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Build:Team - 600 Ele/Smite

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This build has been designed for the following use:

This is an Elementalist spin on the 600 monk build.

Contents

[edit] Team Composition

Elementalist/Monk 600 Ele

Protective Spirit Spirit Bond Shield of Absorption Glyph of Swiftness Obsidian Flesh Optional Balthazar's Spirit Essence Bond

Monk/Image:Asterisk.jpg Smiter Monk

Blessed Signet Purge Signet Unyielding Aura Optional Life Attunement Vital Blessing Retribution Holy Wrath

[edit] 600 Ele

[edit] Attributes and Skills

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[edit] Optionals

[edit] Equipment

  • Armor
    • It's imperative that your armor be as low as possible; 15AR, usually, or 9 AR if you still happen to have your starting armor.
    • Survivor Stone Eye (Stone Aura) of Superior Earth Magic
    • Survivor Chest Piece of Minor Energy Storage
    • Survivor Gloves of Major/Superior Vigor
    • Survivor Leggings of Vitae
    • Survivor Boots of Vitae

(If energy management is a problem, you can place Radiant insignias in place of Survivor insignias on the headpiece, gloves, or boots, and replace the Runes of Vitae with Runes of Attunement.)

  • Weapons
    • Any 40/40 Earth Magic Set
    • Optimally, a perfect Adept Earth Magic Staff of Enchanting with a perfect "Aptitude not Attitude" inscription

[edit] Usage

Before Combat:

1. Cast Essence Bond and Balthazar's Spirit on yourself.

2. Just before aggroing a group, use Glyph of Swiftness, follow that with Obsidian Flesh, and then cast Protective Spirit and Spirit Bond.

Upon Aggro:

3. If Spirit Bond wears out too quickly, cast Shield of Absorption.

4. If Obsidian Flesh is going to wear off, use Glyph of Swiftness and recast it.

[edit] Counters

  • Interrupts
  • Becoming Dazed
  • Non-targeted enchantment removal
  • Too much Death Penatly will render this ele rather useless as a tank.

[edit] Variants

  • Dropping Essence Bond for an optional
  • Dropping Glyph of Swiftness for an optional if - and only if - maintaining Obby Flesh is unnecessary

[edit] Smiter Hero

[edit] Attributes and Skills

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Optionals

[edit] Equipment

  • Armor
    • Hero Headgear of Superior Smiting Prayers
    • Survivor Chest Piece of Superior Protection Prayers
    • Survivor Gloves of Minor/Major/Superior Vigor
    • Survivor Leggings Rune of Vitae OR Minor/Major/Superior rune of Divine Favor (This choice is based on preference and judgment; for example, if you expect smiter will be drawing aggro or will be in danger at any time, a Rune of Vitae would be best to keep health high. The advantage of higher Divine Favor is more energy gain with Blessed Signet)
    • Survivor Boots of Vitae
  • Weapons
    • Any Protection/Smiting Prayers Set (40/40 largely unnecessary, since almost all skills in your bar are maintained enchants or signets, although, a 20% chance of halving casting time of Protection Prayers can be nice for rebirth)
    • Optimally, a Protection or Smiting Staff with a perfect Hale Staff Head, a perfect Staff Wrapping of Fortitude, of Shelter, of Defense, or of Warding. Your choice of Staff Wrapping should be based upon preference and/or foes in the area; a Wrapping of Fortitude works well in most situations. The staff's inscription isn't particularly important.

[edit] Usage

Before Combat:

1. Cast your maintainable enchantments (except for Unyielding Aura) on the 600 ele. This would also be the time to cast any other maintained enchantments on the ele that you might be bringing along as an optional (If using a hero, disable the maintained enchantments, and have them cast on you manually)

    • (If bringing Blood Ritual in the optional slot, you can cast it on the ele prior to aggro and between fights to speed things along)

Upon Aggro:

2. Keep back; you don't want to unnecessarily pull aggro off of the ele.

3. If you've brought offensive skill as optionals, use them during combat at your own discretion (do your best to keep aggro on ele).

[edit] General

  • Use Purge Signet and Blessed Signet for condition removal and energy management, respectively.

[edit] Counters

  • Non-targeted enchantment removal on the ele
  • Signet disabling
  • Pulling aggro off of the ele

[edit] Variants

Changing out the Elite Skill:

If you choose one of the above as the smiter's Elite Skill, you'll probably want your optional to be Rebirth.

[edit] Notes

  • Monks only have 4 pips of energy regen, so don't try to have the smiter maintain more than 4 enchantments at one time.
  • Obsidian Flesh is maintainable with Glyph of Swiftness with Earth Magic at 15 or above. This means that it's possible to use a Major Rune of Earth Magic OR take a point out of Earth Magic and distribute it elsewhere (namely, Energy Storage). However, if the ele becomes weakened, Obby Flesh will no longer be maintainable.