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HAMMERDIN - TIPS & TRICKS - Crusader GR Build- (S12) - 2.6.1 LIVE - Gaming with Baromir ( +VIDEO )

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Skills

  • Falling Sword Rapid Descent
  • Blessed Hammer Limitless
  • Provoke Too Scared to Run
  • Iron Skin Flash
  • Laws of Valor Critical
  • Akarat's Champion Prophet
  • Fervor
  • Indestructible
  • Finery
  • Holy Cause

Items

More Details
  • Legendary Gems

    • Bane of the Trapped
    • Bane of the Stricken
    • Gogok of Swiftness

Kanai's Cube

  • Faithful Memory
  • Hammer Jammers
  • Convention of Elements

The build is the same as in 2.4.3 - just does more damage.

Convention of Elements on you, Zodiac in cube-editor can't do this!!!


Mid Game setup

Reduce damage from elites instead %life on chest armor is also very good.

Pain Enhancer is also good but then you will need more CDR on items.

If you don't have Life per Wrath spent on shield, or even Life on Hit on weapon(which you should), than use Invincible rune.

Unstoppable Force rune will make your play style more fluid, and could give you higher uptime on your skills because you will use Provoke less.

If you want to use Unity ring(CHC, CHD, Dmg to Elites, Socket), than cube Obsidian Ring of the Zodiac.

Attack speed - Breakpoint 11/10 -min 7% AS on weapon & min 6% AS on item of your choice.


Late Game setup

At this point CHC is more stronger than 1000 Str. Put some points from Str to Vit with paragon points, and go with CHC on helm.

AD on gloves instead of Str is also very good.

AD or Dmg% even CDR on your weapon instead of Str is also very good at this stage of game.

AD or Dmg to Elites instead of Str is also an option on shield if you have really high paragon lvl.


There are some things that you will need to understand in order to progress with Hammeradin:

- Hammeradin is probably the highest DPS crusader build in the game.

- It's also very squishy build.

- Some of your offence my come through you defense(being able to stay alive).

- It's more about your play style than it's about your gear.


1.1 Maximizing your damage

Hammers move spirally starting in front of you and then they move away from you.

Hammers cast by you will move from left to right.

Since you will be using Guard of Johanna (Legendary Crusader Shield) it is very important to position yourself properly because your hammer will deal 200–250%(3 - 3,5 times) more damage to the first 3 enemies it hits.

That is why you want to be very close to your prime targets(Guardian, elites, high HP mobs...) and also to surround them with trash mobs to maximize your Area Damage.


1.2 & 1.3 Maximizing your damage.

How to proc Hammer Jammers?

Most d3 players make mistake on this one!!!

After you hit enemy with a Blind, Immobilize, or Stun it will receive 300–400%(4 - 5 times) more damage from your Blessed Hammers for the next 10 seconds .

This is not the same as Bane of the Trapped (Increase damage against enemies under the effects of control-impairing effects by x%) because you will have bonus to damage from Hammer Jammers right AFTER you hit enemy with a Blind, Immobilize, or Stun.

So, you can Blind, Immobilize, or Stun the target jus for 1 frame(0.016 second) and for the next 10 seconds it will receive 300–400% more damage.

Best way to proc Hammer Jammers is to use Falling Sword(active skill) combined with Sacred Harness (Legendary Belt)

Sacred Harness casts Judgment(skill) after you cast Falling Sword.

Judgment(active skill)- Pass judgment on all enemies within 20 yards of the targeted location, IMMOBILIZING them in place for 6 seconds-you don't need this skill in your skill bar.

So, Falling Sword procs Sacred Harness(Judgment), and Judgment procs Hammer Jammers. :)


1.4 Maximizing your damage.

Can enemies become immune to Immobilize effect in Greater Rift?

NO!!!

Enemies develop Crowd Control (aka CC) resistance to CC effects .

This resistance caps at 95%.

If you have pull/push effect, that means that you will have 5% chance to pull enemy.

For duration base skills that means that your effects will last for only 5% of its original duration(if target is 95% resistant to your CC).

So, your Immobilize effect in the worst case scenario will last only 0.3s (5% of 6s), but that is all you need to proc Hammer Jammers.

Diablo wiki seas that all bosses are immune to Immobilize, but Rift Guardians are not bosses.

I've tested same Guardian on same difficulty with and without additional stun and kill time was almost identical. Seams that the Guardian is extremely resistant to Immobilize but not immune.


1.5 Maximizing your damage.

Faithful Memory & Oculus Ring...

Most of your time majority of your damage will come from Faithful Memory buff.

Each enemy hit by Falling Sword increases the damage of Blessed Hammer by 50–60% for 10 seconds. Max 10 stacks.

So, you should be aiming at 10 stacks(10x60%=600% or x7 damage multiplier), therefore you should use your Falling Sword skill attack to descend on large group of mobs(10+) if you can and you will have this buff for 10 seconds.

Oculus Ring area increases your damage by 70–85% (x 1.7 up to x1.85 damage multiplier )while you are in the area.

DON'T jump with your Falling Sword into the Oculus Ring area if you are about to hit less than 5 mobs with your Falling Sword (if you already have 10 stacks on Faithful Memory) because you will do less damage.

4 mobs will grant you 240% bonus to damage(4x60%=240% or x 3.4 damage multiplier).

Perfect Oculus Ring(85%) on follower will grant you 85% bonus to damage or x 1.85 damage multiplier.

So x 3.4 x 1.85 = x 6,29 and that is less than just maintaining 10 stacks(10x60%=600% or x7 damage multiplier) on Faithful Memory.


1.6 Maximizing your damage

When / how to go to Oculus Ring area?

-Don't go to Oculus Ring area if there are no mobs around it.

-Don't jump with your Falling Sword into the Oculus Ring area except if area spawns on top of your main targets and you need to reset Faithful Memory buff or get more stacks.

-To move into the Oculus Ring area in high density use Iron skill "Flash" rune-you can move through enemies unhindered.


1.7 Maximizing your damage

Play style... Step1

Jump with your Falling Sword on as much enemies as you can(10 Faithful Memory stacks ideal) and if your prime target is out of density move(in high density use Iron skill "Flash") to your prime target(High Hp mobs, elites).

You want to deal massive damage to high HP enemies while you have 10 stacks.

Play style... Step2

Trash mobs will follow you and on fire rotation on Convention of Elements (aka CoE)ring when there are enough trash mobs around you and high HP enemy recast Falling Sword to buff your stacks.

Next is Holy rotation on CoE ring and by that time you should have high stack and enough mobs around you to maximize your damage to high HP enemy trough Area Damage. Trash mobs will die in process.

Play style... Step3

If elite is somehow alive, repeat the process by aggroing trash to elite, or elite to trash.

The example I showed you on previous slide was Juggernaut(immune to CC )elite.

Avoid fights with juggernaut elites because you will not get bonus from Hammer Jammers and Bane of the Trapped to your damage and you will do only 15% of your total damage to this elites.

That is like fighting with elite who has 7 times more health.

Stutter Step is very useful when you move because you can benefit from Life per Wrath spent(on shield recommended) even if there is no enemies around you, and if there is only a few mobs around you will benefit from Life on Hit(on weapon recommended) and you will reduce your CDR trough Obsidian Ring of the Zodiac proc when you hit an enemy.


1.8 Maximizing your damage

Attack speed - Breakpoint 11/10 (recommended)

-15 % Fervor (passive skill).

-15 % Gogok of Swiftness (Legendary Gem).

-10% Paragon (Level Points).

-8% Laws of Valor (passive buff).

-7% weapon.

-6% item of your choice.

-7% Laws of Valor (active buff)-with this active buff you will move from 11 to 10 Breakpoint.


Attack speed - Breakpoint 10/9

-15 % Fervor (passive skill).

-15 % Gogok of Swiftness (Legendary Gem).

-10% Paragon (Level Points).

-8% Laws of Valor (passive buff).

-7% weapon.

-21% -3 items of your choice with 7% (best 2 ring and gloves )-good luck with that!!!

-3% Focused mind-Enchantress passive buff.

-7% Laws of Valor (active buff)-with this active buff you will move from 10 to 9 Breakpoint.

2. Defense

If you decide to run high GRs without Unity (although some high GRs are done with Unity)ring and go with CoE you should know this:

- Iron skill "Flash" rune will allow you to move through enemies. Combined with stutter step(+Life on Hit + Life per Wrath spent) and Endless Walk damage reduction you could sometimes thank incoming damage. You will reduce cooldowns on your skills in process trough Obsidian Ring of the Zodiac.

- Refreshing your Iron Skin and Akarat's Champion active skills is extremely important!

- Use Falling Sword active skill for escape ONLY if you are sure that you can't tank incoming damage, but this could also be problematic if you descend with low HP and get hit by strong range attack.

- Most of trash mobs will not be your problem (Provoke "Too Scared to Run" rune will help). Even the hits from elites are not that dangerous-ground effects will kill you probably, so there is no point going for Stun or Incapacitate rune on Falling Sword active skill. You can't stun ground effects(poison, fire, lightning...) :)

- Therefore as a secondary resistance go for poison, lightning, fire. Skip arcane-way to strong.

- Sacred Harness Legendary Belt will cast Judgment when you cast Falling Sword and Judgment gains the effect of the Debilitate rune and rune seas-enemies in the judged area deal 40% reduced damage for 6 seconds, so it would be wise to stay in that area if you can.

Don't forget to recast Falling Sword every 8 seconds to gain 50% damage reduction from 4 piece Seeker of the Light set.

3. Cooldown reduction (aka CDR)

Cooldown management is essential for this build!

Iron Skin and Akarat's Champion will keep you alive and allow you to be offensive.

Around 50-60% total CDR should be enough, but to reach high uptime on Iron Skin and Akarat's Champion you will have to use Obsidian Ring of the Zodiac.

Obsidian Ring of the Zodiac

Reduce the remaining cooldown of one of your skills by 1 seconds when you hit with a resource-spending attack.

Zodiac will select one your skill that is on cooldown and it will reduce the remaining cooldown of that skill by 1s.

So, your Zodiac proc can be wasted(eaten) by skill that are on cooldown and are not needed to you at the moment.

Since you don't need Blind or Stun effect on your Falling Sword, pick "Rapid Descent" rune because it will Reduce the cooldown of Falling Sword.

This will allow you to almost instantly have your Falling Sword out of cooldown.

So, your Falling Sword will be ready for instant recast if you need more stacks, or escape, but what is most important, it will not eat your Zodiac procs!

Cast provoke only when you need wrath, and if you are going for max damage with Laws of Valor "Critical" rune, cast your Law only in fights that really matters(vs elites, in big density...)

This will allow you to have very high uptime on Iron Skin and Akarat's Champion.

4. Best Guardian

Hammeradin has good single target damage, but what you rely want is Guardian with minions.

Minions will buff your damage trough Faithful Memory stacks, Area Damage and will proc Oculus Ring.

Hamelin is very good but SAXTRIS is the best!!!

You will have 10 Faithful Memory stacks 75% of the fight.

While some guardians on the same GR took me 1.5-2.5 min. to kill(depending if/and how much minions they had), SAXTRIS has fallen in 1min.

Kill the guardian minions, after you pick up Faithful Memory stacks, not before. Try to have stacks during Holly rotation on CoE.

Pro tip: When your skills with this build improve, in les dangerous fights, you can deliberately proc Indestructible passive skill for more damage on Holy CoE rotation


D3 Planner link(mid & late game setup): http://www.d3planner.com/196002661

Paragon Priorities

Core

Primary Stat
Vitality
Movement Speed
Maximum Resource

Offense

Attack Speed
Cooldown Reduction
Critical Hit Chance
Critical Hit Damage

Defense

Life
Armor
Resist All
Life Regeneration

Utility

Area Damage
Resource Cost Reduction
Life on Hit
Gold Find

Build Guide