i just got the t2 version of the hammer and im really liking it. the dash can be helpful for a quick hit and run or you can shield cancel it for another hit. i was wondering what you guys think of it? do you think is better than DA?
Warmaster Hammer: Better that DA?
(Note that this is coming from the T3 version of the hammer.)
After using it enough, the rocket hammer really shines. When on the offense, you can slash, dash, slash, dash, on and on and on till the thing dies. When you wanna be defensive, or you want to hit several at once, just use the first slash, or use the whole combo, dashing away. The charge has to be used with extreme care, but can deal over 1000 points of damage to each enemy if both slams hit. You just need to make sure you are as far from the target as you can and still hit, then it makes it much safer.
Rocket Hammer's better in a lot of situations (turrets, Kats, large enemies, single targets backed against a wall,) but less safe to use against hordes. I prefer the hammer for general clockworks stuff and DA for arenas and FSC.
In the clockwork, that hammer is every "crowd controllers" nightmare. Less experienced players tend to single 2-3 mobs out while the rest of the team works together to kill *almost* the whole room quickly... and then it takes the same amount of time again at LEAST to chase down those 1-2 mobs that are running after the hammer guy while he's STILL pushing "rogue mob no. 3" up and down the room.
Haven't seen the hammer *often* in the hands of very experiences players yet, though... I guess they tend to use them rarely but very effectively.
I'm beginning to prefer the Warhammer after very limited use of it. The charge attack is risky, but it has a nice forcefield (and almost seems a second of invincibility) that makes it less risky than it appears--so long as all the mobs are in front of you. I find 1 hit shield cancel repeat to actually be superior to the same start with the DA. And i love the ability to hit then dash off and hit something else instead of have to go on the defense.
As far as Ufana's statements i can't really confirm or deny these claims, as i generally play only guild runs (and only FSC) and we tend to be very efficient in clearing things anyway. So when it gets to the point where few mobs are left i'm usually switching to a gun or a weapon that doesn't leave us running around disorganized. I can definitely see the potential annoyance Ufana has experienced though.
Depending on where you are in the game, i don't see the charge attack vs DA charge attack as a viable reason to choose DA. Mostly because the brandish charge outshines the DA's charge so badly. If i'm doing an elemental charge attack i'd just prefer to do the brandish charge attack, then heavy sword with the Warhammer. On the other hand, the Warhammer charge will push around your teammates, thus shoving them into hazards pretty easily in FSC. Which is a good and a bad thing, depending on how funny it turns out to be :D
And if you are just now upgrading gear and breaking into all 5*, the Warmaster hammer has a HUGE advantage that you can have friends carry you through t3 OCH and you get the 5* Hammer for FREE!!!! (Ya know, minus having to buy the expansion).
I should find some people to pay to pull me through tier 3 OCH...do you think it's doable in 3* Elemental cloak and hood?
Hm, what people are saying about hammer vs. DA reminds me of the Nova vs. AP debate, with the former having possible better dps/more effective and the latter easier to use without a lot of practice.
If you are in a good party u could go in wearing proto gear and lay dead the whole time and the team would still easily mop up OCh tier 3.
But please don't pay anyone, just ask some friends in game. Easiest way would be to just make a thread in the general section asking if any experienced players would be interested in carrying you through OCH--i'm guessing you'd have it taken care of and completed by this evening. Worst case scenario, catch me on the weekend and i'll have some guildies join up and we'll take you through it for free. If people charge you to take you through it then they aren't your friends or worth having as friends.
P.S. Fair warning, the Hammer plays kinda weird. It sorta doesn't fit/jive with the way the rest of the weapons play. It can be an acquired taste, and very possible that many won't actually like it. I'm rather enjoying it primarily because i've been playing the game over a year, and it feels kinda fresh and new from a gameplay standpoint. It is sorta like when the polaris came out and it's just a completely different type of gunning, some people like it, others hate it.
In the clockwork, that hammer is every "crowd controllers" nightmare. Less experienced players tend to single 2-3 mobs out while the rest of the team works together to kill *almost* the whole room quickly... and then it takes the same amount of time again at LEAST to chase down those 1-2 mobs that are running after the hammer guy while he's STILL pushing "rogue mob no. 3" up and down the room.
Sounds like the Trollaris of melee weapons!
~Luke
On the other hand, the Warhammer charge will push around your teammates
Oh so this is what I was experiencing the other day. Bummer because its hard to distinguish this from lag or packet loss. -_-.
~Luke
It would definitely be hard to differentiate it. It's actually kind of a mushy, inarticulate push that feels just like lag and what not. THe push does not actually line up with any specific impact between the hammer and your knight.<--which is why i defined it as inarticulate.
The Warmaster's Rocket Hammer has become my default Elemental sword for general clockworks use. As Orbwanter said is really great for Turrets and Kats (or anything that doesn't get pushed too far by the first swing). For other targets I will deliberately miss on my first swing (so as not to push enemies out of reach of the dash attack), so that I can land the dash attack (and sometimes the last swing of the combo). I do a ton of sing, swing, shield canceling to do the dash attack which lands many hits. There are really only two places that I go back to my brandish for: FSC (hordes of Zombies) and Arenas. OK, 3 places; my Combuster gets packed for Lichenous Lairs.
Also, why would anybody use the Charge attack for anything other than pushing AFKers? The regular combo does way more damage if you can manage to land every (or most of) the hits.
If you get the hang of the Hammer's movement then it feels sort of like wall bouncing in Gears of War. Really fun to use, and if you're good then you probably aren't going to get hit a lot.
Thanks Pawn, I'll do that. As for the hammer, while I would like to try it, my main objective is to get the bomb for JK runs. :D
And since I'm now done with finals, I have time right now! Woot! Off to post in general...
I'm still forming my "official" opinion of this weapon. My conclusions thus far:
WRH has a wide and long swing, like DA. WRH does slightly more DPS than DA does. I find the WRH charge attack dramatically more dangerous than DA's, and thus significantly worse; but maybe I just need to practice it more.
The combo on the WRH moves you so much, that you really have to incorporate this into your planning. In good cases, you can use it to evade enemies while attacking other enemies! In bad cases, you march yourself into fire and get hurt. The amount of movement involved really complicates the tactics.