From GuildWiki
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On May 1, 2007, all articles in the GuildWiki build namespace
will be deleted. After that date, no build articles may be posted
to the GuildWiki in either the main or build namespaces before a
new policy is decided on. Find the reasoning and the details behind
this at GuildWiki:Builds wipe.
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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.
This build was voted unfavored for the following reasons:
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This build tries to focus on what brings out the best in hammer:
raw damage, knockdown, and interruption.
[edit] Attributes
[edit] Equipment
- Stoneskin guantlets to lengthen knockdown, Gladiator's for
energy
- heavy +5 energy hammer of Defense/Fortitude
- Parasitic bond should be used as a self heal and to help cover
your party's hexes
- Enfeebling Touch is used in conjunction with Heavy Blow to get
the damage bonus and knockdown at the same time, as opposed to Hammer Bash, which
only knocks down.
- Note Enfeebling Touch's extremely long weakness duration for
the 5 energy cost
- Plague touch is to remove blind and weakness mainly. However,
it can be used to remove whatever other conditions you may
get.
- Tiger Stance is used for adenaline gain for Backbreaker, which
has a hefty adrenaline cost.
- Distracting Blow is for interruption when your adrenaline
hasn't charged.
[edit] Counters
- Knockdown may not work on certain mobs.
- Blocking or Evading of attacks.
- Damage-on-hit or damage-on-attack hexes.
- Adrenaline or Energy denial.
[edit] Variants
- Renewing
Smash, instead of Distracting blow, in conjunction with Dwarven Battle Stance [Elite] instead
of Backbreaker for more interruption. Dwarven Battle Stance is
recharged by Renewing Smash.