Skills[]
- 1 to Prayer, Defiance, Cleansing, Might, Holy Bolt, Smite, Charge (7 points)
- 20 Blessed Hammer (main attack, max first)
- 20 Concentration (aura, max third)
- 20 Vigor (synergy, max second)
- 20 Blessed Aim (synergy, max fourth)
- 20 Holy Shield
Consider shifting some points from Holy Shield to the max resists, maybe.
Stats[]
Str: enough for gear
Dex: enough for 75 block
Ene: nothing
Vit: rest
Gear[]
Prioritize 125% FCR, +skills, res, block, fhr, hp. Apparently mana is not an issue at higher levels with the right gear. List from best to budget.
Crafting practically all caster gear in the beginning will help with mana issues.
Helm[]
- Shako
- Rare circlet with FCR, skills, stats
- Rockstopper
- Tarnhelm
Armor[]
Weapon[]
- Heart of the Oak Rune Word
- Spirit Rune Word
- Prior to Spirit, shop a scepter with +blessed hammer and/or concentration.
- CTA swap.
Shield[]
- Spirit Rune Word for offense
- Sanctuary Rune Word for defense
Gloves[]
Belts[]
- Arachnid Mesh
- Goldwrap (Diablo II), Nightsmoke, Tal Rasha's Fine Spun Cloth
- Caster belts are very good for their availability until you find something better.
Boots[]
- War Traveler
- Sandstorm Trek
- Any boots with FRW will do. Resistances and stats.
Amulet[]
Early game: Eye of Etlich, +skills/all res/cast rate/mana/hp rare
Mid game: A good crafted caster ammy, rare
Late game: Mara's.
Crafted caster amulets have the potential to be amazing. +2 paladin skills, +20%FCR, resist all, big bonuses to str/dex/mana/hp, teleportation charges, and the mods to look out for.
Ring[]
Early game: Res, hp/mana, fcr rare or magical.
Mid-Late: SoJ, Raven Frost (CbF is nice but mana is nicer), Bul Kathos
Charms: Anni, Torch, Gheed. Vita/MF/Mana/Res charms. Lion Branded are highly useful for Hammerdins.
Merc Gear: Insight, Treachery (better than Fort), Andy's Visage, Rockstopper, Guillaume's Face, Reaper's Toll.
Final Thoughts[]
Probably the greatest thing about the Hammerdin is that magic immune enemies are extremely rare. You've got zombies in lost city, gargantuans in the temples in Kurast, and that's pretty much it. Hammerdins do horribly in cramped areas, but if they have teleport then these fears are gone. While all resources I've found extoll the OP-ness of hammerdins, I found that even with ideal gear and skill distribution, the killing speed was unremarkable. Javazons clear rooms much more quickly, though I'll grant that lightning immunes are far more common than magic immunes.
My main complaint with Hammerdins are that they are very squishy compared to other paladin builds. With ideal gear zealots and smiters are basically invulnerable; not the case here...without relying on life tap/steal, and with items more geared toward magic than survivability, if you get mobbed before you get a couple of hammers out you're liable to die on the spot. Approach groups with caution and don't be afraid to teleport outta there if things get hairy.