Old Mar 05, 2010, 04:53 AM // 04:53   #42
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I like it because it's something different that's actually half decent. If I was stuck playing Earthshaker as the only decent choice for hammer Warriors in PvE I'd uninstall out of pure boredom.

Last edited by byteme!; Mar 05, 2010 at 05:13 AM // 05:13..
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Old Mar 05, 2010, 05:41 AM // 05:41   #43
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I use NRA Axe in pve man... freaking sexy...
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Old Mar 05, 2010, 02:54 PM // 14:54   #44
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Quote:
Originally Posted by byteme! View Post
I like it because it's something different that's actually half decent. If I was stuck playing Earthshaker as the only decent choice for hammer Warriors in PvE I'd uninstall out of pure boredom.
It was the reason we beat the Aurora Glade mission in HM.

My buddy and I ran to kill Demagogue while our other friend was capping shrines to keep the White Mantle busy. With FGJ, I easily knock-locked Demagogue while my friend blew him up.

When we ran back, the White Mantle had two of the three shrines capped. My two friends capped the other two shrines while I guarded the last remaining shrine with my healer hero, quarterknocking the crystal runner with Enraged Smash -> Yeti Smash and offing her.

We win.
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Old Mar 06, 2010, 04:33 PM // 16:33   #45
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If you want to knock lock stuff in PvE with E-smash, use counter blow. Everything attacks, counter blow it, ground pound it, then you can yeti or hammer bash or whatever, but counter blow is only 4a, and works. I figured this out when squishing the 4 man areas of prophecies, those stupid grawl kite like they're on fire so I had to use E-smash with drunk master to chase them down. It went E-smash->Pulverize->Counter or Heavy Blow> then dead. I always had SoH on me, a MM with withering aura on me and at least one /P caster with inspirational speech to charge my batteries between fights. Over the past 2 years thanks to inspirational speech /P casters I have yet to go into a fight without glowing adrenaline skills. You have to micro it between fights, but once engaged they'll spam it.
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Old Mar 07, 2010, 12:06 AM // 00:06   #46
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I wouldn't use either, because Dragon Slash dominates single target KD. That's the only reason I use Yeti Smash.

Adrenaline isn't a problem. Nothing's a problem, especially when you take out Auspicious and use Whirlwind.

On the other hand, the fact you don't need to rely on either Dragon Slash or FJ could make the single target KD more usable.

Hmm! I'm going to try that.
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Old Mar 07, 2010, 11:06 AM // 11:06   #47
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I've tried both builds (earthshaker and yeti smash and all their variants) and I found I like earthshaker better. Simply put, they both do the job wonderfully except both builds have a distinct downside.

Earthshaker's downside is that without FGJ up, there is no guaranteed constant stream of knockdowns. Yeti smash's downside is that you lose all adrenaline when you knockdown. This interrupts a bit of flow if you want to throw off a SY! just for the heck of it.

I just like the ability to use my adrenaline skills after a knockdown. And I found that I like my adrenaline skills a lot.

Besides, I don't know how often this comes up for you guys, but I found one yeti smash->4x renewing smashes killed my target about 90% of the time (same with ES->4x renewing. Also an asuran scan basically drove that up to 99%, save dungeon end-bosses and such), so there wasn't really a need for having a endless chain (I am refering to the yeti->4x renewing->Enraged chain). Then again, I am constantly under SoH from my roj hero.


ps. Right now I'm running optional, FGJ, SY!, Flail, renewing, whirling, crude swing, and earthshaker. Right now I'm using asuran scan in my optional. The weird things about daze and blind is that they are usually on their backs anyhow, which kind of defeats the purpose. I'm wondering if we should start a comprehensive list of everyone's favorite optionals for hammer builds.
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Old Mar 07, 2010, 04:57 PM // 16:57   #48
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I totally agree with just about everything you said.

The biggest downside to Yeti Smash, for me, is that you need to use SY, Whirlwind Attack or Auspicious Blow before the enemies are on their backs, whereas with Earth Shaker, you can focus more on knocking stuff down and then use Pulverizing Smash or SY, or whatever, while enemies are disabled. Still, we can argue that if an enemy is on its back, you're better off spamming Renewing Smash regardless, because it's an almost guaranteed kill.

And that's precisely what I was trying to convey to Cthon earlier. Enemies die in one Yeti Smash -> Renewing Smash chain, even in HM.

But I wasn't trying to make a replacement for Earth Shaker. I was trying to make an alternative hammer build that didn't rely on FGJ. I used Yeti Smash because no matter how hard hammers may try, they won't be able to abuse single target KDs as well as Dragon Slash and Brawling Headbutt. Earth Shaker is still better in places, but this build is better in others.
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Old Mar 10, 2010, 04:15 PM // 16:15   #49
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I have tried the build but cant seem to get it to work, how do i get enough adrenaline to recharge yeti in time without FGJ?

Also slightly off topic, but how do i get a hero to maintain an enchantment, i wanted to try SoH with this or Balth Spirit for extra adr gain.

Edit: Btw i was using FGJ and Enraging charge to use yeti straight away, then ussing renewing smash -> Enraged smash -> Yeti but i found that if FGJ ran out i didnt have enough adrenaline gain to support yeti's

Last edited by Knocking On Heavens Door; Mar 10, 2010 at 04:25 PM // 16:25..
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Old Mar 10, 2010, 06:10 PM // 18:10   #50
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Make sure you have a stonefist insignia equipped, and use Enraged Smash on recharge.

For most purposes, without FGJ, the build works like this:

Activate Enraging Charge -> Enraged Smash to build adrenaline. Use SY, or Auspicious Blow, and by the time you've gained back that adrenaline to start knocking stuff down, Enraged Smash is on the verge of recharging. Yeti Smash -> Renewing Smash x3 -> Enraged Smash -> Yeti Smash to knock them back down and repeat.

If you find you don't need Enraged Smash right away, you can just go: Enraging Charge -> Yeti Smash -> Renewing Smash x3 -> Enraged Smash -> Yeti Smash -> Renewing Smash x3-4, and enemies will spend most of their time on the ground.

With FGJ, Yeti Smash is 1 adrenaline away from being charged if you only use 3 Renewing Smashes (4 can be risky), and in that case, I usually use Auspicious Blow to regain energy and get the last adrenaline needed to use Yeti Smash, or I wait to use SY.

The trick to managing the build is to not use Auspicious Blow and SY in the same rotation, but to alternate between them, or use SY more selectively. That way you can keep a steady flow of KDs. The KDs are just less on demand (without FGJ) than something like Dragon Slash or Earth Shaker, but it doesn't really matter anyway, because you won't be interrupting anything in HM with a KD.

Edit: Typos. Wow. Tons of typos.

Edit #2: Oh. About maintaining the enchantment. Disable it by shift + clicking on it in your hero's skill bar, and then use it manually. The hero will remove the enchantment if it isn't disabled.

Last edited by Terek Zelta; Mar 10, 2010 at 06:29 PM // 18:29..
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Old Mar 10, 2010, 06:40 PM // 18:40   #51
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Quote:
Originally Posted by Terek Zelta View Post
Activate Enraging Charge -> Enraged Smash to build adrenaline. Use SY, or Auspicious Blow, and by the time you've gained back that adrenaline to start knocking stuff down, Enraged Smash is on the verge of recharging. Yeti Smash -> Renewing Smash x3 -> Enraged Smash -> Yeti Smash to knock them back down and repeat.
How does SY help the build?

Edit: Sorry for double post.

Last edited by Knocking On Heavens Door; Mar 10, 2010 at 06:43 PM // 18:43..
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Old Mar 10, 2010, 07:51 PM // 19:51   #52
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It protects the rest of the team, but it isn't necessary. It's just ridiculously overpowered, so I bring it to shut people up.
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