Tombs E\Mo smiter with neverending energy
Twiggy
I'm getting pretty tired of seeing really bad emo smiters so here is a great build (pretty basic):
Smiting prayers: 12
Energy storage 12 + 1 (head) + rune (pref superior)
Protection: 3
Zealot's Fire
Balthazar's Aura
Judge's insight
Reversal of Fortune
Draw Conditions
Smite hex
Ether Renewal
Res sig
Ok basically, this is not just a smiter emo, but also has a touch of protecting, you can spam reversal \ smite hex \ draw conditions to trigger zealot's and just remove conditions and hexes.
When you're low on energy (Which is about ~30 energy) use Ether Renewal and start spamming reversal \ draw \ smite hex to regain your energy quickly.
Never let your energy drop to 0 and keep casting balth's aura as much as you can as well as judge's insight.
Hope it helped, And yea, I know it's very basic.
Smiting prayers: 12
Energy storage 12 + 1 (head) + rune (pref superior)
Protection: 3
Zealot's Fire
Balthazar's Aura
Judge's insight
Reversal of Fortune
Draw Conditions
Smite hex
Ether Renewal
Res sig
Ok basically, this is not just a smiter emo, but also has a touch of protecting, you can spam reversal \ smite hex \ draw conditions to trigger zealot's and just remove conditions and hexes.
When you're low on energy (Which is about ~30 energy) use Ether Renewal and start spamming reversal \ draw \ smite hex to regain your energy quickly.
Never let your energy drop to 0 and keep casting balth's aura as much as you can as well as judge's insight.
Hope it helped, And yea, I know it's very basic.
Lebdan
I think you mean Draw Conditions. Purge isn't spammable. Neither is Smite Hex. And triggering Zealot's Fire every 1.75s isn't the fastest you can get.
Eonwe
You're missing two key spells that make the build work. Aura of restoration, and draw conditions.
Quebec Osti
Try
-draw condition
-rof
-baltha aura
-ether renewal
-aura of resto
-zealot fire
-res sig
-either smite hex, ward of foes, judge insight, whatever suport ya need
-draw condition
-rof
-baltha aura
-ether renewal
-aura of resto
-zealot fire
-res sig
-either smite hex, ward of foes, judge insight, whatever suport ya need
ICURADik
Quote:
Originally Posted by Eonwe
You're missing two key spells that make the build work. Aura of restoration, and draw conditions.
Aura sucks. Just bring some random prot spell that last 12+ secs so you have some other use if you get diverted. EX: Prot Spirit.
Also, higher than 14 E storage is sorta pointless.
Also, higher than 14 E storage is sorta pointless.
Eonwe
If you want to argue with me over fact, go ahead and try. :|
Mystic_Karnas
Please enlighten me as to how aura of restoration sucks...
White Designs
Quote:
Originally Posted by ICURADik
Also, higher than 14 E storage is sorta pointless.
Anything lower than 15 Energy Storage, the breakpoint for 5 energy Ether Renewal, is a less than full potential E/Mo smiter.
neoflame
Quote:
Originally Posted by White Designs
Anything lower than 15 Energy Storage, the breakpoint for 5 energy Ether Renewal, is a less than full potential E/Mo smiter.
14 Energy Storage is the breakpoint for 5 energy/enchantment/spell.
White Designs
Hm..was almost certain it was 15 but just checked and yeah, that's right. Good relay on that.
UberRusty
Ha, I love it when people are wrong.
Rossaroni
Fact: Ether Renewal is broken when used with a smiting build. NR by itself wasn't broken, but QZ + Oath Shot = NR spam, which was broken. Same case here: ER + Zealot's + Aura + spammable = infinite energy/life + huge damage (too huge IMO)
[Edited for clarification.]
[Edited for clarification.]
Yukito Kunisaki
Aura sucks huh? Prot skill that's 10s+.?
Let's see...
What enchantment has no use that can feed Ether Renewal and lasts SIXTY seconds? [Must be affected by Energy Storage...]
Oh yeah!! Aura of Restoration...
Let's see...
What enchantment has no use that can feed Ether Renewal and lasts SIXTY seconds? [Must be affected by Energy Storage...]
Oh yeah!! Aura of Restoration...
Twiggy
Yea I meant draw conditions sorry, and aura of restoration is not that necessary,
I find smite hex more useful.
I find smite hex more useful.
ICURADik
Quote:
Originally Posted by Mystic_Karnas
Aura sucks. Just bring some random prot spell that last 12+ secs so you have some other use if you get diverted. EX: Prot Spirit.
Also, higher than 14 E storage is sorta pointless. Self Quotation ftw.
Edit: E/Mo Smite/Semi Prot
10+1+3 E Storage
12 Smite
8 Protection
This gives you 14 second prot spirit to use on yourself immediately before Ether(or immediately after to stop single enchant removals). If you want to be even more useful to the rest of your team you can bump smite down one, and prot up two and bring aegis also. This will take pressure off the monks and help cover other enchantments. I hate seeing Aura of Restoration used. It's just a horrid spell.
Also, higher than 14 E storage is sorta pointless. Self Quotation ftw.
Edit: E/Mo Smite/Semi Prot
10+1+3 E Storage
12 Smite
8 Protection
This gives you 14 second prot spirit to use on yourself immediately before Ether(or immediately after to stop single enchant removals). If you want to be even more useful to the rest of your team you can bump smite down one, and prot up two and bring aegis also. This will take pressure off the monks and help cover other enchantments. I hate seeing Aura of Restoration used. It's just a horrid spell.
ElderAtronach
I agree with Icuradik, semi prot helps your team out a lot, and aegis and prot spirit are great spells to bring along anyways.
Quebec Osti
Quote:
Originally Posted by ICURADik
Self Quotation ftw.
Edit: E/Mo Smite/Semi Prot
10+1+3 E Storage
12 Smite
8 Protection
This gives you 14 second prot spirit to use on yourself immediately before Ether(or immediately after to stop single enchant removals). If you want to be even more useful to the rest of your team you can bump smite down one, and prot up two and bring aegis also. This will take pressure off the monks and help cover other enchantments. I hate seeing Aura of Restoration used. It's just a horrid spell. Thing is: Aura of restoration help keeping pressure off your monk also...
As an e/mo in 8v8, you are likely to get attacked early. Having aura of resto + zealot fire + ether renewal + boon(not rly needed) means you heal yourself for about 125hp everytime you spam draw/rof. I would agree wih you and say its not "necesary" to the build, but cant rly say it suck. On a smite spammer, aura isnt bad at all.
Edit: E/Mo Smite/Semi Prot
10+1+3 E Storage
12 Smite
8 Protection
This gives you 14 second prot spirit to use on yourself immediately before Ether(or immediately after to stop single enchant removals). If you want to be even more useful to the rest of your team you can bump smite down one, and prot up two and bring aegis also. This will take pressure off the monks and help cover other enchantments. I hate seeing Aura of Restoration used. It's just a horrid spell. Thing is: Aura of restoration help keeping pressure off your monk also...
As an e/mo in 8v8, you are likely to get attacked early. Having aura of resto + zealot fire + ether renewal + boon(not rly needed) means you heal yourself for about 125hp everytime you spam draw/rof. I would agree wih you and say its not "necesary" to the build, but cant rly say it suck. On a smite spammer, aura isnt bad at all.
Ghull Ka
A couple of questions from an inexperienced e/mo
Balth's Aura and Zealot's Fire are your main damage-dealers. Is it more desirable to cast Balth's and RoF on me or a party member? Basically the question is, do I get close to my enemy or do I stay back and smite via teammate? With Draw in the mix, I guess that the answer is that I close to enemy, but just wanted to clarify.
Also, about Judge's Insight, does this mean that it's desirable to use a standard "attack" against my target? If so, what kind of weapon is desirable? A smiting staff with an "enchantment" upgrade perhaps?
Balth's Aura and Zealot's Fire are your main damage-dealers. Is it more desirable to cast Balth's and RoF on me or a party member? Basically the question is, do I get close to my enemy or do I stay back and smite via teammate? With Draw in the mix, I guess that the answer is that I close to enemy, but just wanted to clarify.
Also, about Judge's Insight, does this mean that it's desirable to use a standard "attack" against my target? If so, what kind of weapon is desirable? A smiting staff with an "enchantment" upgrade perhaps?
ElderAtronach
Balth's should go on one of your warriors. So should JI.
Zealot's can only be cast on yourself, but it triggers around whoever you cast RoF (or any other spell) on.
Zealot's can only be cast on yourself, but it triggers around whoever you cast RoF (or any other spell) on.
Icuradik2
Quote:
Originally Posted by Quebec Osti
Thing is: Aura of restoration help keeping pressure off your monk also...
As an e/mo in 8v8, you are likely to get attacked early. Having aura of resto + zealot fire + ether renewal + boon(not rly needed) means you heal yourself for about 125hp everytime you spam draw/rof. I would agree wih you and say its not "necesary" to the build, but cant rly say it suck. On a smite spammer, aura isnt bad at all. But look at how much Aura of Restoration does in comparison to Ether Renewal. With a 5 energy skill like Draw Conditions, Aura of Restoration only heals for 20ish.. Compared to the Ether renewal doing 2-3 times that amount.
As an e/mo in 8v8, you are likely to get attacked early. Having aura of resto + zealot fire + ether renewal + boon(not rly needed) means you heal yourself for about 125hp everytime you spam draw/rof. I would agree wih you and say its not "necesary" to the build, but cant rly say it suck. On a smite spammer, aura isnt bad at all. But look at how much Aura of Restoration does in comparison to Ether Renewal. With a 5 energy skill like Draw Conditions, Aura of Restoration only heals for 20ish.. Compared to the Ether renewal doing 2-3 times that amount.
primitiveworker
I too have used Boon and Aura of Rest. Here's the build I've been using:
Ether Renewal
Draw Conditions
Reversal of Fortune
Balthazar's Aura
Zealot's Fire
Aura of Restoration
Divine Boon
Res Sig
Storage 12 + 1 + 1
Smite 12
Now, a lot of people give me giant questionmarks about Divine Boon and Aura of Restoration. I always explain that since I can spam forever, I am healing myself and my w/e buddy and taking pressure off of the monks. And it's true, often enough myself and my buddy are the last ones alive to res the whole team for the win.
But this thread is making me change my mind. Up until now, the only other spells I've heard people ask for are Judge's Insight and Strength of Honor. In my opinion, both of those spells are worthless in a Smite Team build. The team's damage comes from smiting, not from melee damage. So those two spells can be stuffed.
However, bringing Protective Spirit and Aegis DOES make sense. Unlike my build which benefits largely myself and my buddy, Prot Spirit and Aegis benefit the whole team.
So I added Superior Storage and will try the following build tonight in tombs:
Ether Renewal
Draw Condition
Reversal of Fortune
Balthazar's Aura
Zealot's Fire
Protective Spirit
Aegis
Res Sig
Storage 10 + 1 + 3
Smite 11
Prot 10
After some quick random arena testing, I die much more easily due to the lack of self-healing. But I have a feeling in an 8v8 environment this will work much better.
So we might say that the AuraBoon build is useful in 4v4, but SemiProt is much more useful in tombs.
I'll report back.
Ether Renewal
Draw Conditions
Reversal of Fortune
Balthazar's Aura
Zealot's Fire
Aura of Restoration
Divine Boon
Res Sig
Storage 12 + 1 + 1
Smite 12
Now, a lot of people give me giant questionmarks about Divine Boon and Aura of Restoration. I always explain that since I can spam forever, I am healing myself and my w/e buddy and taking pressure off of the monks. And it's true, often enough myself and my buddy are the last ones alive to res the whole team for the win.
But this thread is making me change my mind. Up until now, the only other spells I've heard people ask for are Judge's Insight and Strength of Honor. In my opinion, both of those spells are worthless in a Smite Team build. The team's damage comes from smiting, not from melee damage. So those two spells can be stuffed.
However, bringing Protective Spirit and Aegis DOES make sense. Unlike my build which benefits largely myself and my buddy, Prot Spirit and Aegis benefit the whole team.
So I added Superior Storage and will try the following build tonight in tombs:
Ether Renewal
Draw Condition
Reversal of Fortune
Balthazar's Aura
Zealot's Fire
Protective Spirit
Aegis
Res Sig
Storage 10 + 1 + 3
Smite 11
Prot 10
After some quick random arena testing, I die much more easily due to the lack of self-healing. But I have a feeling in an 8v8 environment this will work much better.
So we might say that the AuraBoon build is useful in 4v4, but SemiProt is much more useful in tombs.
I'll report back.
carnivore
Quote:
Originally Posted by Icuradik2
But look at how much Aura of Restoration does in comparison to Ether Renewal. With a 5 energy skill like Draw Conditions, Aura of Restoration only heals for 20ish.. Compared to the Ether renewal doing 2-3 times that amount.
no one said aura was better than ether renewal, that would be idiotic. everyone said that aura fuels ether renewal as well as help you heal yourself
Icuradik2
Quote:
Originally Posted by carnivore
no one said aura was better than ether renewal, that would be idiotic. everyone said that aura fuels ether renewal as well as help you heal yourself
I was just saying that the large perceived healing you get with ER/AoR is really a product of Ether Renewal and not Aura. Aura healing for 20 every second is practically the same as a Breeze. On the other hand, Ether doing 55 or more per cast is a much more signifigant amount of healing.
dansamy
I usually pack RoF, Mend Conditions, Aura of Resto, Zealots, Balths, Smite Hex, Ether and a hard res. I think I'll try divine boon in place of smite hex. My smiting is not as fast as it used to be with DC, but I'm healing whoever I'm smiting off of and taking the pressure off our monks.
smurfhunter
im guessing you can probably take out aura of restoration for divine boon, they both fuel ether renewal only one does just about nothing *but* fuel it, while divine boon can be used with draw to do some nice damage at the cost of 1 regen. but its not like you need that regen either, you only regen with ether renewal...
and smite hex is awesome. it has a nice range and smite hex + zealots = nice spike
(37 [zealots] + 70[smite hex]) = (almost) chain lightning. fun
and smite hex is awesome. it has a nice range and smite hex + zealots = nice spike
(37 [zealots] + 70[smite hex]) = (almost) chain lightning. fun
primitiveworker
Well, after some testing I have to say that the SemiProt build above works really well in a TripleSmite 3/3/2 team. It fills the gap very nicely, and the flow of infinite energy is certainly there.
A nice trick might be to coordinate Aegis and have a perma-Aegis. Would be easier in the more popular team build which includes a dedicated Prot monk.
A nice trick might be to coordinate Aegis and have a perma-Aegis. Would be easier in the more popular team build which includes a dedicated Prot monk.
Yamat
Gotta take a hex removal... can anyone say Backfire? That's probably the only thing you care about, and so can probably ignore most other hexs on you and wait for that one. A smart mesmer wont cast backfire first, they'll do something else in the hopes you "waste" your hex removal.
Take Smite Hex...
Take Smite Hex...
Ghull Ka
Quote:
Originally Posted by primitiveworker
Well, after some testing I have to say that the SemiProt build above works really well in a TripleSmite 3/3/2 team. It fills the gap very nicely, and the flow of infinite energy is certainly there.
A nice trick might be to coordinate Aegis and have a perma-Aegis. Would be easier in the more popular team build which includes a dedicated Prot monk. Primitive, can you define the "TripleSmite 3/3/2 team" for me? I R Teh Noob from time to time.
A nice trick might be to coordinate Aegis and have a perma-Aegis. Would be easier in the more popular team build which includes a dedicated Prot monk. Primitive, can you define the "TripleSmite 3/3/2 team" for me? I R Teh Noob from time to time.
primitiveworker
3 KD/AS Warriors
3 E/Mo Smiters
2 Dedicated Healers
Each E/Mo smites off a KD/AS in a buddy-system manner.
Since there's no room for a prot monk, the E/Mo's filling that gap is kind of nice. Casting Protective Spirit no someone who is asking for it doesn't interrupt the flow either. And everyone's happy about Aegis.
Maybe if you split Smite Hex, Aegis and Protective Spirit among the three E/Mo's, you'd have 2 of each and be pretty nicely covered.
3 E/Mo Smiters
2 Dedicated Healers
Each E/Mo smites off a KD/AS in a buddy-system manner.
Since there's no room for a prot monk, the E/Mo's filling that gap is kind of nice. Casting Protective Spirit no someone who is asking for it doesn't interrupt the flow either. And everyone's happy about Aegis.
Maybe if you split Smite Hex, Aegis and Protective Spirit among the three E/Mo's, you'd have 2 of each and be pretty nicely covered.
Ghull Ka
Thank you sir. I'm off to find a good KD/AS build now, :-)
Yamat
Quote:
Originally Posted by primitiveworker
3 KD/AS Warriors
3 E/Mo Smiters
2 Dedicated Healers
Each E/Mo smites off a KD/AS in a buddy-system manner.
Since there's no room for a prot monk, the E/Mo's filling that gap is kind of nice. Casting Protective Spirit no someone who is asking for it doesn't interrupt the flow either. And everyone's happy about Aegis.
Maybe if you split Smite Hex, Aegis and Protective Spirit among the three E/Mo's, you'd have 2 of each and be pretty nicely covered. FOTM right there.
3 E/Mo Smiters
2 Dedicated Healers
Each E/Mo smites off a KD/AS in a buddy-system manner.
Since there's no room for a prot monk, the E/Mo's filling that gap is kind of nice. Casting Protective Spirit no someone who is asking for it doesn't interrupt the flow either. And everyone's happy about Aegis.
Maybe if you split Smite Hex, Aegis and Protective Spirit among the three E/Mo's, you'd have 2 of each and be pretty nicely covered. FOTM right there.
Boofhead
I'd take armor of earth over aura of restoration
magicplayer.exe
Quote:
Originally Posted by Boofhead
I'd take armor of earth over aura of restoration
more armor, atribult points spread thin, less healing combonation with renwal
not a greatist extange of power as you will move slowly from armor of earth unless you add points into earth, but the other skills will be less powerfull, if you use a rune to help it, you will have a drarback on health, and will make you more likely to be killed last, and blatazar aura when you have about 3-4 enchaments on = 75(from restoration) 45-70 ish from renwel, and 15-20 engry too
i'll take restoration over armor of earth
but that's just me
not a greatist extange of power as you will move slowly from armor of earth unless you add points into earth, but the other skills will be less powerfull, if you use a rune to help it, you will have a drarback on health, and will make you more likely to be killed last, and blatazar aura when you have about 3-4 enchaments on = 75(from restoration) 45-70 ish from renwel, and 15-20 engry too
i'll take restoration over armor of earth
but that's just me
smurfhunter
Quote:
Originally Posted by Boofhead
I'd take armor of earth over aura of restoration
magicplayer.exe was exactly right - its a differnet attribute, it makes you move slow, and its, well, useless. remember as an emo you have to stay somewhat near the tank you smite on, and especially when they use sprint its a little annoying to run after them. if you used armor of earth you risk walking... slowly... for about 2 mins doint absolutely nothing.
i say leave the defense to the prots >.>
i say leave the defense to the prots >.>
dansamy
I tried out divine boon instead of aura of resto. Not liking it so much. I'll keep trying it out though.