OP, please post your experiences after respeccing. I'm curious how it will work out for you. I've tried builds using both hammers together, but I specced out of Electric Hammer ages ago. In my experiences, it just didn't kill things fast enough for my liking.
Oh, I fully believe that Electric Hammer shouldn't be intended to kill enemies quickly. At least, not on higher difficulties. I know it CAN be sufficient for mooks, but it's just inefficient for bosses by itself.
I can post a couple, right now.
NOTE: Unless otherwise stated, I always run with the Wraith, since it's the lightest shotgun that packs the strongest punch. I also carry the Acolyte so I can bust Phantom barriers before making an advance on them.
-For argument's sake:
Wraith: High Velocity Barrel and Omni-Blade (weight is unaffected, a the Wraith is a 'vanilla' weapon)
Acolyte: High Caliber Barrel and Melee Stunner (I wish I could use the heavy barrel, but I become too heavy to do a sufficient job)
BUILD #1)
5/6/5/4/6 -My first respec.
-Tech Armor (Durability/Melee Synergy)
-Biotic Hammer (Force & Damage/Armor Damage/Number of Charges)
-Electric Hammer (Shields & Barrier/Fire Damage)
-Krogan Warlord (Damage & Capacity)
-Fitness (Melee/Melee/Melee)
Personal preference:
Decent, but you must hit-and-run on higher difficulties: you cannot subsist staying out in the open.
My Reasoning:
-Don't get me wrong: going fully into melee gives you immense power AND you'll be able to kill anything short of bosses, but the main problem is that once your shields go down, your health regen won't be enough to deal with the damage output of multiple enemies or even a single stronger member of the mooks.
*Jim Ross voice:*
MARAUDER SHIELDS! MARAUDER SHIELDS!
BUILD #2)
5/6/6/3/6
-Tech Armor (Durability/Melee Synergy)
-Biotic Hammer (Force & Damage/Armor Damage/Number of Charges)
-Electric Hammer (Shields & Barrier/Fire Damage/Number of Charges)
-Krogan Warlord
-Fitness (Melee/Melee/Fitness Expert)
Personal preference:
Not too bad, actually. Number of Charges on a Fire-Electric Hammer allows you to raze crowds of mooks, do additional damage, and cause organics to panic (making your job easier and safer if you're fighting the latter), meaning your next melee is certain to make a(nother) kill.
My Reasoning
-I chose Rank 6 Fitness over Rank 4 because Rank 4's bonuses are 30% in base form, plus an ADDITIONAL 30% when Rage is up, vs a single 30% in base form for Rank 6.
-This strategy works well with having to make 2 kills since Electric Hammer can soften up and further bring enemies within Melee-kill range.
-Why not go for Chill, you ask? Chill MAY weaken enemies for a short period and freeze mooks, but unless the enemies' protections are already down (and if they're down, you're probably already going to kill them with the first melee), Chill won't be be incapacitating them via Freezing, leaving them to continue shooting you.
-What ends up hurting the most is skipping out on Rank 4 Damage and Capacity. This ends up forcing you to spend Hammer activations more wisely, but Electric Hammer's 4 charges allow you to kill mobs for Rage activation, then use Biotic Hammer to deal with bosses. Not to mention the fact that you're also effectively weakening both Hammers by not having it.
BUILD #2 /w REEGAR CARBINE ONLY (Spare Thermal Clip/Armor Piercing Mod and Omni-Blade, weight increase applies)
Personal Preference:
This probably has the most potential: you can melt any form of shielding with the Reegar, leaving only bosses as a real threat. Though, you're effectively useless at range.
-As previously stated, the Reegar melts shields, which means Phantoms are no threat to you: spray to get her shields down, wait for the flip, then crush her.
-"Elemental" Ammo Powers work beautifully with both Hammers, allowing you to set off whichever Explosion you desire with whichever Hammer you desire.
-There are actually limited drawbacks to this: lack of a ranged offense and reduced efficiency against Armored targets (though this can be counteracted with AP Ammo).
-Your cooldown suffers greatly in comparison with the Wraith, due to the Reegar being affected by weighted Mods. However, 4 charges with Electric Hammer will allow you to maintain a fair offense to compensate, though Fire-Electric Hammer+Biotic Hammer Fire Explosions should be done when possible (and safe) in order to devastate bosses.
-The Thermal Clip, I find, is the best mod to accompany the Omni-Blade due to the Reegar's limited capacity. If you don't mind throwing AP ammo of any level on it, you've got a solid weapon that lasts a sufficient amount of time and can cut down bosses. You can just as easily go without it, but be wary that the Reegar won't last too long against multiple enemies
-The Armor Piercing Mod frees you up to use an elemental Ammo Power, which can be triggered by Electric Hammer, then followed up by Biotic Hammer, effectively giving yourself a double explosion.
(NOTE: When I tested this out, I didn't get the chance to use Incendiary Ammo so, currently, I'm not sure if you can get two successive Fire Explosions.)
TL;DR version:
5/6/6/3/6 with a Reegar showed the most promise, both at disposing of enemies and threats to the Krolord, and being able to still handle bosses quite nicely (a Banshee will often stop before she gets within range if you play your cards right, for example).