After gathering information from the other thread I decided to make it look cleaner and more organized so we can put it on the Sticky. Please add comments to make it better.
HAMMERDIN v.1.10
STAT POINTS:
Like most builds, enough strength to wear equipment and enough dexterity for max block with holy shield. The rest in Vitality and none in Energy.
SKILL POINTS:
20 in Blessed Hammers
20 in Vigor
20 in Concentration
20 in Blessed Aim
1 in holy bolt (prerequisite to blessed hammers)
1 in Might (prerequisite to blessed aim/concentration)
1 in Prayer (prerequisite to vigor)
1 in Cleansing (prerequisite to vigor)
1 in Defiance (prerequisite to vigor)
And the rest in Holy Shield
To begin with the build starts a little slow. Place skill points into prerequisites as you advance in levels so that you can get them out of the way. Once you reach level 18 things start flying by. Place a skill point in Blessed Hammers and Concentration and continue until you have them maxed out. Then move onto Vigor and Blessed Aim until you max them. At this point you should be pretty much set for the game. Start placing points into Holy Shield to increase both your defense and your chance of blocking. If you do this all right you should eventually be able to do around 10k+ if you have the right equipment.
EQUIPMENT:
For Average Builds
Weapon Wizardspike (for FCR), Spirit, or nice Scepters with +skills
Shield Spirit
Armor Guardian Angle, Griswold’s Armor
Helm a nice +2 skill circlet with resistance if possible
Belt String of Ears, Snowclash, Glooms Trap
Boots Tearhaunch, Water walk, War travelers
Gloves Something with resistance and stat upgrades
Amulet +2 skill amulets with resistances
Rings Raven Frost with Madles Ring or Something with resistance
BEST Equipment
Weapon Heart of the Oak
Shield Herald of Zakarum or Exile
Armor Enigma
Helm Shako
Belt Arachnids mesh
Boots Sandstorm, War Travelers
Gloves Something with resistance and stat upgrades
Amulet Mara's
Rings 2 SOJ's or BK's Ring
Mercenary
I suggest getting a Frost Aura from Act 2 nightmare to slow down enemies so your hammers can get them. Equip him with Tal's mask and some armor that would give him extra strength to use a nice pole arm weapon for Insight
Official Hammerdin Thread
Just clean up the spelling and layout a little (for instance, add a space between type of item (weapon) and item (Wizardspike) under "Equipment") and I'd be happy to add this to the guide thread.
"There are in fact two things, science and opinion; the former begets knowledge, the latter ignorance." - Hippocrates
Moderator of Planescape: Torment, Diablo I & II and Dungeon Siege forums
Thanks Piff, I copied your guide to the sticky thread since this is the first pally guide we have. (The maximum length for one post is 10000 characters, so usually one guide can be copied directly to the post, whereas the others have to linked to.)
"There are in fact two things, science and opinion; the former begets knowledge, the latter ignorance." - Hippocrates
Moderator of Planescape: Torment, Diablo I & II and Dungeon Siege forums
I don't play Hammerdin, but my husband plays Hammerdin a lot PvM and he prefers Enigma to CoH mainly because teleport is very convenient for MF:ing.
"There are in fact two things, science and opinion; the former begets knowledge, the latter ignorance." - Hippocrates
Moderator of Planescape: Torment, Diablo I & II and Dungeon Siege forums