Reducing Smiting recharge time

Absolute Destiny

Absolute Destiny

Wilds Pathfinder

Join Date: Sep 2006

Oklahoma City

Forgotten Realms [FR]

W/

I run a Mo/W straight smiter, and though the character is fun to play, all of my skills have massive recharge times, requiring me to basically wand away while waiting for the next one to come around.

Are there any skills which reduce skill recharge time which I could use to help keep dealing damage consistently?

ajc2123

ajc2123

Desert Nomad

Join Date: Jan 2007

North of the wall

Me/

not really for warrior or monk. You will need to change your secondary.

http://wiki.guildwars.com/wiki/Recha..._recharge_time

http://wiki.guildwars.com/wiki/Recha...stant_recharge

These should help

Looks like Serpents quickness, Glyph of swiftness, Ebon vanguard standard of wisdom, and if you have no elite, Glyph of renewal are your best options. Only use GoR if you have no other elite though since for smiting its meh.

*edit* Assassins promise over glyph of renewal. A much better recharging elite that I always forget about.

*edit edit* If most the skills are spells, you might wanna consider a 40/40 weapon set for smiting. the skill time reduction happens quite a lot with the weapon set.

Bristlebane

Bristlebane

Desert Nomad

Join Date: Jan 2008

Mo/

Consider Quickening Zephyr on a hero, just disable and cast it manually. Sure it will make your spells cost a bit more, but as a smiter you should have plenty of energy anyway. And it will also recharge any e-management skill you have twice as fast.

Iuris

Iuris

Forge Runner

Join Date: Nov 2006

Crazy ducks from the Forest

W/

Well, the rest of the team may not appreciate the zephyr... In my experience, QZ from Arms of insanity is a prime reason for troublesome situations in NF late game...

BrettM

BrettM

Desert Nomad

Join Date: Aug 2008

Fuzzy Physics Institute

E/

My usual smiting bar is based on Serpent's Quickness, and it works wonderfully. It improves the recharge for all the skills on your bar, including smiting signets. SQ doesn't limit your mobility as EVBSoW does. It doesn't require you to give up your elite, as Assassin's Promise does, and works even when the foe has hex removal or spell immunity.

Combine this with a 40/40 set for even more smiting goodness.

Luminarus

Luminarus

Furnace Stoker

Join Date: Aug 2007

Sydney, Australia

Haze of Light [pure]

R/

Im assuming your running an assault smite bar, rather then a defensive bar since your facing long recharges.

If your using your warrior side then apart from a 40/40 set you dont really have an option. If your not then sins promise if your not using ur elite, or the standards/sq like suggested.

Another option is if you have a hero with an unused elite slot and some spare att points, is giving a hero weapon of quickening. Not awesome, but it will give you the quicker recharges ur looking for.

TheodenKing

TheodenKing

Jungle Guide

Join Date: Jun 2008

DoA

Dark Order of Retarded Knights (doRk)

N/Me

Assassins Promise pwns pve. I'm also a fan of Serpent's Quickness. Also, consider having at least one short recharge skill. I typically only use Mo/W in pvp.

If you have EOtN, get your hands on Air of Superiority.

Absolute Destiny

Absolute Destiny

Wilds Pathfinder

Join Date: Sep 2006

Oklahoma City

Forgotten Realms [FR]

W/

Thanks for the input ya'll.

A guildie recommended a signet-based smite build with a Mesmer secondary to make use of Mantra of Inscriptions.

Signet of Mystic Wrath
Signet of Castigation
Signet of Rage
Bane Signet
Signet of Judgment

could all potentially go in, avoiding the long recharge with Mantra AND taking advantage of their zero energy cost.

Is this viable, or does it become useless if Mantra is disabled or ended prematurely?

BrettM

BrettM

Desert Nomad

Join Date: Aug 2008

Fuzzy Physics Institute

E/

Quote:
Originally Posted by Absolute Destiny View Post
Is this viable, or does it become useless if Mantra is disabled or ended prematurely?
You will still have normal recharge times if you get hit with something that ends stances, so it isn't all that crippling to lose mantra for a bit. There aren't many foes carrying stance-ending skills in PvE anyway. You will have worse trouble if you get hit with Rust or Ignorance, so you should avoid a signet-smiting build in certain areas. (Around Ice Golems, for example.)

Personally, I like to have a mix of spells and signets. That ensures there is always something you can do other than standing there with your thumb up your tail. If you're hit with Rust, you still have your spells. If you get hit with Vow of Silence or Spell Breaker, you still have your signets.

I also find Signet of Mystic Wrath to be pretty much worthless. You'd be better off with a mesmer signet or a PvE skill.