I know you need a 20% ench weapon and low armour of course, but looking at different smite/600 farming builds they all have different runes, is there just a general tempate of runes/weps or areall they all specific? Looking at the dungeon farming thread the skills are given but no equipment so i'm slightly confused... looking to do Rragar's and Kathandrax. Thanks in advance.
Is there general 600 equipment?
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Horace Slughorn
Wilds Pathfinder
Experientia Docet [OHX], Trinity of the Ascended [ToA], We Gat Dis [HRUU]
W/
Joined Oct 2008
Hey, there isnt really a standard set of equipment for a 600monk. I run CoF and I go with mostly health runes, a minor divine favor and a major prot.
You dont really need a lot of energy, only as much as is needed to cast your enchantments befor entering battle. For me this is mantra of resolve, SB, prot spirit and spirit bond, which totals to 45 nrg. If you are running a dungeon that requires additional skills like IAU/fleeting stability then add some extra energy to your armor.
The key is keeping up prot spirit and spirit bond, oh and not lagging -_-. The equipment doesnt really matter.
You dont really need a lot of energy, only as much as is needed to cast your enchantments befor entering battle. For me this is mantra of resolve, SB, prot spirit and spirit bond, which totals to 45 nrg. If you are running a dungeon that requires additional skills like IAU/fleeting stability then add some extra energy to your armor.
The key is keeping up prot spirit and spirit bond, oh and not lagging -_-. The equipment doesnt really matter.
H
- The lowest possible armor. The usual source for this are probably the armor crafters in Ascalon City or the Shing Jea Monastery. Your starting armor or a special event headpiece may be better, if you have access to them.
- Consider just not wearing certain pieces of armor, such as your chest armor. You can wear three runes on your headpiece, feet, and arms/legs (extra pip of regen and they still do enough damage), protecting yourself as little as possible.
- A max Insightful Staff of Enchanting, with 20/20 on Smiting Prayers skills.
- Consider just not wearing certain pieces of armor, such as your chest armor. You can wear three runes on your headpiece, feet, and arms/legs (extra pip of regen and they still do enough damage), protecting yourself as little as possible.
- A max Insightful Staff of Enchanting, with 20/20 on Smiting Prayers skills.
Why would he (as the 600) need a 20/20 Smiting Staff?
As the 600, he should be concerned with DF for [[Spell [email protected]] and Prot, his other half should be dealing with Smiting and Heals. Unless I just have the whole thing backwards. If that's the case, disregard.
[ EDIT ]
Possibilities include:
Staff (Protection Prayers)
20% HSR inherent
+5e Insightful / 20% HCT (Protection) inherent / Adept Staff Head
20% HCT (Protection) inherent / Aptitude not Attitude Inscription
20% enchant Staff Wrapping
*or*
1-Handed Martial Weapon (Axe/Spear/Sword)
+5e inherent / I Have the Power! Inscription or 10% HCT (universal) Inscription
+20% enchant Pommel/Grip
with
max Focus (Protection Prayers)
+12e inherent
20% HCT inherent/Inscription
20% HSR (Protection) inherent/Inscription
The end result is either a 2-Handed Staff with an energy range of +10 to +15 or a 1-Handed Martial Weapon/Offhand combo with an energy range of +12 to +17.
Personally, I'd take the +12 1-H/Offhand combo in one slot and the +17 1-H/Offhand combo in a second slot, as well as a high energy emergency set (+30e/ -2 energy regen, on top of the +12 to +15) just for a tight spot.
Preparation and flexibility beats a set in stone setup every time.
As the 600, he should be concerned with DF for [[Spell [email protected]] and Prot, his other half should be dealing with Smiting and Heals. Unless I just have the whole thing backwards. If that's the case, disregard.
[ EDIT ]
Possibilities include:
Staff (Protection Prayers)
20% HSR inherent
+5e Insightful / 20% HCT (Protection) inherent / Adept Staff Head
20% HCT (Protection) inherent / Aptitude not Attitude Inscription
20% enchant Staff Wrapping
*or*
1-Handed Martial Weapon (Axe/Spear/Sword)
+5e inherent / I Have the Power! Inscription or 10% HCT (universal) Inscription
+20% enchant Pommel/Grip
with
max Focus (Protection Prayers)
+12e inherent
20% HCT inherent/Inscription
20% HSR (Protection) inherent/Inscription
The end result is either a 2-Handed Staff with an energy range of +10 to +15 or a 1-Handed Martial Weapon/Offhand combo with an energy range of +12 to +17.
Personally, I'd take the +12 1-H/Offhand combo in one slot and the +17 1-H/Offhand combo in a second slot, as well as a high energy emergency set (+30e/ -2 energy regen, on top of the +12 to +15) just for a tight spot.
Preparation and flexibility beats a set in stone setup every time.
Quote:
Originally Posted by Tyrael_Eveningsong
Why would he (as the 600) need a 20/20 Smiting Staff?
As the 600, he should be concerned with DF for [[Spell [email protected]] and Prot, his other half should be dealing with Smiting and Heals. Unless I just have the whole thing backwards. If that's the case, disregard. 20/20 Smiting Staff for [[Shield of Judgment] because I thought he wanted to solo. A 20/20 Divine Favor Staff could be used for Spell Breaker. No need for 20/20 Protection Prayers Staff. Prots cast fast enough, and with [[Blessed Aura], they should be outlasting their recharge.
As the 600, he should be concerned with DF for [[Spell [email protected]] and Prot, his other half should be dealing with Smiting and Heals. Unless I just have the whole thing backwards. If that's the case, disregard. 20/20 Smiting Staff for [[Shield of Judgment] because I thought he wanted to solo. A 20/20 Divine Favor Staff could be used for Spell Breaker. No need for 20/20 Protection Prayers Staff. Prots cast fast enough, and with [[Blessed Aura], they should be outlasting their recharge.
When I do CoF, I usually end up with +800 health after morale boosts. I use 5 Survivor Insignias, Superior Vigor, Superior Protection (yep, I know, different), Minor Divine Favor, and 2 Vitae. Weapon is a Ebon Spear of Enchanting, and a Protection focus with +45^enchanted and half recharge "Forget Me Not" inscription.
I also run a different 600/smite build than what you find on PvX. I always thought it odd to have the Smiter put Protection bonds on the 600 when the 600 is already using Protection skills to stay alive. So I modified it to allow for a different, yet effective build. Works very well for CoF, as I don't need anyone to heal my smiter hero, and I can take LoD myself. Since I may have caused some interest, here is what I use:
600:
12+1+3 Protection Prayers
12+1 Divine Favor
[Protective Spirit][spirit bond][shield of absorption][spell breaker][vital blessing][blessed aura][essence bond][light of deldrimor]
Smiter:
12+1+2 Smiting Prayers
12+2 Divine Favor
3 Blood Magic
[holy wrath][retribution][balthazar's spirit][succor][blood is power][blessed signet][signet of devotion] optional
For the optional, it depends on if I take someone with me, or if I am doing it solo. I don't do runs for money, but do run guildies at times. The skills I switch on the Smiter are Rebirth for when I have someone with me, or Purge Signet is I don't. Rebirth isn't needed when there isn't anyone else there, as if I die and the hero has no rez, I rez at a shrine. Purge Signet isn't needed, but will help deal with degen from any hexes/conditions I may end up with.
Maxed out Divine Favor allows Signet of Devotion to handle the healing needed to counter damage from Reversal of Damage. Succor hellps prevent the need for BiP, and I rarely use it anyway.
I have used this same setup to try several other areas. Works well, and only HEAVY interrupts or Daze is a problem I'd need/want Mantra of Resolve for. The interrupts in CoF are easy to avoid, you just have to watch your position when using skills, and monitor the skills the monsters use.
Basic equipment is the same no matter what. Increase health. If dealing with undead, a weapon that does Holy damage is a benefit, but not needed as you aren't wanding much anyway. 15AL armor is what I use, and have no problems with it. Since the 15AL armor I bought didn't have a +1 attribute head piece, I actually use a 30AL head piece, no problems.
I also run a different 600/smite build than what you find on PvX. I always thought it odd to have the Smiter put Protection bonds on the 600 when the 600 is already using Protection skills to stay alive. So I modified it to allow for a different, yet effective build. Works very well for CoF, as I don't need anyone to heal my smiter hero, and I can take LoD myself. Since I may have caused some interest, here is what I use:
600:
12+1+3 Protection Prayers
12+1 Divine Favor
[Protective Spirit][spirit bond][shield of absorption][spell breaker][vital blessing][blessed aura][essence bond][light of deldrimor]
Smiter:
12+1+2 Smiting Prayers
12+2 Divine Favor
3 Blood Magic
[holy wrath][retribution][balthazar's spirit][succor][blood is power][blessed signet][signet of devotion] optional
For the optional, it depends on if I take someone with me, or if I am doing it solo. I don't do runs for money, but do run guildies at times. The skills I switch on the Smiter are Rebirth for when I have someone with me, or Purge Signet is I don't. Rebirth isn't needed when there isn't anyone else there, as if I die and the hero has no rez, I rez at a shrine. Purge Signet isn't needed, but will help deal with degen from any hexes/conditions I may end up with.
Maxed out Divine Favor allows Signet of Devotion to handle the healing needed to counter damage from Reversal of Damage. Succor hellps prevent the need for BiP, and I rarely use it anyway.
I have used this same setup to try several other areas. Works well, and only HEAVY interrupts or Daze is a problem I'd need/want Mantra of Resolve for. The interrupts in CoF are easy to avoid, you just have to watch your position when using skills, and monitor the skills the monsters use.
Basic equipment is the same no matter what. Increase health. If dealing with undead, a weapon that does Holy damage is a benefit, but not needed as you aren't wanding much anyway. 15AL armor is what I use, and have no problems with it. Since the 15AL armor I bought didn't have a +1 attribute head piece, I actually use a 30AL head piece, no problems.
If you want me to tag along on a Rragar run I'll come because I need to learn that dungeon. ( i can smite). Also, Spirit bond heals you for 88 health at 12 prot. So when your health gets SO high that its above 880(symbiosis,vital wep, w/e) I'm pretty sure that the damage you are taking will not be outhealed, so theoretically, you will slowly die. This is countered by SoA though.
A tip for 600ing- Always try to have SoA on whenever you can. It makes 600ing much easier because you dont have to spam spirit bond, letting you abandon BiP once you get pro enough
A tip for 600ing- Always try to have SoA on whenever you can. It makes 600ing much easier because you dont have to spam spirit bond, letting you abandon BiP once you get pro enough
Quote:
Originally Posted by AnbuAdam
... Spirit bond heals you for 88 health at 12 prot.
Why would you only have 12 in prot? Even with only a minor rune and prot headpiece, you'd get at least 14. At 14 in prot, Spirit Bond heals for 96.
At any rate, I've never run into that problem (with 14 in prot). At the very worst, you lose health very slowly and the enemies are dead before you lose enough health.
Quote:
... Spirit bond heals you for 88 health at 12 prot.
Why would you only have 12 in prot? Even with only a minor rune and prot headpiece, you'd get at least 14. At 14 in prot, Spirit Bond heals for 96.At any rate, I've never run into that problem (with 14 in prot). At the very worst, you lose health very slowly and the enemies are dead before you lose enough health.
Quote:
b
Quote:
Originally Posted by dreamex2
More than 600 is better, 600 is the minimum line to run the build since you need your damage intake to trigger SB, which happens via PS + 600 HP.
quite false, spirit bond will trigger on a 55hp monk. you can run whatever you want, having >600hp helps because it gives you more room for error.

