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Conjure Lightning Hammer build discussion thread


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#1 aelesia

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Posted 30 August 2012 - 07:39 PM

Well it seems like quite a number of other players and me have discovered a new-found love for Thor's Hammer. Yet I'm not able to find any builds for this. I don't consider myself an expert builder either so I'm starting up this thread in hopes of discussing with other players on what skills/traits would synergize well and what would be a good way to build it.

These are my thoughts. You do not need to agree with them, but if you don't then please do state why you disagree, and if possible provide suggestions:

- Minimum of 20 points in Fire to get the Conjurer trait (+10 charges) is an absolute must
- Skills/traits that increase survivability at melee range should be one of the top priorities
- Should have similar trait allocation points as another build (eg. Staff) as there will be times when Elementalists cannot survive at close range (Bosses or WvWvW) and hence there should be the flexibility to swap back to a Staff build.





Suggestions for skills:

Healing: Unsure

Utility:
Armor of Earth (Protection + Stability for 8s)
Arcane Shield (Blocks 3 hits)

Mist Form? (Good for running out of sticky situations I suppose)
Signet of Earth? (Alternative protection, although I find the Immobilization useless since you're fighting at melee)
Glyph of Lesser Elementals? (Could summon an Earth elemental to tank damage)
Signet of Fire? (More crits for fun)
Summon Lava Axe/Frost Bow ?(More summons?)

Elite
Tornado? (I suppose it's good for sticky situations too)
Glyph of Elementals? (Summon Earth Elemental to tank)
Summon Fiery Greatsword? (It's a pretty decent AOE DPS skill, although I feel it overlaps with the Fire Staff)
Reaper of Grenth or Avatar of Melandru? (Haven't tested these out yet, can't say)




Suggestions for Traits:

As I mentioned before, I feel that your trait point allocation should be rather similar to another weapon build (preferbly the staff) so you have the option of changing back to range if you're unable to fight at melee. Anyway I'm no expert, but these are some traits which I think might have some potential for Hammer mashing:

Need to have
20 Fire - Conjurer (+10 charges)

Great to have:
10 Earth - Armor of Earth when HP is <50%
10 Arcane - Arcane Shield when HP is <25%
30 Air - Shocking Aura when disabled

Nice to have:
10 Water - Cantrips grant Endurance + Regeneration

Nothing better to add:
10 Water - Deal extra damage when HP > 90%
10 Earth - Deal 5% extra damage at melee range
10 Air - Deal 20% extra damage when enemy HP <20%
10 Fire - 30% chance burning on critical


I was actually wondering how useful movement speed is, and if it is useful then I was considering adding 30 to air whereby you have One with the Air (+5% speed/10s attuned to Air) along with Air Training (+10% damage attuned to Air) and Tempest Defense (Shocking Aura when disabled). That way you can just stay on Air Attunement and benefit from a permanent 25% movement speed buff and 10% damage buff while rampaging with the hammer.

Edited by aelesia, 30 August 2012 - 07:45 PM.


#2 Lord_Ironmane

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Posted 30 August 2012 - 11:46 PM

I don't have much to add, except that it might be good to take a look at skills that add boons or other effects when you switch attunements, since your attunment doesn't mean jack when you're holding the weapon, you can essentially just mass switch around.

#3 AMradio

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Posted 31 August 2012 - 12:49 AM

I would never build around it, personally.  Its a utility skill, so at best its used as...well a utility.  Keep in mind it does have a damage cap, so in all likelihood you will do more dmg with your spells than you will with the hammer, unless you run more of a support build.  Personally I think the hammer works really well with support elementalists, but I wouldn't go jumping into ppl swinging my hammer around.  It only has like 25 uses max, and on top of that you have access to no other spells.  If you drop it to cast other spells, its gone and you have to recast.  Additionally, you only give yourself 2 utility slots to work with instead of the normal 3.  On top of that, its not killing anyone because every melee class can kite you to oblivion, as well as stack conditions on you that you can't remove because you're holding a hammer.

Basically if you get someone on you that wants to mix it up, its a great way to keep them from being able to get too much dmg on you.  But honestly I'd never trait around it specifically because there is only 1 trait that affects conjured weapons.

#4 Anticrux

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Posted 31 August 2012 - 04:05 AM

You summed it up pretty well.

The only thing you really neglected was the fact that we can swap attunements without effecting the conjured weapon, and it might work out well to set up some traits that focus around attunement swapping.

Heres something like what I'm thinking for this build:
http://gw2skills.net...DhUUgzMA;TEATLA

It'll get you some boons from swapping with the 20 in arcane, and do some nice effects from swapping with the 15 in earth/water, as well as providing a decent survivability.  Lightning seemed the most useless imo.

There might be some better stuff... I just briefly looked at it, and I might go Elemental instead of Tornado for the elite. I went with the signet heal simply for the passive, so you get a little regen while going smashy smashy, combined with the lvl 5 water passive, should add some small sustain. I really didnt see much better choices to go with, but I could have missed something.

Edited by Anticrux, 31 August 2012 - 04:13 AM.


#5 Whoopin

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Posted 12 September 2012 - 07:09 AM

This is the build Ive been using and its devastating:

Hammer Time

Chance to proc Arcane Power and Arcane Shield while being able to cast it anytime.
Use Fire Attunement for more damage and switch to Water to remove conditions, can dive roll outta Burning and Chilling.

3400+ damage Thunderclap crits. AoE damage and blinds - use both hammers then 60 sec cooldown is up for another round. Option to use Fire damage or Fiery Greatsword for more range.

#6 aelesia_

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Posted 12 September 2012 - 07:12 PM

Just curious, how are you finding this build to work out for you once you're level 80 and fighting in Orr? I was having an amazing time bashing things up with my Hammer until I got to Orr where practically everything is ranged and attacks faster than I can blind them.

Also I'm surprised you decided not to take Armor of Earth either as a trait or a skill. That has been one of my favourite spells when using the Hammer.

Lastly are the stats that you have in that build correct? I tried earlier on and I wasn't able to slot Berserker Jewels in all the ring/accessory/amulet slots.

Edited by aelesia_, 12 September 2012 - 07:39 PM.


#7 Verificus

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Posted 12 September 2012 - 07:28 PM

Why the Hammer btw? Is it the best conjured weapon? What about the bow and the greatsword?

#8 daxter606

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Posted 12 September 2012 - 08:19 PM

One thing people neglect to say about conjuration builds is that if traited correctly, you can stay in water attunement with the hammer in hand and have permanent regen and water regen on healing which I guess is something pretty decent.

#9 Whoopin

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Posted 12 September 2012 - 08:54 PM

Good questions, I whooped Orr with ease using this build since the both Arcane skills proc. I usually pull at least two mobs to maximize the charge usage. The only mobs that really give any trouble are those with channeled or quick hit skills or those immune to blind. But on Orr you can try pulling mobs with Fire attacks and position to group the mobs up while using the Arcane Shield to buy some time to make sure each target gets Thunderclapped. If Arcane Shield blocks an attack, you even evade the special abilities like knockdown, pull, blind, and fear.

The damage is so good that fights are over fast so theres isnt a lot of time receiving damage.

Didnt take Armor of Earth even though I got used to having it with my starting Fire+Condition damage build. But since youre never attuned to Earth and dont use Condition damage, it was hard to justify the points so I moved it elsewhere. Also since opponents are constantly Blinded I wouldnt get the mileage outta it or the extra toughness.

The stats are similar since I couldnt choose PvE jewelry but Im wearing equivalent Ruby Orichalcum Berserker trinkets which is similar, the build works really well with decent crit gear, I still have to acquire level 80 armor so I can slot all Ruby Orbs.

Using a Sigil of Bloodlust because it makes the big hits multiply even higher for maximum critical damage, the Sigil stacks persist when using the Hammer but only acquired with Staff kills that do tend to happen when running out of charges prior to picking up the spare Hammer.

The Water skills are gravy to help with removing conditions which is important if chilled, crippled, poisoned or bled. After switching to Water try to immediately switch to Lightning ASAP to get the Water attunement available again, then switch all the way back to Fire for the 10% damage.

Dont need lots of Precision due to having two Arcane Powers, try to always use it after the 2nd hit so its gets used for 2 Thunderclaps.

The reason for Hammer is because the 3rd hit AoE Blinds and has high burst damage which is greatly amplified by the critical hits, the bigger the damage the bigger the crit hit. Also Lightning Hammer has a 60 sec cooldown and Fiery Greatsword is 180 secs, only need to use the Elite skill when someone steals your spare Hammer or you need to keep more distance.

Give the build a try and never look back, its a whoopin.

Edited by Whoopin, 12 September 2012 - 09:23 PM.


#10 Pipples

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Posted 12 September 2012 - 09:50 PM

View PostAMradio, on 31 August 2012 - 12:49 AM, said:

I would never build around it, personally.  Its a utility skill, so at best its used as...well a utility.

This. I'd LOVE a Thor-themed Norn Elementalist built around the hammer but building specifically for an item that has charges is just a bad idea. If ANet ever removes the charges then yeah, check it out

#11 daxter606

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Posted 12 September 2012 - 10:05 PM

View PostPipples, on 12 September 2012 - 09:50 PM, said:



This. I'd LOVE a Thor-themed Norn Elementalist built around the hammer but building specifically for an item that has charges is just a bad idea. If ANet ever removes the charges then yeah, check it out

Still by the time you finish 25 charges your skill is nearly recharged or you have another one on the ground.

#12 Whoopin

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Posted 15 September 2012 - 08:17 AM

Hear me now and understand me later, this is the best PvE template.

Everyone should simply slot that Lightning Hammer and check it out, once you realize the potential, then change your traits to become a whoopin.

pipples is wrong and daxter is right - 25x2 charges > 60 secs.

#13 Nosgo

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Posted 17 September 2012 - 03:58 PM

Great build that looks fun to play with Whoopin! Just wondering, as I'm leveling my ele is it possible to enjoy smashing things like you before 80? If so, which branch should I put my attribute points first? Fire seems pretty obvious to me for the 10 more charges, but what next? Water for survivability? Air for speed travelling? Arcane?

#14 Whoopin

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Posted 20 September 2012 - 02:01 AM

Spoiler

Nosgo: Definitely Air for the speed running/swimming and the 20% damage to foes with 25% health. Then go for Arcane to gain the Arcane Shield at 25% health then Arcane Power at 75% health. Finally Water to help survive Orr properly.

#15 Graysfang

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Posted 20 September 2012 - 04:49 AM

i love you all btw .. i almost gave up on my ele..

now if only i can get ppl to not pick up my second hammer

Edited by Graysfang, 20 September 2012 - 04:50 AM.


#16 Animal84

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Posted 20 September 2012 - 12:04 PM

oooo excited to try this

#17 Whoopin

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Posted 21 September 2012 - 11:25 AM

Glad to see some experimental Elementalists! Trying this build out is the best thing you will do while trying to PvE farm materials and gold for WvW gear. Based on my experience this is the most effective way to kill mobs compared to any class in the entire game.

Youll be the best you can be, while quickly whoopin targets to move on to more targets.

Just for a quick reference on skills so you dont have to click the link above:

20 Fire
VI: Internal Fire = Deal 10% more damage while attuned to Fire
VIII: Conjurer = Conjured weapons have 10 more charges
10 Air
VI: Bolt to the Heart = Deal 20% more damage to foes with less than 25% health
20 Water
V: Cleansing Wave = Remove a condition from you and your allies when attuning to Water.
VII: Stop Drop and Roll = Dodge rolling removes burning and chilled
20 Arcane
III: Arcane Retribution = Gain Arcane Power at 75% health
IV: Final Shielding = Create an Arcane Shield when health reaches 25%

Slotted skills:
Arcane Shield
Arcane Power
Lightning Hammer
Fiery Greatsword

Sigil of Bloodlust on weapon.

Posted Image

Edited by Whoopin, 21 September 2012 - 11:31 AM.


#18 Graysfang

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Posted 22 September 2012 - 12:20 AM

What stats are you focusing on??

Edited by Graysfang, 22 September 2012 - 12:21 AM.


#19 Tswift123

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Posted 22 September 2012 - 10:44 AM

Could somebody explain what sort of stats the hammer has? I noticed i lose a lot of stats compared to my normal staff when i switch to hammer.

#20 Orz

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Posted 22 September 2012 - 07:50 PM

I gave this build the college try. I do twice as much damage going glass cannon with a staff than with this build in full Beserker's gear (pwr/pre/crit). This may be fun and all, but you can do a lot more and survive just as well with a much better build.

#21 Rukioish

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Posted 22 September 2012 - 07:54 PM

just FYI mistform drops conjured weapons.

#22 JimmyDiddly

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Posted 23 September 2012 - 12:59 PM

I've been running this from 40, I'm 60 now and I'm trying to decide on whether I should do power-precision-toughness on my gear, or power-toughness-healing.

At the moment I'm 20 Fire, 20 Water, 10 Air.  I'm definitely going to go at least 25 into water to pick up increased dmg per boon and 20 into air so I can swap between +10% dmg while in lightning attunement, or 5% precision into healing, but I'm debating whether I go 30 into water for condition removal everytime I give regen, or 25 into Air for vulnerability on crit.

Currently using cleansing fire, earth armor, elemental, and of course, lightning hammer.

#23 birddogdk

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Posted 25 September 2012 - 07:37 AM

Hi I just hit level 61 with my septer and dagger.

And i like to try this, but do i need to use a staff instead, when the hammer is out?
and how to but all the other traits points...

I havent tried Dungens yet, but really want to now, Is this build OK for dungens and teamplay?


damn, Ima newbee

Edited by birddogdk, 25 September 2012 - 08:18 AM.


#24 Rekkwum

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Posted 27 September 2012 - 10:46 AM

View Postbirddogdk, on 25 September 2012 - 07:37 AM, said:

Hi I just hit level 61 with my septer and dagger.

And i like to try this, but do i need to use a staff instead, when the hammer is out?
and how to but all the other traits points...

I havent tried Dungens yet, but really want to now, Is this build OK for dungens and teamplay?


damn, Ima newbee

Your regular weapons aren't really important - you'll not be using them much, if at all. Any combination you like is fine. I go with D/D, but considering staff instead for large-scale DEs.
Personally, I wouldn't use this in dungeons. Melee there gets a lot of punishment, and support is a lot more valuable. But the traits are flexible enough that you can switch to another build without needing a reset.

#25 birddogdk

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Posted 27 September 2012 - 12:09 PM

So if i go dungen, S/D is still good for enough for teamplay with that Traits. ?
and how do you spend  the rest of the traits points?, still nothing to earth?

And thanks for the reply+

Edited by birddogdk, 27 September 2012 - 12:09 PM.


#26 Azragarn

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Posted 27 September 2012 - 11:12 PM

I decided to give this a good try and i love the damage and survivability. My only 2 issues are 1) always having to call down the hammer and someone pinching the spare (nothing we can do about that) 2) and my main issue is that skill 1 will not auto attack. I set it when the hammer is out and as soon as it vanish's the option is cleared. This is mainly a concern when you are in massive fights and are constantly having the cast manually. I have a Naga hex and i found after about 2hrs of play my thumb is killing me cause i am constantly having to click 1

Anyone know a way around this issue?

#27 Dibrom

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Posted 27 September 2012 - 11:19 PM

View PostAzragarn, on 27 September 2012 - 11:12 PM, said:

Anyone know a way around this issue?
Haha, welcome to the life of an Engineer.

Anet said they're working on the problem but not really a solution in game atm.

#28 Vexies

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Posted 01 October 2012 - 03:27 PM

I am using a version of this build and I have to say I love it!  One thing I am curious about. Does anyone know if the hammer damage scales based on stats? What effect does weapon damage play on this if any?  I assume the become stat sticks but I am curious at what point does simply using a exotic weapon out weigh the damage of the summoned weapons if at all?

#29 tufy

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Posted 02 October 2012 - 07:12 AM

View PostAzragarn, on 27 September 2012 - 11:12 PM, said:

Anyone know a way around this issue?

Apparently, ArenaNET did in today's patch ;)

#30 Myan

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Posted 02 October 2012 - 07:56 AM

Hello,

Does anyone know if weapon bonus (Magic find +X% !) are still taken in account when you use the hammer ?




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