i have a few builds
Attributes: (cost)
Hammer Mastery: 12 (97)
Smiting Prayers: 12 (97)
Skills:
1) Signet of Judgment (availability) (elite) - (0,2,30) Target foe is knocked down. That foe and all adjacent foes take 65 holy damage. This is an elite skill.
2) Mighty Blow (availability) - (7a,0,0) If this attack hits, you strike for +24 damage.
3) Hammer Bash (availability) - (6a,0,0) Lose all adrenaline. If Hammer Bash hits, your target is knocked down.
4) Smite (availability) - (10,1,10) This attack deals 46 holy damage. If attacking, your target takes an additional 22 holy damage.
5) Holy Strike (availability) - (5,34,15) Target touched foe takes 46 holy damage. If knocked down, your target takes an additional 22 holy damage.
6) Symbol of Wrath (availability) - (15,2,30) For 5 seconds, foes in this location take 27 holy damage each second.
7) Judge's Insight (availability) - (10,2,10) For 18 seconds, target ally's attacks deal holy damage and have +20% armor penetration.
8) Balthazar's Spirit (availability) - (10+,2,0) While you maintain this enchantment, target ally gains adrenaline and energy after taking damage.
The point of this build is damage. Smiting is your main source, and the hammer is to assist. Start off with Balthazar, then Insight to cover. Build up your adren (feel free to cast smite against any melee opponents). When your adren is up, use wrath/signet/holy strike/bash/mighty blow. Thats your main combo, try and hold back until they are all ready, otherwise just aim for a quick knockdown/holystrike combo (smite/knockdown/holystrike against melee).
Hammer/Protection
Attributes: (cost)
Hammer Mastery: 12 (97)
Protection Prayers: 12 (97)
Skills:
1) Backbreaker (availability) (elite) - (10a,0,0) If Backbreaker hits, you strike for +16 damage and your target is knocked down for 4 seconds. This is an elite skill.
2) Mighty Blow (availability) - (7a,0,0) If this attack hits, you strike for +24 damage.
3) Hammer Bash (availability) - (6a,0,0) Lose all adrenaline. If Hammer Bash hits, your target is knocked down.
4) Crushing Blow (availability) - (5,0,10) If this attack hits, you strike for +16 damage. If you hit a knocked-down foe, you inflict a deep wound, lowering your target's maximum health by 20% for 17 seconds.
5) Shielding Hands (availability) - (5,34,25) For 10 seconds, damage received by target ally is reduced by 15.
6) Reversal of Fortune (availability) - (5,14,2) The next time target ally would take damage, that ally gains that amount of health instead, maximum 67.
7) Balthazar's Spirit (availability) - (10+,2,0) While you maintain this enchantment, target ally gains adrenaline and energy after taking damage.
8) Life Attunement (availability) - (10+,2,0) While you maintain this enchantment, target ally deals less damage in combat, but gains 43% more health when healed.
Same as before-Balthazar and cover. For this build you will want to be more of a nuisance than a damage dealer. Get in the way, knock down casters when they start their casting animation to interrupt. You should use Reversal of Fortune every time it is ready, just keep hitting that skill constantly. Same goes for Shielding Hands. Keep it up as long as you can as often as you can. While your interrupting, feel free to add a crushing blow or mighty blow to your knockdown.
Hammer/Healing
Attributes: (cost)
Hammer Mastery: 12 (97)
Healing Prayers: 12 (97)
Skills:
1) Healing Hands (availability) (elite) - (5,14,25) For 10 seconds, whenever target ally is struck by an attack, that ally is healed for 21 health. This is an elite skill.
2) Mighty Blow (availability) - (7a,0,0) If this attack hits, you strike for +24 damage.
3) Hammer Bash (availability) - (6a,0,0) Lose all adrenaline. If Hammer Bash hits, your target is knocked down.
4) Crushing Blow (availability) - (5,0,10) If this attack hits, you strike for +16 damage. If you hit a knocked-down foe, you inflict a deep wound, lowering your target's maximum health by 20% for 17 seconds.
5) Orison of Healing (availability) - (5,1,2) Heal target ally for 60 health.
6) Healing Breeze (availability) - (10,1,2) For 10 seconds, target ally gains health regeneration of 8.
7) Mending (availability) - (10+,2,0) While you maintain this enchantment, target ally gains health regeneration of +3.
8) Balthazar's Spirit (availability) - (10+,2,0) While you maintain this enchantment, target ally gains adrenaline and energy after taking damage.
Balthazar + cover again. This build is another interrupt/distraction build. Just heal heal heal. Theres not much to this build. All you need to do is get in the way and knock people down. This gives your monks a little bit of a break because they dont have to keep an eye on you as much.
All of these can be switched to suit your needs. If you see that the situations you are running into dont utilitze a certain skill very often, switch it with something that you can use. For example, you are healing quite nicely without needing healing breeze, add another attack.
Also, if you have a warrior partner, you can pick up more expensive skills, and work together to use those. Example: You have healing seed, and cast that on your teammate, who fights alongside you, and he does the same for a nice healing seed combo.
This build im loving(my w/mo is useing this but its slighty differnet)
You could also do this if you switch to axe:
Attributes: (cost)
Strength: 10+1 (61)
Axe Mastery: 11+4 (77)
Healing Prayers: 10 (61)
Skills:
1) "For Great Justice!" (availability) - (10,0,45) For 15 seconds, your adrenal skills charge twice as fast.
2) Battle Rage (availability) (elite) - (4a,0,0) For 16 seconds, you move 25% faster and gain double adrenaline from attacks. Battle Rage ends if you use any non-attack skills. When Battle Rage ends, you lose all adrenaline. This is an elite skill.
3) Penetrating Blow (availability) - (5a,0,0) If this attack hits, you strike for 26 damage. This axe attack has 20% armor penetration.
4) Disrupting Chop (availability) - (6a,0,0) If it hits, this attack interrupts the target's current action. If that action was a skill, that skill is disabled for an additional 20 seconds.
5) Executioner's Strike (availability) - (8a,0,0) If this attack hits, you strike for +40 damage.
6) Healing Breeze (availability) - (10,1,2) For 10 seconds, target ally gains health regeneration of 7.
7) Purge Conditions (availability) - (5,14,30) Remove all conditions from target ally.
8) Sprint (availability) - (5,0,20) For 13 seconds, you move 25% faster.
Same idea but with adrenaline. Shout FGJ, and hit battle rage as soon as its up. Keep spamming all the attacks, and hit battle rage again before it ends. You will lose your adrenaline, but you should gain it back pretty quickly. Feel free to shout again if you want to gain even more adrenaline.
You will pretty much be getting 4 adrenaline per swing. Again Purge any blinds as that will ruin you, and throw up a healing breeze when you need it. Sprint is there in case they get away and you dont have adren for battle rage. It will get you back on track easy.