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Old Feb 02, 2009, 01:21 AM // 01:21   #61
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Ok, so If I wanted to run these on my monk, or my assassin. What weapons should I be running for each of the heroes? My first thought was to try to get 40/40 for each hero. It's so expensive though! Are there any alternatives to these, preferable an alternative that is cheap-ish.
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Old Feb 02, 2009, 02:31 AM // 02:31   #62
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What do you mean, expensive? It's hero gear, it doesn't need to look good.

40/40 is good, but the best option is probably 20/20/shield.
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Old Feb 02, 2009, 04:52 AM // 04:52   #63
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Yes, but I went looking for collector gear, and there is next to none of it. There is one offhand 20/20 and I need 5 azure crests to get it, this x 3 is not very fun.. plus getting 3 20/20 wands/scepters is also hard. Unless anyone has any suggestions of where I could easily get these, I'll probably stick to discordway.
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Old Feb 03, 2009, 04:07 AM // 04:07   #64
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I have crafted many 20/20 items at Gertrud in Vasburg Armory, or Telamon in the Leviathan Pits. They may not be the prettiest, but if you're after cheap 20/20 weapons these are the way to go. Another cheap option is to pick up Droknar's Keys and trade them in.
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Old Feb 03, 2009, 04:30 AM // 04:30   #65
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Hmm, not sure why I didn't find that. So that is a great main weapon, but what would you suggest for offhand? 20/20 or a shield, and if a shield, what mods would you put on it.
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Old Feb 12, 2009, 09:37 AM // 09:37   #66
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A guy posted a smiting team build for Shards of Orr here
http://adw.altervista.org/modules.ph...ic&p=1159#1159
on 10th of September, before the RoJ buff, but it seemed pretty efficient then, back when RoJ did 90dmg (180dmg to undeads) in a single hit.
I don't know if this guy was the first, I don't think so, since a 3 heroes smiting build is nothing exceptional.

I copied it when I had to do SoO... not all builds are on PvX, searching in google may get nice results.

On another side: do you need to be "first" for a normal smite team build?
Come on.

Last edited by Marty Silverblade; Mar 12, 2009 at 09:03 AM // 09:03..
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Old Feb 14, 2009, 01:59 PM // 13:59   #67
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one of his builds has [resurrect] in it
why?
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Old Feb 14, 2009, 03:29 PM // 15:29   #68
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Even worse is that one of the builds has [Rebirth] and [Kirin's Wrath]. Heroes will rush in to use touch-range skills, so someone could end up getting rezzed right into the middle of a mob. Seems like that is contrary to the purpose of bringing [Rebirth], which is to pull the rezzee away from the combat zone.
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Old Feb 14, 2009, 05:05 PM // 17:05   #69
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Quote:
Originally Posted by pingu666 View Post
one of his builds has [resurrect] in it
why?
ask him

Quote:
Originally Posted by BrettM View Post
Even worse is that one of the builds has [Rebirth] and [Kirin's Wrath]. Heroes will rush in to use touch-range skills, so someone could end up getting rezzed right into the middle of a mob. Seems like that is contrary to the purpose of bringing [Rebirth], which is to pull the rezzee away from the combat zone.
There is a thing called "micro-management".
When I did SoO I asket that guy (his chars are in the sig) more info.

I'll try to explain in English at my best what I remeber: Kirin's Wrath is kept disabled. The heroes are often pinned to avoid overaggro. If enemies come into melee range, he manually fires Kirin's Wrath, which is aoe and makes enemies scatter.
So no risk of being rezzed in a mob.

Ok, it is quite poor as explanation, but it is the best I can achieve with my limited English knowledge.

Last edited by Mangione; Feb 14, 2009 at 05:12 PM // 17:12.. Reason: sorry.
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Old Feb 14, 2009, 10:15 PM // 22:15   #70
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Quote:
Originally Posted by Mangione View Post
Ok, it is quite poor as explanation, but it is the best I can achieve with my limited English knowledge.
Your explanation was fine. No need to apologize. Thank you.

I hate micro-managing my heroes, but Kirin's Wrath would certainly work fine as a self defense used in the way you describe.
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Old Mar 05, 2009, 07:00 PM // 19:00   #71
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Some of us at PvX are trying to work on the different ideas of the current meta Smiteball/Rayway/Smiteway builds. There are like 40 out there and we're trying to define the most meta one and place it on our site. We may actually end up defining more than one, but I really hope we don't lol.

If you want to join in the conversation, here are two places where we're discussing it:
http://pvx.wikia.com/wiki/User:Karat...miteball_Ideas
http://pvx.wikia.com/wiki/Build_talk...vE_Meta_Tag.3F

Come help us out if you want. We really need help with what is most meta (which is hard considering it recently became meta) and what will work best for 1 player with H/H

EDIT: Sorry the links weren't correct. I fixed them now

Last edited by Karate Jesus; Mar 05, 2009 at 07:34 PM // 19:34..
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Old Mar 05, 2009, 07:18 PM // 19:18   #72
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Karate jesus, the smiteball on PvX is inefficient, if not flat out wrong. The MM is a wasted slot and does not ball up aggro well at all. For H/H, the ideal setup should be melee tank-ish (HB war, ES war, derv etc) + 3 SoJ probably with splinter weapon somewhere.

Without proper aggro control, rayway becomes inefficient compared to sabway, since SS does essentially the same thing, but with scatter.
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Old Mar 05, 2009, 07:23 PM // 19:23   #73
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Quote:
Originally Posted by traversc View Post
Karate jesus, the smiteball on PvX is inefficient, if not flat out wrong. The MM is a wasted slot and does not ball up aggro well at all. For H/H, the ideal setup should be melee tank-ish (HB war, ES war, derv etc) + 3 SoJ probably with splinter weapon somewhere.

Without proper aggro control, rayway becomes inefficient compared to sabway, since SS does essentially the same thing, but with scatter.
That's why I'm inviting you to help out. We're aware that the smiteball on PvX isn't as good as it should be, so come help us with it. I recommend adding a suggestion to the page I set up. That way, we can weigh it against other ideas.
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Old Mar 11, 2009, 12:09 AM // 00:09   #74
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This is what I thought of...

[build prof=W/any name="yourself" strength=12+1 sword=12+2][hundred blades][sun and moon slash][whirlwind attack]["save yourselves!"][air of superiority][flail][for great justice][enraging charge][/build]

[build prof=Mo/E smiting=12+1+1 divine=12+1][ray of judgment][reversal of damage][smite hex][smite condition][heaven's delight][smiter's boon][castigation signet][glyph of lesser energy][/build]

[build prof=Mo/E smiting=12+1+1 divine=9+1 protect=9+1][ray of judgment][Aegis][smite hex][smite condition][shield of absorption][Protective Spirit][castigation signet][glyph of lesser energy][/build]

[build prof=N/Mo smiting=12 soul=9+1 curses=9+1][ray of judgment][Mark of Pain][Barbs][smite condition][Enfeebling Blood][Weaken Armor][Signet of Lost Souls][Strength of Honor][/build] or maybe [Shadow of Fear]

Haven't tested it yet, but *shrug*
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Old Mar 11, 2009, 01:07 AM // 01:07   #75
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Wow I got confused.. dont put up the PvP version of skills plz..

Last edited by Expherious; Mar 11, 2009 at 01:12 AM // 01:12..
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Old Mar 11, 2009, 02:53 PM // 14:53   #76
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After hours of testing through vanquishing about half of Cantha, I found that what works best for RoJway is three necros. This takes care of all energy problems, while providing powerful protection and spike healing. The loss of damage from only 12 smiting prayers is negligible, since 3 RoJs at level 12 smiting can normally wipe out most groups.

3 pure smiter monks simply do not heal enough, which results in dying very often. Putting heals or prots on the smiter monks not only splits attributes, but leads to your monks having little to no energy during battles, even with Castigation Signet and Glyph of Lesser Energy.

Here are the builds I currently run:

Player (Tank):

[build prof=R/D expertise=12+1+1 scythe=12][ursan blessing][lightning reflexes][whirling defense][pious assault][eremite's attack][victorious sweep][chilling victory][resurrection signet][/build]

Basically, a tank, can be any class.

Necromancer (Healing):

[build prof=N/Mo smiting=12 soul=8+1+1 heal=10][ray of judgment][Reversal of Damage][smite hex][smite condition][patient spirit][jamei's gaze][healing ribbon][signet of lost souls][/build]

Necromancer (Prot/Heal):

[build prof=N/Mo smiting=12 soul=7+1+1 protect=8 heal=8][ray of judgment][Reversal of Damage][castigation signet][guardian][patient spirit][jamei's gaze][protective spirit][signet of lost souls][/build]

Necromancer (Prot/Heal):

[build prof=N/Mo smiting=12 soul=7+1+1 protect=8 heal=8][ray of judgment][Reversal of Damage][castigation signet][shield of absorption][patient spirit][jamei's gaze][spirit bond][signet of lost souls][/build]

Equipment:
40/40 smite sets
Tormentor's Insignias
Rune of Minor Soul Reaping
Rune of Major/Superior Vigor
Runes of Vitae

Give me feedback, please.

Last edited by Faye Aeris; Mar 11, 2009 at 02:59 PM // 14:59..
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Old Mar 11, 2009, 05:20 PM // 17:20   #77
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Add [aegis] or [shield of absorption] ....

I suggest replacing one of them with a minion master/bomber it will improve the survivability greatly ...and u can throw a [patient spirit] and a [healing ribbon] on that one ..
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Old Mar 11, 2009, 09:04 PM // 21:04   #78
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Quote:
Originally Posted by Super Igor View Post
I was using the following:

[build prof=Mo/any Smiting=12+1+1 Divine=12+1][ray of judgment][bane signet][castigation signet][signet of rage][smiter's boon][reversal of damage][smite hex][smite condition][/build]

Three of these mostly. Feel free to drop smiteX for [protective spirit, splinter weapon, aegis or whatever you want but I havent felt a sharp need for that especially when they can keep you hexless and conditionless with this setup much better and deal damage from that as well. Three banes signets are amazing lol when you knocklock stuff.

[smiters boon] is just amazing heal of RoD.

Tank usually works out nice but not needed, I usually afk...well, I always afk.

I have tried all of the ones in this thread in SoO and this simple one works amazing, nice and simple and they never run out of energy

When I take physical henchmen I change [signet of rage] to [Judge's Insight]
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Old Mar 12, 2009, 02:57 PM // 14:57   #79
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The only problem I see with monk smiters is the lack of adequate healing. If you make them pure smite, heroes do not cast the skills out of battle, so no matter how much Divine Favor bonus you get from Smiter's Boon, heroes simply refuse to cast smiting skills out of battle.

The alternative to this is to spec some attribute points into healing prayers/protection prayers. However, hero monks are not very good at energy management. Constantly healing the tank leads to no energy for RoJ, even with GoLE + Castigation Signet.

Using a necromancer solves both of these problems, and adds protection to the team, which is a great help if pop-up groups sneak up behind you and hit the casters.

1. Healing: Big heals compensate for lack of Divine Favor. I.E. Patient Spirit, Healing Ribbon, Heal Other, Jamei's Gaze

2. Energy Management: Soul Reaping, Signet of Lost Souls, and Castigation Signet ensures you always have more than enough energy.

3. Protection: Having P. Spirit, Spirit Bond, SoA, and Guardian allows casters to survive if they accidentally aggro hard hitting monsters.


To respond to the previous poster's comment about adding a minion master, having a MM in this type of build defeats the purpose of using Ray of Judgement, as having multiple minions leads to groups spreading out to attack them. As previously stated, a minion master does not ball up groups of enemies very well. You can compensate for the lack of meatshields with a good player tank and big spike heals.

Last edited by Faye Aeris; Mar 12, 2009 at 03:00 PM // 15:00..
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Old Mar 12, 2009, 05:53 PM // 17:53   #80
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Quote:
Originally Posted by Faye Aeris View Post
To respond to the previous poster's comment about adding a minion master, having a MM in this type of build defeats the purpose of using Ray of Judgement, as having multiple minions leads to groups spreading out to attack them. As previously stated, a minion master does not ball up groups of enemies very well.
"Defeats the purpose" is a bit strong. My smiting monk character regularly runs two smiting heroes and an MM hero. With a bit of care -- using terrain bottlenecks, timing attacks to take advantage of natural balling by the foes, etc. -- the team is still pretty darned effective. Is it as fast and efficient as having an intelligent tank in the party? No. But it isn't so far off optimum as to dismiss RoJ as an option when running only H&H.
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