Build:E/W Earth Hammer Spiker
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This build is not favored by the
GuildWiki community.
The general consensus among users of GuildWiki is that this build is not viable. |
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The Earth Hammer Spiker is designed to deal a large amount of spike damage. It primarily shines in the Random Arena where fewer opponents strip enchantments. This build combines melee and magical damage, so it is not vulnerable to solely anti-melee or solely anti-caster shutdowns.
[edit] Attributes and Skills
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Attribute Rank |
---|---|
Earth Magic | 12 + 3 + 1 |
Energy Storage | 3 + 1 |
Hammer Mastery | 12 |
[edit] Equipment
- Battlemage's Armor or Archmage's Armor would probably be your best choices for armor.
- A Furious Hammer of Fortitude, with a Hale Staff of Enchanting on swap.
- The best Vigor rune possible, but no other major or superior runes (health is at a premium).
[edit] Usage
- Maintain Armor of Earth, as you will be a very squishy target without it.
- Use "For Great Justice!" to quickly build adrenaline, first with your staff then with your hammer. Use Irresistible Blow whenever possible.
- Backbreaker, Crushing Blow and Aftershock, in that sequence, is an ideal spike damage combo. It can be followed with Obsidian Flame or Irresistible Blow for some brutal "afterspike".
- Obsidian Flame is best used against heavily armored targets.
- When blind, mix Obsidian Flame with Aftershock to maintain damage. Watch out for exhaustion though.
[edit] Counters
- Remove or interrupt Armor of Earth.
- Use any DoT, armor ignoring, or life stealing skill. This build has no self-healing.
- Snares are not as essential as Armor of Earth will slow this character down.
- Protective Spirit will limit spike damage.