‘W’ slot spell

‘E’ slot spell

Hammer Throw

‘E’ slot spell

Brutal Force

‘E’ slot spell

Shockwave

New Spells

Shockwave (‘E’ slot spell) – Possible Weapon: Tomb Hammer



Brutal Force (‘E’ slot spell) – Possible Weapon: Polehammer



Divine Blessing (‘W’ slot spell)



Hammer Throw (‘E’ slot spell) – possible weapons: 1 Handed Hammer



– Any Hammer (Current: I personally don’t like this spell, in a way is pretty balanced, you put enemy to “sleep” for quite some time, but it wake up the target if he got hit. Some people will say that is good for PVE, because you can put a monster to sleep for a long time, and focus the other one while its sleep. But I still don’t like it ¯\_(ツ)_/¯, it could have a more useful spell, that can fit the playstyle of hammers.Changes: Only thing I can see is a rework or remove and put another spell in its place.– 1 Handed Hammer (Current: There is no problem with this spell, but in my opinion is too strong and too simple. It has the same cooldown as polehammer, great hammer, and tomb hammer, but the difference between them is the fact that the ones above is Two Handed Hammers, while the “Normal Hammer” is not. That means you can use a Mister Caller (T8 reduces cooldown to 13%) and you can have an ‘E’ spell close to 10 seconds cooldown. This the only 1 Handed Hammer in the game, meaning right now is the most efficient Hammer if not the most efficient Tank Weapon in the game.Changes: This Weapon needs to be 3 to 5 seconds higher than other hammers (20 seconds cooldown maximum). This spell can also be reworked to the [].– Polehammer (Current: The problem with this spell is the width of it. The stun itself is not bad, but the concept it’s similar to the Tombhammer, and is pretty bad for what a Polehammer can do. If I started the game for me, polehammer would be the hammer that had the most damage of the other hammers.Changes: So the changes to it would be increase the damage and width of the spell, but I personally think it needs a rework to fit better the polehammer idea. Rework to [] spell.– Tombhammer (Current:The problem with this spell is the issue of getting blocked by the first enemy that was hit, but the name and visual of the spell fits well the design of the Tomb Hammer.Changes: Change it so the hand animation goes till the end of the spell limit, and roots everyone that got hit by it, or rework to the [] spell.Shoots a shockwave in a straight line that goes through enemies, it deals damage. Enemies hit by the shockwave get electrocuted (stun similar to the judicator helmet).Explanation: Ranged ‘E’ ability for Hammers, while Quarterstaffs has Soulcythe (Tornado), and Maces has Camlann Mace (- and I know is pretty bad, but they have). Hammers have none (or at least have bad ones), so it would give the “balance” between tank weapons/spells.Swing your weapon in front of you (aoe similar to the threating smash from maces but larger). It does a lot of damage (the biggest of Hammers) and knock enemies away and they are slowed for 3 seconds.Explanation: So hammers doesn’t have any knockback spells, while Quarterstaffs has Iron Clad (), Maces recently got the Bedrock rework (), and hammers still nothing. Therefore, it goes to the same aspect of “balance” between tank weapons again.Bless a target (can self-cast) with the Divinity buff –ally target gets immune to crowd control resistances (similar to knight helmet).Explanation: In my opinion, hammers and maces get some trouble against Quarterstaff Abilities, so it gives some help to play around it (where is love for paladins?).Throw your hammer to a ground target location, it stuns all enemies around (aoe similar to the actual stun on the live server), the hammer stay on the ground for 5 seconds. If you get close to it, you “pick up” the hammer – if picked up the spell reduces 3 seconds of it cooldown, and you get ‘x’ resistances for 6 seconds (25-30 seconds cooldown).Explanation: I think the actual 1h Hammer spell is too strong, that require a nerf on it cooldown, but the spell is too simple to have a higher cooldown compared to the other hammers. In order to be higher than the other hammers, a rework for it can fit well, giving a cool mechanic to it and maybe a different way to play hammers.