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Old Apr 24, 2008, 10:46 AM // 10:46   #1
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Default Hammer Spike?

Here is a build I've tested lately in AvA:
[build prof=W/A name="Hammerfall" box hammer=12+2+1 str=11+1 shadow=6][Rage of the Ntouka][Death's Charge][Burst of Aggression][Staggering Blow][Heavy Blow][Crushing Blow][Shadow Refuge][Rush][/build]

How it works is quite simple, load adrenaline with [Rage of the Ntouka], wait for reload of this skill, then pick a target, teleport in, activate [Burst of Aggression], then [Staggering Blow]- [Heavy Blow] - [Crushing Blow] - [Rage of the Ntouka] - [Heavy Blow]

2 KD + DW, in 8s on an unprepared target, is often resulting as a dead target.

As I'm generally in some PUG in AvA, I keep some healing [Shadow Refuge] and safe IAS [Burst of Aggression]. If you are brave or in an organised party you can swap [Burst of Aggression] for [Frenzy]/[Flail] and [Shadow Refuge] for [Fierce Blow] to add more damage.

I'm still working on it, if you have some constructive comments, and some idea to make this build viable in RA/TA or elsewhere, please share your point of view.

Cheers.
Hengist
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Old Apr 24, 2008, 10:54 AM // 10:54   #2
Tab
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Enraging Charge is much better than RotN, as it allows you to take Devastating Hammer / Earth Shaker / Magehunter's Smash / Backbreaker.
[flail][no skill][crushing blow][no skill][bull's strike][enraging charge][no skill][no skill]
First optional is one of the elites I mentioned, depending on preference and area of use.
Second is almost always Hammer Bash. Heavy Blow can replace it on a Dev Hammer bar if you want more damage but less target swapping. Mighty Blow can replace it for more damage if you feel Bull's->Elite KD is enough of a KD chain.
Third is either Rush, Distracting Strike, or a secondary profession skill. Purely down to preference.
Final optional is a resurrection skill or self heal.

Attack Chain is (Bull's -> normal attack -> ) Elite KD -> Crushing Blow -> Second KD or Mighty Blow.
You'll want to use a stonefist insignia, and time your KDs to land just as the target gets up so they can't defend themselves.

This pretty much does that same as the bar you posted, but in fewer skills and with more versitility.
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Old Apr 28, 2008, 12:48 AM // 00:48   #3
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I don't understand why you couldn't go with something like this instead:
[devastating hammer][crushing blow][heavy blow][bull's strike][enraging charge][flail][death's charge][shadow refuge]

The time you spend waiting to recharge Ntouka could be spent attacking/building adrenaline. Just choose another target to build adrenaline with while keeping an eye on your main target. When [devastating hammer] is up, teleport and proceed to KD. If you time your KDs right, there's no harm with Flail since your target won't be moving anywhere but towards the ground. Plus, this has a possibility of a 3 KD chain.

I don't like the Major Hammer rune, but that's just me.
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Old Apr 28, 2008, 01:04 AM // 01:04   #4
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Personally, I think [Shadow Refuge] is hard to manage. If you aren't attacking, that 4 seconds of 7 regeneration is not very helpful. I'd prefer [Lion's Comfort] over Shadow Refuge.

Also, I think a minor rune suits this more. That 35 hp can save your life. Alot.
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Old Apr 28, 2008, 01:12 AM // 01:12   #5
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keep in mind enraging charge and mokele smash already gives 7 adren, enough to fully charge a whole bar and the combo is only on a 20 second recharge, though this does slow your spike as you cant use an ias for that first hit
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Old Apr 28, 2008, 01:20 AM // 01:20   #6
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Quote:
Originally Posted by Hengist Meldanash
*build*
Looks really nice. To be honest here, almost all my hammer builds are based around Rage of the Ntooka. Wanna know why? If you charge up at someone, they're more likely to throw up a guardian or something. But, if you have adrenaline ready, and shadow step they may not be able to throw on that guardian which = dead monk/whatever.
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Old Apr 28, 2008, 01:25 AM // 01:25   #7
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i rarely see RotN, and for that same reason, i love to see when someone thinks outside of the box and uses it.

i use something like..

RotN, Hammer Bash, Crushing Blow, Burst of A, and a series of steps.

while i dont use it often, its a fun change of pace. i wouldnt recommend it past that though.
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Old Apr 28, 2008, 01:35 AM // 01:35   #8
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Quote:
Originally Posted by Tab
Enraging Charge is much better than RotN, as it allows you to take Devastating Hammer / Earth Shaker / Magehunter's Smash / Backbreaker.
[flail][no skill][crushing blow][no skill][bull's strike][enraging charge][no skill][no skill]
First optional is one of the elites I mentioned, depending on preference and area of use.
Second is almost always Hammer Bash. Heavy Blow can replace it on a Dev Hammer bar if you want more damage but less target swapping. Mighty Blow can replace it for more damage if you feel Bull's->Elite KD is enough of a KD chain.
Third is either Rush, Distracting Strike, or a secondary profession skill. Purely down to preference.
Final optional is a resurrection skill or self heal.

Attack Chain is (Bull's -> normal attack -> ) Elite KD -> Crushing Blow -> Second KD or Mighty Blow.
You'll want to use a stonefist insignia, and time your KDs to land just as the target gets up so they can't defend themselves.

This pretty much does that same as the bar you posted, but in fewer skills and with more versitility.
QFT

Every hammer bar I run has these skills.
My final two skills are always rush and rez sig, and I run two main deviants
Dev Hammer->Heavy blow for the two options or Backbreaker->Mighty Blow

Both pwn all.

Last edited by thor hammerbane; Apr 28, 2008 at 01:37 AM // 01:37..
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Old Apr 28, 2008, 03:37 AM // 03:37   #9
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I always hear that for hammer warriors, it is better to use flail. Or should I say, if you want to consider flail for warriors, it is usually advised for a hammer build. Is it (flail) not viable anymore?
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Old Apr 28, 2008, 03:48 AM // 03:48   #10
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Quote:
Originally Posted by Koross
I always hear that for hammer warriors, it is better to use flail. Or should I say, if you want to consider flail for warriors, it is usually advised for a hammer build. Is it (flail) not viable anymore?
There's a few reasons for that.

First, flail is perfectly viable in any build with a snare. This usually means hammer bars, but it works in a pinch for cripslash bars as well.

Second, hammer bars are very energy-intensive, thanks to crushing blow/bull's strike/enraging charge, etc.

Third, you can't use rush as a cancel stance for frenzy on a hammer bar, since notable knockdowns drain your adrenaline. You could use sprint, but that means no enraging charge.

Lastly, hammer bars almost always have crushing blow as the second skill. Since it uses energy, you can activate flail immediately after hitting your first knockdown.
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Old Apr 28, 2008, 03:50 AM // 03:50   #11
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Flail is generally used in hammer bars because when you knockdown someone they cannot move, therefore the drawback of flail's speed reduction is not taken into effect. It's also used in PvE cause monsters barely kite, when they do they move like half an inch. The ones that run all over the map, well we have snares for that too...
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Old Apr 28, 2008, 06:46 AM // 06:46   #12
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I would use [protectors strike] over [bulls strike] as I have seen one fine build with it on.It used [frenzy] as well.Here is the template code.

[template]ABMRMncNlxCskajSr+pAQAA[/template]

Here it translated. http://www.pvxwiki.com/wiki/?title=S...o=Submit+Query

Last edited by Age; Apr 28, 2008 at 07:38 AM // 07:38..
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Old Apr 28, 2008, 08:50 AM // 08:50   #13
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a hammerbar with only one KD is a very poor hammerbar.

while you do miss out on a bit of damage, [[bull's strike] still is an awesome attack starter. Catch up on someone with a speedboost, [[bull's strike] them, and go wild. Just use another KD when they're on their feet again. 6 seconds on the floor should leave any single monk dead
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Old Apr 28, 2008, 09:24 AM // 09:24   #14
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No Bull's Strike is usually a one-way ticket to a bad build. You can keep a monk on his butt (i.e, unresponsive to your mauling) for 3 seconds, in which time you can hit him/her at least 3-4 times. Follow that with another KD and you have a dead monk.
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Old Apr 28, 2008, 01:10 PM // 13:10   #15
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Quote:
Originally Posted by Sbljsoda
Looks really nice. To be honest here, almost all my hammer builds are based around Rage of the Ntooka. Wanna know why? If you charge up at someone, they're more likely to throw up a guardian or something. But, if you have adrenaline ready, and shadow step they may not be able to throw on that guardian which = dead monk/whatever.
QFT and emphasis!

That's exactly my feeling about this build.

If you charge someone to build up adrenaline, there's a huge possibility that a guardian will come right there making it hard to build it up, and it may be even worst if you charge the monk...

With this kind of build using RotN, your adrenaline is full and the spike ready which is a huge surprise factor for the monk you teleport to.

Concerning [Shadow Refuge], I agree this is a poor self heal, but [Lion's Comfort] is hard to use when usually you finish the combo with no adrenaline at all (when you need to heal, usually after a fight not during...), I should try to find something else to fill this spot...

[Bull's Strike] is a great skill, but if you are chasing a good monk, he will know how to avoid it, and 20s recharge is quite as long as the one from RotN.

Anyway with my build, nothing retains you from building adrenaline the old way, then teleport in, chain combo, use RotN and reapply the combo!

Another cool stuff for Alliance Battles is the combo [Rage of the Ntouka] + [Rush], infinite speed boost is very cool!
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Old Apr 28, 2008, 02:13 PM // 14:13   #16
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Quote:
If you charge someone to build up adrenaline, there's a huge possibility that a guardian will come right there making it hard to build it up, and it may be even worst if you charge the monk...
You bypass that with Death's Charge, which you already have. Build adrenaline on any character, swapping them if prots come their way, then charge the character you're going to spike. The only thing going for this build is the fact that it is almost impossible to deny this character of adrenaline, allowing for a spike roughly every 15 seconds.
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Old Apr 28, 2008, 02:42 PM // 14:42   #17
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using a spear with flail to auto attack any target without block is a good way to get adrenaline. than just use Death's Charge and spike. no real need for RotN for that.
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Old Apr 28, 2008, 03:18 PM // 15:18   #18
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Quote:
Originally Posted by Age
I would use [protectors strike] over [bulls strike] as I have seen one fine build with it on.It used [frenzy] as well.Here is the template code.
In PvP, Bull's Strike is far superior because of the fact you get a KD on a moving enemy, and 3 seconds on the ground is very nice.

But that spike is extremely bad.
Dev Hammer or Magehunter is by far better.
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Old Apr 28, 2008, 07:02 PM // 19:02   #19
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Quote:
Originally Posted by Tyla
In PvP, Bull's Strike is far superior because of the fact you get a KD on a moving enemy, and 3 seconds on the ground is very nice.

But that spike is extremely bad.
Dev Hammer or Magehunter is by far better.
Not on a Hammer Warrior it isn't as that isn't my build and if the person who's build this is was in JR's guild Save the Doylaks.I would use protectors strike over bulls strike.Bulls Strike is more for a conjure sword warrior.

The thread in question and those who know more about PvP than anyone on this board comes from here.Hammer build
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Old Apr 28, 2008, 07:33 PM // 19:33   #20
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Quote:
Originally Posted by Age
Not on a Hammer Warrior it isn't as that isn't my build and if the person who's build this is was in JR's guild Save the Doylaks.I would use protectors strike over bulls strike.Bulls Strike is more for a conjure sword warrior.

The thread in question and those who know more about PvP than anyone on this board comes from here.Hammer build
That thread is around a year old, and can you please give me a reason as of why Protector's Strike is better than Bull's Strike?

Protector's Strike only deals around 10 more damage.
Bull's Strike offers a 3 second "Get down on the floor and STFU!".

Sure Protector's Strike has an integrated IAS, but you get more damage out of Bull's Strike because they're lying on the ground and you hit them more, and that goes for the entire damagebase of your party.
Not to mention you can use it offensively and defensively.
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