User:Entropy/archives

'''DO NOT EDIT THIS PAGE. IT IS AN ARCHIVE.'''

Please use the talk page instead if you want to leave a comment.

The first two builds are Archived here in my namespace. They work and they work well. There was significant discussion and remodeling done while it was in the Stubs phase. I don't care if they were unfavored, I use them and I know they work. Entropy 15:09, 20 January 2007 (CST)

The Cursed Hammer synergizes Curses and Hammer Mastery skills for almost-undeniable self healing and decent damage. Several Hammer attacks give a bonus effect if the target experiences Weakness; this build centers on that fact. This build would work best in PvE, TA, HA, GvG, and AB, or other situations where you can be assured of more party support, such as Hex removal and supplementary healing.

Attributes and Skills
When it is not needed, replace Resurrection Signet with any of the following options:
 * Distracting Blow
 * "For Great Justice!"
 * Frenzy
 * Rigor Mortis
 * Necrotic Traversal
 * Verata's Aura

Equipment

 * Any max damage customized hammer with the following mods:
 * *Heavy; or Zealous 5/1
 * *Fortitude; +30 Health
 * *Unconditional Damage +15% and Energy -5; or 15^50.


 * Some nearly ideal Unique hammers are Malinon's Skull Crusher and The Stonebreaker.
 * Gladiator's Armor or other armor that increases energy
 * Rune of Superior Vigor
 * Rune of Superior Absorption
 * Two Runes of Attunement (if using Energy -5 hammer)

Usage

 * Cast Parasitic Bond on as many foes as possible before engaging. Ideally one or more foes should always be hexed.
 * Lead with Enfeebling Touch.
 * Use skills from left to right. Make sure the target has Weakness on them.
 * Heavy Blow should always be used after Devastating Hammer. Followup with Mokele Smash to regain adrenaline.


 * Use Plague Touch for condition removal.
 * Reapply Parasitic Bond and Enfeebling Touch as necessary, and repeat.

Counters

 * Skills like Distracting Shot on Parasitic Bond or Enfeebling Touch.
 * Spiking and Condition / Degeneration overload.
 * Attack speed reductions such as Faintheartedness.
 * Constant condition removal to prevent Weakness.
 * Skills like Nature's Renewal which lengthen the cast time of Parasitic Bond.

Variants

 * Enfeeble could be used instead of Enfeebling Touch.
 * Overbearing Smash could be used instead of Fierce Blow if you're expecting a lot of Blocking or Evading, eg. versus Aegis, Stances, Ward Against Melee, etc.
 * Forceful Blow could be used instead of Devastating Hammer.
 * If facing Enchantments, consider taking Magehunter's Smash as your elite instead.
 * If you have a Monk or other healer on the team, consider lowering Curses and raising Strength, and taking Headbutt as your elite.

Attributes and Skills
Please see the Variants section below. This skill bar is somewhat flexible and can be adapted to the situation. For example, in an area where there will be a lot of enchantment removal, Balthazar's Spirit and Holy Wrath should be swapped out.

Equipment

 * Any max damage customized hammer with the following mods:
 * *Heavy
 * *Fortitude; +30 Health
 * *15^50


 * Malinon's Skull Crusher is nearly ideal.
 * Any armor can be used, though Gladiator's is ideal if using Energy-based skills
 * Stonefist Gauntlets
 * Rune of Superior Vigor
 * Rune of Superior Absorption
 * Extra runes of Vitae or Attunement

Usage

 * Cast Balthazar's Spirit and then Holy Wrath.
 * If your Enchantments get removed, Balthazar's Spirit should take priority over Holy Wrath, as the latter will send your energy to zero before you can cast the former.


 * Use the rest of the skills from left to right. Repeat.
 * Note that many of the skills have prerequisites, for example Bane Signet only knocks down if the target was attacking. Read the skill descriptions and keep them in mind when using skills; adjust usage as necessary.
 * Unless a knockdown is absolutely crititally needed ASAP, only use Hammer Bash after Backbreaker and any other Adrenal skills that might have charged up.

Counters

 * This build can't heal itself, remove hexes, or deal with Conditions.
 * Enchantment removal, Nature's Renewal, and/or skills and effects which cause energy degeneration (if applicable).
 * Anti-knockdown skills.
 * Skills that reduce attack speed such as Faintheartedness.
 * Constant condition removal (if applicable).

Variants
The skills that should be considered for substitution are Mighty Blow, Holy Wrath, and [.Resurrection Signet.


 * Holy Strike is a very good skill to consider substituting, though it requires energy and thus conflicts with the Enchantments.

There are a lot of possible skills that can be substituted. Based on the situation, consider substituting the following (Prophecies only skills):
 * Smite Hex
 * Smite
 * Crushing Blow
 * Belly Smash
 * "For Great Justice!"
 * Retribution can replace Holy Wrath, good if you face Mind Wrack for example.
 * Shield of Judgment (Elite)
 * Signet of Judgment (Elite)

Note that the last two do benefit from Stonefist gauntlets, whereas Backbreaker does not.

It is generally a bad idea to carry maintained enchantments and skills that require energy at the same time. In particular, Holy Wrath can't be used with any skills that require Energy.

Equipment

 * A Smiting Rod from Ornhelm Brightaxe or Arliss Vaughn.
 * A Jeweled Chalice from Mourn Drakespur or Bariel Darkroot.
 * Any armor; Ascetic's is not recommended, though.
 * Rune of Superior Vigor.
 * Extra runes of Attunement or Vitae.

Usage

 * Activate Mantra of Signets before battle.
 * In general, use skills in this order: Signet of Judgment, SoJ, Bane Signet, Banish. Timing is important; try to keep the target constantly knocked down.
 * If the foe is a melee attacker, you may wish to lead with Bane Signet instead, and save Signet of Judgment for a caster foe.
 * Dangerous spellcasters are easily denied by leading with Leech Signet.
 * Interrupt with Leech Signet and Power Drain as necessary.
 * Use Smite Hex and Drain Enchantment as necessary.
 * Reactivate Mantra of Signets as soon as it recharges.
 * If there are spirits/minions, use Banish. It deals double/quadruple damage to them.

Counters

 * This build can't (directly) heal itself or deal with Conditions.
 * Any anti-Signet skill, such as Rust.
 * Anti-knockdown skills or foes that can't be knocked down.
 * Removal of Mantra of Signets via Wild Blow or such.

Variants

 * Mantra of Inscriptions could replace Mantra of Signets, for a possibly better DPS and interrupt recharge; however, it doesn't allow for easy chain knockdowns.
 * If in an area where Smite Hex and/or Drain Enchantment are not needed, replace with Resurrect, Symbol of Wrath, or Smite.
 * If facing only Hexes/Enchantments, swap in Inspired Hex/Inspired Enchantment as appropriate.
 * If facing primarily non-caster enemies, drop Power Drain and take both Mantra of Signets and Mantra of Inscriptions. Or swap in Resurrect, Symbol of Wrats, or Smite.
 * When appropriate, consider substituting in a Mantra. For example, versus the Mursaat, Mantra of Lightning may be useful.