Jul 11, 2006, 04:55 AM // 04:55
|
#21
|
Jungle Guide
Join Date: Feb 2006
Profession: Mo/N
|
Nice vid.
I'm rapidly becoming a fan of this build. Good damage with strong defense. I do want to caution that the best 2-2 formup of the build is 2 Air Smites and 2 warriors. The tanks have plenty of snare (or KD if you run shock) and the advantage of a strong Charge for kiting/team travel. This also allows the monks to equip more damage spells (or prots in this case) to increase the overall carnage of the team.
Most important, tanks have staying power. They can survive for a good long while if savy teams start attacking your monks, allowing them to smite/heal off each other and still have a target to cast off of when the pressure point is past.
|
|
|
Aug 21, 2006, 08:04 PM // 20:04
|
#23
|
Ascalonian Squire
Join Date: Dec 2005
Location: Fargo, ND
Guild: The Basin [AB] & Clan W A S D [WASD]
Profession: W/
|
The biggest reason for dual sword is the damage output of Final Thrust (much higher than Executioner's Strike if properly used) and the deep wound caused by gash. Sword can output probably the most damage without an elite carried from the mastery line in comparison to hammer or axe.
We alternately use W/A with caltrops or a hammer warrior in place of one of the sword warriors.
Team speed buffs are very important in AB, which is why we love the Mo/(A or W) for the monks to catch up to the warriors, or any downtime of a charge if we have to split into two groups.
This build is still very effective, and it really shines with experienced players behind the roles
The communication in vent is so important for monk communication, that way they can pre AoE one of the monks before the damage arrives, and give that extra leeway, while the warriors have the option to fall back, so that the monks can smite off them and protect the monks. This build goes hand in hand with the saying "A good offense is a person's best defense" Kill them fast and efficiently
EDIT: Ahhh yes, when we did run the hammer warrior, the smiter that was smiting off of him would carry Judge's Insight for quit a significant boost in damage by the hammer since it does the most DPS base than any other weapon. The other variants include ProtSpirit, Blessed Aura, and possibly a condition removal if they are a lot of condition degen builds going around. We typically don't duplicate the optional spots, which leads to greater flexibility when were are focused as a team of 4.
Last edited by 2VipeRS; Aug 21, 2006 at 08:24 PM // 20:24..
|
|
|
Aug 22, 2006, 01:16 AM // 01:16
|
#24
|
Jungle Guide
Join Date: Jul 2005
Guild: ******************* Refuge From Exile [RFE]
|
Yep, some guildies and I ran a similar build. We had a Charge Swordie, a Devastating Hammer, two Smiters. The hammer Smiter used JI while the other carried condition removal. Our monks lacked an independent speed boost, though.
Ya know what works well along similar, most annoying lines? Four Touchers. 22 seconds of +25% speed every 30. That and the damage of roughly ~173 per second (self heal included) on a single target... makes for a very effective PUG cap group.
|
|
|
Thread Tools |
|
Display Modes |
Linear Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is Off
|
|
|
Similar Threads
|
Thread |
Thread Starter |
Forum |
Replies |
Last Post |
jagwire |
Sardelac Sanitarium |
0 |
May 05, 2006 05:03 PM // 17:03 |
An Alliance Battle video
|
maathyas |
Nolani Academy of Arts |
18 |
Apr 19, 2006 12:04 PM // 12:04 |
Dual Smite GvG Build
|
tafy69 |
Gladiator's Arena |
16 |
Apr 05, 2006 05:48 PM // 17:48 |
stupoop |
Price Check |
1 |
Apr 02, 2006 12:19 AM // 00:19 |
All times are GMT. The time now is 09:18 PM // 21:18.
|