Apr 01, 2006, 09:24 PM // 21:24
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#1
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Jungle Guide
Join Date: Sep 2005
Guild: Charr Carvings and [BeeR]
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Smite Spike
I thought of a build for Smite Spiking? Hmm, it could work but I need some HA people to help figure this out.
5 Monk/Necros (Smite Spikers)
2 Monk/Necros (Batteries/Prot Healers)
1 Monk/Ranger (Smite Spike/Frozen Soil)
Monk/Necro (Smite Spikers)
Attributes:
Smite: 16
Blood: 12
SKills:
1.) SoJ {E}
2.) Banish
3.) Dark Pact
4.) Smite
5.) Vampiric Gaze
6.) Retribution
7.) Succor
8.) Smite Hex
Monk/Ranger
Attributes:
16 Smite
12 Wilderness Survival
Skills:
1.) SoJ {E}
2.) Banish
3.) Smite
4.) Succor
5.) Retribution
6.) Anditote Signet
7.) Frozen Soil
8.) Troll Unguent
Monk/Necro (Batteries/Prot Healers)
Attributes:
Blood: 12
Protection: 10
Divine Favor: 12
SKills:
1.) Blood is Power {E}
2.) Blood Ritual
3.) Reversal of Fortune
4.) Mend Ailment
5.) Shielding Hands
6.) Convert Hexes
7.) Succor
8.) Divine Boon
Here's how it works.
The 6 Monk/Necro spikers all start out by throwing Retribution on themselves. Then, each Smite Spiker must buddy up with a counterpart. Monk #1 with Monk #2, Monk #3 with Monk #4, etc.
The reason being is once they configure who their partner is, they throw Succor on each other to help rebalance Energy Regen with a Health +1 regen. It's not much, but there really is nothing else needed for Spiking on their skill bar. Plus, if anyone tries Rend Enchantments, at least they'll take more damage due to more enchantments.
At the same time, the Battery Prot Healers must also throw Succor on each other and then Divine Boon on themselves.
Battle Tacticts:
Basically, the way this is supposed to work is a leading target caller must time outloud when to cast everything. He should throw SoJ when he thinks they're about to get hit, then lead the spike with the skillbar down the row. The reason Dark Pact and Vampiric Gaze is in there is because it's spammable damage, and if they sacrifice health they regain it with Vampiric Gaze.
Once someone dies, the Monk Ranger must throw up Frozen Soil and do whatever he needs to do to keep himself alive.
Battery Tactics:
The 2 other Battery/Prot Healers must do whatever it takes to keep their team alive. They have a good build to do that, if there are any pesky conditions, Mend Ailment. And if someone is getting covered in hexes, Convert Hexes is great for that and gives them extra armor.
However, these guys' job is pretty hard. They have to manage healing and make sure they spread some battery power to everyone evenly and this can hurt their energy a bit, but the plan is that with the Smite Spikers wearing SoJ and Retribution, they can take damage and knock foes or Ranger SPikers down, w/e it is and recover within those seconds. Plus, 50 dmg from SoJ plus whatever Retribution has to offer should really help bounce some hurt back.
The plan basically is for these guys to back up. Remember, the Smite Spikers can heal themselves eventually with Vampiric Gaze when they get to it, just offer relief.
This build may also work in TA if you have 3 Smite SPikers and 1 Battery Prot Healer. The best thing about all this is that if this gets reconizable as a build, nobody will really know who are the backup healers since everyone is a Monk/Necro with enchantments. Of course there's 1 Monk/Ranger so he may be a target.
Any feedback/suggestions? I would love it if someone can convince their guild to try this and let me know how it goes.
Last edited by Wretchman Drake; Apr 01, 2006 at 09:32 PM // 21:32..
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Apr 01, 2006, 09:28 PM // 21:28
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#2
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Krytan Explorer
Join Date: Mar 2006
Location: Vancouver, B.C.
Guild: Seers of Serpents
Profession: Mo/Me
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Ryek posted a great monk smiting HoH team on the monk forums, i suggest looking at it
Sig of J or Shield of J?
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Apr 01, 2006, 09:33 PM // 21:33
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#3
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Krytan Explorer
Join Date: Oct 2005
Location: Kansas
Profession: E/Mo
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Not Good for holding halls, have the smiters bring prot and healing skills and you may have something
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Apr 01, 2006, 09:33 PM // 21:33
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#4
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Jungle Guide
Join Date: Sep 2005
Guild: Charr Carvings and [BeeR]
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Shield of Judgement, I just edited the build, forgot to add a Monk/Ranger
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Apr 01, 2006, 09:35 PM // 21:35
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#5
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Krytan Explorer
Join Date: Mar 2006
Location: Vancouver, B.C.
Guild: Seers of Serpents
Profession: Mo/Me
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might wanna throw an Aegis in there, helps ALOT since it affects everyone on your team, might keep you alive long enough to get riud of 1 or 2 enemies
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Apr 01, 2006, 09:40 PM // 21:40
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#6
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Jungle Guide
Join Date: Sep 2005
Guild: Charr Carvings and [BeeR]
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Quote:
Originally Posted by Toxic RD
might keep you alive long enough to get riud of 1 or 2 enemies
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Hmm.?
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Apr 02, 2006, 03:01 AM // 03:01
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#7
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Ascalonian Squire
Join Date: Jul 2005
Guild: Urban Vitality
Profession: R/
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Hmm Nice
It might actuallly work... only problem might be energy... but the SoJ would really help... might want to lose the vamp gaze and put an aegis chain in there... Msg me if you decide to run this. My IGN is O W N A G E im not usually on that char so add me to friends and msg me that way
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Apr 02, 2006, 03:30 AM // 03:30
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#8
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Jungle Guide
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There are so many things wrong with this build, I don't really have the energy to go into it.
Let me give you one sage piece of advice though: Don't run an 8 man build without any healing to speak of and no rezs whatsoever.
In preparation to one answer you may give to these gaping errors, I would like to point out that one frozen soil without oath shot will not be sufficient to render rez signets obsolete.
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Apr 02, 2006, 04:36 AM // 04:36
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#9
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Jungle Guide
Join Date: Apr 2005
Guild: aFk
Profession: Me/Rt
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Apr 02, 2006, 06:49 AM // 06:49
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#10
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Lion's Arch Merchant
Join Date: Mar 2006
Guild: Xen of Onslaught
Profession: N/
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You might want to watch out on that succor spell. It does not just give +1 health regen and +1 energy regen, it also makes you lose 1 energy everytime the person you're succoring cast a spell. So 2 monk casting it on each other would just be terrible on the energy.
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Apr 02, 2006, 05:30 PM // 17:30
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#11
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Banned
Join Date: Mar 2006
Location: England
Guild: Lievs Death Squad [LDS]
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I was excepting to see a Judges Insight in there for that little extra kick, guess i was wrong
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Apr 02, 2006, 05:57 PM // 17:57
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#12
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Jungle Guide
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Quote:
Originally Posted by Evilsod
I was excepting to see a Judges Insight in there for that little extra kick, guess i was wrong
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Either that is a joke, or you have even less of an idea how to play this game than the OP.
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Apr 02, 2006, 07:59 PM // 19:59
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#13
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Jungle Guide
Join Date: Sep 2005
Guild: Charr Carvings and [BeeR]
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Quote:
Originally Posted by art_
Either that is a joke, or you have even less of an idea how to play this game than the OP.
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Oh wow like you're tough. I haven't had my own computer in 5 months and play sometimes on saturdays. I don't usually get into HA because of eliteist jerks like you who think they know how to play. I know how to play 4v4 quite well and that's what I enjoy, rank doesn't even matter to me. It's so bias and overestimated when it comes to recruiting.
I've been playing since early June and I think I would still know how to play the game. Perhaps you have a better insight on spiking and 8v8, but don't go saying I don't know how to play because you really do make yourself look like an a hole for the record. I bet I may even know more than you in other aspects of the game so watch it. Just because you're higher rank on Guru doesn't mean squat. I see some Town Dwellers that probably have more knowledge than you in PvP.
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Apr 02, 2006, 08:08 PM // 20:08
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#14
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Re:tired
Join Date: Nov 2005
Profession: W/
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Sadly he isn't far off the mark, your build is fairly bad.
Your spikers have no energy management. You have BiP on your heal/prot guys, who will be getting the most pressure. A 33% sac with a warrior or two in your face is going to hurt. Your have NO healing, baring a bit of Divine Favour. You have NO warrior hate for fighting IWAY...
I could go on, but it's really quite pointless.
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