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This build is provisionally vetted great pending more votes.

This build has received a provisional rating in the range from 4.75 to 5.0 and thus qualifies for the highest category of working builds: Great.

This build has been designed for the following use:

Damage build using the new anniversary elite skill Seven Weapons Stance with a hammer. Ideally used in teams with conditions or a Withering Aura death magic hero.

Attributes and Skills[]

12 + 1 + 3
12 + 1
Your attack skills gain 16% armor penetration.
 save
Template code

Variable skill slot – replace "To the Limit!".

  • Warrior Overbearing Smash Overbearing Smash – 12 hammer mastery. dazed against caster foes.
  • Monk Balthazar's Spirit Balthazar's Spirit – 12 smiting prayers. Maintain on self as a cover for strength of honor and a source for additional energy and adrenaline. Do not forget to spend attribute points in this as it enhances the adrenaline gain.
  • Necromancer Withering Aura Withering Aura – 12 death magic. Maintain on self for knock downs with Yeti Smash. Only bring this if your team can't provide conditions.
  • Elementalist Conjure Flame Conjure Flame – 12 fire magic. Use in conjunction with a fiery weapon against foes with low armour ratings against fire damage. Likewise, you can use conjure frost or conjure lightning.
  • Assassin Death's Charge Death's Charge – 12 shadow arts. Gap closer or panic heal, depending on the situation.
  • Ritualist Splinter Weapon Splinter Weapon – 12 channeling magic. Only use if supported by a Heroic Refrain paragon.
  • Paragon Holy Spear Holy Spear – 6 spear mastery, 11 hammer mastery. Use against summoned creatures for 158 armour ignoring area damage or 273 against undead.
  • Dervish Heart of Holy Flame Heart of Holy Flame – 12 hammer mastery. maintain against undead. Prepare before combat.

Variants – over one of the non-elite PvE-only skills.

  • "Save Yourselves!" "Save Yourselves!"
  • Whirlwind Attack Whirlwind Attack – use before Yeti Smash.
  • Club of a Thousand Bears Club of a Thousand Bears – alternative opener for Renewing Smash against non-human foes.


Equipment[]

Weapons

Armour

Usage[]

Weapon set usage

  • Vampiric hammer as the main set.
  • Zealous hammer for additional energy gain.
  • Use the spear for ranged damage when you can't reach a target, are snared or lost your stance.

Skill usage

  • Maintain Seven Weapons Stance.
  • Get adrenaline right at the start of combat with "To the Limit!" and increase your mid-combat adrenaline gain by renewing it.
  • Position yourself between foes before using Crude Swing or Yeti Smash.
    • Foes suffering from a condition will be knocked down.
    • If you're enchanted with Withering Aura you can knock down targets which are not yet suffering from a condition.
    • If you knock down a target, use Renewing Smash. You can use it four times per knock down, resulting in large single target damage and quick adrenaline gain.
  • Maintain your energy with Auspicious Blow. Use before Yeti Smash.
  • Use "I Am Unstoppable!" when you want to move but are crippled, when you expect to be knocked down soon or when you get hit by armor dependant damage. Don't use it for no particular reason before combat or at start of the combat.
  • Use Asuran Scan to bypass effects which would make you miss an attack.


Counters[]

  • Stance removal.
    • If your attribute spread allows to invest into hammer mastery you'll maintain some effectivity during stance downtimes.
    • Else, use your strength spear to dish out single target damage and gain adrenaline for yeti smash.
    • Consider switching to Warrior's Endurance Hammer if stance removal is frequent in an area.
  • Standard anti-melee.
  • Adrenaline denial.

Notes[]

  • Some large foes like Giants aswell as some boss foes are immune to knock downs. This can be bypassed with the communing spirit Earthbind provided by your team mates.

See also[]

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