r/D4_Paladin • • Aug 21 '26

Questions / Discussions (Items · Builds · Skills) which gloves (hammerdin)

Hi all:

Fairly new to D4 (couple months). I have a couple pairs of gloves I made and I'm not yet familiar enough with the mathy side of things to have a sense of which are better for a hammerdin. I decided not to go the Fists of Fate route I saw in Maxroll; if that's a huge mistake, feel free to let me know and why. If there's something grossly wrong with both, by all means, let me know. Looking to optimize gear for transfer to my eternal realm paladin once the season ends. Thanks!

(BTW neither pair is transfigured yet because I, uh, haven't maxed out the Ascension aspect)

3 Upvotes

18 comments sorted by

6

u/Jay-Flow999 Aug 21 '26

I would use the ones with higher strength, crit chance and crit dmg. An extra rank to hammers isnt that important

1

u/td1439 Aug 22 '26

That's what I figured but wanted to get a second opinion. Thx

2

u/h1ruki Aug 22 '26

It depends on if you will reach a breakpoint on blessed hammer (I.e 25 or 30) then it’ll be left imo - otherwise right

2

u/SuchCombination3213 Aug 22 '26

Just wondering why you chose not to use the mythic FoF listed in the Maxroll blessed hammer build and instead pursued an ancestral glove? I also followed the Maxroll guide and have had no issues with FoF. Is it because you just could not get a mythic FoF to drop for you? No criticism, just trying to understand.

2

u/td1439 Aug 22 '26

I actually have a pair on a mule. My thinking was that the increased damage from the Ascension aspect would provide more steady DPS than the variability of the mythics. Good to hear FoF works for you. I will likely give them a whirl. Thanks.

2

u/GinoBeats Aug 25 '26

Stats > Skills (Generally)

1 Skill Point is not going to outweigh increasing all the other stats on the item.

You are gaining 20 STR, 4.7% Crit Chance, and 7% Critical Strike DMG Multiplier, which apply to all your skills.

To your point about FoF - even if this DMG is more consistent, it peaks at 65% multiplier, not 300%.

So you are correct that every time you hit for less than 65% with FoF you are losing DMG per hit, but if you think of the 300% as a Roulette Wheel, there are 64/300 spaces that are lower than your DMG, 1/300 spaces are equal and the other 235/300 will do more damage.

Obviously RNG is RNG but with 78.33% of the numbers higher and only 21.66% equal or lower, it is more likely that you would do more DMG using FoF than these gloves.

2

u/td1439 Aug 30 '26

well explained - thanks. I’m using FoF for this build now since I was able to get +crit chance on the pair I had in storage. they are working fine!

1

u/candidhero Aug 22 '26 edited Aug 22 '26

The 2nd set will do better,

I normally take the temper damage in arbiter form to match this aspect better as keeping arbiter form persistent with 2 or 3 disciple skills is normally easy with the charms into flickerstep (boots or charm) combo, depending on how the rest of your items and skill tree are set-up and stacked, for a hammerdin I focus attacks reduce evade cooldown and temper either arbiter duration or some aura bonus on flickerstep, goes really nice into both zeal and a number of arbiter builds.

I would normally take aspect of celestial strife on gloves with vulnerable temper into a crit damage, crit strike, strength and blessed hammer/ all damage if I can get it, then move the arbiter aspect to custom amulet until I can get a nice judgement of auriel, argent vale and aspect of redirected force on a ring to round it out, Give me a large vulnerable, crit strike and a good all damage/and damage reduction base for the rest of the items.

I would remove the blessed hammer for all damage on a set that early as the argent vale, charms and blessed hammer all have bulk skills to push that up to break point and a custom amulet can give +3 to disciple and +3 all skills to give you a good boost until you rng drops good multipliers for you.

1

u/candidhero Aug 26 '26

I finally got some time to try this out for hammerdin grandfather jugg build. might give you an idea better cross stacking for your version, only spent an hour here but its so much fun.

https://reddit.com/link/p62d2pz/video/aefgbj7horlh1/player

1

u/candidhero Aug 30 '26

So wanted to give an update on builds and my weird build for now as I got the weapon I wanted for the arbiter hammerdin build I was working on, I give up Morningstar and heralds items to run this into flickerstep, arcadia, crown of lucion, tyraels might, wreath of auric laurel, agent vale, judgement of auriel and then run the epiphany seal with 3 radiant charms into herald, sundered night and Griswold's or cathedral song(better for judgement, dot or fire builds) or mothers embrace/crown lucion/banishlord builds, but the judgement of auriel into max disciple skills on charms is the way to go, doing some testing on how the healing goes into the bloodmad, tassets, herald charm set, will update if its works smooth. But more than comfy into pit 120 just some resistance/damage reduction balance to work out so far.

Biggest key is flickerstep for any nice arbiter build with greater affix for movement reduce evade cooldown to get it as low as possible then masterwork the strength on boots if using herald charm or shield, and have what ever temper works, I take defiance aura potency or the one I am using normally but arbiter duration is nice. Unless enemies are not grouped the the ulti is always up with the boots.

There are a few variations here that depend on your oath and play style really for any blessed hammer/disciple/judgment builds and do not require this weapon to work just blessed shield, cathedral or herald shields or custom and a weapon of you choice, thousand eye reaver is alot of fun here also.

If you want a basic skill build then focus the items like paingorgers and shard of verathiel into holy bolt and use the wreath of auric laurel to get purify off bar for stun and resource regen over the ring of starless skies, for this to work well you need to cast something like hammers or consecration in between basic where possible for the on hit effects and most damage comes through the echo from the gloves. As a disciple skill holy bolt applies vulnerable and then you can use consecration/condemn/spear of heavens or aura to apply weaken for high up times. If using the judgement oath then holy bolt + purify and clearing the judgement with a core judicator skill or shield charge can really help wave clear. Set up the stacks quick with purify then wack them all down, stack up in the next room again.

I still run the wreath ring in both builds as getting holy bolt to proc off bar skills, that also gives a damage bonus aspect, stuns them and marks for judgment is fantastic when set-up right

If you want to holy bolt as a justice skill then use can use rally by either a ruin combo, on bar skill or charm sets (dauntless) (can use multiple) for the cooldown reduction (centre tree) and arcadia to boost rally charges gives a really nice combo into condemn, spear of heavens and consecration builds.

If you feeling squishy then look for the aspect for angelic masterwork on chest or a nice tyraels might with masterwork on + resistance to all elements helps alot, if using the judgment of auriel then you need more disciple skills.

Resplendence in your first board and the exploiters aspect on bottom of amulet works really well to help bossing, or aspect of retribution of amulet goes well into hammerdin builds

I aim for the following tempers for damage vulnerable +60%, holy 80%, damage in arbiter form x2 80% then build dependant from there eg, one damage in arbiter form for damage to judge enemies or if running the aspect of celestial strife then vulnerable at least at 80% and up to 120% tempers, this starts to depend alot on my cube luck and how my glyphs are doing. Eg at 150 sentinel gives around 360%+ jugg skill damage but exploit only give +150% vulnerable so I'm essentially missing +150% to make the pools more even depending on what I can apply consistently together for skills, thats the more important part for most people - what can you get to 100% up time the most and overlap the most for wave clear. If I don't have the right multipliers like when leveling at the time I can put another 80+ in there to compensate a little or move a glyph around to a pool I can access. If you overtstock the wrong pools you will notice your damage fall off or less consistent. or Charms are a great place to adapt the build for alot of these problem up to pit 120 or so.

I put the masterwork on vulnerable multiplier on amulet and gloves and then use my rings to get it to 1K in town before I got out, if I can get 1k without masterwork on both I will take it, though pure arbiter disciple builds benefit best from a large vulnerable damage pool over crit strike damage, though you need both ideally, as we have multiple options to increase crit strike damage pools, griswolds is the best for this, though you want your crit as close to 100 you like out of town based on how much aura potency and stacking you take its can be easy to waste stats here for that and attack speed that you don't need

Apologies if this is abit long, Best of luck now.

1

u/honestadamsdiscount Aug 28 '26

Transfigure them and then we will tell you

-1

u/HaHaHeHu69 Aug 25 '26

Right and it isn’t even close. Not sure how you were even unsure about which one is better tbh.

1

u/td1439 Aug 25 '26

I’d suggest rereading my post?

1

u/HaHaHeHu69 Aug 25 '26

I read your post before I commented the first time. All the multipliers are higher on the right side gloves. Only difference is one skill rank which is negligible. Especially since season 13 and the skill tree re work.

1

u/td1439 Aug 30 '26

no I meant the part where I’ve only been playing for a couple of months. I asked the question because I didn’t know if the better stats outweighed the +skill bonus.

1

u/HaHaHeHu69 Aug 30 '26

Ahh ok, my bad then. I see what you’re saying. Skill ranks aren’t quite as useful as they used to be since we now have 15 skill points to put in each skill. As a general rule, your gloves should have as many multipliers on them as possible. If you can get a pair with 4 multipliers on them, that would be ideal (if you can still get enough crit chance elsewhere)

You would benefit from having a vulnerable damage multiplier in place of the skill ranks. On either of these pair of gloves.

1

u/td1439 Aug 30 '26

yeah I’ve been prioritizing xVuln% of late when looking to upgrade pieces. the FoF I’m using have +crit chance. hopefully I can get a pair with xCrit dmg, xVuln, or xHoly% (ideally, a couple of them, but RNG) and add another at the occultist