Mack's Swinging Hammor (Season 10)
Skills
Items
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Head
- Crown of the Light
- Stat Priority: CHC Skill: Hammer
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Shoulders
- Mountain of the Light
- Stat Priority: CDR AD CHD
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Amulet
- The Traveler's Pledge
- Hellfire Amulet
- Stat Priority: CHD CHC Holy %
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Torso
- Heart of the Light
- Stat Priority: Reduced Elite Dmg AR
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Wrists
- Gabriel's Vambraces
- Nemesis Bracers
- Reaper's Wraps
- Stat Priority: CHC Holy % LOH
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Hands
- Will of the Light
- Stat Priority: CHC CHD CDR
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Waist
- Sacred Harness
- Goldwrap
- Stat Priority: AR Life
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Legs
- Towers of the Light
- Stat Priority: AR Armor +
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Feet
- Foundation of the Light
- Stat Priority: AR Skill: Hammer MS
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Rings
- The Compass Rose
- Obsidian Ring of the Zodiac
- Stat Priority: CHC CHD CDR AD
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Weapon
- Johanna's Argument
- Stat Priority: Dmg % LOH CDR
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Offhand
- Guard of Johanna
- Stat Priority: CHC CDR
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Legendary Gems
Kanai's Cube
This is more a reference for me than anything else. I ran a build similar to this last season and got fairly far, so have made some minor tweaks. I tend to use an enchanter with this build using any kind of lightning weapon (proc CC), an Ess of Johan (gather CC), Wyrdward (stun CC) and most importantly of all, an Oculus Ring (which should be stood in while channeling hammers as much as possible, using Falling Sword to move between proc locations).
I'll be streaming a fair amount of this at https://www.twitch.tv/mackdoogle if you wanna drop by.
Alternatives:
Laws of Justice/Immovable Object - you can switch this out for Laws of Valor/Critical if you can survive the loss of the AllRes etc. Alternatively, you can use Laws of Valor/Unstoppable Force if you're struggling to maintain hammer-spam due to wrath issues. Also, if you decide to roll with Iron Skin/Charged Up (see below), then you may also want to consider Laws of Valor/Frozen in Terror for even greater CC.
Iron Skin/Steel Skin - you can use the Charged Up rune in the early game if you want to have a little more crowd control, but I don't recommend using it once you push deeper into the torments and GRs. At later stages having Iron Skin/Flash gives you far more mobility in more dense rifts, while also allowing you to gather mobs (if necessary) or avoid trouble far quicker. Which of these you use is largely dependent on gear and paragon, so consider this a fairly 'moveable feast' of a skill rune.
Bane of the Stricken - you can switch this out at lower torments and GRs with Bane of the Powerful. You'll find Stricken tends to be more essential from roughly GR70 onwards.
Gorgok of Swiftness - while this is a pretty vital gem, at later stages you can switch it out for Pain Enhancer. Obviously this requires a fairly high paragon (well over 1k or so), so consider this as an option from around GR100 or so. However, don't do it until you have decent chunks of ResAll enchants or sufficient CDR on Akarat's Champion, or you'll be struggling to keep decent up-time.
Convention of Elements - if you're finding yourself a little squishy, you could also consider Unity as a viable option (replacing CoE). Without it you need to be a LOT more careful, but if you're new to hammer builds, you might think of Unity as a decent buffer while learning how to move and manage cooldowns and resources. Having said that, I've tested CoE and Unity in balance with the rest of the build a fair amount, and would recommend keeping it as the DPS drop is a lot, especially at GR80+, and while the damage sharing is useful, the DPS loss is a bit too severe at later GRs weighed up against the gain of survivability.
Gems:
All armor slots should aim for Diamonds (ResAll), with the weapon slot using an Emerald.
Paragon Priorities
Movement Speed |
Primary Stat |
Maximum Resource |
Vitality |
Critical Hit Damage |
Critical Hit Chance |
Cooldown Reduction |
Attack Speed |
Resist All |
Life |
Armor |
Life Regeneration |
Area Damage |
Resource Cost Reduction |
Life on Hit |
Gold Find |
Only take Movement Speed until you reach 25%, and Maximum Resource until you notice you're not starving for wrath as often. After these two, I tend to keep double the strength points over whatever I have for vitality. All other paragon points I tend to level 2 at a time, so for example I'll have double the CHD than I do CHC until the former reaches cap, then start building the third priority. However, if you notice you've got some nice chunky numbers on gear for either CHD or CHC, then prioritise CDR over both of them .. after all, in later rifts and GRs you need to constantly be in Akarat form, and be able to reapply it often in-between densities (in other words, maintain 100% uptime). However, don't go too hard on CDR too early, as the ring in the cube should do most of the work.
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