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Messages - Hammer Wizard

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31
Physics lmao.

32
Bugs / Stun animation sometimes not playing out
« on: August 04, 2021, 12:07:11 pm »
These bugs are hard to recreate since they are inconsistant, however this Lunatic Zealot under Oculus doesnt play his stun animation
Also I have seen Pitbulls at Pirate base and Dobberman at Grey Army base not playing their stun animtion when, well, stunned

33
Bugs / Hunchback mutant visual bug
« on: August 04, 2021, 12:01:31 pm »
When stunned, hunchback carrying either barrels or rocks can from time to time disappear from their hands

34
Bugs / Ice Tower debuff bug
« on: August 04, 2021, 11:55:42 am »
Despite stating it reduces cold resistance and treshold, it doesnt reduce it, ice tower can be trivialized by hitting 100% cold DR making increased cold damage completely irrelevant

35
Builds / Re: Sanic "Siphonerman" Psi-blade build
« on: July 28, 2021, 05:47:16 am »
A requirement to play this build you forgot mention is that you must blast Eurobeat music at full volume at all times

36
Dont have a screenshoot of it right now, I will try to get one if possible

37
Suggestions / Buff Force Field
« on: July 25, 2021, 11:04:42 pm »
As it is right now it's not useless but you have barely a reason to use it.
I got 2 suggestions:
>Make Corporeal Projection increase the HP of Force Field depending your STR
Would make it useful for Hammer Wizards and the odd psi monk
Or
>Make Force Field stand if one tile gets destroyed
Seeing a single destroyed tile making the whole FF disappear I consider it to be very bloody dumb

38
Suggestions / Re: Telekinetic Proxy should work on water
« on: July 25, 2021, 10:59:06 pm »
This.

39
General / Re: 16 TiChrome Tabi builds, possible nerf and discussion
« on: July 25, 2021, 10:38:39 pm »
>I would even say that the OP's document overestimates the TiChrome's ability to fight multiple enemies
I'm really not, see pic related.
Balor's took a painful long time to kill all of this and had to rely on grenades for spawn control.
With TiChrome tabi this encounter would have been a breeze, but I ignored tichrome tabi and got punished by it, kind of
Turns out at 95% mech damage reduction multiple hit attacks hurt like a fuck

And yes TiChrome tabi hammers are good yet so resource intensive.
Like a high maintenance girlfriend.

40
Builds / Re: Mind cracker build help
« on: July 23, 2021, 04:28:50 pm »
Pathetic.

41
Builds / Re: Mind cracker build help
« on: July 23, 2021, 09:08:49 am »
>I just looked it up and it turns out psi crabs don't regenerate psi points.
They do, they regen +25 psi points per turn, the wiki page is flawed. See the picture attached.
>Big beetles fucking suck though with 40 psi per turn and projection using mind cracker would just be a waste of time.
It's not a waste of time if you cannot outright kill them in one hit with Balor's, otherwise it's better to use Mind Cracker in order to deny psi casting until you get to use Balor's. Enemies using PSP is not the hammer's fault, it's game design, thought control is the tank killer, and hammerers tend to be tanks. This is how Styg wanted it to be, so you're SUPPOSED to struggle against TCers. See second attached picture.
Once again, one thing doesnt take away the other.

>just use spear lmao, it ignores 25 percent of crab armor
If I wanted to use a spear I'd play a spear build.
I made a hammer build, means I will use hammers.
Learn to commit to a build.

42
Builds / Re: Mind cracker build help
« on: July 23, 2021, 12:27:43 am »
No it fucking doesnt, psi crabbos are the most armored crabbos in the game, you can easily kill one by applying EW and then smashing, but when EW is on cooldown, killing them is pretty fucking hard, even with Balor's, not mentioning that psi crabs are often accompanied by colossal crabs, that have the nasty habit of applying Crippling Strike.
When EW is on cooldown, you can always use Mind Crack to deny the psi crabs the ability to spam Electrokinesis on you, then once EW is ready you Balor it again, rinse and repeat.

One thing doesnt invalidates the other, and when Balor's cannot get the job done Mind Cracker is a good backup hammer in the meanwhile.

43
Builds / Re: Mind cracker build help
« on: July 22, 2021, 04:47:49 pm »
Sure energy shields can tank electrokinesis spam for several turns when outnumbered by several psi crabbos.
This does not invalidates Mind Cracker.

Dummy.

44
Builds / Re: Mind cracker build help
« on: July 22, 2021, 03:08:57 pm »
I also forgot to mention, Mind Cracker is extremely good at one specific enemy in Black Sea, psi crabs.
Given, if you psi interrumpt a psi crabbo it will snibbity snab you, but definely better than getting screwed over electricity + be perma dazed
>still feel flashbacks about expedition native camps on a sword build
Natives are specially good agains squishy glass cannons, tin cans are the best at murdering them, Berserkers are there in the middle

45
Builds / Re: Mind cracker build help
« on: July 22, 2021, 10:45:38 am »
>Since it's a slow hard hitting melee weapon there is no real reason to apply psi inhibition on an enemy
>si enemies usually have lower hp and if you're close enough to hit one with a sledgehammer chances are he is going to die.
But there are enemy psions that are actually not weaklings, Big Beetles and Psion bosses you get a very good use from Mind Cracker.
Otherwise you'd be right, Balor is technically better at countering psions since it reliably one hits them.
>Second it takes away your own psi capability
You're supposed to use Mind Cracker as a psiless hammerer
>With lifting belt and tabis you can have 16 ap attacks but I'm not sure it really worth it.
For mid game, it's pretty much worth it, until you can use Balor's.
Tabi hammerer exists, they are called Berserkers and are both agile and tanky sledgehammer users.

Read my hammer guide in the Build section if you need more guidance.
Also buy my mixtape.

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