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Old Mar 16, 2006, 06:24 PM // 18:24   #1
Wilds Pathfinder
 
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Join Date: May 2005
Location: Port Orchard, WA
Guild: The Second Foundation: [TSF]
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Default TSF Monk Smite Build

The Second Foundation Monk Smite Build


Monk/Necromancer

Divine Favor: 2
Smiting Prayers: 16 (12+3+1)
Blood Magic: 12

- Balthazar's Aura (Smiting Prayers)
- Signet of Judgment [Elite] (Smiting Prayers)
- Holy Strike (Smiting Prayers)
- Smite Hex (Smiting Prayers)
- Banish (Smiting Prayers)
- Consume Corpse (Death Magic)
- Shadow Strike (Blood Magic)
- Resurrection Signet ()


Monk/Elementalist

Divine Favor: 2
Smiting Prayers: 16 (12+3+1)
Earth Magic: 12

- Balthazar's Aura (Smiting Prayers)
- Smite Hex (Smiting Prayers)
- Signet of Judgment [Elite] (Smiting Prayers)
- Holy Strike (Smiting Prayers)
- Ward Against Melee (Earth Magic)
- Aftershock (Earth Magic)
- Obsidian Flame (Earth Magic)
- Resurrection Signet ()


Monk/Elementalist

Divine Favor: 2
Smiting Prayers: 16 (12+3+1)
Earth Magic: 12

- Balthazar's Aura (Smiting Prayers)
- Smite Hex (Smiting Prayers)
- Signet of Judgment [Elite] (Smiting Prayers)
- Holy Strike (Smiting Prayers)
- Ward Against Melee (Earth Magic)
- Aftershock (Earth Magic)
- Obsidian Flame (Earth Magic)
- Resurrection Signet ()


Monk/Mesmer

Divine Favor: 2
Smiting Prayers: 16 (12+3+1)
Domination Magic: 9
Illusion Magic: 9

- Smite Hex (Smiting Prayers)
- Signet of Judgment [Elite] (Smiting Prayers)
- Holy Strike (Smiting Prayers)
- Mantra of Signets (Inspiration Magic)
- Imagined Burden (Illusion Magic)
- Cry of Frustration (Domination Magic)
- Shame (Domination Magic)
- Resurrection Signet ()


Monk/Mesmer

Divine Favor: 2
Smiting Prayers: 16 (12+3+1)
Domination Magic: 12

- Smite Hex (Smiting Prayers)
- Signet of Judgment [Elite] (Smiting Prayers)
- Holy Strike (Smiting Prayers)
- Mantra of Signets (Inspiration Magic)
- Power Leak (Domination Magic)
- Cry of Frustration (Domination Magic)
- Empathy (Domination Magic)
- Resurrection Signet ()


Elementalist/Monk

Energy Storage: 9 (8+1)
Fire Magic: 16 (12+3+1)
Healing Prayers: 10

- Ether Prodigy [Elite] (Energy Storage)
- Meteor (Fire Magic)
- Fireball (Fire Magic)
- Conjure Flame (Fire Magic)
- Incendiary Bonds (Fire Magic)
- Rodgort's Invocation (Fire Magic)
- Heal Party (Healing Prayers)
- Resurrection Signet ()


Monk/Mesmer

Divine Favor: 16 (12+3+1)
Protection Prayers: 9 (8+1)
Inspiration Magic: 10

- Mantra of Recall [Elite] (Inspiration Magic)
- Inspired Hex (Inspiration Magic)
- Drain Enchantment (Inspiration Magic)
- Contemplation of Purity (Divine Favor)
- Divine Boon (Divine Favor)
- Protective Spirit (Protection Prayers)
- Mend Ailment (Protection Prayers)
- Reversal of Fortune (Protection Prayers)


Monk/Mesmer

Divine Favor: 16 (12+3+1)
Protection Prayers: 9 (8+1)
Inspiration Magic: 10

- Mantra of Recall [Elite] (Inspiration Magic)
- Inspired Hex (Inspiration Magic)
- Drain Enchantment (Inspiration Magic)
- Contemplation of Purity (Divine Favor)
- Divine Boon (Divine Favor)
- Guardian (Protection Prayers)
- Mend Ailment (Protection Prayers)
- Reversal of Fortune (Protection Prayers)

Summary:
This is The Second Foundation's modification of their own monk smite build to be used in either Hero's Ascent or GvG. TSF's classic smite was strictly for HA (and could successfully hold Halls easily once there). That build was slightly modified for GvG. This build can be run as either a straight 8V8, or as a split team as needed. Please do not confuse this build with other "smite" builds that simply plunked Zealot's Fire on a warrior and sent him into a clump of enemies while the monks spammed healing spells. This build actually requires skill to run.

The key skill for offense is Signet of Judgment - but SoJ is only used by one person in an attack, the other monks follow up the called SoJ attack with either a Holy Strike, Obsidian Flame, or Aftershock to inflict massive damage once the target is knocked down. Holy damage and Obsidian Flame ignore armor and Aftershock does massive damage to knocked down enemies. Using only one SoJ at any given time allows you the flexibility of switching targets faster and easier. The AOE spell Balthazar's Aura is used for clumps and is especially effective in Altar Maps.

Notes and Concerns:
This build is not easy to run. It requires excellent timing, a top target caller, and for the smiting monks to stick together and work as a team since the majority of their damage is within melee range.

Credit for this build is Dion Star (as well as members) of The Second Foundation, who not only conceived of the original Monk Smite build but has constantly modified the build over the past year to counter whatever current FoTM build PvP players were running. Guild info can be found at: www.tsfguild.com
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Old Mar 17, 2006, 05:25 AM // 05:25   #2
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hehe...I've always wanted to try something like that. But alas, could never get enough monk together to do it. Although I was thinking more along the line of something like a signet of judgement spike... instead of one at a time. Although that would tie up more monk's elite skills, so this is probably better.
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Old Mar 17, 2006, 06:17 AM // 06:17   #3
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I always thought this was a creative and well-thought out build; not to mention well executed.
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Old Mar 17, 2006, 05:25 PM // 17:25   #4
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defininately better than the crap Heal Area/Signet/Smite balled monk spike.

more mobile, positional strategies and precision offense.

thanks for posting.
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Old Mar 17, 2006, 05:43 PM // 17:43   #5
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But it's a warder's dream come true. Ward against foes -> Earthquake -> aftershock, ftw. And then to have e-surge, as well...This could be countered by spreading out, but then you are risking the integrity of your spike.

I'm sure the spike does amazing damage, but fundamentally, monks have very little defense and are thus very susceptible to aoe attacks.

Just as well, I'm sure you folks have encoutered ranger spike. Two boon-prots, unfortunately, can't save you from a decent opposing spike.
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Old Mar 17, 2006, 06:59 PM // 18:59   #6
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Quote:
Originally Posted by Byron
But it's a warder's dream come true. Ward against foes -> Earthquake -> aftershock, ftw. And then to have e-surge, as well...This could be countered by spreading out, but then you are risking the integrity of your spike.

I'm sure the spike does amazing damage, but fundamentally, monks have very little defense and are thus very susceptible to aoe attacks.

Just as well, I'm sure you folks have encoutered ranger spike. Two boon-prots, unfortunately, can't save you from a decent opposing spike.

Well, if they run it in GvG like he claimed, it sure isn't working that well for them :

351st - The Second Foundation - TSF - Am - 1089 - 24 win 14 lost

so yeah, as pointed, lots of counters. must be fun to play tho.
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Old Mar 17, 2006, 07:36 PM // 19:36   #7
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Quote:
Originally Posted by projectnavi
Well, if they run it in GvG like he claimed, it sure isn't working that well for them :

351st - The Second Foundation - TSF - Am - 1089 - 24 win 14 lost

so yeah, as pointed, lots of counters. must be fun to play tho.
We actually haven't run that build in GvG (and if i recall correctly, never claimed we did), the build was designed (and ran) originally for halls, Dion simply took that build, and modified it for GvG play. It now can do either - but you'll notice I posted it here, and not the GvG section.

And EVERY build has a counter to it.

We posted this build simply because hardly any teams posts anything, and certainly not creative ones. Old school HoH teams would recognize this build right away, or at least portions of it, because it has held HoHs repeatedly in the past, and is more interesting (and challenging) to run than some IWAY, Blood Spike, or EoE bomb team.

Since the new ladder season started two weeks ago, I think we've played about six different builds in GvG, none of them this particular one. We're more focusing on learning how to play the maps and roles within the maps, not any particular build at this time. If you want to dismiss this build simply based on TSF's record, shrug, that's your perogative, but pretty narrow minded and misses the point.
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Old Mar 17, 2006, 07:38 PM // 19:38   #8
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TSF has ran this build in GvG because my guild has lost to it in the old ladder. All the small corridors gave you guys a huge advantage . Fire Isle ftl.
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Old Mar 17, 2006, 08:06 PM // 20:06   #9
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Quote:
Originally Posted by Mimi Miyagi
Since the new ladder season started two weeks ago, I think we've played about six different builds in GvG, none of them this particular one. We're more focusing on learning how to play the maps and roles within the maps, not any particular build at this time. If you want to dismiss this build simply based on TSF's record, shrug, that's your perogative, but pretty narrow minded and misses the point.
QUOTE : That build was slightly modified for GvG.

thats from your first post.

and I didnt say OMG TSF SUCKS !!

i just pointed the fact that if you were running that build in gvg, it wasnt working too well.

read me again, i didnt make any claim that the build or the guild sucked, at all.

and thanks for sharing the builds, its always nice to see them around on websites when i get bored at school.

good luck with the other builds you're trying.
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Old Mar 17, 2006, 08:28 PM // 20:28   #10
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Quote:
Originally Posted by Kariston The Swift
TSF has ran this build in GvG because my guild has lost to it in the old ladder. All the small corridors gave you guys a huge advantage . Fire Isle ftl.
Not this particular build of it. I also wasn't in TSF for a while, and didn't participate in any GvG runs playing any smite build. If they did before, it wasn't with me so I plead ignorance. My only experience with the old smite build was in HoH.

I have a very very old (back in August!) movie I made of the earlier smite HoH build that folks can d/l if they like. It's HUGE, almost 300MB, but I didn't sacrifice video quality so badly that you can't see what's going on.

You can also see how badly I played the smiting role, and we still won with it, despite my poor play.

The file can be found here:

http://staff.washington.edu/ggeiss/f...sf_6v6_win.avi

Last edited by Mimi Miyagi; Mar 17, 2006 at 08:55 PM // 20:55..
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Old Mar 17, 2006, 11:03 PM // 23:03   #11
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Yea the build you guys used against us had 5 Mo/E if I recall. You'd ball around 1 or 2 targets and do a SoJ then Aftershock spike or just Obs spike people who were already taking damage from the multiple balths.
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Old Apr 21, 2006, 04:36 PM // 16:36   #12
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just a little question about this build that popped up in my mind. why is the enchantment removal on the protection monks instead of the smiting monks/target caller? it makes the protection monk's job much harder as he needs to worry about the enemy's enchantments as well as protecting his own team. while the smiting monks/target called(could also be a way to call the target without voice chat)
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