Sep 02, 2006, 04:45 PM // 16:45
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#1
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Jungle Guide
Join Date: Feb 2006
Profession: Mo/N
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[6 MAN]Smite
All the smite builds in HA atm, but I don't see one listed here. After watching a few matches in Observer and playing a few myself, I decided to try coming up with a smite ball build for HAs 6 man. Here it is:
W/E
14 Axe (minor rune and hat)
12 Tactics (minor rune)
7 Strength (minor rune)
Rest Air
Recommended Equipment: Axe w/+5 energy mod, Stonefist Gauntlets w/Glads armor
1.Charge
2 Disrupting Chop/Distracting blow
3 Rush
4 Swift Chop
5 To the Limit/Frenzy
6 Bull’s Strike/Wild Blow
7 Shock
8 Rez sig
Kiteball! Charge gives your team easy kiting for half the match if you don’t Leeeroy too far. KDs are preferred for this build, not so you can do damage, but so you can stand near your target while the smiters do their thing. Swing that axe though; every hitpoint counts.
You’re the scapel of the team, attacking specific targets and striking deep into enemy territory to take our spirits or backline castors. Pick your targets carefully based on your team’s weaknesses and your opponent’s strengths.
1 Mo/E Smite Warder
Recommended Equipment:+20%enchant mod and +5 AL, +10AL while enchanted
15 Smite (sup rune and hat)
10prot (major rune)
9 Divine (minor rune)
9 Earth
1 Air of Enchantment
2 Reversal of Fortune
3 Guardian
4 Smite hex
5 Zealot’s Fire
6 Ward against melee
7 Ward against Foes
8 Rez Sig
Without that uber 25 mana sucking spell to contend with, you should have no problems casting Ward Foes and melee when appropriate. Primarily the Warrior’s Smiter, expect to need them as you are dragged deep into enemy territory.
1 Mo/Me AoE Smiter
15 Smite (sup rune and hat)
11prot (major rune)
9 Divine (minor rune)
8 Inspiration
Recommended Equipment:+20%enchant mod and +5 AL, +10AL while enchanted
1 Air of Enchantment
2 Reversal of Fortune
3 Guardian
4 Smite hex
5 Balthazar’s Aura
6 Zealot’s Fire
7 Channeling
8 Rez sig
A basic AoE smiter, assist the ward smiter in spamming your spells on the only tank, reserving your AoE elite for the backline to assist where the pressure is hottest. Balthazar’s Aura is reserved for ganks and balls. Don’t be afraid to use it but don’t burn it on the warrior when he’s chasing down that lone kiting monk. Channeling gives you the flexibility to cast prots on all team members regularly without AoE on them before hand.
Mo/Me BoonProt
15 Divine (sup rune and hat)
10 Prot (major rune)
9 Smite (minor rune)
9 Inspiration
Recommended Equipment: HSR/HCT for Prot and Inspiration, +10AL while enchanted
1 Mend Condition
2 Prot Spirit/Spirit Bond
3 Reversal of Fortune
4 Energy Drain
5 Contemplation of Purity
6 channeling/Inspired hex
7 Zealot’s Fire
8 Divine Boon
Zealot’s Fire adds pressure to the offensive, which is why all monks carry it in this 6 man team build. While inspired hex improves the hex removal of the team, channeling is a more stable energy manager and cover enchant for Boon.
You’re the primary condition remover, first and foremost, so spam MendC with a vengeance and trust the AoE smiters to prot the team where needed while you stick to support heals. Note: Due to cost and recycle, Zealot’s Fire and CoP do not work and play well together. For this reason, you should keep your squishy self in the backline to protect the smiters, kiting from trappers when they try any funny business and not burning CoP on the first hex to hit you.
Mo/Me Infuser
15 Divine (sup rune and hat)
11Healing (major rune)
9Smite (minor rune)
8Channeling
Recommended Equipment:+20%enchant mod and +5 AL, +10AL while enchanted
1 Spell Breaker
2 Infuse Health
3 Heal Other
4 Dwayna’s Kiss
5 Ethereal Light/Extinguish
6 Zealot’s Fire
7 Heal Party
8 Channeling
I still don’t understand why I’m seeing so few SB/Infusers running around in the lower echelons of 6-man HA. A build that makes hex spammers gnash their teeth in frustration, laughs at spike teams and supplies great support healing to boot? What’s not to love people?
Again, Zealot’s Fire is here as cover enchant for Channeling and to add pressure when opposing teams try to gank. Ethereal Light assists with this pressure strat, supplying a spammable and powerful heal—and self heal; I have had little to no trouble with interrupts when kite casting this—to coexist with Dwayna’s Kiss. Because AoE gives you no assist most players will find extinguish more useful, freeing up time and concentration for your Heal Other and Infuse spike heals.
N/Mo Tainted MM
10 Healing
15 Death (sup rune and hat)
10 Soul (minor rune)
rest prot
Recommended Equipment:HSR10%, HCT10%, Bloodstained boots
1 Tainted Flesh
2 Animate Bone Minions
3 Rotting Flesh
4 Well of Profane
5 Consume Corpse/Convert hexes
6 Extinguish
7 Heal party
8 rez sig
While well of profane is the bane of any enchant spamming team build, many players may scoff at first glance of this Tainted necro. Three corpse control spells? Talk about overkill.
Fact of the matter is the tainted necros primary job through the fight is to spam Tainted Flesh and Heal Party. That’s all the pressure he really need apply to the offensive, and the group healing assists the monks so they can more easily concentrate where they are actually needed.
The 3 separate corpse exploits exist for their various reasons. Multiple minions turn the heavy pressure of this build into a full barrel holocaust; Consume corpse enables fast relocation so you can cast your Tainted and Heal Partys without fear of interrupts (with the added bonus of locking out a faster casting Well necro) while profane suffices for Altar matches, helping make short work of any hold teams ghostly when the two minute mark hits. You’re the Swiss Army Knife of the team, ready at hand for those key situations that can make or break a match.
Use:
Because there is only 1 tank in this 6-man, only 1 AoE need be dedicated to him. Both smiters can spam on the same AoE for 1 mana a pop, freeing up the other smites elite for key defense against ganks to the backline. Try to kite within Ward Foes, Ward Melee and your Profane wells. This makes a triple threat to most teams that try to take on your backline, a wasted effort with 4 monks spreading out defense burden and a heal party spamming tainted necro in the mix. When ganked, single players should kite until AoE is brought to bear on them…and then turn and chase their oppressors. With AoE and the other 3 monks trained on you, any gank will shatter in short order to the relentless stream of heal/prots atop Zealots. The Warrior and Ward Smiter should focus on priority targets—NR/Tranq spirits, interrupters and healers, etc—to keep them busy or recharging through the match while the backline “ball” keeps the offensive stymied and hurting with constant pressure.
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Sep 02, 2006, 05:48 PM // 17:48
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#2
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Lion's Arch Merchant
Join Date: Jun 2005
Location: currently Texas =[
Guild: Court Of The Fallen [CotF]
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make the other smiter an Mo/E.
Take out channeling for Windborne Speed.
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Sep 03, 2006, 12:00 AM // 00:00
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#3
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Grindin'
Join Date: Dec 2005
Location: MO
Profession: E/Mo
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Quote:
Originally Posted by Minus Sign
All the smite builds in HA atm, but I don't see one listed here. After watching a few matches in Observer and playing a few myself, I decided to try coming up with a smite ball build for HAs 6 man. Here it is:
W/E
14 Axe (minor rune and hat)
12 Tactics (minor rune)
7 Strength (minor rune)
Rest Air
Recommended Equipment: Axe w/+5 energy mod, Stonefist Gauntlets w/Glads armor
1.Charge
2 Disrupting Chop/Distracting blow
3 Rush
4 Swift Chop
5 To the Limit/Frenzy
6 Bull’s Strike/Wild Blow
7 Shock
8 Rez sig
Kiteball! Charge gives your team easy kiting for half the match if you don’t Leeeroy too far. KDs are preferred for this build, not so you can do damage, but so you can stand near your target while the smiters do their thing. Swing that axe though; every hitpoint counts.
You’re the scapel of the team, attacking specific targets and striking deep into enemy territory to take our spirits or backline castors. Pick your targets carefully based on your team’s weaknesses and your opponent’s strengths.
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This warrior build makes me sad.
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Sep 03, 2006, 01:37 AM // 01:37
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#4
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Jungle Guide
Join Date: Feb 2006
Profession: Mo/N
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Quote:
Originally Posted by Thom Bangalter
This warrior build makes me sad.
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So does this post...
Quote:
Originally Posted by OneArmedScissormake
make the other smiter an Mo/E.
Take out channeling for Windborne Speed.
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Thanks for the constructive feedback. Since you can never tell who the AoE Smiter's next target--and the teams second tank--is going to be, I prefer Channeling for this build. Most likely, you'll find yourself swapping targets regualarly against better teams as they try to get you to burn AoE on one target and quickly move on to another. Channeling lets you keep up with them as they target shift away from your Elite. Keeping pressure constant is a key factor to a smite team like this. As the only Guardian supplied to the backline with any regularity, the Mo/Me AoE is more useful all around, imo, when he isn't out to regen.
Mo/E is most useful in relic matches and for single target kiting. It's an expensive spell to bring to the table just for relic runners, however, and most kiting should be done within Ward Foes and Melee when the warrior hasn't Charged the team.
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Sep 03, 2006, 06:17 PM // 18:17
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#5
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Lion's Arch Merchant
Join Date: Jun 2005
Location: currently Texas =[
Guild: Court Of The Fallen [CotF]
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AoE makes Windborne Speed only cost 5 energy.
Superior mobility FTW
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Sep 03, 2006, 10:22 PM // 22:22
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#6
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Jungle Guide
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Quote:
Originally Posted by Thom Bangalter
This warrior build makes me sad.
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I agree muchly.
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Sep 04, 2006, 01:18 AM // 01:18
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#7
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Forge Runner
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I would suggest a bull's charge sword warrior for the warrior.
sever, gash, final, bull's charge, frenzy, distracting blow, bull's strike or protector's strike or whatever, res sig,
That build just works great with smite, allowing you to shut down kiters.
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Sep 04, 2006, 06:58 AM // 06:58
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#8
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Lion's Arch Merchant
Join Date: Jun 2005
Location: currently Texas =[
Guild: Court Of The Fallen [CotF]
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I would say a Charge Shock warrior would be better than a Bull's Charge warrior IMO.
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Sep 04, 2006, 08:06 AM // 08:06
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#9
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Jungle Guide
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ya if youre smitting off of one guy you better make sure he can snare down his man
bulls charge is a good choice, id also fit in shock
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Sep 04, 2006, 07:10 PM // 19:10
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#10
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Jungle Guide
Join Date: Feb 2006
Profession: Mo/N
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Happily, I have been seeing more and more smite builds running quad smite. The bunny thumpers are fadding out somewhat, replaced by the heartier W/E shock axe with Evicerate. After seeing the damage an Evicerating Shock warrior can do several times first hand I'm inclinded to agree. The Elite on the W/E should be changed even to the detriment of group mobility. Drop Bull's Strike for Axe rake and its GG to your target. Just remember to let your adrenline fully charge--no pun intended--before you solo adrenal spike that target.
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Sep 04, 2006, 08:21 PM // 20:21
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#11
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Lion's Arch Merchant
Join Date: Feb 2006
Location: Switzerland
Profession: W/
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QUAD smite in 6v6... now that's interresting
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