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Old Jul 11, 2006, 04:55 AM // 04:55   #21
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Nice vid.

I'm rapidly becoming a fan of this build. Good damage with strong defense. I do want to caution that the best 2-2 formup of the build is 2 Air Smites and 2 warriors. The tanks have plenty of snare (or KD if you run shock) and the advantage of a strong Charge for kiting/team travel. This also allows the monks to equip more damage spells (or prots in this case) to increase the overall carnage of the team.

Most important, tanks have staying power. They can survive for a good long while if savy teams start attacking your monks, allowing them to smite/heal off each other and still have a target to cast off of when the pressure point is past.
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Old Aug 20, 2006, 05:25 PM // 17:25   #22
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Wink A couple of points on the video

Unless someone travelled back to the cheesy 90's to collect the music for this video I have no idea where you might elsewhere find it. hehe really funny stuff..

Generally the action is good with the AoE Smiters doing their job well and protecting themselves in moderation. I was suprised to hear everyone was on vent tho because the Smiter in the video doesnt seem to realise the other smiter is smiting offa him, as he positions himself just out of smiting reach of all the enemies. It's pretty easy to spot an AoE on you and thats a pretty good indication.

In Hall's KD hammer warriors are favoured as the increased time spent on the floor is time spent getting smited... however I believe sword a better choice for AB as their are many soft targets to go for and with Tactics running high you can do a lot of damage to warriors with deadly riposite.
To improve this build I would bring 1 sword warrior to take soft targets and 1 axe warrior to more speedily deal with heavily armoured targets.

I would also bring along spear of light for the smiters as it leavers potential monk chasers with a bad taste and they tend to leave you alone after seeing that your a smiter with the capacity to be healed. It's also great for spiking with over vent.

just a few points. it is such a pleasant suprise when a warrior charges, a warrior that's thinking of the team winning rather then just his own offensive and defensive capabilities is a much more intelligent player.

MajorBigBottoms, TouchHunter, Communist Capper
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Old Aug 21, 2006, 08:04 PM // 20:04   #23
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The biggest reason for dual sword is the damage output of Final Thrust (much higher than Executioner's Strike if properly used) and the deep wound caused by gash. Sword can output probably the most damage without an elite carried from the mastery line in comparison to hammer or axe.

We alternately use W/A with caltrops or a hammer warrior in place of one of the sword warriors.

Team speed buffs are very important in AB, which is why we love the Mo/(A or W) for the monks to catch up to the warriors, or any downtime of a charge if we have to split into two groups.

This build is still very effective, and it really shines with experienced players behind the roles

The communication in vent is so important for monk communication, that way they can pre AoE one of the monks before the damage arrives, and give that extra leeway, while the warriors have the option to fall back, so that the monks can smite off them and protect the monks. This build goes hand in hand with the saying "A good offense is a person's best defense" Kill them fast and efficiently

EDIT: Ahhh yes, when we did run the hammer warrior, the smiter that was smiting off of him would carry Judge's Insight for quit a significant boost in damage by the hammer since it does the most DPS base than any other weapon. The other variants include ProtSpirit, Blessed Aura, and possibly a condition removal if they are a lot of condition degen builds going around. We typically don't duplicate the optional spots, which leads to greater flexibility when were are focused as a team of 4.

Last edited by 2VipeRS; Aug 21, 2006 at 08:24 PM // 20:24..
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Old Aug 22, 2006, 01:16 AM // 01:16   #24
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Yep, some guildies and I ran a similar build. We had a Charge Swordie, a Devastating Hammer, two Smiters. The hammer Smiter used JI while the other carried condition removal. Our monks lacked an independent speed boost, though.

Ya know what works well along similar, most annoying lines? Four Touchers. 22 seconds of +25% speed every 30. That and the damage of roughly ~173 per second (self heal included) on a single target... makes for a very effective PUG cap group.
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