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Old Jan 03, 2008, 11:54 AM // 11:54   #1
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Default Triple Monkway - High Dmg and Support

I've ran quite a few builds with heroes and after getting bored of Sab's excellent build i decided to try some other triple combo , now dont expect this to beat Sab's synergy but it works pretty damn well and it can be a nice break

3 Monk/Mesmer

16 Smiting Prayers
10 Divine Favor
Rest on Inspiration

[skill]Signet of Judgment[/skill]

[skill]Bane Signet[/skill]
[skill]Reversal of Damage[/skill]
[skill]Zealot's Fire[/skill](Optional 1)
[skill]Mantra of Inscriptions[/skill]

[skill]Resurrection Signet[/skill](Optional 2)

Optional Alternatives:

[skill]Balthazar's Aura[/skill][skill]Smite Hex[/skill][skill]Power Return[/skill][skill]Judge's Intervention[/skill]

When running H/H - take one healer hench. (the rest is up to you)

When running co-op with a friend take 5 of these and 1 Holy Haste LoD healer its too easy then - we over agro'd went afk, just sailed through most dungeons in NM and HM.

The Amount of armor ignoring dmg and knockdown this gives out is quite badass

Its worked for me very well so i thought i would just post it here.

Last edited by dont feel no pain; Jan 04, 2008 at 08:49 PM // 20:49..
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Old Jan 03, 2008, 12:11 PM // 12:11   #2
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[skill]Resurrection Signet[/skill]Why?
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Old Jan 03, 2008, 12:14 PM // 12:14   #3
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Quote:
Originally Posted by System_Crush
[skill]Resurrection Signet[/skill]Why?
Probably because Monk res skills are bad?

Last edited by Washi; Jan 03, 2008 at 02:12 PM // 14:12..
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Old Jan 03, 2008, 12:19 PM // 12:19   #4
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cant seem to let go of the good old ressurect signet ^^

Last edited by dont feel no pain; Jan 03, 2008 at 12:25 PM // 12:25..
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Old Jan 03, 2008, 12:25 PM // 12:25   #5
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Hero build though so Res Sig is just fine.

A few suggestions...
  • Add some varation in the form of Prot spells. Try adding such skills as [skill=text]Protective Spirit[/skill], [skill=text]Extinguish[/skill], [skill=text]Aegis[/skill] etc.
  • I would refrain from using SoJ for your elite. Doing so denys you any other elites in the build and skills like [skill=text]Word of Healing[/skill], [skill=text]Restore Condition[/skill] etc could really help out in high end areas.
  • Tieing all your secondary professions to Mesmer could be hurtful. A rit secondary would allow for additional support in the form of weapon spells and the likes and will also allow for a better hard res ([skill=text]Flesh of my flesh[/skill] or [skill=text]Death Pact signet[/skill]). Plenty more combos you can use.
  • Considering adding some form of interrupt if your going for a Mesmer secondary. [skill=text]Leech Signet[/skill] or [skill=text]Power Drain[/skill] both work fine. Maybe even consider using [skill=text]Power Return[/skill].

Never really liked Smite builds to be honest but this could work I suppose.
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Old Jan 03, 2008, 12:36 PM // 12:36   #6
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Quote:
Originally Posted by Wakka
Hero build though so Res Sig is just fine.

A few suggestions...
  • Add some varation in the form of Prot spells. Try adding such skills as [skill=text]Protective Spirit[/skill], [skill=text]Extinguish[/skill], [skill=text]Aegis[/skill] etc.
  • I would refrain from using SoJ for your elite. Doing so denys you any other elites in the build and skills like [skill=text]Word of Healing[/skill], [skill=text]Restore Condition[/skill] etc could really help out in high end areas.
  • Tieing all your secondary professions to Mesmer could be hurtful. A rit secondary would allow for additional support in the form of weapon spells and the likes and will also allow for a better hard res ([skill=text]Flesh of my flesh[/skill] or [skill=text]Death Pact signet[/skill]). Plenty more combos you can use.
  • Considering adding some form of interrupt if your going for a Mesmer secondary. [skill=text]Leech Signet[/skill] or [skill=text]Power Drain[/skill] both work fine. Maybe even consider using [skill=text]Power Return[/skill].

Never really liked Smite builds to be honest but this could work I suppose.
Thanks for being constructive!!!! its rare thing on guru these days

[skill=text]Protective Spirit[/skill] and [skill=text]Aegis[/skill]: its a nice thought and i notice that energy is hardly touched in my build so it would work very well, but i cant seem to drop many skills XD - i been playing this for over 3 months

[skill=text]Extinguish[/skill]: I guess it is optional but not always required, i personaly wouldn't bother.

[skill=text]Word of Healing[/skill] A Healer Hench covers this skill, and so does me or my mates healer hero when we do 5 of these.

[skill=text]Restore Condition[/skill] Its good but i dont know where to fit it in XD, mabye just swap it out for one of the SoJ?

[skill=text]Flesh of my flesh[/skill] or [skill=text]Death Pact signet[/skill]: i dont think i can bring myself to drop the mantra it boosts the signet DPS by alot.

[skill=text]Leech Signet[/skill] or [skill=text]Power Drain[/skill] or [skill=text]Power Return[/skill]: i have acauly tested these and found that power return works best here, especialy on a 5 team.
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Old Jan 03, 2008, 12:55 PM // 12:55   #7
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i know my heros use powerdrain and leech signet very, very well.
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Old Jan 03, 2008, 12:56 PM // 12:56   #8
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Quote:
Originally Posted by Wakka
Hero build though so Res Sig is just fine.

A few suggestions...
  • Add some varation in the form of Prot spells. Try adding such skills as [skill=text]Protective Spirit[/skill], [skill=text]Extinguish[/skill], [skill=text]Aegis[/skill] etc.
  • I would refrain from using SoJ for your elite. Doing so denys you any other elites in the build and skills like [skill=text]Word of Healing[/skill], [skill=text]Restore Condition[/skill] etc could really help out in high end areas.
  • Tieing all your secondary professions to Mesmer could be hurtful. A rit secondary would allow for additional support in the form of weapon spells and the likes and will also allow for a better hard res ([skill=text]Flesh of my flesh[/skill] or [skill=text]Death Pact signet[/skill]). Plenty more combos you can use.
  • Considering adding some form of interrupt if your going for a Mesmer secondary. [skill=text]Leech Signet[/skill] or [skill=text]Power Drain[/skill] both work fine. Maybe even consider using [skill=text]Power Return[/skill].
Never really liked Smite builds to be honest but this could work I suppose.
You do know that[wiki]Smiter's Boon[/wiki] does not work with anything but smiting skills right? And that 12 Devine Favor kinda requires it.
Though I agree on [skill=text]leech Signet[/skill], it would be good in place of 1 of the non elite signets.

Because of that, but I'd want to put both [wiki]Smite Condition[/wiki] and [card=text]Smite Hex[/card] on both monks, just so they have skills they can spam on allies gaining them health.
Only [skill=text]Reversal of Damage[/skill] is a lot of time between shots that make [wiki]Smiter's Boon[/wiki] useful, per activation of boon you could only get 3 shots off.

Also try experimenting some with other Smiting elites, I think it might have some good effect if each hero had a different elite.
Though don't bother with [skill=text]Balthazar's Pendulum[/skill] it doesn't work without [skill=text]Divine Boon[/skill] and even then it is very sub par.

Last edited by System_Crush; Jan 03, 2008 at 12:58 PM // 12:58..
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Old Jan 03, 2008, 01:10 PM // 13:10   #9
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Quote:
Extinguish : I guess it is optional but not always required, i personaly wouldn't bother.
Sorry I love Extinguish, not as much as Pure Was Mi Ling though I suppose its really down to personal preferance and if you have a few smite conditions in the build I suppose its not really needed anywhere other than a condition heavy area (the same applies to RC as well I suppose).

As for WoH your right there, I had a brain fart

Quote:
You do know thatSmiter's Boon does not work with anything but smiting skills right? And that 12 Devine Favor kinda requires it.
Yes but to be honest I dont think Smiters Boon is going to shine here. Your only going to have a maximum of 4 spells that will trigger it on each monk. So I dont think it will matter than much. If your drop the DF to 10 (9+1) the spells will still heal for 64 each time (apposed to the 84 at 13 DF) which is still substantial allowing your to boost enough into Prot to provide a decent Aegis.

The problem with having both Smite Hex and Smite Condition on each of them is that they will all have 3 hex and 3 condition removals. While this sounds good, you have to remember that Heros will only cast these spells to remove something and wont just cast it to heal. So if there are not that many conditions or hexes in an area you may find that it would be sufficent to bring the hex/condition removal on one hero allowing for more varation on your other heros.
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Old Jan 03, 2008, 01:16 PM // 13:16   #10
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Hmm... this looks nice, Ill try it
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Old Jan 03, 2008, 01:37 PM // 13:37   #11
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Quote:
Originally Posted by Wakka
Sorry I love Extinguish, not as much as Pure Was Mi Ling though I suppose its really down to personal preferance and if you have a few smite conditions in the build I suppose its not really needed anywhere other than a condition heavy area (the same applies to RC as well I suppose).

As for WoH your right there, I had a brain fart



Yes but to be honest I dont think Smiters Boon is going to shine here. Your only going to have a maximum of 4 spells that will trigger it on each monk. So I dont think it will matter than much. If your drop the DF to 10 (9+1) the spells will still heal for 64 each time (apposed to the 84 at 13 DF) which is still substantial allowing your to boost enough into Prot to provide a decent Aegis.

The problem with having both Smite Hex and Smite Condition on each of them is that they will all have 3 hex and 3 condition removals. While this sounds good, you have to remember that Heros will only cast these spells to remove something and wont just cast it to heal. So if there are not that many conditions or hexes in an area you may find that it would be sufficent to bring the hex/condition removal on one hero allowing for more varation on your other heros.
Smiters boon seems to give this build that little edge of support and healing when combined with reversal of dmg, i dont know why but it just seems to work. (and goes well with my hourglass staff's +45hp while enchanted )

These monks are also set out to be more dmg than support and thats why i gave smite hex/condtions and aoe dmg alternatives just incase you want to have moer variation.

Quote:
Originally Posted by Abonai Laguna
Hmm... this looks nice, Ill try it
if you get the chance, try and take a somebody with you and have them run 2 of these and 1 Lod or Woh healer.
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Old Jan 03, 2008, 03:22 PM // 15:22   #12
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*tried this*
I like it, but my heroes dont use smiter's boon and the signet themselves, why not? I have to order them around
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Old Jan 03, 2008, 03:26 PM // 15:26   #13
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Make sure thier set to attack/guard lol

I know that sounds so obvious but I set up a monk smiting team for Shards of Orr with my heros and forgot to change thier attack status so they avoided combat half the dungeon lol
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Old Jan 03, 2008, 09:01 PM // 21:01   #14
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Quote:
Originally Posted by Wakka
Make sure thier set to attack/guard lol

I know that sounds so obvious but I set up a monk smiting team for Shards of Orr with my heros and forgot to change thier attack status so they avoided combat half the dungeon lol
Lol, ur right.. that was my bad.. Thanks alot!
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Old Jan 04, 2008, 02:18 AM // 02:18   #15
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Judge's intervention might be nice on a hero or 2. Because ai is usually godly with casting things quickly so it seems like they should be able to cast that before a character is going to die. Resulting in huge armor ignoring damage.
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Old Jan 04, 2008, 08:49 PM // 20:49   #16
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ok i'll add that to the OP
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Old Jan 05, 2008, 11:20 PM // 23:20   #17
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Just curious, what is a good lod setup to go with those monk builds?
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Old Jan 06, 2008, 05:02 AM // 05:02   #18
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lod is baed now. use WoH
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Old Jan 06, 2008, 12:43 PM // 12:43   #19
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Quote:
Originally Posted by Coloneh
lod is baed now. use WoH
it's fine in PvE
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Old Jan 08, 2008, 02:05 AM // 02:05   #20
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I am still curious as to a decent lod build. Holy haste (the one that halves healing spell cast time seems a must). I just don't know how I should set the rest of the build incase I try to use this in some hm dungeons.

Also, zealots fire seems a bit like a wasted slot. 35 fire damage against high al targets is pretty much a waste. So it'd probably be easier to bring like 2 monks with smite condition, 2 with smite hex etc.

But in the end it seems like it could be a pretty well capable team build. Just need a bit of party support and seems like it could roll through almost anything.

Last edited by MercenaryKnight; Jan 08, 2008 at 02:14 AM // 02:14..
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