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Old Aug 31, 2006, 06:12 PM // 18:12   #1
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Default monk as a primary smiter?

i've really been sitting here looking at the monk smiting class. while it does have a few nice ones (shield of judgement [elite]), i don't know that this is a viable build for the monk. I do know that this would be a great sleeper class against PvP GvG with a good couple AoEs (krin's watch, bath's aura) and a couple touches but i really can't find a good build for this type of idea. the other question is what would be the secondary class that would make this work like "magic"

does anyone have any ideas of a good build or advice for this.

*edit* yes i know that you could do solo with the 55hp monk. i am talking with doing this as a PvE or PvP group build. i like the knock down and the holy damage to minons which is a pulling factor.

Last edited by princejirus; Aug 31, 2006 at 06:22 PM // 18:22..
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Old Aug 31, 2006, 06:22 PM // 18:22   #2
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Zealots Fire/Air of Enchantment smiters are the most popular smiting build.

See the guildwiki page here http://gw.gamewikis.org/wiki/Mo/any_...antment_Smiter
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Old Aug 31, 2006, 06:23 PM // 18:23   #3
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The most common type of smiting seen recently, I think, is based on the spell Air of Enchantment. There should be a thread or two on it in here somewhere. Basically, you deal damage to enemies around an ally by spamming reversal of fortune and guardian on him while Zealot's Fire is up, and throw in Balthazar's Aura to supplement it.

I've never really seen a good direct-smiting build. The closest I ever got was Divine Spirit + Word of Censure spam.
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Old Aug 31, 2006, 07:11 PM // 19:11   #4
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that one looks like a good idea. but i'm still looking for a build where the monk can be the primary damage dealer. Air of enchant is good in combo with zealots's but ulitmatly i am trying to find/build one that a monk can act in some way like a fast casting ele. Most monk spells are low in cost and the cast time is pretty good with times only as high as 1 (don't quote me on that).
should i assume that monks are, and should, only be used as a healer or in-direct attacker?
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Old Aug 31, 2006, 10:48 PM // 22:48   #5
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Quote:
Originally Posted by Skuld
Zealots Fire/Air of Enchantment smiters are the most popular smiting build.

See the guildwiki page here http://gw.gamewikis.org/wiki/Mo/any_...antment_Smiter
This is probably the only smiteing build that I'll ever agree with.

I'd don't thinks monks should ever be used as a primary damage dealer. They don't have the armor, damage, etc. You would be much more useful to your team as a healer, or protection monk.

All of their smiteing skills that deal direct damage have a 10 second recharge time(Their are ones with a 8 second recharge time but that requires you to touch a foe). An ele that spams flare is better than a monk smiter. Flare costs just as much as all the monk direct damage dealing skills do, casts in the same amount of time, and recharges instantly. Monk skills like banish just can't be casted fast enough to be useful.

Or if you use the smiteing AoE skills, those require you to be right next to your target and with the monks low armor its not good to be in the middle of everything.

If you want to deal damage in PvP be an Air Spiker. They deal alot more damage. Just go Double attuned to air(Elemental Attunement and Air Attunement[You'll gain 80% of your enrgy back]). You'll have unlimited energy at your disposal and very high damage attacks.

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Old Aug 31, 2006, 10:55 PM // 22:55   #6
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Yeah whenever I make smiting builds, I can come up with really nice combo's but they take up almost my whole skillbar for me to be able to kill a target in the one chain, so I basically have very little healing left over.

Note, they keyword is having the ability to kill a target in one chain, I can take out warriors with particular smiting builds easily... mind you, some of them are directed specifically at warriors.
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Old Aug 31, 2006, 11:42 PM // 23:42   #7
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A smiting build i use on my monk alot and owns really hard core is the W/Me War Smiter the build is on wiki but off the top of my head its:

ATT:
16 Smite
10 Inspiration
9 Healing

Skills:
Signet Of Judgement
Bane Signet
Rage Signet
Spear Of Light
Smite
Healing Breeze
Mantra of Inscriptions
Mending

Cast mending and before you go into battle use mantra of inscriptions, pick a target and spam all the smite skills, EXTREMELY powerful smite build in my opinion and extremely fun to play.
__________________________________________________ _______________

One other build that id like to mention is one of my own creation

ATT:
16 Smite
7 Inspiration
11 Healing

Skills:
Signet Of Judgement
Holy Strike
Bane Signet
Stonesoul Strike
Spear Of Light
Smite or Banish
Healing Breeze
Drain Enchantment

Its best to use a sword or melee weapon with a focus with this build, Run up to the target cast signet of judgement, while they are knocked down cast holy strike, if the target is attacking u can cast bane signet and stonesoul strike to hit them again, this combo alone does around 300 DMG fairly quick, once they are low on health they will try to run away, this is when u cast spear of light and banish, or if your signet's are recharged yet use those, if they cast a healling enchantment on themselves drain it, bam dead
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Old Sep 01, 2006, 05:55 AM // 05:55   #8
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using a smite build for monk primary just neglects the inherit benefit from monk: a bonus 3.2 hp per skill cast per rank...

if you want go smite, ele is the better choice for the big energy pool... which intrigues me why air of enchantment smite cannot be ran on a e/mo... maybe that's because you need to keep your mobile aoe alive with protective spells like RoF and inh bonus from DF

though i have to say it can be used in pvp to catch players unguarded

warrior a: "i am attacking the monk"
*2 secs later
warrior a: "my hp is 1/500"

Last edited by xiao1985; Sep 01, 2006 at 05:57 AM // 05:57..
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Old Sep 01, 2006, 10:38 PM // 22:38   #9
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I love Scourge Healing. It has a great recharge, and does decent damage to anyone trying to heal. It indirectly kills the monk. Good in PvE because the monks will just carry on casting with it on them.

I don't really play much PvP, but I think it can sometimes be good because it takes a lot of monks some time to realize what's hurting them, and it can sometimes be hard to tell which ally has it on them if you're spamming and queuing a lot of skills up and then suddenly take 3x80 damage from the last 3 heals. Once they do realize, they have to be careful who they heal. If they use hex removal from any of the monk attributes, they'll heal that person, and take another 80 damage. If they do remove it, put it right back on them, it has 5 second recharge. You can pretty much keep it on all of the enemy team in a 4v4.

But the subject of the thread.. no smiting isn't the most effective (except against undead ), but it does have some nice skills, and it does ignore armour. I think a smiting monk can outdamage a flare spammer easily, because the fire damage will be reduced by armour, but the smiter will be left with 0 energy at the end, or half way through the battle. The problem is the recharge and energy cost, which is why smiting is better used by someone with a different primary.

Edit: princejirus, make sure your team knows you are a smiter if you want to play one

Last edited by Carth`; Sep 01, 2006 at 10:40 PM // 22:40..
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Old Sep 02, 2006, 01:41 AM // 01:41   #10
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The problem with smiting in PvE is that it scatters the mobs and screws up the positioning.

Air of Enchantment smiters are used in groups of 3 or more in PvP. What's good about them is that the damage is AoE, cheap and involves useful enchantments being placed on the target you're smiting off. Primary monks are used here because of the runes. Since the damage from Zealot's Fire is small but spammed, higher damage per cast is better. Also, being another primary caster class won't give you that much of an advantage: you don't need Fast Casting or Energy Storage.

Last edited by azunder; Sep 02, 2006 at 01:50 AM // 01:50..
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Old Sep 03, 2006, 08:52 PM // 20:52   #11
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Smiting has almost no uses with DF, which is why most primary monks don't carry it. usually, the only way to deal decent damage with a smting build would be with zealot's fire/balth's aura and support/healing skills.
This build is good in AB, since u have time to regen (usually) while running to ur next cap target.

Smiting 14 (10+1+3)
Healing 12 (11+1)
Divine Favor 10 (9+1)
Protection Prayers w/e left
(attributes might be mixed up, memory is foggy)


Bane SIgnet
Mend Ailment
Orison of Healing
Eatheral Light
Blessed Light/Word of Healing/Healing Light
Smite Hex
Balthazar's Aura
Zealot's Fire

With this, I could usually sustain my group, and destroy the luxon scum in an outpost in about 10 seconds...behold, the power of smite hex & the spamming of low cost low yield heals, & balthazar's Aura too if i have enough energy!
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Old Sep 03, 2006, 10:24 PM // 22:24   #12
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"Luxon scum" cute...

The problem I have with most direct damage smiting prayers is that they do too little damage or take too long to recharge. If Anet could fix one of those, you would see more competitive smite builds I think. AoE smite is solid and is a lot of fun to play.
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Old Sep 14, 2006, 10:52 PM // 22:52   #13
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The wiki smiting build is underpowered because it focuses it's attacks around stonesoul/holy strike, which require you to be in melee range. Mending is unneccesary, as is having any healing prayers if you want to go full on damage.

Here's the build I've been running for a good 8 months now for high end PvE:

*Attributes*

Smiting Prayers: 16
Inspiration Magic: 12
Protection Prayers: 4

*Skills*

1: Signet of Judgement [E]
2: Bane Signet
3: Mantra of Signets
4: Mantra of Inscriptions
5: Smite Hex
6: Purge Conditions
7: Ether Feast
8: Rebirth

*Equipment*

Smiting Rod with 20% Recharge of Smiting Prayers Skills
Jeweled Chalice with 20/20 HCSR

*Theory*

First, allow the assigned tank to gain aggro, then initiate Mantra Of Signets. Activate Signet of Judgement on a foe in melee combat with the tank, it will instantly recharge, allowing you to reuse it. Do so, but be sure to activate Mantra of Inscritions before Signet of Judgement finishes. Follow this up with Bane Signet, then if the tank has been hexed, Smite hex, or if anyone is suffering from condition(s), Purge Conditions. If you attract aggro, use ether feast to heal for over 120 health, as well as cause minor energy denial to your target. Skill 8 is a no brainer really - once the initial energy voley is spent, there is no huge use for your energy pool, so you can potentially cast rebirth during a fight without any huge problems, as long as there is sufficient distance between you and your foes.

*Advantages*

Poweful opening volley.
Holy Damage from skills ignores armour.
Double Damage vs Undead and Summoned Creatures.
No weakness to enchantment removal.
No need to get any closer than the edge of the aggro bubble.
Hex and condition removal.
Allows flexible use of Rebirth, due to low energy usage.
Ether Feast negates need for investment in healing prayers.
Signets are not spells, therefore:
*Hexes like Backfire have no effect.
*Skills that specifically interrupt spells do not work.
*No energy cost.
*Dazed condition cannot interrupt signets.

*Disadvantages*

Primal Echoes can be painfull for a build like this.
Low Defence overall.
Only one healing skill, cannot target allies.
Knockdowns reset enemy aggro.
1 point of Divine Favour - a token effort really

*Practical Use*

I'm by far most at home in a full size Fissure of Woe team when using my smiter, although it's equally fun in smaller groups, (Yesterday's group, which shrunk to 4 people from 8 yielded me a Black Dye, a Ruby and 3 gold items. )
of course it's most fun when you get to the skeletons, but the knockdown is equally useful on shadow monks, smoke walkers, etc, etc. It isn't as powerful over a short period as, say, the Nuker with meteor shower, who left 5 minutes after we started, but then, I don't need to deal with exhaustion and can cause more knockdowns per minute than him. Then again, when you do get to the skellies and your opening salvo does 4x156, followed by another 4x156, potentially followed by another 180 off smite hex, you can potentially finish them all in a matter of seconds, leaving a few stray targets, which as per my experience is no trouble for a WoH monk, a Domination Mesmer, an SS Necro and the smiter's ordinary attacks. (On that front, I do have a 20% Deathbane staff specifically to use during my downtime, which helps a lot - I've been hitting up to 50 vs the icehands and ether breakers since I got it.)

Oh, by the way, Kiting is what dictates if you live or die running this build - if you're not casting and something comes after you, run like a headless chicken until you can knock it down and move on.

Well, there you have it, naysayers are free to pick holes in it and call me a, well, whatever they want to, but I know what works, certainly for me and my guild anyway. I hope you get something useful out of it though. And in my opinion, it is vastly superior to the wiki build that has been previously mentioned.
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Old Sep 17, 2006, 06:16 PM // 18:16   #14
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Wow, after reading this, I may have to actually try smiting prayers!
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Old Sep 18, 2006, 04:53 AM // 04:53   #15
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It would certianly take care of touchers in AB or those with flesh golem.I don't see why you can't use smiting in Faction battles not your normal PvP.
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Old Sep 18, 2006, 06:35 AM // 06:35   #16
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Might want to look up a little thing called 'smite ball', for PvP.
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Old Oct 09, 2006, 08:40 AM // 08:40   #17
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I built my monk to be a smiter and dang it, I think I'm pretty good at it. I've surprised several people, even occasionally being complimented for my solid build, fighting side by side with another tank in PvE and holding my own ground as well as dishing out massive damage. Yet it's hard to get on a team without them asking me to switch to Healing or Prot, which quite honestly, I suck at. I can't speak for everyone, but I am more effective as a Smiter than a healer, between my available skills and equipment and my play style, smiting is the best choice for me.

my smiting build Mo/Wa

Attributes:
Smiting 12+1+3
Divine Favor 9+1
Healing 3+1
Swordsmanship 9

Skills:
Kirin's Wrath
Symbol of Wrath
Shield of Judgment
Healing Breeze
Blessed Signet
Balthazar's Spirit
Blessed Aura
Watchful Spirit

Sword:
max, req 9 ,+5 energy, sundering and enchanting mods
Offhand:
Smiting +12 HSR 20 and HCasting 20

Sustained Enchantments
Watchful Spirit, I replaced Mending with this one, sure I can only get +2 regen, but the +130 hp when it ends makes up for it by a long shot. With good timing this is far more effective to have than +3 mending
Balthazar's Spirit, can be replaced with Essence bond if that suits your fancy, or if you want to also cast it on another party member.
Blessed Aura, primarily I chose this skill to extend SoJ, with an enchanting mod on my sword and this enchantment running, along with the 20% chance to half recharge, I can keep SoJ up at least 75% of the time.

This leaves you with only +1 energy regen, but as a primary front line attacker and Balthazar's Spirit, I rarely find myself running low, and when I do, I have +9 with Blessed Sig

Healing is done two ways, Healing Breeze with +5 regen and a +32 boost with DF and also by dropping Watchful Spirit for +130 HP and +32 with DF

Attacking and massive damage dealing

The key is to get in to the middle of the group, or rather pin them to a wall, or between other players or henchies and drop both Kirins Wrath and Symbol of Wrath one right after the other. -34 per second for 5 seconds times two is effectively 340 damage per enemy, plus mild damage from sword attacking and -53 damage every time they attack you and fall.

In an enemy group of up 4 you are dealing out potentially 1360 to 2396 damage in just 7 seconds. Do the math with larger numbers of enemies and you'll have their monk pulling their hair out trying to recover the team. I may yet throw Scourge Healing into the mix

This smiting monk build works especially well with a nuker, a tank (for general purposes) and a barrage ranger for massive amounts of AoE damage quickly, which I tried on Thunderhead Keep. We were taking out groups of 4 to 6 in 5 to 10 seconds easily with henchie healers, which despite what some people are saying in-game, henchies are infused at Thunderhead.

When I solo with henchies, my main role is tanking and I've yet to come across a quest I couldn't do with just henchies this way and there are several missions I've done henchie only with this build as well, which I'm sometimes forced to do as rarely does someone want a Smiting monk on their team.
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Old Oct 09, 2006, 08:54 AM // 08:54   #18
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AoE smiter != smiter.

AoE smiter > smiter.
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Old Oct 09, 2006, 08:58 AM // 08:58   #19
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Quote:
Originally Posted by tehlemming
AoE smiter != smiter.

AoE smiter > smiter.
I see, so if I announce I'm an AoE Smiter, will that get a better reception for teaming? I never thought to specify that when joining a group.

Edit: I usually get kicked the moment I say the word Smiting.
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Old Oct 09, 2006, 09:26 AM // 09:26   #20
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Quote:
Originally Posted by Skuld
Zealots Fire/Air of Enchantment smiters are the most popular smiting build.

See the guildwiki page here http://gw.gamewikis.org/wiki/Mo/any_...antment_Smiter
all the other builds besides the AoE zealot's fire smiting builds are pretty bad, to be honest. However, with the way aoe works in pve you're going to be scattering a lot of mobs, which isn't really a problem, because I maintain that if you play PVE like you would pve you're going to beat the game really fast. This requires competent players that know how to actually play the game, but it's a lot faster.
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