Can solo nuke any shrine w/ RoJ. ~~     Frvwfr2     talk    contribs    admin   22:50, 12 December 2008 (EST)

Wielder's > MBaS if you have no Spirit. --GoD Hammer and Sickle Guild of Deals 22:57, 12 December 2008 (EST)

This is just asking to be raped by the shrine people in JQ LifeAura of Faith 23:01, 12 December 2008 (EST)
No, those have weak enough nukes that this can heal through them. ~~     Frvwfr2     talk    contribs    admin   23:03, 12 December 2008 (EST)
Power Spike LifeAura of Faith 23:05, 12 December 2008 (EST)
So this monk runs to a shrine and camps? How does it survive against 3-4 humans? Something like this just makes more sense to me as a shrine nuker:
Ray of Judgment Glyph of Swiftness Reversal of Damage Smite Condition Smite Hex Storm Djinn's Haste Optional Optional
It is just something to recharge RoJ faster and a boost in run speed to get from shrine to shrine. Benjammn311Icon Benjammn311 23:03, 12 December 2008 (EST)
Eerie, but I'm just about to run that, except with Divine Boon (it's CM, if you run out of energy, then just kill yourself). --GoD Hammer and Sickle Guild of Deals 23:04, 12 December 2008 (EST)
Yea, thats an option.... I just like the extra heals tbh. ~~     Frvwfr2     talk    contribs    admin   23:11, 12 December 2008 (EST)
I just don't understand the focus of the build fully. Does this monk accompany a capping group? Does it stay with the capped shrine to battle other cappers/players by keeping up the NPCs? The latter is problematic, as you can't really solo an actual balanced party of 3-4 humans with some NPCs without serious monkage that this doesn't have or help from your teammates. And to counter PSpike, I suggest something slightly stupid, but actually goes along with the build I suggested above.
Glyph of Swiftness Ray of Judgment Spell Shield Reversal of Damage Smite Condition Smite Hex Divine Boon Glyph of Lesser Energy
You can perma Spell Shield w/ GoS and a high-ish DF.  :P Benjammn311Icon Benjammn311 23:23, 12 December 2008 (EST)
Just use it w/o aggroing (no PSpike). And it is mainly for JQ and AB for nuking shrines. ~~     Frvwfr2     talk    contribs    admin   23:25, 12 December 2008 (EST)
How do you use RoJ, a PBAoEDoT skill, without agroing? LifeAura of Faith 23:26, 12 December 2008 (EST)
It's not PBAoE. --GoD Hammer and Sickle Guild of Deals 23:26, 12 December 2008 (EST)
Forget everything i said. Didn't realize it was target FOE. LifeAura of Faith 23:28, 12 December 2008 (EST)

Imo, leave that slot blank, depending on what you're doing. Windborne is good in JQ, but in AB storm djinn's or something else would be used to greater effectiveness. With a changed attrib spread even fall back might work for AB. LifeAura of Faith 23:34, 12 December 2008 (EST)

Done. ~~     Frvwfr2     talk    contribs    admin   23:37, 12 December 2008 (EST)
Will changing my vote automatically un-remove it or should i delete and revote? LifeAura of Faith 23:38, 12 December 2008 (EST)

Changing will do it. --    Frvwfr2     talk    contribs    admin   23:47, 12 December 2008 (EST)

Why not go Mo/A for Dash or Mo/W for Sprint...those work generally well for a no-spec IMS.--IkimonoI know my ParagonsParagon-icon-small 04:56, 13 December 2008 (EST)

Ehh, Windborne speed is really a JQ choice. But I'll add to variants. ~~     Frvwfr2     talk    contribs    admin   08:32, 13 December 2008 (EST)
I'd also say drop Vigorous Spirit for Castigation Signet. The extra energy and damage is much more useful than Vig is. LifeAura of Faith 15:44, 13 December 2008 (EST)
Good for fueling Dwayna's. ~~     Frvwfr2     talk    contribs    admin   15:52, 13 December 2008 (EST)
Patient-->Dwayna's=Spike Heal. It's pretty much all you need to maintain a shrine, and Castigation helps kill solo cappers and manage energy. LifeAura of Faith 15:53, 13 December 2008 (EST)
Castigation is a nice extra bit of damage too, or Glyph of Swiftness for capping a little faster (if you're running one of the air speed boosts, then you're at the two-spell breakpoint for the Glyph). I like both of them better then Vigorous, at the least. --GEO-logo Ĵĩôřũĵĩ Đēŗāķō.>.cнаt^ 19:22, 13 December 2008 (EST)

I must be missing something, but RoJ@16 deals 240 Holy damage and 8 seconds worth of Burning (112 damage), so 352 damage in total. Where do you get the extra 128 damage from? RoD and your Smites? =/ ــмıкεнaшк 20:03, 13 December 2008 (EST)

It still somehow kills them, though. And most anything left can be killed by spamming RoD on yourself and using Cast Sig. --GoD Hammer and Sickle Guild of Deals 20:04, 13 December 2008 (EST)
Can it wipe the Monk Shrine in AB, too? =O ــмıкεнaшк 20:20, 13 December 2008 (EST)
Add Arcane Echo as a variant, especially for FA. Lets you blow through gates and mines like... well, it cuts right through em. High energy cost, but it's worth it when you're low on time, etc. --Gah Doomspike 3 20:29, 13 December 2008 (EST)
Thats the problem, cannot handle monk shrines. Works better for JQ than AB tbh. ~~     Frvwfr2     talk    contribs    admin   21:16, 13 December 2008 (EST)
I'm pretty sure JQ shrine NPCs only have 330 health. Just fyi. Spaggage talk 04:44, 14 December 2008 (EST)
They have 350, and you deal 352. LifeAura of Faith 16:50, 14 December 2008 (EST)
You sure? PS reduces it to 33 damage... ~~     Frvwfr2     talk    contribs    admin   16:52, 14 December 2008 (EST)
Strange...because @15 Smite, or 337 damage, you don't kill any NPC's. LifeAura of Faith 17:00, 14 December 2008 (EST)
Yeah, i dun get it. ~~     Frvwfr2     talk    contribs    admin   17:20, 14 December 2008 (EST)
Nvm, Mike fails at math. 339 damage @16, 324 @15. LifeAura of Faith 18:29, 14 December 2008 (EST)

I for one add in rend enchantment instead. i put in 2 in the skill and it strips 6 enchantments. sure the health spike can be bad, but great way to kill bombers. plus i've seen some luxon 55ers and it is SOOOO much fun to rend them then cast castigation signet :) 01:51, 28 January 2009 (EST)


i used to despise this build. now the name makes me love itƃuoן sı Escape ʇɐɔƃuoן 01:02, 14 December 2008 (EST)

i echo it lol MuffinPWNAGEMUFFIN crabs 19:58, 14 December 2008 (EST)
Pwnagemuffin, a friend, and I synced in CM the other day using these types of RoJ builds. Actually, I was using Build:Me/Mo Fast Cast RoJ. But it was epic. 3 ppl using 2 RoJs each on Gunther = lolol. Epic. --Gah Doomspike 3 15:47, 15 December 2008 (EST)

Shrine Solos

How does this do it? RoJ does 48 damage at 16 smiting. That times 5 pulses = 240 damage. Burning does 14 damage/sec. The foes burn for 8 seconds. 240 + 8 * 14 = 352. Last I checked NPCs had 480 health at lvl 20 and lvl 24 elite shrines have 560 health. Please explain how to make up the difference. --- Monk-icon-Ressmonkey Ressmonkey (talk) 15:46, 15 December 2008 (EST)

They have 330. ~~     Frvwfr2     talk    contribs    admin   15:48, 15 December 2008 (EST)
News to me. Ok, thx. --- Monk-icon-Ressmonkey Ressmonkey (talk) 15:49, 15 December 2008 (EST)
And it is only 7s of burning asfaik. It just BARELY kills them. ~~     Frvwfr2     talk    contribs    admin   15:51, 15 December 2008 (EST)
Honestly, this looks like it would be ok on a hero in pve too...idk, maybe I just really want to work RoJ into a PvE build. SurpriseKarate Jesus 15:58, 15 December 2008 (EST)

wtf GoD

Hammer of Dawn smiter was the fucking best name ever Tai sig Image 78 17:35, 15 December 2008

It was awesome, but PvXwiki:Build_Naming_Policy#Naming_Your_Build, tbh. ــмıкεнaшк 17:37, 15 December 2008 (EST)
I'm sorry, I don't like names that are fucking retarted. That's just me. --GoD Hammer and Sickle Guild of Deals 17:39, 15 December 2008 (EST)
How can you possibly think HAMMER OF DAWN is a bad name :< Cute McMonkeyTab 17:41, 15 December 2008 (EST)
Because it does sound like a terrible name. --GoD Hammer and Sickle Guild of Deals 17:48, 15 December 2008 (EST)
You're clueless about strong names. Cute McMonkeyTab 17:49, 15 December 2008 (EST)
How can you seriously think Hammer of Dawn is a bad name, it's amazing. --Frosty 17:50, 15 December 2008 (EST)
Ion Cannon...leave it. SurpriseKarate Jesus 17:51, 15 December 2008 (EST)
I'd rather have Hammer of Dawn than IONNN CANNNON idiocy. --GoD Hammer and Sickle Guild of Deals 17:51, 15 December 2008 (EST)

Guild of Srs. ɟoʇuɐʌʎʞɔıɹPanic srsbsns 17:52, 15 December 2008 (EST)

Lol, I know you like to seem smart, but you spelled 'retarded' wrong, Mr. Deals. Mr. Big 19px 17:54, 15 December 2008 (EST)
Guild of Illiteracy. ɟoʇuɐʌʎʞɔıɹPanic srsbsns 17:56, 15 December 2008 (EST)
 ;o Mr. Big 19px 18:13, 15 December 2008 (EST)

perhaps GoD simply has not played gears of war? it would explain the hostility towards the name much better than insulting his character ƃuoן sı Escape ʇɐɔƃuoן 22:45, 15 December 2008 (EST)

Or you actually just run RoJ along with a normal non-horrible monk bar. —ǘŋƐxɩsƫ 09:01, 16 December 2008 (EST)

I go with GoD what kind of name is Hammer of Dawn? You're not using a hammer and ppl dont care bout "hidden meanings" or w/e.Owned429 15:50, 17 December 2008 (EST)
I liked Ion Cannon better, but eh....Gears of War references are fine too. SurpriseKarate Jesus 15:51, 17 December 2008 (EST)

"Make Haste!" > Windborne Speed

Not sure why "Make Haste!" wasn't mentioned already, it's unstripable, lasts longer then Windborne, costs half as much, and has no cast time. Only downside is the "ends on attack" clause, which means nothing if you're buffing turtles/juggies.

After a couple solid days of using this build, I really can't see why anyone would want to use anything else in JQ, ever. Single-shot shrine capping, can stop other players from capping back, sits there and uses Reversal to kill dumb Warriors and Assassins, and heals everything else. The only downside is it can't kill other Monks, but then again, not much else seems to manage that anyway.

And on a only semi-related note, Judge's Intervention is a retarded random replacement for Vigorous Spirit. Killed a Warrior with it because he managed to get my health low enough for a spike, the end result was me sitting there at 50~ health and him eating 190 armor-ignoring damage. --GEO-logo Ĵĩôřũĵĩ Đēŗāķō.>.cнаt^ 10:14, 18 December 2008 (EST)

MH! doesn't last very long at only 3 spec or w/e you use it at w/ this. That's why I didn't add it. ~~     Frvwfr2     talk    contribs    admin   11:25, 18 December 2008 (EST)
Lasts for nine seconds out of a ten-second recharge with a 4-point investment, while Windborne only lasys for seven seconds out of a five-second recharge. Windborne can be kept up constantly, technically, but if you factor in the energy cost, you'll probably run out of energy if you try it. (or you'll get ganked while you're empty on energy.) --GEO-logo Ĵĩôřũĵĩ Đēŗāķō.>.cнаt^ 14:15, 18 December 2008 (EST)

12-10-6-6 and bring mh then--Relyk chtistmas2ChristmasRelyk 14:23, 18 December 2008 (EST)

Yeh, I think that works out quite nicely. --GEO-logo Ĵĩôřũĵĩ Đēŗāķō.>.cнаt^ 10:03, 20 December 2008 (EST)


can it kill it? ƃuoן sı Escape ʇɐɔƃuoן 15:32, 19 December 2008 (EST)

What? Spaggage talk 16:30, 19 December 2008 (EST)
GoW, durr. -StarSeeker 18:17, 19 December 2008 (EST)
yes,you can kill the beserker cuz RoJ's leet animation, makes shit die by just looking at its pillar of awesomeness.--Guru 10:19, 23 December 2008 (EST)


IMO this should be the standard for the JQ (and perhaps as well for AB, though I'm not too sure about that): <pvxbig> [build prof=mo/ass smit=12+1+3 heal=10+1 div=6+1 shad=6][Patient Spirit][Reversal of Damage][Ray of Judgment][Smite Condition][Cure Hex][Castigation Signet][Dash][Dark Escape][/build] </pvxbig> PS combined with Cure Hex provides you with great counter-pressure and carrier support, CS is proper e-management, especially when you're near archers, and you have a great IMS and anti-spike from Dash and Dark Escape. I don't think that a six point investment in Command is worth giving up the IMS. --Luuck 06:15, 4 January 2009 (EST)

Oh fuck yes. Brandnew. 07:23, 4 January 2009 (EST)
Dash -> faster movement -> more caps -> more jade slabs. IMHO it's better than the carrier support u get from 'MH!'... --Luuck 10:36, 4 January 2009 (EST)
JQ is about supporting the carriers. If anything, run Fall Back as a self speed boost. ~~     Frvwfr2     talk    contribs    admin   10:37, 4 January 2009 (EST)
I was prefer /A version tbh. If you're make hasting, you arent rly nuking =\ Rawrawr Dinosaur 21:35, 4 January 2009 (EST)
I kinda run whatever I feel like. Thats why I just made it optional.... ~~     Frvwfr2     talk    contribs    admin   21:46, 4 January 2009 (EST)
Just one more point for the Make Haste variant, Make Haste on an ally during the initial charge for the central shrine in JQ really can make a big difference (since whichever team doesn't get the cap normally is annihilated as they try to leave aggro range). --GEO-logo Ĵĩôřũĵĩ Đēŗāķō.>.cнаt^ 23:54, 4 January 2009 (EST)
As shown on the build page, Mo/P requires a 6 pt. investment in command, making 'FB!' a 6 sec speedboost for 10e and with a 25 sec recharge. Not really worth the 6 points IMO. It is quite more viable on the two vetted builds for ZB and WoH, but in this particular one, I'd choose Mo/A. Oh and btw, those other two builds are full support. What you're doing by giving this one 'MH!', is making it a player with and inconvenient hybrid function. --Luuck 02:42, 5 January 2009 (EST)
I use 12+1+3, 9+1, 9, 2+1--Relyk chtistmas2ChristmasRelyk 00:08, 6 January 2009 (EST)
That's an idea too. Anyway, I think the main bar should be what I posted above with two optionals for either Dash and Dark Escape or 'MH!' and 'FB!' -- 05:30, 6 January 2009 (EST)

No one on earth should be using low spec healing prayers on a smiter, see this for the real bar. Also who the fuck would use this in AB, the reason it ownz JQ is cause 1 RoJ can wipe a whole shrine. FrostrageFrosty po! 11:42, 6 January 2009 (EST)

too bad jq doesnt have an obs--Relyk chtistmas2ChristmasRelyk 11:48, 6 January 2009 (EST)
Smite Hex is pretty useless in JQ. As I stated above, PS and Cure Hex is great carrier support. Thats why you need healing prayers. -- 18:05, 7 January 2009 (EST)
@Frosty: Run multiples of this in AB, and you've got more then enough damage to clear a shrine, plus you've got multiple Monks, so you've got a shitload of survival. That's why you'd run it in AB. Basically works the same as having a Nuker and a Monk in one team, except you can split with these two and still retain some effectiveness (since they can both support other players and provide plenty of damage). Not as broken as it is in JQ, but still quite effective. --GEO-logo Ĵĩôřũĵĩ Đēŗāķō.>.cнаt^ 20:52, 7 January 2009 (EST)

Dr J Panic says

use divine boon instead of healing prayers to heal turtles--Relyk chtistmas2ChristmasRelyk 23:46, 6 January 2009 (EST)

currently running with: RoJ, RoD, Watchful Healing, Bane sig, Cast sig, Contemp of Purity, Divine boon, "MH!" will probably try this version though and see if i cant do a better job of support.-- 04:32, 13 January 2009 (EST)

You need fall back to run to the shrine before the other team--20pxRelyk_||_I hammers u! 04:34, 13 January 2009 (EST)

Your Divine favor is fine to keep at least one shrine NPC alive with Reversal of Damage and Smite Condi/Hex. With a Command subspec you have Make Haste to throw onto a carrier whenever you see one (such as after you've just solo capped a shrine) and you have Fall Back to give yourself and any others an IMS to get around the shrines quicker. You can also use it to bolster your healing on the carriers. You simply don't need healing to keep a carrier alive. If (for whatever reason) you need a healing bonus, Boon should be plenty and you won't need to sacrifice attribute points. If you're capping or baby sitting a carrier, Castig will be fine to keep your energy loss from Boon in check. - Panic sig5 05:07, 13 January 2009 (EST)

I forgot to point out I didnt say "Use boon instead of healing to heal turtles!" I said "If you're running 16 smite and RoJ and for some reason you find the need to powerheal carriers, use boon and keep your IMS shouts instead of speccing into healing and then either splitting your attribs 4 ways or dropping your IMS shouts." For AB or Aspenwood, you don't need MH! and FB! so you can happily spec into heals. - Panic sig5 05:13, 13 January 2009 (EST)
You wouldnt bring heals in ab--20pxRelyk_||_I hammers u! 05:16, 13 January 2009 (EST)
There's no reason you couldn't if you were playing in a semi-organized team. If you're going to run around solo-capping and relying on DF and smite for your self-survival, then there's better IMS choices than /P. - Panic sig5 05:20, 13 January 2009 (EST)
You use Arcane Echo to cap shrines quickly, but you only have IoH for an ims, therefore you either cap with your party or you run around capping without an ims, unless you want an elite combo of IoH+Smite Condition--20pxRelyk_||_I hammers u! 05:26, 13 January 2009 (EST)
That's why this is worse than an ele for solo capping in AB. Still, if you're in a team they should bring IMS shouts and you can happily run healing. Not sure what you'd need to take on your monk that wouldn't fit onto something else anyway... it's AB ffs. - Panic sig5 05:35, 13 January 2009 (EST)

Possible rename?

I don't see anything to do with hammers or dawn in the build.. Something more practical would probably suit it. TedTheFarmer 12:06, 4 February 2009 (EST)

Hammer of Dawn is from Gears of War, it's the giant laser-thing that shoots from space and you kill the whatever-they're-calleds with it. The animation for RoJ looks like the animation from Gears. And it's an awesome name. --Tai Sig 12:07, 4 February 2009
Berserkers. ~~     Frvwfr2   Frv Boston  talk    admin   15:17, 4 February 2009 (EST)
I thought they were called locust or something...but then again it has been a while since ive played GoW...btw if you don't recognize the name, go play gears of war...awesomest game ever. El33t 20:26, 13 February 2009 (EST)
well it was mostly used for berserkers... --    Frvwfr2   Frv Boston  talk    admin   22:52, 13 February 2009 (EST)
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