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Old Apr 06, 2006, 05:49 PM // 17:49   #1
Ascalonian Squire
 
Join Date: Mar 2006
Profession: R/Mo
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Default PvP Hammer/Smite Monk

Here is my PvP Smite/Hammer build for my monk (insert flame here). I use it in the RANDOM ARENA so spare me the "This won't work in (insert "the arena that makes you feel like a big man when you say it" here). I have had a fair amount of success with it especially against warrior heavy groups (I find a lot of these in random arenas).

Armor:
__________________________________________________ _______________
Head: Zealot's Scalp Design
Chest: Ascetic's Chest Design
Arms: Ascetic's Arm Design
Legs: Judges Pants
Feet: Ascetic's Foot Design

*I run a run of Superior Vigor on all Pieces of Armor

Attributes:
__________________________________________________ _______________
Smiting: 13 (12+1)
Hammer: 9
Healing: 9
Divine: 3

Skills:
__________________________________________________ _______________
1. Counter Blow (Hammer)
2. Holy Strike (Smiting)
3. Smite (Smiting)
4. Shield of Judgment (Smiting)
5. Orison of Healing (Healing)
6. Live Vicariously (Healing)
7. Mending (Healing)
8. Rez Signet (No Skill)

Strategy:
__________________________________________________ _______________
With this build you work as a decoy. First, precast Mending and Live Vicariously on yourself. These two skills will buy you time. Everyone usually rushes to attack the monk. When they do you pop Shield of Judgment, if things get too ugly and you don't have a monk, you hold yourself up with Orison of Healing. Once the initial attack is over and you are either dead or they realized attacking you was a bad idea start swinging the hammer. Find someone that is attacking with their weapon and go pound them. Do not use counter blow as soon as it is ready. Wait until the target is around 40-50%. At that time initiate this string: 1. Counter Blow 2. Holy Strike 3. Smite. The trick is to hit Holy Strike as soon as they drop from Counter Blow, but hold the Smite off untill they are up at swinging at you again. If timed correctly (and under the above listed conditions) this will do about 200 damage in 2 seconds. Here is the break down:

Counter Blow: 21 (this is the damage that can change)
Holy Strike: 49 x 2
Smite: 49 + 32
Total: 21+49+49+49+32= 200

I have found that at 45% health that is enough to take out most people. Also, it is only costing you 15 energy and 4 adrenaline to do a decent amount of spike damage.

Notes:
__________________________________________________ _______________
Shatter Enchantment = teh bad
Be careful for rangers that trap they will take the pounding from the hammer just to get the traps off (and they hurt).

Give it a shot and let me know what you think. Constructive criticism is welcome, flames laughed at.
renly is offline   Reply With Quote
Old Apr 06, 2006, 07:28 PM // 19:28   #2
Desert Nomad
 
Join Date: Jan 2006
Profession: R/
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Hmm...I would try something more like a warrior with energy:

Devastating Blow {e}
Belly Smash
Holy Strike
Bane Signet
Orison of Healing
Live Vicariously
Mending
Res Signet

You should have a "of defense" mod on your hammer...

The reason I took off SoJ is that one enchantment remover will beat you easily, mainly though, people will just stop smacking you if they know you have SoJ on... other times it just makes you the main target for the team to eliminate.

You should have enough damage mitigation with Devastating Blow + Belly Smash and Bane Signet + Belly Smash (both cause all foes adjacent to Belly Smash's target to be blinded once the attack finishes...works wonders on rangers and warriors).

Another possible way:

Devastating Blow {e}
Mighty Blow
Belly Smash
Holy Strike
Judge's Insight
Orison of Healing
Mending/Live Vicariously
Rez Signet

You should be opening with Devastating Blow + Belly Smash on the warrior that attacks you (to limit his damage), then cast Judge's Insight (you can pre-cast this if you wish, but I'm not sure about how that would help you because of the short duration...you could try an enchantment hilt/haft).

Once your target is blinded you should be cycling between Devastating Blow + Holy Strike + Mighty Blow. Because of Judge's Insight, you will deal non-resistable damage (excluding damage prevented by another spell).

Make sure to maintain Judge's Insight, Mending + Live Vicariously should keep you alive.

Optimally, for runes I would use:

1 Superior Vigor Rune
1 Minor Healing Prayers Rune
1 Minor/Major Smiting Prayers Rune
1 Minor Divine Favor rune (your extra pts should be in divine favor to give you a little extra hp from orison and Judge's Insight).

Renly:

I thought only 1 Superior Vigor would grant you the hp bonus and the others wouldn't do anything. I only have the Major Vigor rune unlocked for PvP at the moment, so I can't try the build with a Sup Vigor. I have all of the other skills unlocked though and would be willing to test the build.
Bloodied Blade is offline   Reply With Quote
Old Apr 06, 2006, 09:24 PM // 21:24   #3
Pre-Searing Cadet
 
Join Date: Mar 2006
Profession: Mo/Me
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"*I run a run of Superior Vigor on all Pieces of Armor"

Sorry, maybe I misunderstand your post, but do you mean you put a Superior Vigor rune on each piece of armor? Those runes do not stack, so having more than one is a waste. You'd be much better off having one each of minor runes of healing, smiting, divine favor, and protection prayers plus the one superior vigor (the protection prayers rune won't help your build at all though).
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Old Apr 06, 2006, 09:59 PM // 21:59   #4
Banned
 
Inureface's Avatar
 
Join Date: Nov 2005
Location: Asian in Lousiana
Guild: The Endbringers
Profession: R/Me
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With 9 hamemr mastery, you couldn't even outdamage an ele with aura of restoration spamming flare.
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Old Apr 06, 2006, 11:03 PM // 23:03   #5
Ascalonian Squire
 
Join Date: Mar 2006
Profession: R/Mo
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It isn't the hammer i am relying on for damage. It is the spike from the KD Smite combo.
renly is offline   Reply With Quote
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