12 Mar 2009 at 14:57 - 79
The only problem I see with monk smiters is the lack of adequate healing. If you make them pure smite, heroes do not cast the skills out of battle, so no matter how much Divine Favor bonus you get from Smiter's Boon, heroes simply refuse to cast smiting skills out of battle.
The alternative to this is to spec some attribute points into healing prayers/protection prayers. However, hero monks are not very good at energy management. Constantly healing the tank leads to no energy for RoJ, even with GoLE + Castigation Signet.
Using a necromancer solves both of these problems, and adds protection to the team, which is a great help if pop-up groups sneak up behind you and hit the casters.
1. Healing: Big heals compensate for lack of Divine Favor. I.E. Patient Spirit, Healing Ribbon, Heal Other, Jamei's Gaze
2. Energy Management: Soul Reaping, Signet of Lost Souls, and Castigation Signet ensures you always have more than enough energy.
3. Protection: Having P. Spirit, Spirit Bond, SoA, and Guardian allows casters to survive if they accidentally aggro hard hitting monsters.
To respond to the previous poster's comment about adding a minion master, having a MM in this type of build defeats the purpose of using Ray of Judgement, as having multiple minions leads to groups spreading out to attack them. As previously stated, a minion master does not ball up groups of enemies very well. You can compensate for the lack of meatshields with a good player tank and big spike heals.