PvE smite build?
1 up and 2 down
Well I was wondering what a good smite build for general PvE would be. So I figured if anyone could come up with one it would be the people at guru.
Coloneh
that would be an elementalist. seriously, smite blows.
Div
Air of enchantment with zealots fire, rof, guardian...but yeah smite kinda fails
blue.rellik
Not in Shards of Orr
MrSlayer
I run a signet smiter build when I want to play my Monk but I'm just in a c-spacing mood. The damage output is fairly nice. I've run 2 people with this in AB (me and a guildy) and one person can easily kill a warrior or paragon, and 2 can easily kill anything else. In PvE, it owns the undead and Signet of Rage does almost 130 damage to the Jotun Warriors. They die amazingly quickly o_o
Signet of Judgment
Bane Signet
Castigation Signet
Signet of Rage
Spear of Light
Mantra of Inscriptions
Summon Ruby Djinn (or whatever it's called - I like the burning from it)
Resurrection skill of your choice
Signet of Judgment
Bane Signet
Castigation Signet
Signet of Rage
Spear of Light
Mantra of Inscriptions
Summon Ruby Djinn (or whatever it's called - I like the burning from it)
Resurrection skill of your choice
deluxe
Smite is insane on the undead dungeons, on other places it's quite useless. (we ran 4/5 sig of judgement smiters with smite hex, condition and reversal. needed only 1 healer and a balthazar form derv, every single undead mob was dead in a few secs )
Div
Quote:
Originally Posted by blue.rellik
Well I was wondering what a good smite build for general PvE would be. So I figured if anyone could come up with one it would be the people at guru.
Bolded for emphasis.
1 up and 2 down
Thanks for the replies so far everyone.
Burst Cancel
Smite lacks a good elite, and it does fairly minor damage except when used against undead.
Here's something I played around with in a few dungeons:
Smite Condition
Smite Hex
Serpent's Quickness
Dwarven Stability
Smiter's Boon
Great Dwarf Weapon/Judge's Insight
Random elite
Res of choice
The damage is decent provided the enemies are using enough conditions/hexes (potentially, smite hex is 160 damage to all foes in the area every 8 seconds, smite condition is 114 to all nearby every 5 seconds). Judge's Insight is ridiculous against undead provided you have someone appropriate to use it on (triple chop warriors, barrage rangers, etc.).
I'm at a loss as to what kind of elite to use here though, as it just doesn't seem to matter. You could use SoJ, Ray, Word, etc.; the choices aren't very good regardless.
You can also consider bringing Asuran Scan for bosses.
Here's something I played around with in a few dungeons:
Smite Condition
Smite Hex
Serpent's Quickness
Dwarven Stability
Smiter's Boon
Great Dwarf Weapon/Judge's Insight
Random elite
Res of choice
The damage is decent provided the enemies are using enough conditions/hexes (potentially, smite hex is 160 damage to all foes in the area every 8 seconds, smite condition is 114 to all nearby every 5 seconds). Judge's Insight is ridiculous against undead provided you have someone appropriate to use it on (triple chop warriors, barrage rangers, etc.).
I'm at a loss as to what kind of elite to use here though, as it just doesn't seem to matter. You could use SoJ, Ray, Word, etc.; the choices aren't very good regardless.
You can also consider bringing Asuran Scan for bosses.
Turbobusa
When i'm bored I smite 2 dervishes and let them rape things.
I use something like that:
[skill]Signet of removal[/skill][skill]Blessed signet[/skill][skill]judge's insight[/skill][skill]auspicious incantation[/skill][skill]Balthazar's aura[/skill][skill]Strength of honor[/skill][skill]mantra of inscriptions[/skill]
rest is up to you. Reversal of damage is nice as it gives energy to your dervish.
I use something like that:
[skill]Signet of removal[/skill][skill]Blessed signet[/skill][skill]judge's insight[/skill][skill]auspicious incantation[/skill][skill]Balthazar's aura[/skill][skill]Strength of honor[/skill][skill]mantra of inscriptions[/skill]
rest is up to you. Reversal of damage is nice as it gives energy to your dervish.
Thom Bangalter
Smite is pretty good in those dungeons with hordes of undead; ogden usually takes over smite duties for the group, but if you want, here's his bar:
defender's zeal/smiter's boon/judge's insight/smite hex/reversal of damage/smite condition/castigation signet/rez sig
I've tried some other bars with divine boon and rof for really fat smite skills, and you can always sub in balth's aura/glyph instead of smite condi and rez sig, but the line is robust enough that it's actually useful in a couple areas.
defender's zeal/smiter's boon/judge's insight/smite hex/reversal of damage/smite condition/castigation signet/rez sig
I've tried some other bars with divine boon and rof for really fat smite skills, and you can always sub in balth's aura/glyph instead of smite condi and rez sig, but the line is robust enough that it's actually useful in a couple areas.
drupal
OwAT0QnC5BvGGp+lEXyTr6zRAA
It's fun
It's fun
Desert Rose
Nearly use the same build like Turbobusa, but with ether signet instead of blessed signet.
Throw in zealot's fire and it's a quite good for general PvE.
Throw in zealot's fire and it's a quite good for general PvE.
Age
Quote:
Originally Posted by holymasamune
Air of enchantment with zealots fire, rof, guardian...but yeah smite kinda fails
I do beleive he wants true smiting not protection.
Cowboy Nastyman
combo i plan to use with my monk is sig of judgement, stonesoul strike, you move like a dwarf, holy strike, seems it would be really fun.
boarderx
when i smite it is usually cuz our group has enough monks and noone can change to a different character and we are facing undead. If those 2 conditions are present then i'll use a prot smite build like this
[skill]protective spirit[/skill]
[skill]aegis[/skill]
[skill]mantra of inscriptions[/skill]
[skill]signet of judgment[/skill]
[skill]bane signet[/skill]
Castigation Signet
[skill]banish[/skill]
[skill]spear of light[/skill]
but depending on the area things will be switched around, subbed out, swapped or whatever
BUT i only run this or something like it only if we have enough monking and nobody can or wants to switch to something else
[skill]protective spirit[/skill]
[skill]aegis[/skill]
[skill]mantra of inscriptions[/skill]
[skill]signet of judgment[/skill]
[skill]bane signet[/skill]
Castigation Signet
[skill]banish[/skill]
[skill]spear of light[/skill]
but depending on the area things will be switched around, subbed out, swapped or whatever
BUT i only run this or something like it only if we have enough monking and nobody can or wants to switch to something else
horseradish
Smite is more of a support damage dealer, so it would help to spec in to other attribute lines first. Prot/Smite monk ftw.
I like this build for a support damage dealer. eventhough it's a Rit, you don't get as much flaming for having smiting on a rit than smiting on a monk.
1.) Ancestors' Rage - Spell
Energy: 5 Activation: 0.75 Recharge: 8
Spell. All foes adjacent to target ally are struck for 30…130 lightning damage.
2.) Offering of Spirit - Spell [Elite]
Energy: 5 Activation: 0.25 Recharge: 15
Spell. Sacrifice 17% maximum Health. Gain 8…17 Energy. If any Spirits are within earshot, you do not sacrifice Health.
3.) Nightmare Weapon - Weapon Spell
Energy: 5 Activation: 1 Duration: 12 Recharge: 10
Weapon Spell. For 12 seconds, target ally has a Nightmare Weapon. Target ally's next 3 attacks are reduced by 10…50 damage and steal up to 10…50 Health.
4.) Judge's Insight - Enchantment Spell
Energy: 10 Activation: 2 Duration: 8...20 Recharge: 10
Enchantment Spell. For 8…20 seconds, target ally's attacks deal holy damage and have +20% armor penetration.
5.) Judge's Intervention - Enchantment Spell
Energy: 5 Activation: 0.25 Duration: 10 Recharge: 8
Enchantment Spell. For 10 seconds, the next time target ally receives damage that would be fatal, the damage is negated and one nearby foe takes 30...180 damage.
or
Balthazar's Aura - Enchantment Spell
Energy: 25 Activation: 2 Duration: 8 Recharge: 25
Enchantment Spell. For 8 seconds, foes adjacent to target ally take 10...25 holy damage each second.
6.) Smite Hex - Spell
Energy: 5 Activation: 1 Recharge: 12
Spell. Remove a Hex from target ally. If a Hex is removed, foes in the area suffer 10...85 damage.
7.) Smite Condition - Spell
Energy: 5 Activation: 1 Recharge: 7
Spell. Remove one Condition from target ally. If a Condition was removed, foes in the area take 10…60 damage.
8.) Flesh of My Flesh - Spell
Energy: 5 Activation: 4 Recharge: 0
Spell. Lose half your Health. Resurrect target ally with your current Health and 5...20% Energy.
1.) one of the best rit skills nowadays. I've seen it damage 100+ on a warrior. good stuff
2.) e-management. not necessarily needed if you're good with your energy. could replace with Spinter Weapon, Reversal of Damage, Strength of Honor, etc etc
3.) helps heal ally while attacking. I believe i've seen the effect trigger when the person with it was being attacked. *shrug* someone wanna clear that up?
4.) excellent melee buff. Most of them don't have the energy to lug it around so they will be thanking you
5.) very nice considering it helps buy a little bit of time for the monks or resto rits to heal, and damages one nearby foe, but it's very iffy cuz ur teammate will still most likely die.
or
smack it on a melee character. has the potential of almost 200 damage and it's aoe. :O
6.) helps proto monk with the hexes while dealing some damage. (although i never see the numbers. maybe a glitch)
7.) same as above, including the lack of damage i see.
8.) hard rez.
support damage + utility = strong support character
I like this build for a support damage dealer. eventhough it's a Rit, you don't get as much flaming for having smiting on a rit than smiting on a monk.
1.) Ancestors' Rage - Spell
Energy: 5 Activation: 0.75 Recharge: 8
Spell. All foes adjacent to target ally are struck for 30…130 lightning damage.
2.) Offering of Spirit - Spell [Elite]
Energy: 5 Activation: 0.25 Recharge: 15
Spell. Sacrifice 17% maximum Health. Gain 8…17 Energy. If any Spirits are within earshot, you do not sacrifice Health.
3.) Nightmare Weapon - Weapon Spell
Energy: 5 Activation: 1 Duration: 12 Recharge: 10
Weapon Spell. For 12 seconds, target ally has a Nightmare Weapon. Target ally's next 3 attacks are reduced by 10…50 damage and steal up to 10…50 Health.
4.) Judge's Insight - Enchantment Spell
Energy: 10 Activation: 2 Duration: 8...20 Recharge: 10
Enchantment Spell. For 8…20 seconds, target ally's attacks deal holy damage and have +20% armor penetration.
5.) Judge's Intervention - Enchantment Spell
Energy: 5 Activation: 0.25 Duration: 10 Recharge: 8
Enchantment Spell. For 10 seconds, the next time target ally receives damage that would be fatal, the damage is negated and one nearby foe takes 30...180 damage.
or
Balthazar's Aura - Enchantment Spell
Energy: 25 Activation: 2 Duration: 8 Recharge: 25
Enchantment Spell. For 8 seconds, foes adjacent to target ally take 10...25 holy damage each second.
6.) Smite Hex - Spell
Energy: 5 Activation: 1 Recharge: 12
Spell. Remove a Hex from target ally. If a Hex is removed, foes in the area suffer 10...85 damage.
7.) Smite Condition - Spell
Energy: 5 Activation: 1 Recharge: 7
Spell. Remove one Condition from target ally. If a Condition was removed, foes in the area take 10…60 damage.
8.) Flesh of My Flesh - Spell
Energy: 5 Activation: 4 Recharge: 0
Spell. Lose half your Health. Resurrect target ally with your current Health and 5...20% Energy.
1.) one of the best rit skills nowadays. I've seen it damage 100+ on a warrior. good stuff
2.) e-management. not necessarily needed if you're good with your energy. could replace with Spinter Weapon, Reversal of Damage, Strength of Honor, etc etc
3.) helps heal ally while attacking. I believe i've seen the effect trigger when the person with it was being attacked. *shrug* someone wanna clear that up?
4.) excellent melee buff. Most of them don't have the energy to lug it around so they will be thanking you
5.) very nice considering it helps buy a little bit of time for the monks or resto rits to heal, and damages one nearby foe, but it's very iffy cuz ur teammate will still most likely die.
or
smack it on a melee character. has the potential of almost 200 damage and it's aoe. :O
6.) helps proto monk with the hexes while dealing some damage. (although i never see the numbers. maybe a glitch)
7.) same as above, including the lack of damage i see.
8.) hard rez.
support damage + utility = strong support character
Mark Nevermiss
I am currently running a smite build on my paragon to hench through EotN
I am using a monk / paragon build with 15 in smiting prayers, 12 in spear mastery
the skills I am using are [skill]Wearying Spear[/skill][skill]spear of light[/skill][skill]banish[/skill][skill]shield of judgment[/skill][skill]reversal of damage[/skill][skill]Smite Condition[/skill][skill]smite hex[/skill][skill]resurrect[/skill]
Wearying spear synergizes well with smite condition for AoE damage.
The build is decent at defence/offence and I am having an easy time so far with it.
I am using a monk / paragon build with 15 in smiting prayers, 12 in spear mastery
the skills I am using are [skill]Wearying Spear[/skill][skill]spear of light[/skill][skill]banish[/skill][skill]shield of judgment[/skill][skill]reversal of damage[/skill][skill]Smite Condition[/skill][skill]smite hex[/skill][skill]resurrect[/skill]
Wearying spear synergizes well with smite condition for AoE damage.
The build is decent at defence/offence and I am having an easy time so far with it.
Vazze
Smite 16 Deadly 12 Norn 10 (at least 6)
Castigation Signet
[skill]Bane Signet[/skill]
[skill]Assassin's Promise[/skill]
You Move Like A Dwarf
Finish Him
Optional:
Shadow Fang
[skill]Iron Palm[/skill]
[skill]Holy Strike[/skill]
Smiting is weak. But if you add the norn shouts (160 +DW) with AP (recharges skills and emanagement), smiting signets become good "preparation" for the AP/YMLD/FH spike. The shadow stepping kd/strike is just for fun if you have to solo something: 530 damage in 8s: 66DPS. If the short combo kills (sigs/AP/yelling) that's better : 370 damage in 4.5s which is 82DPS. (just a note: of course nothing can outbid the AP yelling spike which is 250 (160 without DW) damage in ~1.5s, but if you want to kill with that, you need a guild team and some coordination). Make sure AP triggers.
Castigation Signet
[skill]Bane Signet[/skill]
[skill]Assassin's Promise[/skill]
You Move Like A Dwarf
Finish Him
Optional:
Shadow Fang
[skill]Iron Palm[/skill]
[skill]Holy Strike[/skill]
Smiting is weak. But if you add the norn shouts (160 +DW) with AP (recharges skills and emanagement), smiting signets become good "preparation" for the AP/YMLD/FH spike. The shadow stepping kd/strike is just for fun if you have to solo something: 530 damage in 8s: 66DPS. If the short combo kills (sigs/AP/yelling) that's better : 370 damage in 4.5s which is 82DPS. (just a note: of course nothing can outbid the AP yelling spike which is 250 (160 without DW) damage in ~1.5s, but if you want to kill with that, you need a guild team and some coordination). Make sure AP triggers.
Nadia Roark
When I smite I run:
Smiting Prayers: 15
Inspiration Magic: 12
(but it works better cuz I also have r7 norn and r7 vanguard--see below)
SoJ
Bane Sig
Castigation Sig
Mantra of Inscriptions
"You Move Like a Dwarf!"
Ebon Battle Standard of Wisdom
Smite Hex
Smite Condition
"You Move Like a Dwarf!" is the best snare in Guild Wars, and putting it on my bar gives me 2 unconditional knockdowns (and since I usually use it and Castigation Signet at the same time, it's usually free too). If you don't have it you can sub out Battle Standard and the shout for stuff like Smite or Spear of Light, but I like the PvE skills since they kick ass and I don't have to spec into them. Obviously I run Ebon Battle Standard for my henchman's benefit rather than my own, since the only actual spells on that bar are Ebon Battle Standard, Smite Hex, and Smite Condition.
All in all it's actually not a tremendously effective bar, but it's adequate for use when I want to PvE with my monk (I can't stand healing or protting in PvE--it's so boring), and it's gotten me through the last couple campaigns.
Smiting Prayers: 15
Inspiration Magic: 12
(but it works better cuz I also have r7 norn and r7 vanguard--see below)
SoJ
Bane Sig
Castigation Sig
Mantra of Inscriptions
"You Move Like a Dwarf!"
Ebon Battle Standard of Wisdom
Smite Hex
Smite Condition
"You Move Like a Dwarf!" is the best snare in Guild Wars, and putting it on my bar gives me 2 unconditional knockdowns (and since I usually use it and Castigation Signet at the same time, it's usually free too). If you don't have it you can sub out Battle Standard and the shout for stuff like Smite or Spear of Light, but I like the PvE skills since they kick ass and I don't have to spec into them. Obviously I run Ebon Battle Standard for my henchman's benefit rather than my own, since the only actual spells on that bar are Ebon Battle Standard, Smite Hex, and Smite Condition.
All in all it's actually not a tremendously effective bar, but it's adequate for use when I want to PvE with my monk (I can't stand healing or protting in PvE--it's so boring), and it's gotten me through the last couple campaigns.
moko
stole it off Sha. : D
Glyph of Energy [E]
Smiter's Boon
Divine Boon
Reversal of Damage
Judges Intervention
Smite Condition
Balthazar's Aura
Smite Hex
whee!
Glyph of Energy [E]
Smiter's Boon
Divine Boon
Reversal of Damage
Judges Intervention
Smite Condition
Balthazar's Aura
Smite Hex
whee!
AuraofMana
Reversal of Damage
Smite Condition
Smite Hex
Shield of Judgment
Balthazar's Aura
Auspicious Incantation
Smiter's Boon
Zealot's Fire
Energy is a bit tight in big fights if you try to use this as a prot monk. Use 2 other monks for support. This is no way mean to serve as a prot's role. It's quite fun if your tank knows how to body block and such.
Out of topic: In PvP, put this on a sin or tank with running skills, and watch people die all over the place, especially those idiots that think they can kill the guy with SOJ on before they die themselves.
Smite Condition
Smite Hex
Shield of Judgment
Balthazar's Aura
Auspicious Incantation
Smiter's Boon
Zealot's Fire
Energy is a bit tight in big fights if you try to use this as a prot monk. Use 2 other monks for support. This is no way mean to serve as a prot's role. It's quite fun if your tank knows how to body block and such.
Out of topic: In PvP, put this on a sin or tank with running skills, and watch people die all over the place, especially those idiots that think they can kill the guy with SOJ on before they die themselves.