Quote (Redmemphis @ Jun 16 2015 02:10pm)
Ar/dmg
Sounds good guys thanks
Probably go with 30/60/9/9 or 100ar/xx
Not a problem. Take a look here for advice on how to duel Hammerdins:
Quote
Hammerdins [and Hammerdin hybrids]: A very difficult duel. Even if your opponent is the dumbest dueler in the world, his hammers are still unresistable. Mess up too much against them, and you'll be playing catch up against a dueler that is perfectly suited to being completely defensive. I'll be breaking these down by sub-categories.
Pure hammerdin: These guys are in my opinion, the weakest of all hammerdins types. All they basically do is just hammers. No charge, no FoH, no smite. Just hammers. Against hammerdins that teleport on you and try to hammer you to death immediately, it's very easy. As soon as he blinks on you, WW to your right, then your left, then down. This assures you instant damage on the Hdin [if it passes his block], and pretty much no danger to you. If you feel your reflexes aren't that quick, just WW down when he teleports on you. Same result, just slightly less damage. If you're feeling really confident, then you can triwhirl him right when he teleports on you. I don't recommend this, seeing if you screw up you'll be caught in his hammer loop.
The other way they can kill you is by desynching. Charging around enough will desynch them from your screen, rendering them invisible to you until they're in your face and hammering. Most of the hdins you meet will suck at this. They'll try to desynch in a semi-circle around you, never coming close and hoping you'll try to tele -> WW them. Just leap. Leap continuously. Mix the leaping up with WW's that travel away from where you saw the hdin last. If you see the hdin charging along a straight path, teleport in front of where he's going and WW, thus making a + kind of sign. NEVER try to WW alongside the hdin, that requires extremely strict timing in order to get it right. If you try that and screw up the timing, you're going to get hurt, guaranteed. He'll be charging below your WW and casting hammers, while you're WWing into his hammers the entire time.
The better duelers won't allow you to cut them off. They'll desynch in extremely random patterns and if you try to randomly WW, you run the risk of running into invisible hammers. This is where I use a Widowmaker. The GA itself doesn't do too much damage; it's the OW that will force the hdin to play a little more aggressively. Most likely you'll be pure vit, meaning you'll be using Enigma + Widow.. In that case, you have much more mobility, but less damage than the fort set-up. You're able to teleport away, fire a few GA, then switch back to your axes. With that setup, you want to get some distance from the hdin, then fire some GA off. If you're not near any bogs/rocks/trees or anything that will disrupt your WW, then WW long and random away from the Hdin. If the opportunity presents itself, teleport in front of him and cut him off with a WW. Be very careful when you have your bow out. It's very easy to believe that he's no where near you while you're firing GA, only to find yourself getting teleported on and killed. If you see the hdin charging away from you, feel free to fire a few more shots than you normally do. If you do not see the hdin on your map/screen, fire 1 or 2, never more. Any more than 1-2 shots will allow a desynching hdin [who was actually on your map but you couldn't see him] to stop desynching and tele -> hammer you.
Tele -> hammer can be very effective, if you let it be. Don't get careless and spam GA like a bowzon.
If you have a Fort, then it's a lot different. You don't have NEARLY the same mobility as an enigma user has [lack of teleport and 45% FRW]. You have to rely on your massive GA damage and WW long and completely random as hell to desynch yourself as your defense. If he desynchs you with charge, you can desynch him with WW. You have to leap a bit more using Fort, since you can't teleport yourself out of a corner if you get trapped. The upside is that your GA will hurt, a lot. It can still be blocked, but if it gets through, you have 300% more ED on that arrow, in addition to OW. Nice. Note: The Fort set-up is only for people that have str/dex invested into their build. I feel that base vit sacrifices a bit too much AR [2x Ravenfrosts instead of angelics, in order to use the Widow] for the Fort option. Also, it takes a lot more patience to understand what you need to do, using a Fort. It's very cumbersome, and you'll die a lot if you're not careful or experienced with it.
Bad Mannered Solution: There is none. Lol. They're hammerdins, what can you BM them with as a Barb? The most you can do is pot, and attack him while he's BOing, if you're trying to BM.
Taken from
The BvC Guide. GL with the build and duels.
This post was edited by BigMooker on Jun 16 2015 12:19pm