SoA Smiter (Me)
Hyprodimus Prime
I dont think this has been done before, but if it has sorry. Using Mantra of Recovery, you can use smiting spells over and over again, and also cast SoA fast enough not to die. Energy may look like a problem, I havent tested this. Maybe someone else can? If against conditions maybe switch out a smite spell for mending touch or something. Mending touch is nice, it removes 2 at once.
SoA Smiter (Me)
Mesmer/Monk
Level: 20
Fast Casting: 14 (10+4)
Illusion Magic: 4 (1+3)
Protection Prayers: 10
Smiting Prayers: 11
- Shield of Absorption (Protection Prayers)
- Protective Spirit (Protection Prayers)
- Mantra of Recovery [Elite] (Fast Casting)
- Symbol of Wrath (Smiting Prayers)
- Kirin's Wrath (Smiting Prayers)
- Balthazar's Aura (Smiting Prayers)
- Balthazar's Spirit (Smiting Prayers)
- Essence Bond (Monk other)
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I hope it does work because on paper/GWfreaks it looks nice. I dont have a mesmer or NF myself so i cant test it.
SoA Smiter (Me)
Mesmer/Monk
Level: 20
Fast Casting: 14 (10+4)
Illusion Magic: 4 (1+3)
Protection Prayers: 10
Smiting Prayers: 11
- Shield of Absorption (Protection Prayers)
- Protective Spirit (Protection Prayers)
- Mantra of Recovery [Elite] (Fast Casting)
- Symbol of Wrath (Smiting Prayers)
- Kirin's Wrath (Smiting Prayers)
- Balthazar's Aura (Smiting Prayers)
- Balthazar's Spirit (Smiting Prayers)
- Essence Bond (Monk other)
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I hope it does work because on paper/GWfreaks it looks nice. I dont have a mesmer or NF myself so i cant test it.
RebelHero
SoA + Blessed aura... and for getting a high Blessed Aura use Signet of Illusions?
sage tank
Quote:
Originally Posted by RebelHero
SoA + Blessed aura... and for getting a high Blessed Aura use Signet of Illusions?
...dude do you know what mantra of recovery is????
He doesn't need to make SoA last longer because its recharge time is halved
This is a pretty good idea, giving mes class more utility, although you might want have more healing, as you will take damage even if SoA doesn't end and when you renew it the damage number go back up
He doesn't need to make SoA last longer because its recharge time is halved
This is a pretty good idea, giving mes class more utility, although you might want have more healing, as you will take damage even if SoA doesn't end and when you renew it the damage number go back up
Hyprodimus Prime
Quote:
Originally Posted by sage tank
...dude do you know what mantra of recovery is????
He doesn't need to make SoA last longer because its recharge time is halved
This is a pretty good idea, giving mes class more utility, although you might want have more healing, as you will take damage even if SoA doesn't end and when you renew it the damage number go back up It is a 55 build, how does damage get through?
He doesn't need to make SoA last longer because its recharge time is halved
This is a pretty good idea, giving mes class more utility, although you might want have more healing, as you will take damage even if SoA doesn't end and when you renew it the damage number go back up It is a 55 build, how does damage get through?
Acehigh
The damage will still get through,because when SoA is renewed,you will get hit for the first 5 damage,then nothing,but thats still enough to kill you since u would have to stop casting and regen naturally because of no regen skills on your bar
Hyprodimus Prime
protective spirit reduces is to 5, and 5 is reduced is it not?
Misieq
It needs any health recovery skill coz u will get 5 dmg every time u renew soa, watchful spirit should be enough it doesnt need attributes and gives +2 regen. Other thing that mobs will run away from all those AoE's
vespertine
i'm not THAT expirienced in DoA, but arn'T chant-removal and hexex an enourmous problem?
Kelson
Quote:
Originally Posted by Misieq
Other thing that mobs will run away from all those AoE's
Yes they will, making them mostly useless. Drop all three AoE smites, pull all points out of Smiting Prayers, place them in Illusion instead, and use that line of spells for your damage.
Kelson
Quote:
Originally Posted by vespertine
i'm not THAT expirienced in DoA, but arn'T chant-removal and hexex an enourmous problem?
DoA = Domain of Anguish, not remotely the subject here
SoA = Shield of Absorption, the primary skill in this build
That help your understanding?
DoA = Domain of Anguish, not remotely the subject here
SoA = Shield of Absorption, the primary skill in this build
That help your understanding?
lennymon
you'll need a heal as first hit every time you recast SoA will give you 5 damage. Using mantra is a good idea, but the illusion suggestion is the track I'd try as well.
Hyprodimus Prime
As I said before, I dont have NF yet, but acourding to what the skill says and what is writen on wiki, "The damage reduction is cumulative. It reduces 5 damage from the first hit, 10 from the second, and so on. However, if the spell is recast before it's duration ends (possible with an extension of 50% for enchantments) the amount of damage absorbed resets at 5 rather than continuing from the last amount."
When you reset it, the first hit will still be reduced by 5 will it not? Or does it start on the second hit, because thats what im getting mixed up in. Why would you take damage when you recast it?
When you reset it, the first hit will still be reduced by 5 will it not? Or does it start on the second hit, because thats what im getting mixed up in. Why would you take damage when you recast it?
RebelHero
Quote:
He doesn't need to make SoA last longer because its recharge time is halved dude chill... I was just giving input. If you use SoI you only need to cast blessed aura with that. Meaning you can bring a hero with the elite and mimic it from him. This way you can bring something like IW or.. well anything...
Kelson
Quote:
Originally Posted by Hyprodimus Prime
As I said before, I dont have NF yet, but acourding to what the skill says and what is writen on wiki, "The damage reduction is cumulative. It reduces 5 damage from the first hit, 10 from the second, and so on. However, if the spell is recast before it's duration ends (possible with an extension of 50% for enchantments) the amount of damage absorbed resets at 5 rather than continuing from the last amount."
When you reset it, the first hit will still be reduced by 5 will it not? Or does it start on the second hit, because thats what im getting mixed up in. Why would you take damage when you recast it?
You will take damage from the first hit, always, even at 55 HP. The higher your HP, the more damage you take before the damage reduction reduces it to 0.
When you reset it, the first hit will still be reduced by 5 will it not? Or does it start on the second hit, because thats what im getting mixed up in. Why would you take damage when you recast it?
You will take damage from the first hit, always, even at 55 HP. The higher your HP, the more damage you take before the damage reduction reduces it to 0.
Hyprodimus Prime
The only disadvantage I see with this (the following build with SoI) is that it doesnt get in as much damage, and you have 1 less energy regen, and at what cost? I dont see any advantages over simply recasting SoA a little more. I think it was a cool idea, maybe it can be expanded into more, but atm, I dont see any advantages whatsoever.
Quote:
Originally Posted by Kelson
Quote:
You will take damage from the first hit, always, even at 55 HP. The higher your HP, the more damage you take before the damage reduction reduces it to 0.
Oh I see....hmmm
Im pulling a skill out of my hat, and it is....Shielding hands! WIth a 20% enchant mod and half recharge, you can use this instead of SoA. However, you do have a .14 second window that monsters can hit you. At 50% recharge reduction, the 25s, becomes 12.5 rounded to 12, with 20% on 10s from SH, you also get 12 also. You constantly gain regen aslong as you dont take damage and dont use a skill that targets a foe, therefore you have 12 seconds to regen whatever did hit you in that small .14s time window. Thats lets us keep the insane damage power of 3 smite skills, lowers the energy use because you are no longer spamming SoA every 7s and takes care of the healing issue.
SH-miter (Me)
Mesmer/Monk
Level: 20
Fast Casting: 14 (10+4)
Illusion Magic: 4 (1+3)
Protection Prayers: 10
Smiting Prayers: 11
[skill]Shielding Hands[/skill][skill]Protective Spirit[/skill][skill]Mantra of Recovery[/skill][skill]Symbol of Wrath[/skill][skill]Kirin's Wrath[/skill][skill]Balthazar's Aura[/skill][skill]Balthazar's Spirit[/skill][skill]Essence Bond[/skill]
Im pulling a skill out of my hat, and it is....Shielding hands! WIth a 20% enchant mod and half recharge, you can use this instead of SoA. However, you do have a .14 second window that monsters can hit you. At 50% recharge reduction, the 25s, becomes 12.5 rounded to 12, with 20% on 10s from SH, you also get 12 also. You constantly gain regen aslong as you dont take damage and dont use a skill that targets a foe, therefore you have 12 seconds to regen whatever did hit you in that small .14s time window. Thats lets us keep the insane damage power of 3 smite skills, lowers the energy use because you are no longer spamming SoA every 7s and takes care of the healing issue.
SH-miter (Me)
Mesmer/Monk
Level: 20
Fast Casting: 14 (10+4)
Illusion Magic: 4 (1+3)
Protection Prayers: 10
Smiting Prayers: 11
[skill]Shielding Hands[/skill][skill]Protective Spirit[/skill][skill]Mantra of Recovery[/skill][skill]Symbol of Wrath[/skill][skill]Kirin's Wrath[/skill][skill]Balthazar's Aura[/skill][skill]Balthazar's Spirit[/skill][skill]Essence Bond[/skill]
MercenaryKnight
I don't think shielding hands works with the protective spirit and low life. I thought it always reduced damage before protective spirit.
Hyprodimus Prime
Quote:
Originally Posted by MercenaryKnight
I don't think shielding hands works with the protective spirit and low life. I thought it always reduced damage before protective spirit.
Awe....you're right. I was so hyped for the moment I fogot all about that. Simple solution, use reversal when u get low. I guess that takes out a damage skill, but 2 smiting skills at half recharge is enough right? You can pretty much keep Balthazar's aura up at all times, tho energy might be a problem lol.
Alright, that means SoI has more weight now. What are the options?
Alright, that means SoI has more weight now. What are the options?
RebelHero
In the SoA thread someone confirmed Shielding hands now DOES work with PS. Someone should test it, just to be sure.
TLLOTS
I tested it shortly after Nightfall's release and it does apply the damage absorption after the reduction from protective spirit just like Shield of Absorption.
Kaleena
I confirm
RebelHero
Your precious mantra of recovery is saved!
Hyprodimus Prime
Ty RebelHero, TLLOTS and Kaleena who confirmed it. This build now has a solid defence. Im not sure that walking Balthazar's Arua is a good idea. Thats a walking firestorm with armor ignoring properties. heres how I see it, I farm elona trolls, and other mobs with my 55 ele still, it works becuase they dont need to attack you, you bring the nuke to them. Same concept here, and there is a trick discovered by Oni Reiko, if you wand the monster he will come back right away. Let me work on a better health number too.
Ok back, 105 is a good number. With 5 sups and a 20%, +5 energy staff, you get 105 health. Easy as that. With the staff you can also bring back kiting foes. If there are no copy rights to this build already, then id like to name it the "105 SH_miter"
As someone said from Game Amp, wildblow would kill this build. It's also susceptible to enchant strips. So the build isnt godly powerful, just a mesmer knockoff of an invincimonk.
Ok back, 105 is a good number. With 5 sups and a 20%, +5 energy staff, you get 105 health. Easy as that. With the staff you can also bring back kiting foes. If there are no copy rights to this build already, then id like to name it the "105 SH_miter"
As someone said from Game Amp, wildblow would kill this build. It's also susceptible to enchant strips. So the build isnt godly powerful, just a mesmer knockoff of an invincimonk.
sage tank
Still shielding hand is kinda dangerous wouldn't it?
even with +20% it last for 12 second, but recharge is 12.5
if u get unluck that .5 second + the casting time would still be a threat for u
even with +20% it last for 12 second, but recharge is 12.5
if u get unluck that .5 second + the casting time would still be a threat for u
Hyprodimus Prime
its rounded down, (like energy and damage) the only window is when you recast, its a .14s cast time.