Build:E/Mo Word of Censure Smiter

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Image:Red thumbs down.png This build is not favored by the GuildWiki community.

The general consensus among users of GuildWiki is that this build is not viable.

This build was voted unfavored for the following reasons:

  • lack of energy management

Contents

This build allows players to bypass the energy constraints of a Monk Smiter, as well as allowing for upkeep of Wards though the elevated level of Earth Magic. Doing so, however, you sacrifice larger amounts of AoE damage.

[edit] Attributes and Skills

ElementalistMonkElementalist / Monk Attribute Rank
Smiting Prayers 12
Energy Storage 8 + 1
Earth Magic 10 + 1 + 3
Protection Prayers 2
Word of Censure

Word of Censure

Spear of Light

Spear of Light

Ward Against Melee

Ward Against Melee

Ward of Stability

Ward of Stability

Smite Hex

Smite Hex

Judge's Insight

Judge's Insight

Aura of Restoration

Aura of Restoration

Rebirth

Rebirth

[edit] Equipment

  • +10 Armor while enchanted
  • 20/20 smite wand and focus

[edit] Usage

Keep in mind, the idea is to spike the target while your melee and Ranger party members receive increased damage from Judge's Insight. Wards are defensive mechanisms against Warriors.

  • Cast Aura of Restoration, this will be your heal.
  • Use Ward Against Melee and Ward of Stability as needed for defense against Melee attacks and Knockdowns.
  • Judge's Insight should be casted on Rangers, Warriors, and Assassins as necessary.
  • Cast Word of Censure repeatedly on a high/medium armor target (preferably Rangers or Warriors), then slow down or stop once they are roughly 50% HP (to reduce possibility of the 20 second recharge)
  • Spear of Light should be used once the target has hit 33% HP.
  • Smite Hex is used to remove hexes like Backfire, Diversion which can be harmful.

[edit] Notes

  • Judge's Insight gives allied attackers armor penetration, and changes the physical/elemental damage type to light damage, which is reduced by armor but not modifiers as +Armor versus physical or +Armor versus Elemental damage.

[edit] Counters

  • Enchantment removal may hurt.
  • Spellbreaker/Obsidian Flesh/Shadow Form prevents this spike.
  • Protective Spirit/Shelter prevents damage greater than 10% of target's health.

[edit] Variants

  • Earthquake instead of Ward of Stability, for access to interrupt/AoE
  • Armor of Earth instead of Ward of Stability, so you have more resilience
  • Ward Against Elements instead of Ward of Stability, where Elementalist mobs are dominant and knockdown is not.
  • Smite instead of Judge's Insight, so you can have more damage skills
  • Contemplation of Purity instead of Smite Hex so you can remove conditions also
  • Obsidian Flame instead of Spear of Light.


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