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Damien

Heroes of the Storm Sgt. Hammer

19 posts in this topic

This needs to be updated, in the recent patch cooldonw for sgt hammer was reduced to two seconds.

(sorry if double post) 

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i think the cloak talent at level 1 is better than the +10% damage to distant enemies because the cloak talent gives u a double damage auto instantly whereas u have to attack 10 times with the +10% to equal in damage.

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i think the cloak talent at level 1 is better than the +10% damage to distant enemies because the cloak talent gives u a double damage auto instantly whereas u have to attack 10 times with the +10% to equal in damage.

 

Hi,

 

personally, I almost never use siege mode, and when I do, it is because I know I can stay in it for a while. Before level 16 (Hoversiege), Ambush is pretty difficult to pull off safely as well, whereas after 16, you may want to remain in siege mode for extended periods. The talent isn't bad at all, but I find it clunky in general. I still like to surprise my lane opponents with it and Focused Attack.

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I have noticed no comments about Towers of Doom at all, which I have found to be a map designed for Hammer.  Running a split offence of Hammer in one lane using Vampiric Embrace and Graduated in one lane while the whole team counters in the other 2 lanes, we can keep them effectively unbalanced while Hammer is soloing towers.

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the worse map is defo Cursed Hallow, it is not listed. I play hammer all the time and this is my worse map. its too large for Hammer limited mobility. I take the stealth to start with then thrusters lower cooldown to improve mobility and make more escapes. Vampiric assault helps me stay in the game longer. i barely need to hearth. low in health just get in a lane and hit something. this also improves the time hammer can stay in a team fight. if not focused this greatly add to effectiveness. i would usually be the last to disengage since i would have almost full life. i siege all the time to take benefit of stealth attack bonus and the cool down is now only 2sec. the napalm not only helps with clearing lanes but great in team fights. not only are you doing splash damage in siege but also AOE damage with napalm, great way to force ennemis to scram or scatter. best map is certainly no dragon shire, so many other players can zone her out. best map is eternal shrine, splash damage does not apply anymore for the objactive but napalm helps a lot. my advice on this map arrive always late to the party, the other players wont expect you and you can inflict a great deal of damage. Spider web is not bad as well depending on which enemy is in the lane. Hover siege is useless, better take graduating range. Ennemy players will constantly have to watch your reach, if they forget you punish hard. Great for pushing a last fort or the core, you can siege way behind and wait for the core to become in your range or siege near the core and trap the other players in their spawn point. Hover siege kinds of cancels my stealth, but also, the other players move way faster than hammer does in hover mode so they will always escape, no point. also in enternal shrine and battlefield of eternity hammer can solo camp once level 10 and napalm. other maps hammer can solo the 2 giants but not the 4 mercenaries. 

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I have noticed no comments about Towers of Doom at all, which I have found to be a map designed for Hammer.  Running a split offence of Hammer in one lane using Vampiric Embrace and Graduated in one lane while the whole team counters in the other 2 lanes, we can keep them effectively unbalanced while Hammer is soloing towers.

 

didnot get the map often but indeed great for hammer, the towers are so squishy and once you destroy the main tower everything else is destroyed. Hammer can just camp near the captured tower. Unless 2 or 3 full life ennemies come at you at once you can defend easy. with backup nothing will move you. 

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I feel like there's a potential build in there meant to beef up single shots, giving Hammer a very annoying, bursty poke.  Ambush, Focused Attack, First Aid, Napalm, First Strike, Executioner (if your team can lay on slows, either Graduating Range or Hover if not), and Nexus Frenzy, all to lead to one massive basic attack from cloak, then either repositioning, chasing, or escaping, as the situation merits.

+100% Ambush
+75% Focused Attack
+25% First Strike
+40% Executioner (if slowed)
+20% Nexus Frenzy

That's +220% on one shot if the target does not proc Executioner, %260 if it does.

I think the designers were intending some kind of synergy here.  Is it viable?  I know raw DPS takes a hit, but maybe against a very mobile team that denies uptime, it could be useful?

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I feel like there's a potential build in there meant to beef up single shots, giving Hammer a very annoying, bursty poke.  Ambush, Focused Attack, First Aid, Napalm, First Strike, Executioner (if your team can lay on slows, either Graduating Range or Hover if not), and Nexus Frenzy, all to lead to one massive basic attack from cloak, then either repositioning, chasing, or escaping, as the situation merits.

+100% Ambush

+75% Focused Attack

+25% First Strike

+40% Executioner (if slowed)

+20% Nexus Frenzy

That's +220% on one shot if the target does not proc Executioner, %260 if it does.

I think the designers were intending some kind of synergy here.  Is it viable?  I know raw DPS takes a hit, but maybe against a very mobile team that denies uptime, it could be useful?

 

Hi,

 

The only time I'd run such a build is when your opponents would have absolutely no way of diving/engaging/pressuring you, which, in this current meta, is essentially never seen. The current top tier hero picks are very good against Sgt. Hammer.

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I'd like to bring up the tier 1 talent "Resistant". You write it off as useless since "you're not supposed to be caught with CC while in siege mode", but I have found that it's often very useful to have for the extended uptime you get in the late game (16+), rather than to escape stuff during early- and midgame. There's generally a whole lot of CC happening in end-game team fights, and Hammer's output is so high I often get targeted by it. Additionally, I'm usually in siege mode thanks to being able to move and to use the extra range/splash damage. Having 75% reduction on all CC is a godsend in those situations, letting me continue pushing out kills through the many ultimates and ranged stuns you will otherwise get severely hindered by. It's also nice against stunlocks, as you can get a Z escape in after the first stun before the rest hit (e.g. Diablo). 

 

Finally, as a bonus it's nice to have in Eternal Battlefield since you can dps the Immortal from a very safe distance in siege mode and just shrug off the targeted stuns. 

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The BFG shouldn't be written off so easily. At level 20 it becomes a guaranteed permanent split push. On some maps, it is a must have.

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On 7/19/2016 at 6:20 AM, Guest Delryn said:

The BFG shouldn't be written off so easily. At level 20 it becomes a guaranteed permanent split push. On some maps, it is a must have.

Hammer's unpopularity makes it pretty difficult to fairly judge, though I very well may go through the guide again. But, as I see it, Napalm Strike offers a better early to mid-game. The majority of games end before level 20, and as such, I must prefer to focus on securing a solid lead than to build on an admittedly good but not always doable late-game strategy.

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I just want to say that the Chromie Counter is not mentioned when Cromie can burst down 2k damage on hammer with a 2 hit kill. Just sayig you should add her as a counter. Hammer takes a second to go to tank from siege mode and thats enough time for chromie to dragon and sand blast you.

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On 11/12/2016 at 5:46 PM, Guest LEEROY JANKINS said:

I just want to say that the Chromie Counter is not mentioned when Cromie can burst down 2k damage on hammer with a 2 hit kill. Just sayig you should add her as a counter. Hammer takes a second to go to tank from siege mode and thats enough time for chromie to dragon and sand blast you.

There's a set of updates due to release to a number of guides of HoTS. This will likely be included in her synergies/counters update, but thanks for letting us know anyway!

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Just a little niche talent thing but I thought I'd throw it out there - Graduating RangeGraduating Range can be huge on Battlefield of Eternity. You can siege up right in the middle, have your team block you off, and use Napalm StrikeNapalm Strike to gain vision and attack enemy heroes. If no one is contesting, or if your team has zoned them out (by giving you vision) you can quite literally control the whole battlefield, and with First AidFirst Aid and a good team protecting you from ganks, you can wear down the enemy immortal and zone enemies from your immortal without ever moving. If you want to try this, I would recommend making sure that you have some decent crowd control to really punish enemies trying to get to you or trying to contest your immortal. Anyone with reveals also really benefits you, as you need to see someone to AA them. Just throwing this out there; I tried it once and it worked beautifully. I'm sure there are some great ways to counter this as well (stealth, any blinds whatsoever, etc.), but it's just is a fun little thing to do!

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On 11/14/2016 at 7:30 AM, Blainie said:

There's a set of updates due to release to a number of guides of HoTS. This will likely be included in her synergies/counters update, but thanks for letting us know anyway!

Still waiting on this update.  Not only should Chromie be added but, in my opinion, Li-Ming is another obvious counter that can easily burn down any sieging Hammer in a matter of seconds.  Tracer also offers an incredible amount of frustrating pressure for Hammer but isn't listed as a counter, either.  Those three should probably replace Tyrael (who requires a lot of team coordination to successfully counter Hammer), Nova (who is only a real threat if the player uses Anti-Armor shells and almost nobody does) and Illidan (who can be a pain but can be dealt with unless the player chooses his The Hunt ult...also there is no mention of using Thrusters and Concussive Blast as methods of keeping him at bay).  And no mention of either Morales or Malfurion (Entangling Roots + Napalm, anyone?) as synergies?  Both of them are far, far better support options for Hammer than Uther. 

Also, I think it should be mentioned that Ambush is a much better option for Hammer against heroes and during team fights - Advanced Artillery is really only relevant against minions/mercs/buildings and only while Hammer is properly set up in siege mode.  Heroes have absolutely no problem getting close enough to Hammer for the talent's bonus to be negated.  And while I'd say Hammer should almost always build for damage as opposed to self-sustain, Regeneration Master's 500 bonus health reward can be the difference between life and death when the other team has poke/burst damage from heroes like Chromie, Li-Ming, or even Nova.  Not that such a talent should be in the recommended options, I just think saying burst damage is what is most dangerous to Hammer (which is true) and then saying that talent does nothing to help against that (which is obviously false) deserves to be corrected and replaced with a better explanation.

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On December 2, 2016 at 1:28 AM, Guest Phaexos said:

Not only should Chromie be added but, in my opinion, Li-Ming is another obvious counter that can easily burn down any sieging Hammer in a matter of seconds. Tracer also offers an incredible amount of frustrating pressure for Hammer but isn't listed as a counter, either.

The thing about Li-Ming is that she has massively damaging single target skillshots (you can argue Arcane OrbArcane Orb does AoE damage, but only on impact), so killing Sgt. Hammer requires her to overextend or take time away from melting other targets to find a safe "Sniping" area to burst her down from in a teamfight situation. As for Tracer, and this is from experience as the Tracer player, if she can auto attack you, you don't have a very good chance, especially in team fights. If you dive in, deal some damage, and recall, she'll be at 66% health and you'll be at around 35%, forcing you to either hearth back or make your healer focus on you and not a teammate who's being focus fired. Even a well executed combo is dangerous; her Spider MinesSpider MinesConcussive BlastConcussive Blast, and huge auto attack range will keep you from being in MeleeMelee range and also cause your Pulse BombPulse Bomb to miss if timed incorrectly. Not only that, but the extra time spent trying to get to her will keep you from recalling out of her auto attack range, making you take even more sustained damage. Add this on to any enemy crowd control, and it's very hard to dive her, get the kill, and escape yourself. I do agree, these heroes trade very efficiently with Hammer, but in teamfights start to lose their value against her very quickly.

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