Sgt. Hammer by Maximus Ultima

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Sgt. Hammer

By: Maximus Ultima
Last Updated: Dec 7, 2022
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Sgt. Hammer

Rework Concept

This a rework concept for Sgt. Hammer.

My goal in this rework is to open up her playstyle options while also helping her fit the fantasy of a Siege Tank more. To this end, I've made several major changes to her base kit and almost entirely overhauled her talent tree.

Sgt. Hammer now has a higher basic attack DPS against a single target in Tank Mode rather than in Siege Mode. Her attack speed has been increased in Tank Mode and significantly decreased in Siege Mode. Additionally, Siege Mode now has a minimum range and no longer grants extra vision range.
To make up for this, Siege Mode's basic attacks deal far more damage per attack, their splash area and damage have been increased, and their baseline range has been increased.

Spider Mines and Concussive Blast have been normalized. They now have a fixed range that is the same for both Tank and Siege Modes.

Neosteel Plating has been removed in favor of Field Repairs. Instead of being able to simply sit through enemy damage, she will have to pull back to heal up before rejoining the fight. This will offset the greater difficulty in reaching her with allowing damage done to be meaningful by forcing her back at least.

A new active ability called Hold Fire has been added to command Sgt. Hammer to cease firing until a new attack command is issued. This is just a nice quality of life change I've always thought she could use.

Napalm Strike is now more powerful but has a longer cooldown and a higher mana cost to compensate.
At level 20, Advanced Lava Strike has been replaced with Scorched Earth, which focuses more on the burn and area denial role of Napalm Strike.

Blunt Force Gun has had its initial damage reduced in exchange for cooldown reduction for every enemy hit by it and the unlisted change of increasing its scaling from 3% to 4% per level.
Orbital BFG has been replaced with Siegebreaker, which increases its damage and travel speed and adds a knockback and stun effect.

Almost all of Sgt. Hammer's talents have been scrapped and replaced, reworked, or tweaked.

Combat Trait

1
[Trait] Siege Mode
Cooldown: 2 sec.
Duration: 1.5 sec.
Activate to transform into or out of Siege Mode over 1.5 seconds.
Sgt. Hammer cannot move, cast abilities, or make Basic Attacks while transforming.
Being stunned or silenced while transforming does not halt the process. While in Siege Mode, being Silenced does not prevent Sgt. Hammer from transforming out of Siege Mode.

While in Siege Mode, Sgt. Hammer is immobile and her Basic Attack becomes a slow but long-ranged and heavy hitting splash attack.

Siege Mode does not grant additional vision range.
2
[Basic Attack 1] Twin 90mm Plasma Cannons
Damage: 130
Attack Speed: 1.33/sec.
Range: 6
3
[Basic Attack 2] 180mm Shock Cannon
Damage: 260
Attack Speed: 0.5/sec.
Maximum Range: 15
Minimum Range: 2.5
Splash Damage: 66%
Splash Radius: 2.5
While in Siege Mode, Sgt. Hammer's *base Attack Speed is reduced to 0.5 per second and *base Attack Damage is increased to 260. She also gains 150% increased Basic Attack range but a minimum range of 2.5, and her Basic Attacks splash for 66% damage in a radius of 2.5 around the target.

Sgt. Hammer's minimum Basic Attack range in Siege Mode is equal to her Basic Attack's splash radius.

*Note that all damage and attack speed modifiers scale off of the base value. For example, a +50% Attack Speed bonus in Siege Mode would provide only 0.25 more attacks per second, whereas a +50% Attack Speed bonus in Tank Mode would result in ~0.67 more attacks per second.

Primary Abilities

1
[Q] Spider Mines
Cooldown: 12 sec.
Mana Cost: 60
Damage: 90
Cast Range: 6
Trigger Range: 4
Leash Range: 6
Splash Radius: 1.5
Health: 1
Duration: 30 sec.
Place 3 mines that arm and burrow after 1.25 seconds. When an enemy passes within 4 range of a Spider Mine, it will unburrow and chase them, dealing 90 damage to all enemies within a radius of 1.5 upon reaching them.
Spider Mines have a leash range of 6, and will stop chasing a target and reburrow if the target leaves range or vision.
Spider Mines can be destroyed by 1 Basic Attack and automatically self-destruct after 30 seconds.
2
[W] Concussive Blast
Cooldown: 12 sec.
Mana Cost: 60
Damage: 150
Range: 6
Arc: 45°
Knockback Distance: 4
Deal 150 damage to enemies in a 45° arc front of Sgt. Hammer and knock them back 4 range.
3
[E] Field Repairs
Cooldown: 10 sec.
Mana Cost: 20/sec.
Healing: 5% max HP/sec.
Activate to heal Sgt. Hammer for 5% of her maximum Health per second while out of combat.
Sgt. Hammer can move, make Basic Attacks, and transform between Siege and Tank Mode while Field Repairs is active, but taking damage, casting any other ability, or reactivating this ability cancels Field Repairs.
If Field Repairs is canceled within 1 second of being activated, its cooldown is reduced to 3 seconds.

Secondary Abilities

1
[Active] Hold Fire
Cooldown: 1 sec.
Activate to have Sgt. Hammer stop making basic attacks until a new attack command is issued.
2
[Active] Immortality Protocol
Cooldown: 150 sec.
Stasis Duration: 5 sec.
Armor: 75
Reconstruction Duration: 4 sec.
Upon taking fatal damage, Sgt. Hammer becomes a Wreckage and enters Stasis for 5 seconds.
Within this time period, this ability can be activated to exit Stasis and grant her Wreckage 100% of her maximum Health and 75 Armor for 4 seconds. After 4 seconds, Sgt. Hammer revives with all of the Wreckage's remaining Health, and the Armor decays over 2 seconds.

Activating this ability sets it on cooldown. Failing to activate this ability causes Sgt. Hammer to die but does not trigger the cooldown.

This ability requires the level 20 talent Immortality Protocol.

Heroic Abilities

1
[R1] Napalm Strike
Cooldown: 20
Mana Cost: 50
Impact Damage: 300
Range: 15
Radius: 2.5
Area Damage: 50/sec.
Duration: 6 sec.
Launch a shell at a target area that deals 300 damage upon impact and creates an AoE that deals 50 damage per second for 6 seconds.
2
[R2] Blunt Force Gun
Cooldown: 60 sec.
Mana Cost: 80
Damage: 400
Range: N/A
Width: 4
Fire a massive missile across the battlefield, dealing 400 damage to all enemies in its path.
Every enemy hit reduces Blunt Force Gun's cooldown by 2 seconds.

Special Mount

1
[Z] Thrusters
Cooldown: 30 sec.
Duration: 4 sec.
Speed Boost: 60%
Activate to gain 60% increased Movement Speed for 4 seconds.
Casting Thrusters while in Siege Mode causes Sgt. Hammer to transform out of Siege Mode over 0.75 seconds before Thrusters activates.
Thrusters is always active while at the Altar.

Talents



Level 1


[Trait] Smart Servos
Increases Siege Mode's transformation speed by 100%.

[Basic Attack] Gyroscopic Stabilizers
Sgt. Hammer can now make Basic Attacks while moving.

[Q] Mine Spitter
Casting Spider Mines now places only one Spider Mine at a time.
Spider Mines now has 5 charges with a 0.5 second cooldown between uses and costs 15 mana. All charges are restored by the cooldown.

[W] Barricade
Concussive Blast creates unpassable terrain in front of Sgt. Hammer for 4 seconds.
Concussive Blast can be reactivated after 1 second to remove the Barricade.



Level 4


[Trait/Basic Attack 2] Ambush Protocol
Sgt. Hammer gains Stealth when entering Siege Mode or after not attacking or taking damage for 3 seconds while in Siege Mode. Leaving Siege Mode breaks Stealth.
While Ambush Protocol is active, Sgt. Hammer's next Basic Attack within 1 second of losing Stealth deals 50% additional damage.

[Basic Attack] Maelstrom Rounds
All Basic Attacks ignore enemy Armor and reduce the primary target's Armor by 3, up to 15, for 2.5 seconds.
Reduces Siege Mode's Basic Attack splash radius to 2 and splash damage to 50%.

[Basic Attack 2] Artillery Suppression
Basic Attacks in Siege Mode reduce enemy Heroes' damage by 10%, up to 40%, for 3 seconds.

[Basic Attack 2] Shrapnel Shells
Siege Mode's Basic Attack splash radius is increased to 3 and its splash damage is increased to 75%.



Level 7


[Trait] Entrenched
While in Siege Mode, Sgt. Hammer becomes Anchored, rendering her immune to Displacement and accompanying effects.
While in Siege Mode, Basic Attacks grant Sgt. Hammer 5 Armor, up to 25, until she leaves Siege Mode.

[Basic Attack] Endless Siege
Basic Attacks in Tank Mode heal for 20% of all damage they deal.
Basic Attacks in Siege Mode heal for 10% of all damage they deal.

[W] Hold Your Ground
Increases Concussive Blast's arc to 60

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2
[-]
Simoky | November 2, 2020 6:14pm
pretty good idea, it really gives the 'siege tank' feeling.
3
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TrojanVirus | April 22, 2020 2:59am
I freaking LOVE this concept so ******* much. Just reading this I can feel how this would play. Massive weakness to divers like before, probably more so if you focus on Siege Mode a lot, but such more damage output in exchange for that weakness. I feel like you've done a wonderful job in both pushing the siege tank feeling more and giving her just enough tools and things to think about to allow her to survive and thrive at what she should do best.

Murder everything at long range.

I honestly wish I could upvote this more than once and I genuinely hope that the HOTS team takes a look at this and takes notes. Brilliant work!
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