All the choke points are posted now.
An average smite run takes about 15-17 minutes, not as efficient as the old 11 min runs, but nevertheless, descent.
The Build:
Tank (Mo/Me)
2 viable builds exist, one using Healing Breeze, the other using Shield of Absorption. Shield of Absorption build is more durable, and quite a bit safer for the monk compared to the Healing Breeze one, but the Healing Breeze build is used for keeping others alive, like the spider run for example.
Skills:
Spirit Bond (Healing Breeze)
Shield of Absorption
Protective Spirit
Spellbreaker
Mantra of Resolve
Blessed Aura
Essence Bond
Balthazar's Spirit
Equipments:
Ascetic's Shing Jea Monastary Armor
Superior Rune of Protection
Minor Runes of each of the other attributes (Superior Runes if using Healing Breeze)
Kepket's Refuge
Attributes:
Protection-11+3
Divine Favor-12+3+1 (11+3+1 if using Healing Breeze)
Healing-0 (6+3 if using Healing Breeze)
Inspiration-Everything else
SS Necro (N/Me)
Skills:
Arcane Echo
Spiteful Spirit
Reckless Haste
Ancestor's Visage
Sympathetic Visage
Blood Renewal (Suffering if using Healing Breeze)
Awaken the Blood
Blood Ritual
(That's right, no ressurection signet)
Equipments:
Superior Runes of Blood Magic, Curses, and Vigor
Minor runes for the other attributes
We all know that melee monsters break aggro if mass AoE damaged. And we also know that they go for the damage dealer if they ever caught a glimpse of him. So, how can we use these information to our advantage? The answer is we body block the necro with the monk, so that the monsters are trying to get to the necro when they break aggro, but does not move, because they can't get to him. For this to be done, we find choke points, which are present throughout the UW. As you can see, ressurection signet is useless here, as if the monks dies, the necro dies as well. Plus, if the monk dies, he shouldn't be doing this mass aggroing in the first place, as it is very hard, even for me.
General Tips:
-Monk should always arrange the aggro so that they are all on once side, to avoid being trapped.
-Necro should avoid all aggros. Monk should bring the enemies to the necro; before that, the necro should not have aggroed anything.
-Necro should NOT cast ANYTHING on anything before the monk, necro, and the aggros are in position. The first thing the necro should cast is SV or AV.
-Necro should not try to kill dying nightmares, even though they should call them to make the monk's life a lot easier.
-In case of accidental aggroing problems, where the enemies (smites presumably) are going for the necro, the necro should run TOWARDS the monk, and run PAST the monk. As he is doing that, the monk should cast Healing Breeze on him. The broken aggro should go back to the monk once the necro passes the monk.
Pictures of spots:
*Note* The spots are flexible, choose which ones to use based on the spawn.
This one is pretty straight forward
Make sure the necro uses AV/SV ASAP, because fear me can put the team in a deadlock, with the necro void of energy.
Same as before, make sure you use AV/SV
This is a safe one.
This is an iffy one. It only works about 50% of the time.
It is inside the rock, there is a narrow opening.
Not many here in this spawn, but as you can see, more than 3 and doesn't break aggro.
How dumb of me to not aggro the ones on top of the cliff...
There is only 1 narrow spot, try to find it by strifing.
Words of wisdom for necros:
RUN IF IN TROUBLE! -Spiteful Biotch
My IGN is Monk Teotuf if you have any questions.
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