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Old May 14, 2008, 02:05 AM // 02:05   #21
Furnace Stoker
 
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Join Date: Mar 2007
Guild: Our Crabs Know True [LOVE]
Profession: R/
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Been running LoD instead of Attunement in the build I posted at the top. It works great, and I even went for the spiders as there were Hidden Treasures there (as always). I was able to handle the Enchanteds, Spiders, and all Charr and Undead groups with no problems.

If I take a human smiter, I will change LoD for Air of Superiority and have the Smiter bring LoD.

In fact, I posted the attributes for the Smiter wrong. Since I don't buy runes, and haven't found better options, I have Major Smiting and Divine Favor. So Ogden has 12+1+2 Smiting and 12+2 Divine Favor. Works fine, but will upgrade to Superior on both if I find them.

Last edited by MagmaRed; May 14, 2008 at 02:07 AM // 02:07..
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Old May 16, 2008, 09:37 PM // 21:37   #22
Frost Gate Guardian
 
Join Date: Oct 2006
Guild: Archons of Elona
Profession: Mo/
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I ran with MagmaRed and they loved the numbers that the smiter sees. Hopefully will get to run again with MagmaRed. It is always interesting to bounce ideas off someone.

I tried another options today with some interesting results. The results were less than AoS but I liked it. Before I said I run with a prot staff (holy damge). Instead of AoS I used "I am the strongest". Against the undead I was averaging 65 damage each time i wanded them. That was without a customized weapon. I will test the customized weapon tonight when I get home. It was interesting because with all the casting the 600 does to maintain enchantments the 8 "swings" with the staff was about equal in time with the recharge

I was looking over some builds and the suggestion of moving Vital Blessing to the 600 seems counterproductive in my eyes. Sure you could do that and your energy regen is going to be at 1 pip. The question then becomes what do you put on the smiter to have 4 bonds? Mending? Watchful Spirit? Succor? The one energy regen that you get from not having that third maintained enchantment on the 600 far outweighs the benefits you may get from a little extra health from Vital Blessing.

As I see it I only need about 168 health from Vital Blessing to make this viable. That is 12 in prot. Sure more health also equates to higher damage output but practical sake for a self healing Mo/W smiter needs the points in tactics for the Healing Sig. 6 in tactics for Healing Sig is alot better points-wise than 11 or 12 in divine for Signet of Devotion. Healing Sig is also 1 second faster on the recharge. I personally like to run a Me/Mo Sig of Illusions smiter just because I am lazy and like the full damage. That also means that someone may have to heal the smiter from time to time. That is the price I have to pay for speed.

But then you hear about people saying that you NEED to bring a BiP otherwise the CoF run is too slow. As MagmaRed told me they like to have BiP there just in case. That is a good choice if that is how they feel. There is only one place I may have problems with energy after the fight and that is with the mesmer boss; otherwise I am usually at full energy after each fight.
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