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 Forum index » Diablo 2 Discussion Section » LLD Discussion
Hammer vs Bone
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crawlingdeadman


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PostPosted: Tue Jul 25, 2006 12:31 pm    Post subject:  Hammer vs Bone
Subject description: help me out please
 

ive been Searching to see if this has come up before, but havent really been satisfied with what i found ("properly played hammerdin" comes up soooo many times) so here goes. how the hell does a hammerdin beat a good bone mancer (from now on referred to shade)? the walls get in the way of desyncing properly, i doubt if i desynced and spammed hammer outside the wall if shade would stand there long enough for the spiral to reach him (if it even could). cant tank em that's fer sure. currently im not lld101 "legal" cause i use insight partizan on switch to charge. would a mage fair better?

i dont consider myself great by any stretch of the imagination. i need to quit pubbing so much and duel real duelers. i have the basics down pretty well and im probably going to remake my din in the next couple weeks possibly going with mage for more life (ugh partizan is so heavy), but until then what are some strategies that i could use against shade to at least hit him. i've dueled shade's character several times with at least 3 different people driving him and i think ive probably done a total of ~100 damage to him. what im looking for is some tips to get a little better (i know nothing beats practice but advice would help) especially vs the shades of the world.
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fuh


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PostPosted: Tue Jul 25, 2006 12:35 pm    Post subject:  

watch the walls.
try improving your desynching skills.
use vigor while desynching.
be patient.

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crawlingdeadman


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PostPosted: Tue Jul 25, 2006 1:13 pm    Post subject:  

vigor? who has vigor? i have gone for more damage when i made and remade him, should the extra points on a hell rush go to getting vigor?

i fear the patience thing is ultimately the biggest problem...have to improve there then for sure
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ATOMICMAN
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PostPosted: Tue Jul 25, 2006 1:42 pm    Post subject:  

vigor helps with desyncing and your charge speed, but since charge alone adds such a large amount of run speed vigor isnt really needed too much to cause desync when you already got charge

you need to work the distances you charge since the longer you run the more desync is caused

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super-duder

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PostPosted: Tue Jul 25, 2006 3:33 pm    Post subject:  

Don't invest into Vigor.

Charge the entire length of the Blood Moor if you have to for maximum desync.

Remember that an aggressive lldin = a dead lldin. Don't chase him. When he spams spirits from behind walls just charge away. See what happens when you take him out of his defensive play element. You may get a small opportunity which is all lldin's really need.


Bonemancer>Windy>Hdin
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Serbia


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PostPosted: Tue Jul 25, 2006 3:57 pm    Post subject:  

super-duder wrote:

Charge the entire length of the Blood Moor if you have to for maximum desync.


You cant run away from a duel, that's the same as running away to replenish life and/or mana.

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Zebb


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PostPosted: Tue Jul 25, 2006 4:33 pm    Post subject:  

Long charges work best, changing directions.

DONT charge in straight lines.. its retardly easy to tell where that person is gonna end up after a few charges..

Make sure u actually know how to dysinc.. you would be suprised how many hammerdins think they know how to but in reality dont... or atleast not properly..
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OutlawHeaven
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PostPosted: Tue Jul 25, 2006 4:57 pm    Post subject:  

If you have no patience, your going to die anyways...

If bonewalls are surrounding you, becareful that if you charge, you might end up just wacking the walls instead of actually running away. Try to look for an opening in his walls to get to him, take your time, and wait until he screws up.

I invested in vigor, because to me, the extra desync helps ALOT. I've always been complimented on my desync. Try playing offensively at first, until its not longer safe/good idea to keep going on the offensive, you might want to fall back and rework your plan. Remember that walls also have an expiration time as well, try charging in a few seconds before the walls start to crumble, i've done it before and it's sort of like a false sense of security. If you cannot get close, at least lay one hammer before you leave, it should spiral around and destroy a bunch of walls, then try charging back in before they are replaced.

Most of all, practice, you'll figure out something if your practical enough.

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Belarathon


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PostPosted: Tue Jul 25, 2006 4:58 pm    Post subject:  

super-duder wrote:
Don't invest into Vigor.

Charge the entire length of the Blood Moor if you have to for maximum desync.

Remember that an aggressive lldin = a dead lldin. Don't chase him. When he spams spirits from behind walls just charge away. See what happens when you take him out of his defensive play element. You may get a small opportunity which is all lldin's really need.


Bonemancer>Windy>Hdin

lol!
get vigor...
necromancer=hammerdin>defensive teleport sorc>ww barb>regen charger>trapper>wind druid
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OutlawHeaven
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PostPosted: Tue Jul 25, 2006 5:05 pm    Post subject:  

Hmmm....wouldn't a defensive sorceress and trapper have a good shot at beating a hammer?

Couldn't the sorceress just spam and tele away until the hammerdin is dead, and with the trapper, lay traps surrounding herself, while laying shock web/fire blasts around her?

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ropa

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PostPosted: Wed Jul 26, 2006 12:45 am    Post subject:  

A defensive playing Sorc will beat a Hdin even if it takes 10 minutes.

Legit gear and dueling wise, the Hdin would probably beat the sorc providing no 3k mana and no tele.
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fu8ar

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PostPosted: Wed Jul 26, 2006 7:57 am    Post subject:  

delete this post please double posted.
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Last edited by fu8ar on Wed Jul 26, 2006 7:59 am; edited 1 time in total
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fu8ar

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PostPosted: Wed Jul 26, 2006 7:58 am    Post subject:  

crawlingdeadman wrote:
from now on referred to shade
This is priceless I do how Soaring and Shademehr see this right here lol. But, for who said not to invest into vigor for a hammerdin, that is highly inaccurate. When I built my lvl 30 liberator I invested more into vigor than the other hammer/charge synergies and it gives me more damage.

Do invest points into vigor, its worth it IMO as well as Belas opinion as he stated this
Belarathon wrote:
lol!
get vigor...
necromancer=hammerdin>defensive teleport sorc>ww barb>regen charger>trapper>wind druid


ropa wrote:
A defensive playing Sorc will beat a Hdin even if it takes 10 minutes.

Legit gear and dueling wise, the Hdin would probably beat the sorc providing no 3k mana and no tele.


I have played all these vs the good desynch lld hdins, defensively, offensively, and a combination of both. As of yet with my sorc, not sure if I just suck really bad at her or what, but haven't been able to defeat any of the good desynch lld hdins. Theres only sofar you can backpeddle from them while spamming random fballs where you think they are lol, before you die.

I put StupidPot to a test last night to beat me w/o using desynch. It proved to be very difficult for him to do it. I only died once to him w/o him desynching out of about 5+ duels. Thats because I stood there to see if I could tank his hammers before I died(didn't work Crying or Very sad ).

Edited this post.

Last edited by fu8ar on Wed Jul 26, 2006 8:06 am; edited 1 time in total
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breakbeatz2
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PostPosted: Wed Jul 26, 2006 8:02 am    Post subject:  

How does anything beat a defensive regen charger?

I've never dueled one but in theory it seems impossible to kill one.
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st-hearts

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PostPosted: Wed Jul 26, 2006 8:19 am    Post subject:  

You could just call them out on "excessive running". Or get a character that can pump out enough damage to kill them in 1-2 swoops.
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