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Old Jun 22, 2006, 02:43 PM // 14:43   #1
Ascalonian Squire
 
Join Date: Jun 2006
Guild: VoFK
Profession: Mo/Me
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Haven't tested it yet but it looks good on paper. More defense than normal.

Axe Thrasher

Warrior/Elementalist
Level: 20

Strength: 11 (10+1)
Axe Mastery: 15 (11+4)
Air Magic: 10

- Conjure Lightning (Air Magic)
For 60 seconds, if you're wielding a lightning weapon, your attacks strike for an additional 11 lightning damage.
Energy:10 Cast:1 Recharge:60

- Frenzy (Warrior other)
For 8 seconds, you attack 33% faster but take double damage.
Energy:5 Cast:0 Recharge:4

- Shock (Air Magic)
Target touched foe is struck for 43 lightning damage and is knocked down. This Spell has 25% armor penetration and causes Exhaustion.
Energy:5 Cast:0.75 Recharge:10

- Eviscerate [Elite] (Axe Mastery)
If Eviscerate hits, you strike for +40 damage and inflict a Deep Wound, lowering your target's maximum Health by 20% for 20 seconds.
Adrenaline:8

- Lacerating Chop (Axe Mastery)
If Lacerating Chop hits, you deal +20 damage. If it strikes a knocked down foe your target suffers from Bleeding for 20 seconds.
Adrenaline:6

- Executioner's Strike (Axe Mastery)
If this attack hits, you strike for +40 damage.
Adrenaline:8

- Sprint (Strength)
For 12 seconds, you move 25% faster.
Energy:5 Cast:0 Recharge:20

- Resurrection Signet ()
Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. You may use this Signet only once per mission.
Energy:0 Cast:3 Recharge:0



Sword Slasher

Warrior/Elementalist
Level: 20

Strength: 9 (8+1)
Swordsmanship: 15 (11+4)
Tactics: 9 (8+1)
Air Magic: 9

- Healing Signet (Tactics)
You gain 107 Health. You have -40 armor while using this skill.
Energy:0 Cast:2 Recharge:4

- Frenzy (Warrior other)
For 8 seconds, you attack 33% faster but take double damage.
Energy:5 Cast:0 Recharge:4

- Conjure Lightning (Air Magic)
For 60 seconds, if you're wielding a lightning weapon, your attacks strike for an additional 10 lightning damage.
Energy:10 Cast:1 Recharge:60

- Sun and Moon Slash (Swordsmanship)
Attack target foe twice. The first attack cannot be "blocked". The second attack cannot be "evaded".
Adrenaline:8

- Silverwing Slash (Swordsmanship)
This attack strikes for +40 damage if it hits.
Adrenaline:8

- Final Thrust (Swordsmanship)
Lose all adrenaline. If Final Thrust hits, you deal 40 more damage. This damage is doubled if your target was below 50% Health.
Adrenaline:10

- "Charge!" [Elite] (Tactics)
For 9 seconds, all allies in the area move 25% faster.
Energy:5 Cast:0 Recharge:20

- Resurrection Signet ()
Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. You may use this Signet only once per mission.
Energy:0 Cast:3 Recharge:0



Hammer Smasher

Warrior/Elementalist
Level: 20

Strength: 9 (8+1)
Tactics: 9 (8+1)
Hammer Mastery: 15 (11+4)
Air Magic: 9

- Healing Signet (Tactics)
You gain 107 Health. You have -40 armor while using this skill.
Energy:0 Cast:2 Recharge:4

- Frenzy (Warrior other)
For 8 seconds, you attack 33% faster but take double damage.
Energy:5 Cast:0 Recharge:4

- Conjure Lightning (Air Magic)
For 60 seconds, if you're wielding a lightning weapon, your attacks strike for an additional 10 lightning damage.
Energy:10 Cast:1 Recharge:60

- Backbreaker [Elite] (Hammer Mastery)
If Backbreaker hits, you strike for +20 damage and your target is knocked down for 4 seconds.
Adrenaline:10

- Crushing Blow (Hammer Mastery)
If this attack hits, you strike for +20 damage. If you hit a knocked-down foe you inflict a Deep Wound, lowering your target's maximum Health by 20% for 20 seconds.
Energy:5 Cast:0 Recharge:10

- Irresistible Blow (Hammer Mastery)
If this attack hits you strike for +30 damage. If Irresistible Blow is "blocked," your target is knocked down and takes 30 damage. Irresistible Blow cannot be "evaded."
Energy:5 Cast:0 Recharge:4

- Rush (Strength)
For 15 seconds, you move 25% faster.
Adrenaline:4

- Resurrection Signet ()
Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. You may use this Signet only once per mission.
Energy:0 Cast:3 Recharge:0



Bail Bondsman

Monk/Mesmer
Level: 20

Divine Favor: 11 (10+1)
Smiting Prayers: 15 (11+4)
Protection Prayers: 11 (10+1)

- Blessed Signet (Divine Favor)
For each Enchantment you are maintaining, you gain 3 Energy (maximum 18).
Energy:0 Cast:2 Recharge:10

- Signet of Devotion (Divine Favor)
Heal target ally for 77 points.
Energy:0 Cast:2 Recharge:5

- Bane Signet (Smiting Prayers)
Target foe takes 56 holy damage. If that foe was attacking, he is knocked down.
Energy:0 Cast:2 Recharge:25

- Signet of Judgment [Elite] (Smiting Prayers)
Target foe is knocked down. That foe and all adjacent foes take 75 holy damage.
Energy:0 Cast:2 Recharge:25

- Strength of Honor (Smiting Prayers)
While you maintain this Enchantment, target ally deals 10 more damage in melee.
Energy:10 Cast:2 Recharge:0

- Life Bond (Protection Prayers)
While you maintain this Enchantment, whenever target other ally takes damage from an attack, half the damage is redirected to you. The damage you receive this way is reduced by 23 points.
Energy:10 Cast:2 Recharge:0

- Smite Hex (Smiting Prayers)
Remove a Hex from target ally. If a Hex is removed, foes in the area suffer 85 damage.
Energy:5 Cast:1 Recharge:15

- Resurrection Chant (Healing Prayers)
Spell. Resurrect target party member with up to your current health and 25% Energy. This spell has half the normal range.
Energy:10 Cast:8 Recharge:0



Smiting Oracle

Monk/Mesmer
Level: 20

Divine Favor: 11 (10+1)
Smiting Prayers: 15 (11+4)
Protection Prayers: 11 (10+1)

- Air of Enchantment [Elite] (Protection Prayers)
For 8 seconds, Enchantments cast on target other ally cost 5 less Energy. This is an elite skill.
Energy:5 Cast:0.25 Recharge:5

- Reversal of Fortune (Protection Prayers)
For 8 seconds, the next time target ally would take damage, that ally gains that amount of Health instead, maximum 63.
Energy:5 Cast:0.25 Recharge:2

- Guardian (Protection Prayers)
For 5 seconds, target ally has a 42% chance to "block" attacks.
Energy:5 Cast:1 Recharge:2

- Balthazar's Aura (Smiting Prayers)
For 10 seconds, foes adjacent to target ally take 25 holy damage each second.
Energy:25 Cast:2 Recharge:25

- Bane Signet (Smiting Prayers)
Target foe takes 56 holy damage. If that foe was attacking, he is knocked down.
Energy:0 Cast:2 Recharge:25

- Zealot's Fire (Smiting Prayers)
For 60 seconds, whenever you use a skill that targets an ally, all foes adjacent to that target are struck for 35 fire damage.
Energy:10 Cast:1 Recharge:30

- Smite Hex (Smiting Prayers)
Remove a Hex from target ally. If a Hex is removed, foes in the area suffer 85 damage.
Energy:5 Cast:1 Recharge:15

- Resurrection Signet ()
Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. You may use this Signet only once per mission.
Energy:0 Cast:3 Recharge:0



Protector of the Divine

Monk/Mesmer
Level: 20

Divine Favor: 15 (11+4)
Protection Prayers: 11 (10+1)
Inspiration Magic: 10

- Guardian (Protection Prayers)
For 5 seconds, target ally has a 42% chance to "block" attacks.
Energy:5 Cast:1 Recharge:2

- Mend Condition (Protection Prayers)
Remove one Condition (Poison, Disease, Blindness, Dazed, Bleeding, Crippled, or Deep Wound) from target other ally. If a Condition is removed, that ally is healed for 53 points.
Energy:5 Cast:0.75 Recharge:2

- Reversal of Fortune (Protection Prayers)
For 8 seconds, the next time target ally would take damage, that ally gains that amount of Health instead, maximum 63.
Energy:5 Cast:0.25 Recharge:2

- Protective Spirit (Protection Prayers)
For 18 seconds, target ally cannot lose more than 10% max Health due to damage from a single attack or Spell.
Energy:10 Cast:0.25 Recharge:5

- Revealed Hex (Inspiration Magic)
Remove a Hex from target ally and gain 11 Energy. For 20 seconds, Revealed Hex is replaced with the Hex that was removed.
Energy:5 Cast:1 Recharge:0

- Contemplation of Purity (Divine Favor)
Lose all Enchantments. For each one lost, you gain 80 Health, lose one Hex, and lose one Condition.
Energy:5 Cast:0.25 Recharge:10

- Divine Boon (Divine Favor)
While you maintain this Enchantment, whenever you cast a Monk Spell that targets an ally, that ally is healed for 70 points, and you lose 2 Energy.
Energy:5 Cast:0.25 Recharge:1

- Mantra of Recall [Elite] (Inspiration Magic)
For 20 seconds, you gain no benefit from it. You gain 23 Energy when Mantra of Recall ends.
Energy:10 Cast:1 Recharge:20



Healing Visionary

Monk/Mesmer
Level: 20

Divine Favor: 11 (10+1)
Healing Prayers: 15 (11+4)
Inspiration Magic: 10

- Blessed Light [Elite] (Divine Favor)
Heal target ally for 87 Health and remove one Condition and one Hex. This is an elite skill.
Energy:10 Cast:0.75 Recharge:5

- Orison of Healing (Healing Prayers)
Heal target ally for 70 points.
Energy:5 Cast:1 Recharge:2

- Ethereal Light (Healing Prayers)
Target ally is healed for 100.This spell is easily interrupted.
Energy:5 Cast:1 Recharge:5

- Signet of Devotion (Divine Favor)
Heal target ally for 77 points.
Energy:0 Cast:2 Recharge:5

- Infuse Health (Healing Prayers)
Lose half your current Health. Target other ally is healed for 136% of the amount you lost.
Energy:10 Cast:0.25 Recharge:0

- Inspired Hex (Inspiration Magic)
Remove a Hex from target ally and gain 11 Energy. For 20 seconds, Inspired Hex is replaced with the Hex that was removed.
Energy:5 Cast:1 Recharge:0

- Revealed Hex (Inspiration Magic)
Remove a Hex from target ally and gain 11 Energy. For 20 seconds, Revealed Hex is replaced with the Hex that was removed.
Energy:5 Cast:1 Recharge:0

- Power Drain (Inspiration Magic)
If target foe is casting a Spell, the Spell is interrupted and you gain 21 Energy.
Energy:5 Cast:0.25 Recharge:25



Water Courier

Elementalist/Monk
Level: 20

Energy Storage: 11 (10+1)
Water Magic: 15 (11+4)
Healing Prayers: 10

- Ether Prodigy [Elite] (Energy Storage)
Lose all Enchantments. For 16 seconds, you gain Energy regeneration of 6. When Ether Prodigy ends, you take 2 damage for each point of Energy you have. This Spell causes Exhaustion.
Energy:5 Cast:1 Recharge:5

- Armor of Mist (Water Magic)
For 20 seconds, you gain +40 armor and move 33% faster.
Energy:10 Cast:2 Recharge:30

- Deep Freeze (Water Magic)
You cause a Deep Freeze at target foe's location. All foes in this location are struck for 85 cold damage, and for 10 seconds, they move 66% slower.
Energy:25 Cast:3 Recharge:15

- Ice Spikes (Water Magic)
Target and adjacent foes are struck for 80 cold damage and move 66% slower for 6 seconds.
Energy:15 Cast:2 Recharge:15

- Shard Storm (Water Magic)
Target foe is struck for 65 cold damage and moves 66% slower for 6 seconds.
Energy:10 Cast:1 Recharge:10

- Healing Breeze (Healing Prayers)
For 10 seconds, target ally gains +7 Health regeneration.
Energy:10 Cast:1 Recharge:2

- Heal Party (Healing Prayers)
Heal entire party for 59 points.
Energy:15 Cast:2 Recharge:2

- Resurrection Signet ()
Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. You may use this Signet only once per mission.
Energy:0 Cast:3 Recharge:0
King Blitz is offline   Reply With Quote
Old Jun 24, 2006, 12:36 PM // 12:36   #2
rii
Desert Nomad
 
Join Date: Mar 2005
Location: UK
Default

Main problem I see is bane signet on the smiter... drop it for either judges insight or hex breaker, with spare points in Domination for around 30s duration. IMO
rii is offline   Reply With Quote
Old Jun 26, 2006, 04:50 PM // 16:50   #3
Ascalonian Squire
 
Join Date: Jun 2006
Guild: VoFK
Profession: Mo/Me
Default

Thanks for your input, Hex breaker does sound like a good idea the only thing with judges is that it cancels out the conjure and makes skills do holy damage.
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Old Jun 26, 2006, 05:17 PM // 17:17   #4
Wilds Pathfinder
 
holden's Avatar
 
Join Date: Nov 2005
Guild: [NICE]
Profession: Mo/
Default

i use hex breaker as well.

i was running monk/ele for a bit and taking windborn speed but didn't find it as useful as i thought it would be. the duration isn't much for 10 energy imo.

hex breaker is bitchen
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