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Old Oct 10, 2011, 02:35 AM // 02:35   #1
Lion's Arch Merchant
 
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Default Smiting MonksX4

I tried to play one with RoJ and let all 3 monk heroes go RoJ. Now I just got into Cathan Mainland but the problem is already obvious.

Nobody is going to heal(Just Xandra won't be enough), Reverse of Damage is just not enough even in low level condition. But if I add more healing skills DPS just went down a lot since most of the smiting damage spells got long CD. Is that really a good build for NM? Or shall I let necromancer heroes go heal?
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Old Oct 10, 2011, 05:09 AM // 05:09   #2
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How are you using this build? Are you letting them RoJ whatever they want, or are you grouping enemies into balls to nuke all at once? My answer would be pretty different depending on your intended playstyle. 4x RoJ seems like a bit overkill to me though regardless of how you're playing it.
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Old Oct 10, 2011, 07:53 AM // 07:53   #3
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Monk healer heroes are inferior to necro healer heroes. I would never let a monk hero heal for me so there's no problem there. Your team would be like any normal 7hero with the difference of you using RoJ monks instead of usual Mesmers for damage.
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Old Oct 10, 2011, 08:01 AM // 08:01   #4
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Smiting Prayers actually isn't very good, as you are clearly discovering.
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Old Oct 10, 2011, 12:02 PM // 12:02   #5
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Run Smiter's Boon with high Divine Favour, 4x Smiters with Reversal of Damage, Smite Hex and Smite Condition should be more than enough then. You can always add in Heaven's Delight / Divine Healing if you still need more.
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Old Oct 10, 2011, 01:36 PM // 13:36   #6
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To me, the point of running multiple smiters is for them to act as hybrid heal/utility/damage dealers. Running smiter's boon is pretty mendatory for them to have any real reason to be chosen at all imo. Otherwise, there are better damage dealers.

If you have multiple source of damage negation (RoD) and condition/hex removal (smite hex/condition) AND have each spell heal you for 70hp, you don't need to use a dedicated healer and can have the rest of the team bring damage/utility.
Maybe add a para in the mix to make your hearos life easier by having him bring defensive shouts. You shouldn't need more than that.

If you find that you still need more healing, I'd say use gift of health with 8/9 healing but there seem to be a problem somewhere if you really need it.
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Old Oct 10, 2011, 05:12 PM // 17:12   #7
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8 person RoJway was always better with real people, but has fallen out of favor since the scatter on AoE AI was updated for it.
I think I would only ever consider more than one RoJ'r if I was fighting undead enemies.
Plus smiting goes beyond RoJ; Stacking Strength of Honor and Judge's Insight on a Derv using Vow of Strength turns him Ash from Army of Darkness.
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Old Oct 10, 2011, 05:59 PM // 17:59   #8
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Quote:
Originally Posted by Toraen View Post
How are you using this build? Are you letting them RoJ whatever they want, or are you grouping enemies into balls to nuke all at once? My answer would be pretty different depending on your intended playstyle. 4x RoJ seems like a bit overkill to me though regardless of how you're playing it.
I use water ele try to snare enemy, let them ball together but seems like still not working well.

Yeah they all got Smiter's Boon RoD and smite hex/condition but still not enough for dangerous situation.
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Old Oct 10, 2011, 09:27 PM // 21:27   #9
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Quote:
Originally Posted by Maya Cerestiez View Post
Monk healer heroes are inferior to necro healer heroes. I would never let a monk hero heal for me so there's no problem there.
Not true at all. Throw some mesmer e-management on a monk and you correct for the only advantage necroes have over monks - energy management. Dunkoro is practically stapled to my 7 hero team as the primary healer.
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Old Oct 11, 2011, 06:01 AM // 06:01   #10
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Try a necro resto, sos/resto, and ether prot ele. Healing, protection, shutdown, and damage with three heroes.
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Old Oct 11, 2011, 06:25 AM // 06:25   #11
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Isn't the problem here really about the usefulness of an RoJ in NM? I think they are pretty weak in NM, whereas their damage is much more useful in HM.
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Old Oct 11, 2011, 07:03 AM // 07:03   #12
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RoJ is actually much better than people think. The Key is to ball the group with either a Tank/shadowstep build or EVAS. A level 20 EVAS lasts longer than you think. Lets say you run SoS. Load spirits with AoU, EVAS a group then run up BB with spirits and let RoJ melt right through them. All these tactics are on revracs SoO heroway build and can be used in many areas of the game... areas not populated by undead.
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Old Oct 11, 2011, 04:36 PM // 16:36   #13
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Quote:
Originally Posted by Slowpokeking View Post
I use water ele try to snare enemy, let them ball together but seems like still not working well.

Yeah they all got Smiter's Boon RoD and smite hex/condition but still not enough for dangerous situation.
Sounds like either you're not killing them fast enough, or you're putting your team into positions that no teambuild will survive (e.g. aggro'ing Borguus Blisterbark's mob without flagging heroes + no interrupts / Mistrust etc). I PvE with something like 1 Smiter + 3 heals on the SoS, so four Smiters should definitely be more than enough.
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Old Oct 11, 2011, 05:32 PM // 17:32   #14
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Quote:
Originally Posted by Jeydra View Post
I PvE with something like 1 Smiter + 3 heals on the SoS, so four Smiters should definitely be more than enough.
You have far more killing power as a result. The defense-offense trade gets very inefficient as you stack Smiters.
I also suspect a lack of other important mitigation aspects in the OP's build, but I've not seen it.
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