With what build?
Shroudfield + martyrdom here. Not sure of the level of detail you need.
I wish I recorded this run.
I’m not going to defend the stun but I will point out that you can input special a good half a second faster than anything else after taking a stun. And then interrupt that activation with block. You shouldn’t have to though. It is part of what contributes to my mental fatigue of using it for 1 game. Along with 50% maniac damage like why would this still be in the game after they have mostly made weapons not take horrendous penalties until carapace. It still has a 75% reduction to carapace with those same attacks. Those strikedowns don’t even hit 2 bruisers anymore with their hitmass buff and take 2 headshots to kill dreg shotgunners. Why are they there? Just to suffer?
It should be the only melee weapon, able too, or one of a very select few at least.
But it needs to be slow, but very hard hitting, so big groups of crushes still require team work and skill to take down.
The Thunder hammer, is just not what it’s supposed to be.
It’s sad
Actually, it was like that on release. TH was like only weapon that could deal quickly with monsters. Without it any party ran like 5 mins aroud map against every snail, and eventually died often. So TH was like extremely usefull pick and tradeoff fore personal mobility against team save in hardest peak of the map.
Now even good TH carrier with stealth literally has no time to setup kill before someone else shoot down boss with bolter magdump.
There is nothing stealthy about a crackling death hammer as big as a person.
Carrying such a thing, should make stealth impossible.
IMO.
It’s like walking around at night, with a light house strapped to your head.
Martydom?

To be clear, like I said in the original post, I know you can make the thunder hammer work. I’m not looking for build advice (at least in this thread). I just don’t think it’s on par with most other zealot weapons right now. It takes more effort, skill, and risk for it to do its job compared to its peers/competitors. I know you can use your talents to try to make up for the weapon’s deficiencies, but other weapons just don’t seem to need that much talent compensation while doing roughly the same thing. Hence why using the hammer feels like a handicap.
I’m a 2-handed weapon enjoyer, and thunder hammer feels mostly outclassed by the Eviscerator and Relic blade. This isn’t even mentioning the dueling sword or knife, which are basically dancing on the grave of the thunder hammer right now.
I also don’t think you should have to run martyrdom and/or stealth for the weapon to feel any good. Personally I don’t enjoy either of those playstyles and won’t use them.
Well, thunderhammer is an overkill on all difficulties including auric, because using special action to kill elites is a waste of time compared to Evi/Relic.
You can run it with FOTF and it was better in previous patch, simply because invis wasn’t as good before the latest rework, but as stated, FOTF allows you to get in and farm scoreboard numbers on all enemies when running Evi/Relic, while TH is a highly specific 1 unit removal tool.
And removing one 1 per special is in my opinion only optimal on high havocs, but it also works on Aurics, because everything works on Aurics.
Perhaps if the hammer’s base stats (non-activated damage, stagger, etc…) were better, one would not need to rely as much on the activated special and could save it more for those enemies where it is not overkill.
I also agree that a fully charged, activated, heavy headshot with thrust should 1-shot a crusher without requiring use of an ult to make it work. Either that, or the special attack should be faster and easier to use like the arbites shock maul. High power with high risk, or less power with less risk. I’m fine with the activated heavy being slow with self-stun if it actually 1-shots a crusher.
I feel like part of Thunder Hammer’s issues also come from Zealot’s talent tree which lacks consistent damage buffs outside of keystones like martyrdom. Almost all of Zealot’s standalone damage talents (which are few and far between) are conditional and make you jump through hoops to get a 10-15% damage buff that lasts a few seconds in very specific conditions. You’re forced to play around your talents rather than your talents buffing and complementing Zealot’s natural aggressive playstyle and survivability.
Astute observation, kindred