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Old Sep 27, 2005, 09:03 PM // 21:03   #1
Jungle Guide
 
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Guild: Grenths Rejects [GR]
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Default Holy Wrath E/Mo

Since holy wrath does not end when you reach 0 energy, as well as retribution, lets make some scenarios.

The basic setup for smite is usually 2 w/r, 2 e/mo, 1 me/n or 1n/me, 2 heal, 1 prot.

Emo:

ER {E}
Zealots
Aura
Balths Aura
Reversal
Draw
Judges Insight/Str of Honor/Smite Hex
Rez sig

Now, lets see if ER can keep up with our maintained enchants....

Emo (Holy Wrath)

ER {E}
Zealots
Retribution
Balths Aura
Reversal
Draw / Guardian
Holy Wrath
Rez Sig

Now what you do is holy wrath + retribution yourself and the other emo. The other emo (running same build) will holy wrath + retr. 2 monks. Then the first emo holy wraths the last monk, and the second emo retributions the last monk.

You have -5 energy regen atm. But once you balths aura the warrior and spam reversal + etc, you will run pretty low on energy. With that you ER and put reversal on self to make up for missing an enchant (aura of rest), and the proceed to spam the enchants on warrior.

Now, ranger spike? Its like a hardcore empathy, and they will practically kill themselves while doing so. Same with IWAY.

Dunno, had fun with holy wrath in PvE, wondered how it would do in tombs if the target doesn't get rended/lingered/drain/insp.
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Old Sep 27, 2005, 09:34 PM // 21:34   #2
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Are you forgetting about the 10e cost every time Holy Wrath is triggered?
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Old Sep 27, 2005, 10:17 PM // 22:17   #3
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Quote:
Originally Posted by dansamy
Are you forgetting about the 10e cost every time Holy Wrath is triggered?
No, as I stated the HR doesn't end even if you get to 0 energy. Even with the -10 e each time wrath is triggered, the basic plan is to put balths on warrior, smite some, and then use er to countereffect the -10 e each time.

This build is in no entirety a serious one. I frankly am bored with smite, IWAY, etc. I have played each atleast once, and my guild plays around with weird builds. We were going to try this out, but then we just went with our old build that had some very random classes/specs in it.

Mo/Me

Sig of Judge {E}
Mantra of Inscriptions
Blessed Sig
Holy Wrath
Retribution
Sig of Devotion
Bane Sig
Purge Sig/Rez Sig

^ the above would probably be better though. /shrug, oh well, just me being bored and posting a pretty bad build. =P
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Old Sep 27, 2005, 10:50 PM // 22:50   #4
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With 5 enchantments on, you gain 20 energy per cast. You have a timeframe of 12 seconds and a downtime of 18 seconds.

With 2 warriors hitting your team, you loose 20 energy every 1.33 secs which is (for easier math) 60 energy every 4 seconds.

now let's assume the enemies does nothing to stop you from using ER:

You cast every second 1 spell. That means you gain in this 12 seconds timeframe 12*20 = 240 energy and loose 3*60 = 180 energy. So you have a net win of 60 energy, which means your energy is a bit more than half full after ER ends.

In the next 4 seconds you loose all your energy. Now you have to cancel the holy wrath and wait for 15 energy to cast ER again. Then you can reapply holy wrath.

To gain 15 energy you need with 4 regen abut 11 seconds.

So I really can't see how this can be usefull... I only considered the perfect situation and even then this build is bad.

in a 30 sec cycle:
holy wrath up -> 16 seconds
smite up -> 12 seconds

You may be able to cancel holy wrath right after ER ends and so have decent energy available, so you can change the setup to about:

holy wrath up -> 12 seconds
smite up -> 16 seconds

which is as bad...

If you want to counter ranger spike with holy wrath, you have to fight some very dumb rangers, because enchantment stripping is quite common in spike teams
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Old Sep 27, 2005, 11:11 PM // 23:11   #5
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Holy Wrath
Retribution
Illsuion of Weakness
Sig of judgement
bane sig
rez sig
sig devotion/purge sig
vital blessing

12+3 smite
8+1 divine favor
6 illsuion
6+1 protection
(i dont remember the attribute exactly... something around that)

holy wrath
retribution
symbiosis
vital blessing
bane sig
judge sig
purge sig/devotion sig
rez sig

12+3 smite
8+1 DF
6+1 protection
6 beast mastery
(i dont remember the attribute exactly... something around that)

These 2 are what I use for holy wrath on, pure kill yourself hour...

I would have a warrior chase me so far from his/her monk, and eat him/her alive... I mean, he/she eat him/herself alive (illusion of weakness one). Another time a ranger started to pick on me using the typical punish/quickshot build... she killed herself within 10 sec... i just have too much more hp than her (symbiosis one).

I got other variation too... but didn't find those as funny.

Edit:1
Oh yea, I carry +15 e -1 e regen on both hand for 2nd set weapon so I can use that extra energy in a pinch.
edit2:
One more thing... I usually put another enchant on team mate depedning on situation.
Edit3:
I haven't get to play with this in tomb or team arena yet... not like I got a group to go around with.
edit4:
uhh... another thing... if you want to make a tomb or related with this, you will want to change tactic... such as you will be staying at the line behinde monk, and you will be using those the moment someone get target and damaged. And instead of sig of judgement as elite, you would and should bring something that give u instant energy instead. Stripping and changing target enchant will play a key row.

Last edited by Vermilion Okeanos; Sep 27, 2005 at 11:25 PM // 23:25..
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Old Sep 27, 2005, 11:50 PM // 23:50   #6
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yeah if you take lessons from those weird azure things that pop up and hit you with SoJ... im guessing a signet/HW/retribution build would work kind of like what Vermilion Okeanos said... although i wouldnt limit myself to monk signets, mesmers have alot of nice ones too
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