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Old Oct 28, 2007, 02:57 PM // 14:57   #1
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Default Smite and Knockdowns

I've been bored lately so I decided to try out some uncommon builds to experiment for fun in AB and CM; starting with my monk first.

[skill]Holy Strike[/skill][skill]Scorpion Wire[/skill][skill]Stonesoul Strike[/skill][skill]Signet of Judgement[/skill][skill]Castigation Signet[/skill]

As you can see above, I'm trying to create a smiter that revolves around knockdowns and at the same time packed with some heavy offense. So I've decided to utilise these 4 skills listed above.

Cast 'Scorpion Wire', let him or you do the running; then use either of the touch skills, follow up with 'Signet of Judgement' and then the remaining touch smites. Use 'Castigation Signet' for some energy gain.

I knew this concept may not be fresh to some of the oldies here. Right now, this build is incomplete for majority of smiting spells either requires to hit an attacking foe or you being the bait for conditions/hexes/attacks to deal the extra damage.

Any suggestions is appreciated to help me complete this build.

Sidenote:
[skill]Smiter's Boon[/skill]
What does this signet do? There's no healing effects from what I've seen under Smiting Prayers.

Last edited by GourangaPizza; Oct 28, 2007 at 03:00 PM // 15:00..
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Old Oct 28, 2007, 03:05 PM // 15:05   #2
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Quote:
Sidenote:
[Unknown skill: smiter's boon]
What does this signet do? There's no healing effects from what I've seen under Smiting Prayers.
Smiting Prayers does have a few skills that target allies and can be used defensively, usually by either negating damage or reflecting damage back at the attacker, or a combination of those effects. Spells like Reversal of Damage spring to mind here. Smiter's Boon gives these defence spells a little extra heal kick to them to make them more worthwhile on the bar.
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Old Oct 28, 2007, 06:13 PM // 18:13   #3
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Quote:
Originally Posted by GourangaPizza
As you can see above, I'm trying to create a smiter that revolves around knockdowns and at the same time packed with some heavy offense.
I actually had an A/Mo smiter for a while. Pretty usefull, if not a bit difficult to manage. If you want more knockdown/offense, consider something like this:

[skill]Siphon Speed[/skill]
to set up for
[skill]Iron Palm[/skill] (less recharge than Scorpion Wire, more damage)
or a good alternative is
[skill]Dancing Daggers[/skill]
for extra damage and setup for
[skill]Entangling Asp[/skill]
in any case you should be using
[skill]Deadly Paradox[/skill]
so your primary knockdown recharges faster.

A touch-based build would probably look something like this.

[skill]Siphon Speed[/skill][skill]Iron Palm[/skill][skill]stonesoul strike[/skill][skill]holy strike[/skill][skill]entangling asp[/skill][skill]deadly paradox[/skill] (optional) (optional)

The basic idea would be to quickly get to your target, Iron Palm them to knock them down, do massive damage with touch smiting, knock them down again with Entangling Asp when they get back up, and fill in the rest with your optional skills. By the time Siphon Speed wears off of them, your chain will be fully recharged so you could do it all again.

Could be usefull for 1v1, but I imagine it would be difficult to play in large matches, especially if you plan to use a monk primary. In any case, Siphon Speed should be a key ingredient for your build. Even with Deadly Paradox, the recharge time for Scorpion Wire is too long to be a reliable way to get within touch range of your opponent. You want a skill which is as close to the eight second recharge of your touch skills as possible.

I'm not sure if Deadly Paradox disables touch skills or not. If so, replace it with another primary knockdown.

Last edited by Draginvry; Oct 28, 2007 at 06:20 PM // 18:20..
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