Tombs E\Mo smiter with neverending energy

Twiggy

Twiggy

Frost Gate Guardian

Join Date: Aug 2005

Smurf Village

Mo/

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.

Lebdan

Academy Page

Join Date: May 2005

Mo/Me

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

Jungle Guide

Join Date: May 2005

New Jersey

Idiot Savants

You're missing two key spells that make the build work. Aura of restoration, and draw conditions.

Quebec Osti

Quebec Osti

Ascalonian Squire

Join Date: Jul 2005

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

ICURADik

Banned

Join Date: May 2005

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.

Eonwe

Jungle Guide

Join Date: May 2005

New Jersey

Idiot Savants

If you want to argue with me over fact, go ahead and try. :|

Mystic_Karnas

Mystic_Karnas

Ascalonian Squire

Join Date: Aug 2005

Teh masters

N/

Please enlighten me as to how aura of restoration sucks...

White Designs

Krytan Explorer

Join Date: Jul 2005

Illinois

None

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

neoflame

Krytan Explorer

Join Date: Feb 2005

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

Krytan Explorer

Join Date: Jul 2005

Illinois

None

Hm..was almost certain it was 15 but just checked and yeah, that's right. Good relay on that.

UberRusty

Banned

Join Date: Jun 2005

amsterdam, where male prostitution is legal

[GGG] Gay Guild Gals

W/R

Ha, I love it when people are wrong.

Rossaroni

Academy Page

Join Date: Jun 2005

Knight Vision [KnV]

Mo/

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.]

Yukito Kunisaki

Yukito Kunisaki

Forge Runner

Join Date: Mar 2005

Chicago, IL

W/N

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...

Twiggy

Twiggy

Frost Gate Guardian

Join Date: Aug 2005

Smurf Village

Mo/

Yea I meant draw conditions sorry, and aura of restoration is not that necessary,
I find smite hex more useful.

ICURADik

Banned

Join Date: May 2005

Quote:
Originally Posted by Mystic_Karnas
Please enlighten me as to how aura of restoration sucks...
Quote: Originally Posted by ICURADik
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.

ElderAtronach

ElderAtronach

Wilds Pathfinder

Join Date: Jun 2005

Mo/Me

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

Quebec Osti

Ascalonian Squire

Join Date: Jul 2005

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.

Ghull Ka

Ghull Ka

Wilds Pathfinder

Join Date: Jul 2005

Seattle, WA

Grenths Helpdesk

N/

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?

ElderAtronach

ElderAtronach

Wilds Pathfinder

Join Date: Jun 2005

Mo/Me

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.

Icuradik2

Banned

Join Date: Aug 2005

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.

primitiveworker

primitiveworker

Academy Page

Join Date: Aug 2005

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.

carnivore

Wilds Pathfinder

Join Date: Jul 2005

W/

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

Banned

Join Date: Aug 2005

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

Chasing Dragons

Join Date: May 2005

Lost in La-La Land

LFGuild

Mo/Me

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

smurfhunter

Banned

Join Date: Aug 2005

my w/mo uses mending, orison, and healing breeze. you cant kill him.

Sand Scorpions [SS]

W/Mo

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

primitiveworker

primitiveworker

Academy Page

Join Date: Aug 2005

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.

Yamat

Krytan Explorer

Join Date: Jun 2005

San Diego, USA

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...

Ghull Ka

Ghull Ka

Wilds Pathfinder

Join Date: Jul 2005

Seattle, WA

Grenths Helpdesk

N/

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.

primitiveworker

primitiveworker

Academy Page

Join Date: Aug 2005

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.

Ghull Ka

Ghull Ka

Wilds Pathfinder

Join Date: Jul 2005

Seattle, WA

Grenths Helpdesk

N/

Thank you sir. I'm off to find a good KD/AS build now, :-)

Yamat

Krytan Explorer

Join Date: Jun 2005

San Diego, USA

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.

Boofhead

Frost Gate Guardian

Join Date: Aug 2005

Black Rose Gaming

I'd take armor of earth over aura of restoration

magicplayer.exe

Pre-Searing Cadet

Join Date: Jul 2005

The Pacs Gods

Mo/R

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

smurfhunter

smurfhunter

Banned

Join Date: Aug 2005

my w/mo uses mending, orison, and healing breeze. you cant kill him.

Sand Scorpions [SS]

W/Mo

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 >.>

dansamy

Chasing Dragons

Join Date: May 2005

Lost in La-La Land

LFGuild

Mo/Me

I tried out divine boon instead of aura of resto. Not liking it so much. I'll keep trying it out though.