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Old Jul 30, 2005, 08:13 PM // 20:13   #1
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Default emo smiter...what exactly is its role?

I have seen alot of emo smiters around and i just wondered what exactly are their roles and their strenghts?
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Old Jul 30, 2005, 08:44 PM // 20:44   #2
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They are fun in random arenas. All you do is hope your team has only warriors + rangers. Then you will be targeted first and start smiting. Smart ones will get as far as away from you as they can and start beating on a ranger. Stupid ones will stand their trying to hit you. Then just start spamming boon. They die pretty fast. Otherwise, they have no use.
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Old Jul 30, 2005, 08:58 PM // 20:58   #3
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Quote:
Originally Posted by knives
They are fun in random arenas. All you do is hope your team has only warriors + rangers. Then you will be targeted first and start smiting. Smart ones will get as far as away from you as they can and start beating on a ranger. Stupid ones will stand their trying to hit you. Then just start spamming boon. They die pretty fast. Otherwise, they have no use.
not boon.... boon = -1 energy regen


Zealots Fire, Aura of Restoration, Balthazars Aura, Draw Conditions, Ether Renewal, Smite Hex, then whatever you want

draw conditions is the one you spam with
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Old Jul 30, 2005, 09:12 PM // 21:12   #4
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But draw conditions is a "target other ally" skill, which means you have to smite off another person. I usually use a kd/as warrior to smite off. Here's my usual set up: Ether Renewal, Aura, Zealots, Balth. Aura, Judge's Insight, Draw Conditions, Scourge Healing, Res Sig. The must haves are 1-4 and 6 if you are smiting off another player. The others are just options which you can swap around.
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Old Jul 30, 2005, 10:04 PM // 22:04   #5
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You dont care about the -1 if youve prepared in one of two ways: a) channeling (for mo/me), and b) ether renewal, which im informed means you can smite all day without breaking a sweat due to the massive energy cap from storage and the massive energy regen of renewal. Smiters are good in tombs also. In fact, theyre good against anyone who you can stand near/ will stand near you. Some people run away, but then the smiter just makes sure they run back to their priest where they are trapped in a bottle neck and cant run or their priest gets it.
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Old Jul 30, 2005, 10:33 PM // 22:33   #6
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Quote:
Originally Posted by ChildrenOfBodom
not boon.... boon = -1 energy regen


Zealots Fire, Aura of Restoration, Balthazars Aura, Draw Conditions, Ether Renewal, Smite Hex, then whatever you want

draw conditions is the one you spam with
-1 energy regen means nothing to me. With boon, zealots, balth, aura, ether, and prot spirit on me thats 6 enchants, with an energy gain of 5 per enchant, and health gain of 19+ for each. so basically 25 energy each time I spam boon. I can get my energy from 5 to full in about 3-5 seconds along with healing myself.
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Old Jul 30, 2005, 10:35 PM // 22:35   #7
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wow....wow....wow BUT wut is there weekness...shater and ec (enchant) striping (mesmers and i think necs)
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Old Jul 30, 2005, 10:42 PM // 22:42   #8
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i went aginst a smite team (Europe) in HoH not to long ago and they were in poession of the altar (best case ceniro for them) and within probly 40sec of getting there they had us whiped out (with koreas help) but the time limit blew my mind like 40 sec i felt ashamed to b playin after that needless to say i have embarked on the endevor of creating myself a smite monk
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Old Jul 31, 2005, 05:10 AM // 05:10   #9
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Quote:
Originally Posted by ChildrenOfBodom
not boon.... boon = -1 energy regen


Zealots Fire, Aura of Restoration, Balthazars Aura, Draw Conditions, Ether Renewal, Smite Hex, then whatever you want

draw conditions is the one you spam with
I just use
and Spam Boon and lose no enegry O_o 2 extra slots for either Smite Hex/Mend Aliment or Gale + Aftershock, or anything else that works

and as for shatter enchantment thats useless for it only removes 1 enchant O_o only enchant removals that remove All will be worth.

I could heal 151/sec or 115/sec depending on the skills i put in the Extra 2 slots

Last edited by NoKey; Jul 31, 2005 at 05:14 AM // 05:14..
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Old Jul 31, 2005, 06:13 AM // 06:13   #10
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My preference for E/Mo smiting.

3 cheap and fast recharge skills that also have defensive effects, and the standard other enchants, Ether Renewal, the 2 auras, and Zealot's Fire. Rez signet is sometimes replaced by other rezzes, depending on what I feel like bringing.

The biggest perks of the skills I've chosen is all but Ether Renewal, Aura of Restoration, and Zealot's Fire can be cast on both myself and anyone else, so if the target changes, or isn't myself (Which is especially a problem if you try to spam divine boon- if a person refuses to stand next to you, you're nigh-useless), I can simply switch who I'm spamming on.

You only need 3-4 enchantments on to easily restore energy from near-empty to full in a single ether renewal, and with a second weapon set composed of +15 energy, -1 energy regen weapons, you can be sure you'll be able to restore yourself each time.

Single enchantment removal is NOT a counter to e/mo smiters. It'll be rare to have a chance to remove any of the key enchants, as they're often covered by easily recast cheap ones.

Nature's Renewal kills these builds though, so you'll most likely not see them outside of the arenas often.
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Old Jul 31, 2005, 02:12 PM // 14:12   #11
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The only things that hurt Renewal Smiters are: experienced players (a rarity in arenas), Rend Enchantments, Lingering Curse, and Nature's Renewal. A pure Renewal Smiter will have a 20% enchant upgrade, and have 5-7 enchantments in total.
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Old Aug 03, 2005, 05:55 AM // 05:55   #12
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Oh yeah! Thanks for reminding me. I need to go see a priest about a staff.
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Old Aug 03, 2005, 12:36 PM // 12:36   #13
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If you aren't ready for the Smiting you Elmo doll, they are painful. If you are ready they are a cute cuddly toy on the opposing team.

How do you stop a caster? A mesmer, and a half decent mesmer won't need to spend more than 20% of their time looking at the E/Mo letting them really rip up the rest of your team as well.

NR doesn't REALLY counter this build unless its being spammed constantly with Oath Shot. A lot of NR teams also run QZ and if they are just dropping NR and QZ at a normal pace they just turned the Smiting you Elmo doll into a super powered death machine, who cares if your enchants get stripped, you have Ether Renewal up for 12 out of 15 seconds (assuming QZ). You just recast all of your enchants and go to town again. Just recast 1 enchantment, wait for NR to drop it and then recast all of your real enchantments (and that 1 cover again), activate ER and go to town.
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Old Aug 03, 2005, 03:55 PM // 15:55   #14
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If you throw a Diversion while he's spamming madly, he's locked for 40s.

If you rend/linger his enchantments (or use strong energy denial) about 25s after the last time he used Ether Renewal, you can be sure he has very little energy left (just enough for ER.DC), he won't be able to reactivate all his enchantments + renewal fast enough to restart a smiting cycle. He's stuck for about 20s or more.

As for poor players, a simple arcane echo + backfire + bait hex (cover your BF with another hex, just in case) is enough.
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Old Aug 03, 2005, 03:58 PM // 15:58   #15
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Diversion works, backfire doesnt, so you know. The amount they heal themselves is much more than the amount backfire does.
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Old Aug 03, 2005, 04:46 PM // 16:46   #16
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Quote:
Originally Posted by rii
Diversion works, backfire doesnt, so you know. The amount they heal themselves is much more than the amount backfire does.
Well, it's not much more, but it at least makes the backfire damage negligible, and if you got enchantment stripped before, you have to sit tight and wait for a hex removal.
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Old Aug 10, 2005, 06:56 PM // 18:56   #17
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i never understood why ele's use divine boon. Without a divine favor attribute line, the healing bonus per energy regen is WAY out of wack
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Old Aug 10, 2005, 07:17 PM // 19:17   #18
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W/N are the smiter eaters...

Rend Enchantments.

It's funny, if it's not Nature's Renewal, it's THIS spell...

By far probably the most devastating skill any smart Necro class will have on their bar about 70% of the time.
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Old Aug 10, 2005, 07:23 PM // 19:23   #19
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All these self smiting bullshit builds for arena aren't really that effective unless you can get an idiot to stand next to you and die. Also, let's talk about tombs or gvg here since arena is just about the same thing as fighting against npcs. The point is to throw the smiting on your warriors since they'll be the ones running after the other team's monks. The skills that you absolutley need to be effective with the build are ofcourse zealot's fire, balth's aura, ether renewal, aura of restoration, and draw conditions. The rest of the slots you can throw in whatever your team build calls for, whether it's wards, or some other type of buff. Smiters are used a lot because it's an easy way of dishing out powerful, consistent aoe damage. Diversion is the best counter to a build like this, but other things like rend and NR can also help slow it down a bit.
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Old Aug 10, 2005, 07:27 PM // 19:27   #20
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Quote:
Originally Posted by audioaxes
i never understood why ele's use divine boon. Without a divine favor attribute line, the healing bonus per energy regen is WAY out of wack
It's because boon has a .25sec cast time, 5 energy cost, and no recharge time, so it triggers Zealot's and Ether Renewal.
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