Straight up, Sgt. Hammer is just not used widely in the current Johanna meta. The rise of the mages, the range upgrades they have available to them and the AoE wombo combo potentially really has pushed Sgt Hammer out of the spotlight, and into a very unfavorable meta. She has a lack of mobility, and the range she provides is just not queen anymore. I still highly recommend the Safe n Secure Solo Queue for newcomers, as it will help address survivability. Remember, a dead tank does no damage!
Regeneration Master - In a blind, and often non-communicative, game Sergeant Hammer will typically be put in the role for early push, and that doesn't always mean having a teammate around. Sacrificing 10% damage is nothing compared to the extra base regeneration, not to mention the stacking regeneration every time you pick up a health orb. Dead damage dealers deal no damage, and living through some of the more brutal gank combinations that can occur will ensure you continue to dominate and soak your lane.
Maelstrom Shells - When it comes to usefulness, hands down a 20% range increase will be your choice. The range then makes dueling a lot easier, you can target camps over the wall easier and it makes
Siege Mode safer. This does also increase your Siege Mode range as well as basic auto attack ranges.
ALTERNATIVES
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Focused Attack - Focused Attack does combo nicely with a lot of other auto attack modifiers, and for pure dueling, this talent will win much more than you might anticipate. In an overall comp, you're likely better off with increased range or the increased knockback distance, but with a team of crowd control, this talent can really shine as you no longer have to worry a lot about ganks and opponents gap closing into closer range. |
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Vampiric Assault - This talent will go a long way in keeping you safe in your lane, however, with the increased viability of
Regeneration Master, it is not needed anymore. You can still definitely spec into it if you want the double heals though. |
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Excessive Force - The Sylvanas patch really showed the strength of this talent, especially now since Sgt. Hammer had her overall hit point scaling reduced pretty hard. If you're not inclined to take
Maelstrom Rounds, then this is now the #2 choice, as doubling the knockback distance can be extremely useful. It will ensure that gap closer's cannot reach you, and it also has the added offensive capability for a gank and knocking opponents into your teammates/towers/forts. | |
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First Aid - When it comes to dueling, the person that lives typically has won. First Aid is on demand healing, it keeps you in the lane longer, can be great for farming out mercenaries or surviving intense team fights. It also combo's extremely well with the passive regeneration from
Regeneration Master.
Napalm Strike- The Heroic of choice, and for many a reason. The first and foremost, spammability. This Heroic has a very short cooldown; there's no reason to NOT use it multiple times in team fights. It helps push out lanes, clears minions, and damages Structures to a very high degree. You will land top Siege and Hero damage in game with this Heroic.
Giant Killer - Focusing on Sgt. Hammer's auto attack capabilities is paramount. Giant Killer goes a long way in team fights, and it brings great focus on enemy Hero's from afar. It's the all-around number one choice.
Hover Siege Mode - The extra mobility goes a long way go keeping Sergeant Hammer safe in team fights, and allows her to inch towards the opponents as the battlefield sways. It does reduce your movement speed, so if you sense a shift in the momentum towards you, immediately use
Siege Thrusters to re-position if need be.
ALTERNATIVES
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Executioner - An extra 40% more damage against disabled targets is nothing to sneeze at, and if you have a team with a few disables available, this talent can really shine. I wouldn't recommend it in solo queue due to the nature of chaos and team fights, but definitely not a bad option at this tier. |
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Mine Field - Once upon a time, when all Spider Mines knocked back, having two more sources was a godsend. It is now a very different time. Still useful if you WANT two extra mines on a deploy, but you really pay for it if you ignore the other talent options at this level. |
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Graduating Range - There is a lot of talk about Graduating Range. Some players live and die by its code, and others won't touch it with a 10 foot pole. If you're playing from ahead, this talent can help end the game and dictate most fights, but on an even setting or from behind, this talent takes too long to setup and become useful. I only take this talent when I queue with a 5-man group, as you lose out the utility of
Hover Siege Mode, and overall, Hover Siege is a stronger talent in a blind game. |
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Stoneskin - If you're having a hard time with enemy burst, Stoneskin can be the difference in living or dying. Especially up against big burst Novas, Jainas or Thralls. You should only consider if you REALLY need the survivability. | |
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Nexus Frenzy - With the introduction of new Storm Tier talents, Nexus Frenzy has very quickly become the popular norm at level 20 for Sergeant Hammer players. This talent combo's so well with the kit described in this build, because now you are not only attacking from farther away, but 20% faster to boot. It absolutely shreds all opponents in end game.
Combo Mention: The Tyrande Special
This is a combo I run with a duo queue partner: Sgt. Hammer and Tyrande. The basis of the idea is that Tyrande protects you as you siege up the towers in the lane. You can hide behind your creep wave to clear out and push very effectively, because anyone that wants to contest you has to get inside your range. This is especially hard on melee's, because Tyrande will
Hunter's Mark them, increasing the damage they take from your blasts. If they turn tail and run, Tyrande will stun them using
Lunar Flare and you should be able to nab the kill and go back to pushing the lane.
At level 13, Tyrande should spec into
Purging Mark, and between
Ambush,
Focused Attack and
First Strike, buildings do NOT live. It is absurd how quickly you can devastate a lane gate or fort with this combo.
Now, the counter play is to swarm the lane when possible in order to relieve the pressure by killing off the Sergeant Hammer. Lunar Flare will be particularly useful here, but so will your
Siege Thrusters. Use Owls and
Shadowstalk to keep control of information to see these coming.
It takes a little practice, but it is an extremely deadly lane, and the more attention you pull to your lane, your teammates should be able to capitalize and push harder or take objectives.
You can swap out
Hover Siege Mode for
Graduating Range. Both talents complement the build, I just prefer more mobility in late game team fights.
Now that
Nexus Frenzy has settled into the game, I would recommend this for your level 20 talent choice.
I change up my purpose based upon two things: the team composition we have selected, and the map that is to be played. Sometimes the enemy group makeup will force me to make a change in order to increase survivability, but I always make sure to communicate with my team about it. If I'm going glass cannon, I need to make sure they're on board!
Since this map is segregated in their lanes by a significant margin, I prefer to head into the bottom lane solo and I play a game - how many of the enemy team can I draw into the bottom lane to gank me? Because if you're doing heavy pressure bottom lane as a solo Siege Tank, your team should be able to capitalize on the top half of the map in terms of coins and pressure on the Towers and Gates. The coin turn ins are much more powerful when you have a tower or gate down!
In terms of builds, usually will go with my solo queue build. I mostly solo the bottom lane early, and the extra regeneration can help me trade more effectively against whomever I'm against. You can
Siege Mode in the bottom fog out of range of the towers and out of sight from the creeps in order to get bottom tower damage done, and putting mines on the entrances to your lane is usually a good early warning system against incoming ganks.
Never push out without having your
Siege Thrusters up. It's really easy to get chain locked while someone comes around from behind to gank. Also be aware of the timings of the chest spawns - usually an extra opponent will make his way down to the chest, which would put you at a 2v1 disadvantage!
Usually by now quite a few opponents have rotated down to help try to destroy me. You can either push the lane if you're being left alone, or encourage your team to start pushing hard elsewhere. You may need to ask for help, depending on the opponents lineup, but there's no shame in that! Overall, however, if you have 2-3 opponents in your lane, your team *should* be able to take an objective, a tower, a gate, in those top lanes.
Use
Napalm Strike to start whittling away at towers, and start roaming after you get your Heroic. Napalm is great at assisting in clearing out lanes, landing damage on mercenaries, stopping turn ins or scouting in fog.
Depending on which team you are, go into the lane that your Golem is going into. That way all your siege damage will be capitalized on when you guys capture the Mercenary and it pushes for you. This map is a really big map, which makes mobility an issue for Sergeant Hammer. When tributes are up and it's all the way on the other side of the map, you have to make a decision: tell your team that you're not there, or start hauling ***.
In the early game, especially if you have a laning Support, try to clear out the waves as fast as you can and get some siege damage in. Use your
Spider Mines as early warning systems in bushes, and never push up when your
Siege Thrusters are down. You need to be especially careful if the opponents have any stealth mechanics - your mines won't activate unless they reveal themselves!
You can use your
Napalm Strike to deny objectives from afar and buy time for your team to either properly contest the Tribute or accomplish a goal elsewhere. There's no shame in using long range tactics to deny a Tribute while your team is pushing a lane or capturing a Grave Golem. You see these tactics quite often in some high meta teams currently.
Because the Tributes are in the jungle and there's some very windy and narrow corridors, it's easy to get pressured and ganked and ambushed as Sergeant Hammer here. Using
Siege Mode is almost suicide in Tribute fights unless you've achieved a massive positional advantage, so use it wisely!
Considered the strongest Sergeant Hammer map by far, the defend-the-point mentality on this map caters extremely well to Specialists in general. Normally teams will setup either a two or three man lane in the bottom lane, and this is where you will make your home. Remember to deploy
Spider Mines in bushes, and focus on clearing out the minions as quickly as you can with
Siege Mode.
This map is the smallest map currently in the pool, and that can lead to an increased frequency in ganks from opponents. Since you *should* be laning with a Support, it's easier to survive a particularly nasty gank, but enemy lock ups with chaining their crowd control can easily still lead into early game deaths. Make sure you don't push too hard without having your
Siege Thrusters available.
In terms of shrine control, Sergeant Hammer can actually use
Siege Mode outside the point, usually towards home, and still contribute to bombarding the point.
Concussive Blast is particularly useful on the bottom Shrine, since you can knock opponents back into the shrine if they're escaping, or knock them off the point if you're advancing.
Napalm Strike is once again really useful here to stop opponents from freeing the Dragon Knight in the middle, and later in to the game with
Hover Siege Mode and
Nexus Frenzy, it can get extremely hard for opponents to safely capture that objective.
Garden of Terror can be a very frustrating map for Sergeant Hammer due to the amount of walls, choke holds and bushes between lanes. It's really easy to gank her, use bushes to deny auto attacks and just overall be an annoying pain in her side.
The other problem is that the objective of this map is to go kill giant Golems and smaller camps that all grant seeds. Sgt. Hammer is NOT a good seed solo for Golems. Not one bit. Getting the smaller seeds with
Spider Mines and
Concussive Blast is a quick get-in-and-get-out maneuver, but it falls flat against the big guys. Go with your team and use your range to assist, or go side push a lane and start racking up that siege damage, but never try to solo the Golems.
Just like in Dragon Shire, do not actually pilot the Terror for your team, but go with it and use your range to help with the push. Sgt. Hammer can side split push or go with the Terror to terrific results, as long as you keep your distance and don't get caught in the AoE the opponents are likely to throw at you.
You may find more value in
Graduating Range on this map due to the push and pull nature of the Terror spawns. Having a Terror marching down against your lane is a terrifying thing, but you can out-range the plant and setup nicely to quickly burn down the flower pots and still deter the Terror from advancing in a lane.
Definitely a controversial map. Most comps will settle into a 3/2 or a 4/1 split, but Sergeant Hammer should *never* be left to solo one of the lanes. You need to play to her strengths, which is the minion clear and early siege damage. It's really easy to tell if someone is missing from the other lanes, and with proper
Spider Mines and teammate support, you should be able to push fairly well early on.
Go with your team into the mines and use your range and skill set to try to cut off enemy escape routes with
Spider Mines and
Concussive Blast. If your front line starts melting, back off; you have no mount other than
Siege Thrusters, so pop out to do some siege damage while waiting for your team to respawn.
When it comes to the Grave Golems, there's two majority schools of thought: defend or push. Sergeant Hammer can
Siege Mode in the back to start hammering the enemy Golem very nicely - does a lot of damage overall. I prefer to go more aggressive and always push with my Grave Golem. The extra Siege Damage can really help advanced your earlier golems into a better late game position, and as long as your team is there to support and/or spot when you need to vamoose, it can easily equalize out the power of tilted Grave Golems.
Strangely enough, this is also a map I've had increased success with for
Blunt Force Gun. The extra burst in team fights, and the
Orbital BFG can greatly assist in team fights and keeping your lanes pushed up for the Grave Golem spawns.
Another massive map type, the mobility factor of Sergeant Hammer comes into question on this map. Since the Temples spawn in a static order, Sergeant Hammer needs to reposition early in order to help assist her team at the Temple spawns. If you're nowhere near the spawn locations, split pushing can help equal out some of the damage that the enemy will do from the obelisk blasts.
You can vary up your build a bit and take
Regeneration Master at level 1 and
Hyper-Cooling Engines at level 7 if you feel you need the mobility. This will offset the loss of
First Aid and help give you more passive regeneration.
You should almost never use
Siege Mode on a Temple fight - the opponents will immediately jump you, and unless you have
Graduating Range, you're easy pickings. Instead follow your team in and use your range to start focusing down a target. Never be on the front line, and it's inadvisable to try to solo a Temple unless you have at least one defensive option in your talent build. Even then, it's almost more worth to get Mercenaries or push a lane and let your teammates take the shrine.
Because the map is so big, you may also find uses for
Blunt Force Gun for the burst on Temple fights. At level 20, the
Orbital BFG can solo an entire lane, Fort, Keep and hit the Core as well. This will overall help Temple captures as there is less for them to focus on.
Not a very favorable early game map for Sgt. Hammer whatsoever. The amount of vents around the map allow enemies to get close to a laning Sgt. Hammer rather easily, and
Kerrigan/
Zeratul/
Muradin popularity for their engage potential can just ruin your day.
Deploying
Spider Mines in bushes is a good warning system, and you can almost NEVER use
Siege Mode unless you can spot all five opponents on the map. It's a really small map, and early game roam is key in this meta in order to gain control of the gem turn ins.
By the time you get around level 16, you may find more value in
Graduating Range rather than Hover Siege and setting up from afar. The spacing between lanes is not that great, and a fully extended range on Sgt. Hammer could lead into some interesting domination on a gem turn in location. If you're playing from behind, consider
Stoneskin for the extra survivability in a team fight.
It's hard to say which Heroic will gain you more value -
Napalm Strike is still the best for team fights and poke, as you can use it to deny gems, zone off particular areas in the team fights and whittle away at towers and forts, but
Orbital BFG at level 20 can be a game changer for alleviating or applying pressure in a single lane.
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