Dual SB Monk build Fast! Duo UW Fast!
Cowboy Nastyman
Quote:
Originally Posted by Akane
Re-reading this thread (in Vegas all week - can't play), I noticed "legless the elf" said he used Physical Resistance instead of Protective Spirit for the Tank. Not sure if he was just blowing smoke though.
Anyone else try this? This could have a few benefits - durable, not removable, and instant cast. Dying Nightmares would me much less a threat. Don't know what else he would use for tank build - perhaps Zealot's Fire and spam Reversal of Fortune for extra heals between Spirit Bond chaining? a mistake im sure as an aaxte would hit for around 600 without prot, bye bye monk
Anyone else try this? This could have a few benefits - durable, not removable, and instant cast. Dying Nightmares would me much less a threat. Don't know what else he would use for tank build - perhaps Zealot's Fire and spam Reversal of Fortune for extra heals between Spirit Bond chaining? a mistake im sure as an aaxte would hit for around 600 without prot, bye bye monk
Akane
Not a mistake... I thought it was a typo, but Legless also mentioned it in his other thread (see links on top of first post in this thread).
Guess we're so accustomed to PS that we couldn't imagine venturing into UW without it.
Physical Resistance gives you +40 armor against physical damage - bringing the damage down considerably. It also gives -14 to -24 armor against ele damage.
Not sure how it impacts the Smites, Colfires and Dryders though...
Guess we're so accustomed to PS that we couldn't imagine venturing into UW without it.
Physical Resistance gives you +40 armor against physical damage - bringing the damage down considerably. It also gives -14 to -24 armor against ele damage.
Not sure how it impacts the Smites, Colfires and Dryders though...
Akane
In reviewing the earlier thread from Legless the Elf (first link on top of first page), I think the choice of Physical Resistance is flawed and Protective Spirit is clearly the better. Legless was probably speculating on the build, as Factions hadn't been released by that point. (I noticed he had 5 enchants for the smiter, which will quickly crap out with Holy Wrath included)
I think Exile of Heaven (and brother) rescued the build with a more effective combo of PS and SBond to "force the damage between the gap" as Kabale so eloquently stated in that earlier thread (post #18)
I think Exile of Heaven (and brother) rescued the build with a more effective combo of PS and SBond to "force the damage between the gap" as Kabale so eloquently stated in that earlier thread (post #18)
Akane
Velath, if the smiter could get Healing Seed on you that might work for the Wraithful Spirits...
Another choice is to spam RoF on yourself. That would mean dropping Blessed Sig and having Smiter go Necro secondary to bring BR for energy recovery between battles.
Conversely, perhaps SoJ (shield not signet) from the smiter would slow them down enough for you to recover. Though that would also mean shutting off Holy Wrath.
Best yet, how bout the smiter casts Spell Breaker and the tank carries Shield of Regeneration? With Blessed Aura and a Totem Axe, SoR could last a good 18 seconds. With a 20 second recharge or faster (using 20-20 prot icon) there could be constant +10 health regen in a pinch. The Spirit Bond might not work with the extra 40 armor, but the tank would be mighty tough to take down for those particular circumstances like the Wraithful Spirits.
The smiter would flip weapons to access energy reserve and cast SB. It would be shorter duration without the extra benefit of Blessed Aura, but the tank could jump off to a much quicker start without needing to cast Blessed Signet.
Another choice is to spam RoF on yourself. That would mean dropping Blessed Sig and having Smiter go Necro secondary to bring BR for energy recovery between battles.
Conversely, perhaps SoJ (shield not signet) from the smiter would slow them down enough for you to recover. Though that would also mean shutting off Holy Wrath.
Best yet, how bout the smiter casts Spell Breaker and the tank carries Shield of Regeneration? With Blessed Aura and a Totem Axe, SoR could last a good 18 seconds. With a 20 second recharge or faster (using 20-20 prot icon) there could be constant +10 health regen in a pinch. The Spirit Bond might not work with the extra 40 armor, but the tank would be mighty tough to take down for those particular circumstances like the Wraithful Spirits.
The smiter would flip weapons to access energy reserve and cast SB. It would be shorter duration without the extra benefit of Blessed Aura, but the tank could jump off to a much quicker start without needing to cast Blessed Signet.
moko
the wrathful spirits can be killed without any real skills - you run around and wand them. thats how spirit bonders need to do it if they want a proper build with fast speed. ive done it a few times~ you just wand, run, wand, and they slowly fall. all take enchants off, and if the smiter happens to carry SS (which is better than SOJ), thne its even easier.
or well, just make it even easier. make your tank a 55 with low AL, take spirit bond AND breeze, and you wont have many problems. ;p (breeze for physical resistance btw)
also Akane, why cant you post all in one? use [.quote] text [./quote] instead of replying one to one, its annoying to read through 3 posts instead of one.
also for the obsidians, tanker takes off blessed aura so he wont have to deal with -2 regen.
and yes, for servants of grenth, youll want to tank meteor shower all the time and dont move at all. ;p else they'll kill you with ease, and make sure to SPAM your spells so you get enough divine favor healing to stay alive~ no spellbreaker though!
also i dont see the problem with the elites and energy lack due to holy wrath. just keep wrath on all time and dont care for your elite except if you face casters, for those you take wrath off - simple as that! DONT cast soj for smites, aatxes or whatever, it SLOWS DOWN the killing, because in the time they were kd'ed they would attack at least trice, so rit and holy wrath outdamage soj over time!
or well, just make it even easier. make your tank a 55 with low AL, take spirit bond AND breeze, and you wont have many problems. ;p (breeze for physical resistance btw)
also Akane, why cant you post all in one? use [.quote] text [./quote] instead of replying one to one, its annoying to read through 3 posts instead of one.
also for the obsidians, tanker takes off blessed aura so he wont have to deal with -2 regen.
and yes, for servants of grenth, youll want to tank meteor shower all the time and dont move at all. ;p else they'll kill you with ease, and make sure to SPAM your spells so you get enough divine favor healing to stay alive~ no spellbreaker though!
also i dont see the problem with the elites and energy lack due to holy wrath. just keep wrath on all time and dont care for your elite except if you face casters, for those you take wrath off - simple as that! DONT cast soj for smites, aatxes or whatever, it SLOWS DOWN the killing, because in the time they were kd'ed they would attack at least trice, so rit and holy wrath outdamage soj over time!
Akane
Mokone - good point on the lack of qoutes. Will do.
Making the tank a 55 works defensively, but doesn't it reduce the offence from Holy Wrath & Retribution? I thought that was the whole point of the 600 monk. The dual SB build works terrific for basic smite runs, but Velath is trying to push the limits of the dual monk beyond that.
Your tips are solid - stand in meteor shower and don't use SB on ele's. Take Blessed Aura off for Obsidians. Switching to the 55 build for Wrathful Spirits quest is brilliant. That just means switching gear (including sup-vig sandals) and taking off Vital Blessing.
As you mentioned, Healing Breeze is needed to complete the transformation. However, what spell does the tank drop to carry Healing Breeze? You said Physical Resistance, but the build uses Frenzy or Elemental Resistance.
Making the tank a 55 works defensively, but doesn't it reduce the offence from Holy Wrath & Retribution? I thought that was the whole point of the 600 monk. The dual SB build works terrific for basic smite runs, but Velath is trying to push the limits of the dual monk beyond that.
Your tips are solid - stand in meteor shower and don't use SB on ele's. Take Blessed Aura off for Obsidians. Switching to the 55 build for Wrathful Spirits quest is brilliant. That just means switching gear (including sup-vig sandals) and taking off Vital Blessing.
As you mentioned, Healing Breeze is needed to complete the transformation. However, what spell does the tank drop to carry Healing Breeze? You said Physical Resistance, but the build uses Frenzy or Elemental Resistance.
Akane
Here’s an idea… the tank can switch to a flexible variation of 55 Mo/N or even an N/Mo (see Godlike Satan’s solo build).
Drop Blessed Aura, Blessed Signet, Frenzy/Elemental Resistance. Instead carry Healing Breeze, Spiteful Spirit, Mending.
The smiter can cast Spell Breaker when needed. Only drawback is wouldn’t the damage from Holy Wrath be reduced considerably? Perhaps the Tank could run with higher health for sections that will utilze Spirit Bond, and a straight 55 when needed.
Here's what I came up with...
Dual SB Tank – Mo/N
DF +3, Prot +4, Heal +3, Curses
1. Protective Spirit
2. Spirit Bond
3. Healing Breeze
4. Awaken the Blood <---- Suffering (use to trigger Smite Hex before SS and Reckless Haste)
5. Spiteful Spirit
6. Reckless Haste
7. Mending
8. Essence Bond
Smite-Bonder – Mo/any
Smite+4, Prot+3, DF+3
1. Balthazaar’s Spirit (on tank)
2. Watchful Spirit (or Succor) <---- Vital Blessing (as per Velath)
3. Retribution
4. Holy Wrath
5. Blessed Signet
6. Spell Breaker
7. Smite Hex (or Balthazaar's Aura)
8. Rebirth
The tank might as well carry Mending if Healing Breeze is needed anyways.
The smiter can put Balthazaar's Spirit on tank and on self (if needed).
Idea - for Obsidians, the smiter could drop Holy Wrath, recast Balthazaar's Spirit for self-gain and use Balthazaar's Aura.
Drop Blessed Aura, Blessed Signet, Frenzy/Elemental Resistance. Instead carry Healing Breeze, Spiteful Spirit, Mending.
The smiter can cast Spell Breaker when needed. Only drawback is wouldn’t the damage from Holy Wrath be reduced considerably? Perhaps the Tank could run with higher health for sections that will utilze Spirit Bond, and a straight 55 when needed.
Here's what I came up with...
Dual SB Tank – Mo/N
DF +3, Prot +4, Heal +3, Curses
1. Protective Spirit
2. Spirit Bond
3. Healing Breeze
4. Awaken the Blood <---- Suffering (use to trigger Smite Hex before SS and Reckless Haste)
5. Spiteful Spirit
6. Reckless Haste
7. Mending
8. Essence Bond
Smite-Bonder – Mo/any
Smite+4, Prot+3, DF+3
1. Balthazaar’s Spirit (on tank)
2. Watchful Spirit (or Succor) <---- Vital Blessing (as per Velath)
3. Retribution
4. Holy Wrath
5. Blessed Signet
6. Spell Breaker
7. Smite Hex (or Balthazaar's Aura)
8. Rebirth
The tank might as well carry Mending if Healing Breeze is needed anyways.
The smiter can put Balthazaar's Spirit on tank and on self (if needed).
Idea - for Obsidians, the smiter could drop Holy Wrath, recast Balthazaar's Spirit for self-gain and use Balthazaar's Aura.
Akane
Not sure on Awaken the Blood - though 5 points in Blood would also give the extra energy from the -50 Grim Cesta. Perhaps another hex would be better. Godlike Satan uses Shadow of Fear on Smites just to make them waste their Smite Hex before casting SS and Reckless Haste.
Reckless Haste could give double benefit with SS and Holy Wrath.
Casting SS and Reckless Haste in the chamber with full Aatxe and Grasping aggro is probably impossible for the tank. They'll die fast anyways.
Comments?
Reckless Haste could give double benefit with SS and Holy Wrath.
Casting SS and Reckless Haste in the chamber with full Aatxe and Grasping aggro is probably impossible for the tank. They'll die fast anyways.
Comments?
Velath
Mokone and Akane, thanks some good comments there. I won't quote them cause I agree with or want to try almost everything you said. But I won't be switching to just 55 and running it, I did that enough before, but the idea of 605 and 55 has me intrigued.
I've tried just picking up HB at one time before, and it didn't work very well. I think I got rid of sig to do that, it can be done but wasn't very much fun at all!
Next time I might just try the wand and run thing Mokone, specially with my smiting buddy sitting there dropping signets occasionally it might not be too bad. Would have to get a feel of time required.
Akane I looked at your idea for the Mo/N + Mo and think you might be on to something. Did some looking at the skills and have a few questions/ suggestions. Wasn't too sure about Awaken the blood as you can get curses up pretty high anyway, and don't know how often in the battle I would use it. Would have to try it out as it looks pretty smooth For attributes I think I'd run like:
12+1 (+3) Protection
6 (+3) Healing
11 Curses
The brackets being for when the 55 armor was on, and of course the other superiors as well. I think this would effectively use up your attributes, maxing prot for tanking part and leaving you with +10 health regen during the 55. No DF skills FTW!
For the Smite/Ench monk I would suggest two things. Change out watchful spirit for either life attunement or vital blessing as you can't have more than 10 health regen anyway. I was going to say remove sig of devotion, but it's gone now, and you really could have a free spot for a smite skill of your choice.
10+3 Divine
10+3+1 Protection
11+3 Smiting
This was chosen just because of balance though, would have to tweak a little depending on how it went, should be easy to work though.
Now I want to test it out and see how it works...too bad I'm at work (and we wouldn't have favour anyway!)
For the AL problem with the coldfires spell breaker might have to be avoided or possibly a -armor offhand (is there such a thing, I thought I had one but not sure!?)
I've tried just picking up HB at one time before, and it didn't work very well. I think I got rid of sig to do that, it can be done but wasn't very much fun at all!

Next time I might just try the wand and run thing Mokone, specially with my smiting buddy sitting there dropping signets occasionally it might not be too bad. Would have to get a feel of time required.
Akane I looked at your idea for the Mo/N + Mo and think you might be on to something. Did some looking at the skills and have a few questions/ suggestions. Wasn't too sure about Awaken the blood as you can get curses up pretty high anyway, and don't know how often in the battle I would use it. Would have to try it out as it looks pretty smooth For attributes I think I'd run like:
12+1 (+3) Protection
6 (+3) Healing
11 Curses
The brackets being for when the 55 armor was on, and of course the other superiors as well. I think this would effectively use up your attributes, maxing prot for tanking part and leaving you with +10 health regen during the 55. No DF skills FTW!
For the Smite/Ench monk I would suggest two things. Change out watchful spirit for either life attunement or vital blessing as you can't have more than 10 health regen anyway. I was going to say remove sig of devotion, but it's gone now, and you really could have a free spot for a smite skill of your choice.
10+3 Divine
10+3+1 Protection
11+3 Smiting
This was chosen just because of balance though, would have to tweak a little depending on how it went, should be easy to work though.
Now I want to test it out and see how it works...too bad I'm at work (and we wouldn't have favour anyway!)
For the AL problem with the coldfires spell breaker might have to be avoided or possibly a -armor offhand (is there such a thing, I thought I had one but not sure!?)
Akane
Vital Blessing - good choice Velath. That way the health (and damage) could be boosted up for the chamber run. It could then be removed anytime a 55 setup was needed - such as Wrathful Spirits.
Will the build still be ok without the Frenzy or Elemental Resistance? What would be the best starting health for the tank for each target group?
Will the build still be ok without the Frenzy or Elemental Resistance? What would be the best starting health for the tank for each target group?
moko
Quote:
Originally Posted by Akane
Mokone - good point on the lack of qoutes. Will do.
Making the tank a 55 works defensively, but doesn't it reduce the offence from Holy Wrath & Retribution? I thought that was the whole point of the 600 monk. The dual SB build works terrific for basic smite runs, but Velath is trying to push the limits of the dual monk beyond that.
Your tips are solid - stand in meteor shower and don't use SB on ele's. Take Blessed Aura off for Obsidians. Switching to the 55 build for Wrathful Spirits quest is brilliant. That just means switching gear (including sup-vig sandals) and taking off Vital Blessing.
As you mentioned, Healing Breeze is needed to complete the transformation. However, what spell does the tank drop to carry Healing Breeze? You said Physical Resistance, but the build uses Frenzy or Elemental Resistance. my bad, for some reason i was thinking of an SS necro instead of the holy smiter - yes, 55 would ruin it, so taking another armor set with you for the wrathful is the way to go. and physical resistance..sorry, was messing up there, i did mean elemental resistance.
and Velath, be warned, the wanding thing goes indeed take some while and can cost nerves. ;p
Making the tank a 55 works defensively, but doesn't it reduce the offence from Holy Wrath & Retribution? I thought that was the whole point of the 600 monk. The dual SB build works terrific for basic smite runs, but Velath is trying to push the limits of the dual monk beyond that.
Your tips are solid - stand in meteor shower and don't use SB on ele's. Take Blessed Aura off for Obsidians. Switching to the 55 build for Wrathful Spirits quest is brilliant. That just means switching gear (including sup-vig sandals) and taking off Vital Blessing.
As you mentioned, Healing Breeze is needed to complete the transformation. However, what spell does the tank drop to carry Healing Breeze? You said Physical Resistance, but the build uses Frenzy or Elemental Resistance. my bad, for some reason i was thinking of an SS necro instead of the holy smiter - yes, 55 would ruin it, so taking another armor set with you for the wrathful is the way to go. and physical resistance..sorry, was messing up there, i did mean elemental resistance.
and Velath, be warned, the wanding thing goes indeed take some while and can cost nerves. ;p
Akane
Mokone, switching to the full-out 55 means you can take on the Wrathful Spirits without needing to run away. If required, you could even throw a Healing Breeze on a Villager to keep them alive (and the smiter could throw on the unused Vital Blessing).
What's more useful - Smite Hex for Chaos Planes, etc. or Balthazaar's Aura for Obsidians??? With the tank using SS, I imagine the Obsidians will go down quickly anyways.
What's more useful - Smite Hex for Chaos Planes, etc. or Balthazaar's Aura for Obsidians??? With the tank using SS, I imagine the Obsidians will go down quickly anyways.
Velath
Quote:
Originally Posted by Akane
Quote:
Originally Posted by Akane
What's more useful - Smite Hex for Chaos Planes, etc. or Balthazaar's Aura for Obsidians??? With the tank using SS, I imagine the Obsidians will go down quickly anyways.
Smite hex would work better on the planes than I think balth's aura would for the obsidians, plus it would mean the ench monk would have to get close enough to cast it and with 4 maintained enchants it means bye to holy wrath. Have to stay out of that nature's renewal(?) spirit's range.
I don't know if you would really want to use smite hex though, with the mindblades they tend to mass spread hexes if anyone else is near which sometimes causes problems! Still it might be worth a try. Akane
Good point - best not to go near those Mindblades!
So what to take for the last slot? Could be an alternate enchant for the 55 build - to replace Vital Blessing or Retribution. Which would you choose of the following? Holy Veil Succor Watchful Spirit Life Attunement Life Bond Would Life Bond even work? Does it work after Protective Spirit or before? In other words, would the smiter take any damage with PS active on the tank? I guess my inclination would be Life Attunement to boost the heals from Spirit Bond. That way you could swap (using 2/3) between Vital Blessing, Life Attunement and Retribution depending on the circumstances. Velath
I like that idea, swappable enchants...Life attunement would probably be the safe way to go and would sure make it easier in some situations. Maybe with some practice and some confidence in the build you could switch to holy veil and then cancel some of the hexes they love to pile on. Although I'm not sure if it would be worth it as they'd recast that hex about a second after it's been removed when the whole load of them are attacking. I guess a boring idea would be one of the signets (rage/bane) but that's not near as interesting!
Edit: With Life Bond you would still take some dmg (say 5-10) with the tank's hitpoints being 600-700. But maybe you've stumbled upon another little gem. Say you got rid of vital blessing and kept health at 500 or less, the smiter wouldn't take any damage and the tank would only take 25. Of course that assumes life bond activates after spirit bond and protective spirit. I'm not sure if it does, but I doubt it! Still might be worth heading out into trolls or something somewhere to check it out, you'll know right away if you take 100 dmg! ![]() Akane
Spirit Bond comes before Protective Spirit, but if Life bond came first it would reduce chance for Spirit Bond (and kill smiter quick - not good). If it came last (after PB), then the tank could carry a few sup runes (keep Vital Blessing active) and take on almost anything.
I seem to remember trying Lifebond in UW way way back. I think I got a hard lesson in that half of full damage from Aatxes was transfered and cut me into pieces in a few hits. lokipindle
Hey im looking to run this build, but no pugs seem to be doing it so if anyone having trouble finding partner pm me "Loki Pindleskin" Amercian
Akane
*posting edited*
According to Guildwiki's Spirit Bonding Guide, Holy Wrath and Retribution do damage after Protective Spirit. So, that means 6.6% and 3.3% of your maximum health. And that means the higher your base health, the more the damage - to a limit. At lvl 15 Smiting Prayers the damage limit for Retribution is 20, and 50 for Holy Wrath. According to my sloppy math, Retribution tops out around 600HP and Holy Wrath about 755HP (at lvl 15 Smiting Prayers). No point pumping your health beyond that. So, the idea of this build is to run mostly at high health - using the 55 build only when needed. If the 55 must be used, get damage from SS. Anyways, the extra damage from SS will help, especially when a 55 build is needed. The guide brought up another interesting option for the smiter - Edge of Extinction. It would definately eliminate those pesky leftover smites. This dual build is designed for big aggro. The tank could probably aggro the entire friggin' ice field - Coldfires and all. EoE could be scary good and help easily clear that big swarm of Dryders at the Ice King quest. And besides - every monk could get his own pet spidey. Only trouble is - what to give up on the smiter for EoE? *edit - forget EoE. No way the smiter should be getting that close to the action. Spirit Of Azrael
Why not just 55/SS, I'm sorry, but I isn't 55/SS Faster?
Akane
No. The dual SB can clear much faster. The 600 monk tank can handle a much bigger aggro and is much less fragile. The smiting does very fast damage, but not if the tank runs a 55 build.
The dual SB has limitations though. There are some areas in UW where the 55 build is much better. So that's what we're doing here - coming up with a hybrid build that offers the best of both and can let the tank switch back and forth. That way more missions and further clearance of UW can be accomplished. A good N/Mo can now run solo anyways. The tank could be a Mo/N or a N/Mo. I'm not sure which would be better. Akane
I think the smiter should go mesmer secondary.
Sympathetic Visage can help the tank get the most out of SS. For the chamber the smiter chould leave Holy Wrath off to start. Take the mission and immediately run to cast Spell Breaker on the tank.Once the tank runs around to grab big aggro and settles in - then the smiter can run in to cast SV and HW. The tank should wait about 5 seconds to let SV do it's work, then cast SS and Reckless Haste. SV will kill adrenaline immediately, and so prevent any Skull Cracks from the Grasping. The Aatxes use Savage Slash, so they need their energy dropped below 10. The double damage from SS and smiting should be breathtaking. Note: The tank should wear full 60 armor for his part. The Grasping won't trigger Spirit Bond, so might as well minimize their damage. Akane
Here's the newer version...
Tank – Mo/N (or N/Mo) Prot, Heal, Curses 1. Protective Spirit 2. Spirit Bond 3. Healing Breeze 4. Spiteful Spirit 5. Reckless Haste 6. Mending 7. Balthazaar’s Spirit 8. Essence Bond Smite-Bonder – Mo/Me Smite, Prot, DF, Illusion 1. Vital Blessing 2. Life Attunement 3. Retribution 4. Holy Wrath 5. Blessed Signet 6. Spell Breaker 7. Sympathetic Visage 8. Rebirth Note: The smiter can wear sup runes for smite, prot and DF (no need for heal). Use Totem Axe for 20% enchants - both SB and SV will benefit. The tank can switch gear around for 600 and 55 setups (go higher than 55 if possible) depending on targets. Akane
Oh, and the tank should not use a melee weapon on the Aatxes until after SS is cast. The Aatxes will use Riposte and Deadly Riposte as soon as a melee weapon is used - triggering double damage from SS. So start with a prot staff with +20 enchants before switching to the Totem Axe and +15E icon.
The smiter could take advantage of those +15 enery focus items. The smiter will constantly be at zero energy and can use a -25E set (-5 weapon and Frozen Fan - not Forgotten Fan) then flip to a +5E Totem Axe and +15E icon. The energy swing will be 40 points - plenty enough to squeeze in SV or Spell Breaker if the tank wants to keep on rolling. Just flip back and cast Blessed Signet a few times to refill the now-hidden energy pool. Akane
I pushed 3 Enchants back onto the tank to make room for Sympatheic Visage on the smiter. Without a Blessed Sig for recharging, the tank's energy may get low - especially when facing only a few opponents.
Mending not needed all the time - more for a 55 setup. darrengordon
Hi guys this build looks real good and i want to try it................ but i just cant see it being quicker and hoping someone can either correct me or take me on a demo run. The way i see it - perfect world scene - you have enough health to trigger both retribution and holy at max dam at lvl 16, hence retrib doing 21 dam and holy doing 53 dam (u would need 800 health for retrib to do this 53/66*100 = 80.3 as dam is 10% ur max health must be 803 to do this) so your total damage is 74 per hit. An SS will always have minimum 2 ss on at lvl 16 doing 37 damage per hit thats 74 dam to all chars (if placed correctly) worst case, with reckhaste this damage goes up by 25% because of speed thats now 92.5 dam in the same amount of 1 hit time and thats the worst case often i would have 3 or more on hence 138 to 184 dam, with the smites u dont have a chance to cast a thrid spell ie they drop in about 9-11 seconds what ever size the grp, coldfires a little slower normally about 20-25 secs.
Please point out where im going worng, or even better pull me thru a run and show me and shut me up! trust me i want to be prooved worng cause it means a faster run and more ecto (well if the damm stuff would drop it would anyway) Exile Of Heaven
You are correct, the only thing u forget is that this build dont need draining of energy by SV,AV, wich takes alot of time to do with smites, if u know how to run this build correctly and what u can do or not, you can easily do a Smiterun under 10 minutes.
also remember, u dont need to have SV, or AV in this build, all skills have 0.25 casting time, so the change is much less then a 55 to get interupted, what normally happens with an Healing Breeze. This build is easyer to run then a 55 imo, what you think you may think, thats ok, if you think that ss with 55 is faster, then you choose that, i prefer this anyway, because it has more safety then a 55 imo. Another good thing about this build is that u can aggro any number you want, even 100 will still hold your defence ![]() i can do a demo run for you sometime, im on almost every day now, and on european servers. Akane
With SBond, bigger aggro can be done and the timing is much less crucial.
Easier to clear first chamber in one sweep. Easier to clear smites. Easier to push on into other areas. The conventional 55/SS still works fine. If something can be made smoother and easier, why not? If you want challenging, check out Godlike Satan's Solo Guides to FoW and UW. Akane
Exile, thanks for starting this thread!
The SS isn't really needed for the Smites - they'll go down fast anyways. But if the tank wants to use SS, he'll need SV first. It will probably help with Mindblades in Chaos Plane if people want to go that far. Your build is terrific. I'm just trying to come up with a hybrid that can get benefits of 55 build too. Like making Wrathful Spirits and Obsidians easy. Your build is terrific defensively. Working SS into the build gives more offensive versatility. My only concern is losing the Elemental Resistance (or Frenzy) that would make the Graspings damage +60. Will that mean changes for the chamber run? Taking the mission and a straight sweep is so much faster. Your comments would be appreciated. By the way, did you ever try Legless the Elf's recommendation on Physical Resistance? It would drop the Graspings damage way down. The Aatxes would still be +60. The ele damage would be elevated. It might balance out rather nicely. Damn, I can't wait to get home. squan
well i love spiritbonders, they are so fcking quicker then 55 monks. to make it a bit faster, when you reach the Terrorwebs around the statue of Grenth, first agro the aatxes and Grasping Darknesses, kill the poping nightmares. Dont let the ss necro kill the graspings and aatxes. when the nightmares are dead ask the necro to cast SV and cast Spellbreaker and move to the terrorwebs. this way is much faster and easier cause energy of terrorwebs will be 0 all the time cause of sv and av, you can also skip them, but terrorwebs also drop ecto.
i do the same thing with colds. i first agro a small group of smites and then let the ss kill them. SV and AV will keep the energy of colds 0 so no problem. darrengordon
Cheers Exhile nice answer and yeah would really appreciate seeing the run, i do agree witht the spirit bond thing in fact i run a 55 spirit bonder whilst farming trolls (yes its 55 as it allows me then to solo upto 3 or 4 other chars somewhere else without having to cast sb) and yes its the lazy mans monk lol, i loose concentration so i need an idiot proof one. Does look nice and can def see advantages with the SB monk over the 55 the big and obvious one being unlimted amounts of oposition and the cast time of HB compaired to SB!
When i ss with a 55 i drop an av or sv on the attaxe it stops em inturupting the monks and honestly with the smites i drop em all every time a bit before the visage runs out so as said 11 secs or so i guess. 10 mins run though mate that def desreves a gratz, still at 15-20 mins, we pull the first area in 2 parts then squids then stairs to right, then next chamber and onto first grp of smites, i know pulling the two group of squids after the fist half of screen slows things down, but me and my guild are lazy buggers and like an easy life and pulling all at once often pops 3 nightmares which can be a little awkawrd to get all. Again thnx for this thread its damm nice to see, all we need now is a new place like UW as too many people can easily farm now and the drop rate is or should i say has become awful, 1 ecto per run sometimes 0. Few months back would often get 5-6 around 9pm uk time run. Still its fun anyways!, keep the new thoughts coming slimreb
It has been a very long time since I have posted anything in this thread but figure I can do so now.
One thing a friend and I have done is switch up the enchantments and a few skills to speed thing up a little. One example is why have the smiter have any points into Protection Prayers? His job is to smite things so take those enchantments away from him. So the tank would look more like this: Max Prot Max Divine 1. Protective Spirit 2. Spirit Bond 3. Spell Breaker 4. Blessed Signet 5. Life Attunement 6. Vital Blessing 7. Blessed Aura 8. Essence Bond We do not take Frenzy or any of the other stances as it is not always going to get the damage you take to 60 or more. If the grasping use Flurry and the damage does not go above 60 you are making your job that much harder using Frenzy. The smiter is a pretty standard build except that they place Balthazar's Spirit on the tank so that the tank is still getting 2E a hit. Sometimes just for kicks since he is no longer required to carry Life Attunement and Vital Blessing we have the tank use Mantra of Inscriptions with Signet of Judgement and Signet of Rage. Those do some nice damage. For the tank we have no problems taking out Dryders, Coldfire, Mindblades, Grasping, or the like. For the spell casters just remember Maelstorm and Meteor Shower are your friends. They hit for so low melee damage wise (except Mindblades) there is no real need to constantly have Spell Breaker running. Just let the smite monk do the job with the signets or if you have Shield then only try to keep SB up as long as it is needed for Shield. You might ask "What about the Grasping?" and they are not a problem to take out with out Frenzy or the likes. All that is really needed is to get them with other mobs down there that will do more than 60dmg. For example in the first chamber before the tank aggros have the smiter take the quest. Then the tank will run up a set of stairs and aggro as much as he can. The Aatxes will keep the tank alive and Retrib/Holy will make very short work of the Grasping. If you are going back to clear the dryders near the monument the grasping back there are no problems either. As here I like to do my Suicide Monk manuever or at least that is what my guildies call it. That is I will aggro everything in that part of the map. So I will have Aatxes, Grasping, Nightmares, and Dryders all attacking me at the same time. No need to worry about multiple Nightmares back there as with Spell Breaker on they will kill themselves attacking you before Spell Breaker is gone. In the areas where there is nothing but Grasping it does get a little tricky but is still easy to do. Just make sure to cast PS and Bond as often as possible. Also the Smite monk can bring Signet of Devotion for an added heal for the tank if it is needed. It usually does not turn out to be needed though. As with how high your divine favor is and the extra health from Life Attunement just casting PB and Bond are usually good enough. Most of the times when we go down to UW we hardly ever go as a duo. We usually like to have other guild members with us so I will have at least 1 SS necro. We have come very close to 100% clearance of UW including quests using the duo and added support. We had the dual SB tank, smite monk, SS Necro without Reckless haste as we did not want them missing the attacks, FoC Necro, and a Fire Ele. Most of the times the smiter never used SoJ as the added firepower shreaded everything so quickly. The Ele used Firestorm and Searing Heat for when we were going through the Twin Serpeant Mountains as the Burrowers can not move and those do some really nice damage. We did find that the setup was not able to do the Four Horseman quest in the Chaos planes. Everything else we complete except one of the guildies took the quest in the Bone Pits before we told them to. So when we went back to get the reward for Restore the Monuments the Spirit in the Bone Pits was killed before we got back. Velath
Akane - hey I tried the Mo/N build we talked about yesterday. It worked, cleared chamber, ice wastes and the wrathful spirits weren't a problem. We didn't have time to run up to try out the obsidians or further though. A few comments on the build, without life attunement on tanking the graspings by themselves was sometimes a problem, the tanker died once in that situation. Aggroing them with the aatxes simplified matters a whole lot. He just wasn't getting healed often enough for enough health at one time (most hits were a few below 60). I'm gonna try and find a negative armor offhand and see if that helps. Also if it does I'll post back and let you know, and slimreb and that might be enough to help out your ultra-prot monk in the same situations!
Getting SS off was probably the biggest problem. If the tank didn't cast it before aggroing he'd get interrupted most of the time. As for the smites it was just less hassle to kill them with retribution/holy wrath than to try and cast SS, reckless and then cover it and keep it covered without SV/AV. That and I'm not quite sold on the reckless idea as it does cause them to miss more often, which doesn't help the killing time. I like the idea of just going back to the 2 e regain enchants and 4 prot enchants though and freeing up a spot for SV/AV. I wouldn't keep mending up, it wasn't really needed until the 55 part. HB was used a few times against the graspings when they were on there own just to keep that health a little higher. But at that point it was such a low health regen benefit it might not be worth it, but it is always there! All and all I'll try and do some more tweaking and see how far we can make it out there. Unfortunately I won't be around this weekend so no 3+ hour trecks through UW. slimreb - We'll also do something similar if there's some other guildies on who want to make the jaunt down there also. We've also ran the dual SB build and a 55/SS at the same time and went about clearing different areas. That was kinda fun as the race was on! slimreb
Velath we have thought about using a 8 man team down there a few times. We would setup with two dual SB tanks and smiter with an SS and FoC necro for each team. This would allow us to complete the Four Horseman Quest we are believing. I say this because with Blessed Aura, a 20% Enchantment weapon, and a 20/20 divine favor Straw Effigy most of the times Spell Breaker is recharged before the active one is finished. In that quest it is highly recommended that you keep SB on as there will be a lot of enchantment removal going on down there. One thing we could do is through in some useless cover enchantments onto one of the necro to try can keep the vital enchantments covered up. The only problem with this is some of the caster mobs that stay back do not like to stay on the tank when you cast a spell on the tank.
One thing my guildies and I have said is that in the UW the worst place for a necro is the Chaos Plains. It has always happened that if aggro is broken for any reason the Mindblades will zero in on the necro and not let go. I have seen on more than a few occasions where aggro was broken and a few Mindblades chased the necro all over the UW never letting up. Once for laughs I wanted to see how far he would chase me when I was the SS necro and it chased me all the way back to the beginning. We were all laughing so hard over this. It then chased me all the way back to the Chaos Plains. So if you are going into the Chaos Plains either 1) allow the tank to be the only one to aggro the group and do not get involved with the battle or 2) bring something to keep yourself alive from the degen they will stack onto you. Helpful hint is that Blood Renewal is your friend down in that area if they go after you. Velath
lol they do tend to stick to those necros don't they! We've usually just told the SS to chill out and hang back on the stairs while we're down there!
![]() Exile Of Heaven
lol, we also got big troubles around aggro in the Chaos Planes, we got that 2...... its like a bug or something..
![]() I can do a run for u any time im on, i just have 2 ask a friend of me 2 be the monk needed then. contact me ingame, or ill try 2 contact you^^ exiled mat
siggy's!
![]() SOJ = bad you say? Signet of judgement + bane sig work wonders against those stupid coldfires, exile and i have been trying to just kill them along (just in case someone goes on a stupid agro frenzy ![]() ![]() ![]() It COULD also save your life if some stupid aaxte decides to attack the smiter (which i am in this case) and with some HUGE luck you could KD him and diverse him to the tank so you can continue the run ![]() Velath
Hahahah it's funny you mention that exiled mat. My smiter saved our SS's life when he got a little close before all the aatxes had gathered around me. I couldn't stop cracking up when the aatxe got dropped a few steps away from landing a hit on our SS. They then managed to flee until the damn cow came back to attacking me!
![]() slimreb
Never said Signet was bad. I really like it when I was the smiter. I really like it now that bane signet and Signet of Judgement have a shortened recharge. Using that with Mantra of Inscriptions really makes for some fun. Though I did mess up on my earlier post and said the tank takes those skills when it was supposed to be the smiter. With so many people going down normally I would rather take Signet of Judgement as then I am more involved in the trip down there instead of just sitting around moving with the tank.
That had to be a funnyto see Velath. I would have been a dead SS if I was him because I would be to busy laughing to run away from him. Thanas
Quote:
Originally Posted by Niet Nart
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While you maintain this "Enchantment," whenever target ally takes attack damage, this spell deals 66% of the damage back to the source (maximum of 5...41 damage), and you lose 10 Energy.
The smiter in this build uses high smite, typically 15. I am going to look at a range of attribute values close to this number, for the sake of giving multiple examples. So I will look at the attribute values 13, 14, 15 and 16. Taking the above description we find that whenever target ally takes attack damage, HW deals 66% of the damage back to the source and the maximum damage values are as follows:
13 - 44
14 - 47
15 - 50
16 - 53
(list 1)
Since we have limits on values for returned damage, we must also have limits on damage considered by HW. To calculate the limit values for damage considered by HW we must multiply our returned damage values by 100/66 which is approximately 1.5. This gives us the following approximate values:
13 - 66
14 - 71
15 - 75
16 - 80
(list 2)
So if we were to take 200 damage after armour at 15 smite, this would mean out of the 200 damage points only 75 damage points would be considered by HW and out of those 75 damage points 50 (see list 1) would be returned to the attacking creature. This would mean we would be damaged by:
(200-75)+(75-50)=150.
If we were to take 50dmg after armour etc at 15 smite, we would below the 75 damage threshhold, so all damage would be considered by HW and we would find that the damage returned would be:
50x0.66=33
This would imply that we take damage with the value:
50-33=17
So as can be seen we do not deal as much damage with creatures hitting us for less than the threshold values, but we do suffer less damage. Where as when we are hit for more than the threshold value we suffer more damage and damage for the maximum amount possible. Increasing the damage beyond this point does nothing to boost our damage. Thus it is obvious that from a damage taken/damage given point of view that taking damage equal to or in the region of the threshold value (see list 2) is most favourable.
And this is where Protective Spirit (PS) is useful, the description for this skill is as follows:
For 5...19 seconds, target ally cannot lose more than 10% max Health due to damage from a single attack or Spell.
It can be said this skill allows us to control the damage we receive, by simply adjusting our health. This fact has been widely adopted by the 55 monk crowd. They use low health along with PS to give low damage and then counter this low damage with health regen.
So if this skill can be used to control damage then it would make sense to use it with HW to control the damage taken so that it is equal to the aforemtioned damage threshold values (see list 2) for a given smite value. So if we were using 15 smite which the OP's build did, then we find that the build is most efficient when the tank under HW is taking 75 damage. Thus if we are using PS to control the damage received it must be neccesarry to have:
75/10%=75/0.1=750 health
So the above tells us that when running with 15 smite and using HW with PS it is necessary to run with around 750 health for optimum efficiency in terms of damage taken and damage given.
13 - 660 health
14 - 710 health
15 - 750 health
16 - 800 health
(list 3)
Finally itis neccesary to consider Spirit Bond (SB) 16 prot implies 104 health from spirit bond for attack over 60 damage, thus when running 15 smite efficiently you will still be healed for:
104-75=29 health on each hit. With Life attunement at 16 prot (which gives a 52% boost to healing), this gives us:
29+(29*0.52)=29+15.08=44.08 which is approximately 44 health per hit.
Thus the aforementioned statement made by Niet Nart was false.
Q.E.D
Ietwat
I think ure math is correct but when duo-ing the Underworld you cannot forget that de Cows use Sever Artery and Gash wich causes deep wound on you, i normally run this with my bro and i have about ~800 hp, i can make it bigger by using a Soulstone as offhand and a weapon that gives +30 hp.
This should make you hp about 820 with a major vigor on my Dragon Mask
I think its the highest health possible to reach without Symbiosis or other non-monk skills.
Non monk skills does not only make it harder, but you have to spread points in other attributes as well. I think this is the best option you can try when using this build.
This should make you hp about 820 with a major vigor on my Dragon Mask
Non monk skills does not only make it harder, but you have to spread points in other attributes as well. I think this is the best option you can try when using this build.