From GuildWiki
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On May 1, 2007, all articles in the GuildWiki build namespace
will be deleted. After that date, no build articles may be posted
to the GuildWiki in either the main or build namespaces before a
new policy is decided on. Find the reasoning and the details behind
this at GuildWiki:Builds wipe.
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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
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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
[edit] Equipment
- +10 Armor while enchanted
- 20/20 smite wand and focus
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.
- 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.