Great Hammer + Stalker Jacket (Out-dated)
A Tier
Awakening trats:
S tier: CDR
A tier:
HP, DEF, Ability Damage
B tier:
IP
CDR is the most valuable trait for this build, as it is heavily based on playing around your skill rotations. Shorter cooldowns means faster rotations, and more mobility to disengage and re-engage, or to escape in case the fight goes south.
Ip is an okay trait for Great Hammer, since hammers scale in 3 directions, you get more damage on your Qs, more HP, and more cc duration for having IP, so it’s a better trait than on most other weapons, but still not the best. prioritize the other traits first, and if you end up getting stuck with IP, it’s not the worst.
WARNING: stalker jacket was recently nerfed, this build will most likely fall out of meta. The way to play Great Hammer will most likely be Helmet of Valor + Armor of Valor. If that happens I will make a separate page for it.
Default Abilities and Passives:
Great Hammer:
Q2, W2, passive2
Cultist Cowl:
Inner corruption, passive 1
Stalker Jacket:
Electric Field, passive 1/3
Any cloth sandals:
Energetic Sprint, passive 2
Explanation:
The playstyle is similar to Double Blade or Bloodletter. The idea is to rotate primarily around your Stalker Jacket. Great Hammer has decent brawling with just Qs and autos, if you only trade Qs and autos, you will win brawl against most meta builds. You can use W and E to mitigate the opponents E and W damage, or take value away from their defensives. For example, if you face a dual sword and they have Merc Jacket + Hunter Hood, you can use W or E to avoid damage from their E, or to disengage during their Bloodlust so they cant heal, or just to space when their hunter hood is up. If you mitigate all the value from their W E and armor abilities with your W E and cultist cowl, then you will win a lot of fights that way. You can also play this build purely around your Stalker Jacket cooldown. So you can go in with E, do some damage with cape and Stalker Jacket, and disengage with W when they pop a defensive skill, and just repeat until they are low enough for you to full commit against.
Strengths and weaknesses:
Decent at chasing, and brawling. Can play around cooldowns (hit and run).
Not the best at dismounting, and not the best at finishing undead capes.
Variations:
Valor for purge.
Mage or purity cowl helps with dismount, and gives you more of a hit-and-run play style.
Avalonian cape is most common
Undead Cape to be extra safe.
Theford Cape is good too since Avalonian cape got nerfed a few times.
Eel stew
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