Quote (Roybey @ Aug 31 2010 09:35am)
HammerdinWith mass damage, hdins can pounce on targets without taking damage, and their shield have high block, which make them even stronger attackers than the other chars in advantageous situations. Hdins however are not easily stunned and fairly resilient once their team members die, so they need to be less careful in selecting in which situations they will attack.
Target priority 1. Bowzon
1. Necro
1. Druid
1. Trapper
1. Barb
Strategies- Neutral Mode: Float around with your teammates and support them with hammers. Stay next to any present stunners so that you can quickly jump on an immobilized target if the opportunity arises. Use holy shield to shield delicate teammates from missiles.
- Attacking Mode: Like with the barb, look for and attack stunned or preoccupied targets. Because hdins are not easily stunned and overwhelmed, keep an eye out for opposing teammates coming in to save the target and escape before you the situation turns nasty.
- Defending Mode: Because hdins are not easily stunned, they need to be less careful in how they defend their teammates, and can just rush in like a barb. If you see a teammate getting stunned, teleport close to them and start casting hammers over them to act as a deterrent – if you get lucky you’ll actually claim the lives of a few attackers in the process. Hammers are extremely easy to aim, so pounce on a spiker if you see the opportunity to do so without getting into much trouble yourself. Just make sure not to get caught yourself.
Hdins aren't better than trappers and/or druids and/or necromancers. Not by a long shot.