Strategy:Mjollnir
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Even though it's a Unique melee weapon, the Mjollnir is incredibly underwhelming. It's not much stronger than a plain old unmodded Combat knife, and even a basic assembled Chainsword is stronger, while the Mjollnir doesn't compare at all to the Chainsaw nor any of the other Unique and Artifact melee weapons besides the similarly underwhelming Subtle Knife. And since it's a Unique, you can't mod it at all. It's not a blade either, so it can't be used for Malicious Blades. So in the main game you're never going to have a reason to use this as your melee weapon unless you somehow get it before The Chained Court, in which case you won't be using it for long anyway, and even in Angel of 100/666 where there is no guaranteed Chainsaws nor Artifacts, you're still not going to be using it as your melee weapon when it's outdone by modded Combat knives are previously covered.
The Mjollnir isn't completely useless however. It's altfire is throwing it like the Combat knife's, but unlike the Combat knife, the Mjollnir remains in your hands and equipped after throwing it, and there's no limit to how much you can throw the Mjollnir. This means finding the Mjollnir in an Angel of Berserk run will give you a limitless ranged attack, and outside of Angel of Berserk will give melee builds and non-melee builds a weapon that they can conserve ammo with to without getting in melee range. Another utility is that it can be used by non-melee builds to more feasibly take on the Angel of Death, especially if they don't get any Hatred skulls or want to save them for The Mortuary/Limbo. Provided one has more than 150% speed to outrun the Angel of Death, a non-melee build can infinitely run away from him while safely throwing the Mjollnir at him until he dies. Most of your hits will be doing 1 damage, but unlike with the throwing Combat knife tactic, you won't need to pick the Mjollnir back up after each throw, making it a lot more simple and faster to do. Omega Tyrant (talk) 04:20, 7 April 2017 (UTC)