May 10, 2006, 03:22 PM // 15:22
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#1
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Academy Page
Join Date: Apr 2006
Guild: [dead]
Profession: N/
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is this smite build viable?
Here's my second build for ha:
the last few days is saw many smite builds in ha
so i started i invent a build on myself.
i decided to take 2 prot monks because the 2 smite can also heal
and i was able to put in a warder for defense and more dmg.
Here's the link:
http://gwshack.us/938c6
Im open for any comment what to improve
and hopefully we can make a build that maybe even win in hoh.
So plz take the time and think for a good comment
and plz dont just say "Crap!" something
/edit:
Link for the updated Build:
http://gwshack.us/718bf
Last edited by grom17; May 25, 2006 at 12:10 PM // 12:10..
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May 10, 2006, 03:34 PM // 15:34
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#2
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Jungle Guide
Join Date: Nov 2005
Location: Derka-Derka Land
Guild: Steel Phoenix (StP)
Profession: E/
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yup with air of enchanting smite is back.
I was running it with my guildies last night cuz we were all huge fans of smite, and we did pretty well.
Though we ran 2 shock warriors (1 hammer and 1 axe), 2 smiters smiting off warriors, 1 tainted warder, and 3 monk backline.
We beat the DOGS with this build (well they left cuz they were bored after 20 min, but technically we won).
Im so excited
And btw triple post FTW!
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May 10, 2006, 07:24 PM // 19:24
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#3
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No power in the verse
Join Date: Sep 2005
Location: San Francisco, CA
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Virulence on your sword warrior is really out of place given that your necromancer is already giving two sources of disease. I would drop virulence for either Charge or Bull's Charge and drop Galrath Slash for an interrupt of some form for more spike disruption.
This build has very little disruption aside from the hammer warrior and 4 monks will not help guard against good spike teams.
Consider swapping sprint for rush on the hammer warrior for better energy management.
The three hexes on the necromancer are inspired hex fodder for the enemy monks since the amount of hexes you have are not going to overload any team except for IWAY. For HA, well of profane >> well of suffering. Can you find something else to do with him other than these hexes?
If you are going to use two boon prots, then your team better kill nature's renewal and kill it fast. Not sure about having two copies of prot spirit and two copies of shield guardian. Perhaps each of your boon prots have one so they can fit channeling or drain enchantment in as well. Your build has no enchantment removal skills and healing seed is a big counter to smite.
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May 10, 2006, 07:30 PM // 19:30
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#4
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Banned
Join Date: Dec 2005
Location: Belgium
Guild: [ROSE]
Profession: A/
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On earth ele's, take Glyph of Energy..WAAAY better for eq/as
Also, may i suggest ward of stability?
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May 11, 2006, 01:04 AM // 01:04
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#5
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Jungle Guide
Join Date: Apr 2005
Guild: aFk
Profession: Me/Rt
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Counter blow on the hammer? And virulence on the Sword?
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May 11, 2006, 05:22 AM // 05:22
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#6
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Lion's Arch Merchant
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one thing I did like about the smite days was the mesmer builds used to counter it. Diversion spamming was easier back then with the faster recharge, but I look forward to kicking some smite ass in the coming weeks.
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May 11, 2006, 01:49 PM // 13:49
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#7
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Academy Page
Join Date: Apr 2006
Guild: [dead]
Profession: N/
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heres the new link:
http://gwshack.us/12d30
i changed few things:
no warder -> necro now has them
no sword warrior -> axe warrior
spiritspammer with fertile and symbiosis against spike
necro with windborne for altar maps
smite monks now have drain enchantement
and the protmonks now have channeling
any comments for the new build
is it more viable than the last and what could be done to improve it more?
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May 11, 2006, 02:15 PM // 14:15
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#8
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Ascalonian Squire
Join Date: Mar 2006
Guild: Save The Dolyaks
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Shield Guardian on the boon prots is a pretty poor choice, and you don't need more than a few points in Air Magic on the warriors.
Also, I don't really see the point of using Muddy Terrain, as that's more likely to slow down your warriors then the casters that are kiting from them.
Running a two monk backline is probably not a good idea in HA. For GvG, sure, but for HA you'd really like to have three monks. Your smiters probably shouldn't be counted toward the three, as they're offensive characters and will be using all their energy to smite, rather than keeping people protted up. As far as your monks go, you will need one with Infuse, one with Heal Party, and one with active prot Martyr/Restore Conditions/Shield of Deflection.
Having Spellbreaker on one of your monks is also standard fare, as it definitely helps to hold altars, although with Factions out there are more ways around it. It's possible to use an E/Mo as one of your monks and have him use Heal Party/Heal Other and other high energy skills such as wards with Ether Prodigy for energy management.
Also, I didn't see a single interrupt for the ghost. This is bad. You will want to have at least 2-3 interrupts for the ghostly hero, and these should be a mix of spell-based and physical-based interrupts. Distracting Blow on a warrior, Savage/Distracting on a ranger, and maybe Cry of Frustration on the necro would help a lot, and note that interrupts are also useful against spike teams, provided they're not running something like Mantra of Resolve.
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May 11, 2006, 03:33 PM // 15:33
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#9
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Academy Page
Join Date: Apr 2006
Guild: [dead]
Profession: N/
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i did some new changes:
http://gwshack.us/80e2b
now the build has a 3 monk backline
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May 11, 2006, 04:26 PM // 16:26
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#10
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Krytan Explorer
Join Date: Jul 2005
Location: Crystal Lake, Illinois
Guild: Grenths Rejects [GR]
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Air of Enchantment only decreases the cost of enchantments on target other ally, and your spammables (RoF and Guardian) are target ally.
Either that won't work, or that site's description for Air of Enchantment is wrong.
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May 12, 2006, 01:25 AM // 01:25
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#11
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Ascalonian Squire
Join Date: Mar 2006
Guild: JADE
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Quote:
Originally Posted by Sentao Nugra
Air of Enchantment only decreases the cost of enchantments on target other ally, and your spammables (RoF and Guardian) are target ally.
Either that won't work, or that site's description for Air of Enchantment is wrong.
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That just means that Air of Enchantment can only be cast on target other ally. Since you are casting RoF and Guardian on that other ally air of enchantment it will work. It doesn't say anything about the enchantments having to be other ally only enchantments.
Last edited by holydeadpenguins; May 12, 2006 at 01:29 AM // 01:29..
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May 12, 2006, 02:31 AM // 02:31
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#12
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Wilds Pathfinder
Join Date: Mar 2005
Location: www.talkingtonoobs.com
Guild: Final Dynasty
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Could you please edit your original post with the updated build?
I'd drop Lacerating Chop for Executioners because bleeding just isn't that scary.
Drop one of the Judge's for a Draw conditions or Mend condition. With 16 smite you can keep JI on two wars easy, and your warriors are pretty susceptible to Blinding Flash and trappers.
I don't see why you'd run any ward other than foes given the resurgence of Smite. You don't want to base your defense on clumping up to get owned by Balths. And Foes is the only way to kite those warriors without using hex snares (smite hex = ouch) and with all those monks smart teams are going to bring enough draws to keep cripple off.
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May 12, 2006, 02:22 PM // 14:22
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#13
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Academy Page
Join Date: Apr 2006
Guild: [dead]
Profession: N/
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Ok heres another update:
http://gwshack.us/69c5d
axe warrior now has Executioners
necro now has the right wards (was just a mistake )
@vindexus:
rc should be enough to remove all conditions
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May 13, 2006, 11:35 AM // 11:35
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#14
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Forge Runner
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put covert hex istead of holy veil or inspired hex on prot monk(it will be a little harder to manage energy but it will be worth)
take out divine boon for prot spirit.
i like more orison then healing whisper but i guess its fine.(maybe some other energy management instead of drain enhancement.)
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May 13, 2006, 02:29 PM // 14:29
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#15
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Krytan Explorer
Join Date: Sep 2005
Guild: Storm Bearers[SB]
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I'd probably get Smite Hex on the smiters.
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May 16, 2006, 11:24 AM // 11:24
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#16
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Academy Page
Join Date: Apr 2006
Guild: [dead]
Profession: N/
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new update:
http://gwshack.us/2de18
thougt about Smite Hex for the Smiters,
but then u have no removal for enchantements and this is pretty bad.
and also there 6 hex removals in this build and i think thats enough
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May 23, 2006, 01:47 PM // 13:47
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#17
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Wilds Pathfinder
Join Date: Feb 2006
Location: Danbury, Connecticut
Profession: W/Mo
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Drop the inspired hex on RC/Prot and put in Mend Ailment.
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May 24, 2006, 03:06 PM // 15:06
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#18
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Academy Page
Join Date: Apr 2006
Guild: [dead]
Profession: N/
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rc is enough condition remove even aigainst vimway
and cause there are many hex teams out there i prefer 6 hex removals
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May 24, 2006, 07:14 PM // 19:14
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#19
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Desert Nomad
Join Date: Mar 2006
Guild: The Benecia Renovatio [RenO]
Profession: Mo/
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RC can't remove conditions on yourself. When I play in HA I know my team immediatley goes and ganks the rc/prot monk, just because very few can actualy remove deep wound from themselvs, and very few teams carry off-prot monk condition removal.
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May 25, 2006, 03:22 AM // 03:22
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#20
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Wilds Pathfinder
Join Date: Feb 2006
Location: Danbury, Connecticut
Profession: W/Mo
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If you think that RC is more then enough condition removal, think again.
Even Martyr's bring mend..To heal themselves, or jsut remove targets instead of wasting martyr.
Also...You probably will run into problems with healing. Easy. You have three direct heals. Kiss heals for jack. :P
Last edited by dare49devil; May 25, 2006 at 03:27 AM // 03:27..
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