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The Inspired Smiter utilizes the Mesmer's Inspiration
line and Smiting Prayers. It is a general-purpose utility build
that deals a moderate amount of damage and can deal with a fairly
large number of situations. This build is designed for higher
end PvE in Prophecies (specifically, using an all-hench party),
since players are generally unfriendly to Smiting Monks and will
hate you for not being able to heal and resurrect.
Note: if you're not a solo-minded Monk, and if you
actually are good at Healing, Bonding, and/or Protecting, then this
is not the build for you. This build is designed for folks who made
a Monk but quickly found out they were no good at it (such as
myself). In this respect it is startlingly similar to an Air Magic
Elementalist.
[edit] Attributes and Skills
Please see the Variants below.
[edit] Equipment
- A Smiting Rod from Ornhelm Brightaxe or Arliss Vaughn.
- A Jeweled Chalice from Mourn Drakespur or Bariel
Darkroot.
- Wanderer's or Censor's armor; Ascetic's is not recommended due
to its lower AL and the fact that this build doesn't need the bonus
energy.
- Rune of Superior Vigor.
- Extra runes of Attunement or Vitae.
- Activate Mantra of Signets before battle.
- In general, use skills in this order: Signet of
Judgment, Bane
Signet, Banish.
Timing is important; try to keep the target constantly knocked
down.
- If the foe is a melee attacker, you may wish to lead with Bane
Signet instead, and save Signet of Judgment for a caster foe.
- Dangerous spellcasters are easily denied by leading with Leech
Signet.
- Interrupt with Leech Signet and Power Drain as necessary.
- Use Smite Hex
and Drain Enchantment as necessary.
- Reactivate Mantra of Signets as soon as it recharges.
- If there are spirits/minions, use Banish. It deals much higher
damage to them.
[edit] Counters
- This build can't (directly) heal itself or deal with
Conditions, except for Ether Feast.
- Any anti-Signet skill, such as Rust or Panic.
However the latter is rare, and the former is easily
counter-countered with Smite Hex, Inspired Hex, simple
interruption, etc.
- Anti-knockdown skills or foes that can't be knocked down.
- Removal of Mantra of Signets via Wild Blow or such.
[edit] Variants
- Ether Feast
is a convenient self-heal that is worth considering.
- Mantra of Inscriptions could replace
Mantra
of Signets, for a possibly better DPS and interrupt recharge;
however, it doesn't allow for easy chain knockdowns.
- If in an area where Smite Hex and/or Drain Enchantment are not
needed, replace with Resurrect, Symbol of Wrath, or Smite.
- If facing only Hexes, exchange Drain Enchantment for Inspired Hex.
- If facing only Enchantments, exchange Smite Hex for Inspired Hex.
- If facing primarily non-caster enemies, drop Power Drain and
take both Mantra of Signets and Mantra of Inscriptions. Or swap in
Resurrect, Symbol of Wrath, or Smite.
- When appropriate, consider substituting in a Mantra. For
example, versus the Mursaat, Mantra of Lightning may be
useful.
- Holy Strike
is a dangerous but powerful skill. It is not recommended, because
in most cases it is not worth the risk to get within touch range of
foes.
- If you have Factions, consider replacing Banish with Spear of
Light.
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