Ahh nice to see it finally got posted. Thanks everyone who voted. Simply Amazing 03:21, 28 January 2008 (EST)

PvX:WELL?--ViYsig2(talk/pvxcontribs) 23:05, 3 December 2007 (CET)

Nah, it has potential. -- Armond WarbladeArmond sig image{{sysop}} 02:52, 4 December 2007 (CET)
This build is not a "duplicate" and no way is it inferior, as it takes a hefty 10-20 mins off your run time compared to a monk. -- Simply Amazing 18:59, 4 December 2007 (CET)
I'de just like to say good job on the additional stuff in the guide like LoD locations. But taking 10-20 minutes off the run would be very, very difficult since i have 600/smited temple in 25 minutes. U cant walk through that duneon in 5 minutes, lol. But I do see this as being easier for new people to start learning, and possible 5 minutes faster if run properly. --- Monk-icon-Ressmonkey Ressmonkey (talk) 15:03, 16 December 2007 (CET)
If you run it like you have listed, that's absolutely the quickest way it can be done, but since it is a farm, i like to drop the extra mobs of charr, and enchanted on the way, for instance in the burning room on the 3rd level, and in that aspect, yes it is quicker to do it with a rit, as for example, in the burning room, you can take all mobs of enchanted and the remaining mob of undead, in 2 aggro's, by chaining them together. Simply Amazing 23:42, 16 December 2007 (CET)

I Also posted an Ele Variant, try them out and let me know guys. all critisism is welcomed, good or bad, although i don't see why anything bad should come of this build as it does work very well, and very fast. -- Simply Amazing 19:31, 4 December 2007 (CET)

any ele tank that uses Glyph of Swiftness and Obsidian seems to work (like the E/Me Stoneflesh Aura, Stone Striker Mantra of Earth. Some of the tougher foes may need Armor of Earth or Kinetic but I only got to test for about 5 minutes with a hero monk before screwing up during micro-management. --False Prophet 18:46, 11 December 2007 (CET)
on further review, the assassin daggers in that dungeon do have wild strike and will remove stances, but Charr in EotN don't have Wild Blow, as they do in Prophecies. --False Prophet 18:39, 12 December 2007 (CET)
If you use the ele tank build that i posted, no stances to interrupt, and it drops the mobs fairly quickly. -- Simply Amazing 07:18, 16 December 2007 (CET) 07:13, 16 December 2007 (CET)
and on further, further review, I've found the lifesteal in HM is too much for my other high armor build, but I was able to survive normal mode very, very slowly. Stick

with the noob armor version of ele for HM. --False Prophet 02:41, 14 December 2007 (CET) This build looks nice and by the look of it it seems faster than the duo monk team build. (Natsopaani 20:18, 4 December 2007 (CET))

cool - Mrkitty444 19:44, 27 May 2008 (EDT)

I just put together Some hidden chest maps, and took the Hidden chest list from Wiki, if anyone happens to notice i missed something please let me know! Thanks -- Simply Amazing 21:23, 4 December 2007 (CET)

Having spent all last night testing this build I can hold my hands up and say that it is, Fast, Efficent and FUN! I think that it really proves that monks are not always gonna be superior! Thanks a lot man! ^^

I really must know, what is the fastest anybody has ever been able to kill murakai with this build? Or simpler; How long does a run take? --- Monk-icon-Ressmonkey Ressmonkey (talk) 21:41, 18 December 2007 (CET)

Murakai dies on average in 64 seconds, quickest i killed her was 49, quickest i completed the dungeon, w/ skipping enchanted was 6+6.5+12mins for the respected levels, 1+2+3. quickest i completed the dungeon without skipping mobs (char,spiders level 2,enchanted.undead level 3) was 32 mins 6+10+16 mins , and a side note boss mobs, like the char, enchanted etc, take less then 10 seconds to drop if you aggro with VwK up. Honestly. - Simply Amazing 23:11, 18 December 2007 (CET)
U calculated htat too much, lol. Thats also really fast. The fastest Ive ever done with normal 600/smite is 25 minutes (6+7+12, darn 30 seoconds down). The only suggestion I have to improve this build is to switch the superior restoration rune for a minor one and to move the headpiece of the smiter to smiting. The duration on spell breaker as it is is long enough to kill most mobs. The reason a minor one might be better is that it gives you +75 health. High health is required for getting the max damage out of smiting. Right now, even with a superior vigor rune and 2 viate runes, the max damage holy wrath can deal is 47. If you change the superior rune to a minor one, VwK will steal 4 less, but holy wrath will deal 52, thats 5 more. Since most things are undead, that will be 10 additional damage. If you wanted to not change the hero's headpiece, holy wrath's max will be 50. So a major restoration rune will give you 49.6 (rounded to 50) damage from holy wrath. Just my opinion though. --- Monk-icon-Ressmonkey Ressmonkey (talk) 23:31, 18 December 2007 (CET)
Yes that is a good idea, but with the long duration of spell breaker, i can take on more mobs without having to recast it, and with it's current duration, it's enough to take 3-4 mobs in one aggro. - Simply Amazing 03:13, 19 December 2007 (CET)

Isn't it preferred that the builds not have too much voice? Cause I see some in this one.--Relyk 11:52, 11 January 2008 (EST)

600 Monk vs 600 Rit

Spell Breaker, end of story. 600 Monk lets you go in areas with enchantment removal spells, interrupt spells, etc. Rit doesn't. And yes, I'd say WELL due to inferiority. --GoD Holiday Sig 2GuildofMoses 08:17, 22 December 2007 (EST) Didn't read the rest of the build. Still, I think original is better. --GoD Holiday Sig 2GuildofMoses 08:19, 22 December 2007 (EST)

You sacrifice defense for a little bit of speed in the rit version. Also, the regular is more adaptable to situations than this version. Such as in Shards of Orr, you need fleeting stability to 600/smite it. This build doesnt have room for it but the reular does. They both work just as well as eachother in temple. --- Monk-icon-Ressmonkey Ressmonkey (talk) 08:50, 22 December 2007 (EST)
I been using my 330hp Rt/Mo with LoD and Pain Inverter, and with Monk that has Spellbreaker... and there is alot of room for alternatives on both builds. I had tried Shards of Orr with Aura of Stability and "I am Unstoppable" on tank. But "I am Unstoppable" is just for emergency situations, usually the undead are dead once again before I need another anti-KD. This build does have alot more damage output than dual monk, but a few less variations. But my 330hp has been doing all of CoF fine without any major problems... (ReZDoGG 10:49, 27 December 2007 (EST))

600hp Rt/Mo FTW!

I can say this works very nicely as 600hp Rt/Mo, for the extra damage. I been using it for dual farming now, and I definately like it more than the usual dual monk builds. I don't know why I didn't think of using 600hp on my Rt/Mo for dualing along time ago, maybe cause I wasn't much of a dual farmer I guess. But it is basically the same build as my 600hp Mo/Rt Vengeful Spirit Bonder, the monk alternative for my 330hp Rt/Mo build. But of course for dualing. good work man.

I also was going to add this to part of my 330hp guide, but had no room and was forced to make a new thread and add a link to my 330hp guide. I also switched out a few things for dungeon use. Hope you don't mind, I just thought it should be posted on guru... as I don't think it has. Credit goes to you for actually thinking up better dauling use for my 330hp Rt/Mo and 600hp Mo/Rt builds. (ReZDoGG 13:51, 10 January 2008 (EST))

Thanks. Simply Amazing 03:15, 28 January 2008 (EST)


this can easily solo FoW if vengful weapon is switched out for "I am Unstoppable!" maybe add to variants or make a new build.--AESTHETIC
done. Simply Amazing - gFu 21:51, 4 February 2008 (EST)
Really great build, no doubts. But i've got a question about FoW: how do you manage monks? Are their healing skills too much powerful or there is a way to kill them? In this case, some explainations may be worth... El Gallo 11:00, 7 April 2008 (EDT)
You do this on HM?Uraniumjoint 02:58, 26 September 2008 (EDT)
Yup...El Gallo


WooT! I have an Rt who can do it yay, 600hp Rt is a very Rocking build actually, bit harder to run then Munk but me thinks itl do nicely, big thx from me to anyone who invented such a Great build :D --SuperIgorsigIgor 18:04, 22 January 2008 (EST)

That would be User:Getfuktup. --- Monk-icon-Ressmonkey Ressmonkey (talk) 18:13, 22 January 2008 (EST)
Really, both of you deserve crdit, as well as whoever created the original 600/smite builds. I don't have a monk, but I have been able to successfully and efficiently rush the CoF dungeon with and for alliancemates/guildies. Before, I never was able to, and I can do it just as fast as my experienced friends on their monks, and I have never run a 600 build before in my life! Once I get it down more, I will surely be faster. Thanks guys! - Lord Xivor 23:53, 22 January 2008 (EST)
Im 99% sure nobody knows who made the initial 600/smite. Whoever it was was a genious. But it might have been that many different people came up with it at the same time. --- Monk-icon-Ressmonkey Ressmonkey (talk) 06:57, 23 January 2008 (EST)
Like the 55, it was "invented" by a number of people with common sense. -- Armond WarbladeArmond sig image{{sysop}} 13:58, 24 January 2008 (EST)
I think more like a number of geniouses who wanted an invinci-build, so they made one. But 600/smite is a lot easier to come up with then 55. --- Monk-icon-Ressmonkey Ressmonkey (talk) 15:27, 24 January 2008 (EST)
It's hard to realize that regen and degen work a lot faster when you have low health? The 55 was a result of someone getting DP, realizing how much faster degen and regen worked, and remembering prot spirit. -- Armond WarbladeArmond sig image{{sysop}} 18:21, 24 January 2008 (EST)

New to CoF runs

But it's funny. I can't seem to do this faster than 45 mins (with a hero monk). How do you take 2-3 mobs in one Spell Breaker? Every time i aggro they stay there for like >5 seconds wasting energy, then hit me once, run around some more hit me again and so on and so forth. Another thing is the enchanted: How do you get 3 groups at a time? Even if i aggro with VwK and Spirit bond up,if i don't put up SoA prior to agro too, i die instantly from one group. Thumbs up for the build i like it, but i gotta get the bugs out of it in my case :D

Ok well, once you master this build, it's rather easy to complete the dungeon in 27 mins. If you're talking about the undead wasting energy, that's because of spell breaker, the tip for that is, You HAVE to run right up next to them, actually touching them, once you're close to them they stop trying to cast, and start using melee against you, thus the deal damage faster, which results in them dying, if you run right up to them, they will be dead within 5 seconds. With the enchanted you have to chain them together, if there is 3 mobs, right before you aggro, cast Spirit Bond, then VwK, or aggro w/ VwK, as they are attacking slowly walk towards the next mob, if Spirit Bond is ready to be cast again, Aggro and Cast it, and then repeat, Timing is key, just need to make sure you Have SpB and SoA ready to be cast, you CAN aggro 2-3 groups at one time, but theres a 75% Chance of survival. I usually just aggro 2 mobs, then chain in the 3rd mob, basically there is absolutely no downtime, waiting for energy/health regen before aggro. Timing is key. My IGN is Simply Amazin or Vengeful Was Simply. more than happy to show you.

Simply Amazing 14:18, 28 January 2008 (EST)


Has anyone made a video of this? I checked Youtube to no luck, I can do the run ok but would like to see the sequence in a video. (Mr Pink57 03:31, 1 February 2008 (EST))

The video would be 40+ minutes long. It's extremely easy to do, after you run it once or twice. Simply Amazing - gFu 23:50, 1 February 2008 (EST)
oh and btw, my IGN: is Vengeful was Simply or, Simply Amazin, i wouldn't mind taking you for a run to show you the ropes, no big deal. if you have Xfire, or Steam, just PM-me and i'll give you my account name so that you can get in touch w/ me easier. Simply Amazing - gFu 14:57, 5 February 2008 (EST)

New Variants (Comments/Ideas?)

I added a few more Variants, and also my 3-man Build for completing any dungeon in Hard Mode, Vanquishing, and FoW and the Underworld. My 3-man build uses 2 bonding monks, 1 adds health and energy regen plus spell breaker, and the other is the smiter with SoJ. Also i use an elite skill that is greatly over-looked and definitely under-used. Tranquil was Tanasen, the armor Buff is not enough to effect the effectiveness of the build, and not being able to be interrupted, EVER, is a great thing. With 16 restoration, You can also keep it up always, 20 second recharge, and with 16 rest. it lasts for 21 seconds. Using this 3-man build, i completed the underworld, and not just a smite run, the actual underworld. FoW, and i've done 4 dungeons so far completing all of them. Shards of Orr, Ooze Pit, Rragar's Menagerie, Bogroot Growths. Obviously CoF is do-able so that would make 5, and with a 4-man team, adding a FS Ranger, you make a 2000 HP Tank that can successfully complete Slavers Exile. Planning on tackling 2-3 more dungeons tonight after work, i'll post my results. anyone else have any ideas, or completed any dungeons with this build, or a variant, i would like, and im sure other people would like to know. Simply Amazing - gFu 13:32, 4 February 2008 (EST)

Tranquil was Tanasen

I've been using this skill for a long time, it's definitely over looked, anyone have any ideas of where this would be extremely useful, or does anyone use any builds based off of this skill, i'd like to see the interesting combinations. It work's great for the underworld, for farming rapters, and shards of orr, anywhere that there is lots of interrupts, it synergizes extremely well with this build, except for the armor buff, although the buff is not enough to dampen the build in any way. but with 16 rest, you can keep the ashes up always, and you never have to worry about Spirit Bond not being recast when you're at low HP. Simply Amazing - gFu 16:46, 4 February 2008 (EST)

I use a Tranquil was Tanasen farming build with my ele, it was designed for the Trolls outside droks but it works in other places too. I'll post it if you want to see it.--FireFire Tock SigPic 2Tock 12:09, 27 April 2008 (EDT)

Should i bring this skill instead of VWK? I'm attempting to farm UW and they interrupt prot spirit and Spirit bond almost all the time? will bringing Tranquil was Tanasen slow down the run alot? i currently don't have "I am unstoppable!" Elijah1210 23:04, 13 August 2008 (EDT)

I Just did UW(nm) for the first time with a friend and we ran tranquil, we use the 3 man team cleared smites killed all the aatxes around the chamber couldnt kill cold fires or terrorwebs we also didnt see a reason for SoJ as it slowed down the Rt nrg gain and "I am unstoppable" didnt seem needed aswell am i worng is there something there that these are needed for....gonna try UW on hm to see if it would make killing the terrorwebs and coldfire nights easier as they were not hitting for enough dmg to trigger SB.Uraniumjoint 03:09, 26 September 2008 (EDT)


  • Please do not post up the easy areas like noob island etc, only the notably more difficult areas.
  • Please feel free to add to this and the dungeon area, please!
  • When adding, try to be detailed and try to remember any important parts/information. and please let us know what variants you were using if any, and if you had to bring an extra hero, and what skills they needed. thanks.
  • Also, please sign all of your additions, so that everything is dated in case of nerf's or changes. thanks!

Simply Amazing - gFu 15:29, 4 February 2008 (EST)

So far with this build i've vanquished:

  • Verdant Cascades (Outside Umbral Grotto)
  • Margus Stones (Outside Rata Sum)
  • Riven Earth (Outside Rata Sum)
  • Alcazia Tangle (Outside Tarnished Haven)
  • Arboy Bay (Outside Vloxx's Falls)

Simply Amazing - gFu 15:29, 4 February 2008 (EST)

  • Ice Cliff Chasms (Outside boreal station) Simply Amazing - gFu 03:24, 6 February 2008 (EST)
  • Norrhart Domains (Outside Gunnar's Hold)

Simply Amazing - gFu 15:05, 6 February 2008 (EST)

  • The Mirror Of Lyss (Outside Grand Court of Sebelkeh) Simply Amazing - gFu 17:32, 9 March 2008 (EDT)
  • Forum Highlands (Outside The Kodash Bazaar) Simply Amazing - gFu 17:32, 9 March 2008 (EDT)
  • Naphui Quarter--FireFire Tock SigPic 2Tock 12:12, 27 April 2008 (EDT)

Vanquishing Notes

Do not forget: If your party (you and a hero) all have 60% Death Penalty, and you Die you will be sent to the last Outpost/Town you were at. So pack Candy Canes if you're still learning!

  • For Verdant Cascades, the boss in the exact middle of the map, is the hardest part, he's with 4-5 of the Obby Tank'o'saurs. This is the hardest part, and you can run there first without aggro'ing anything, i would suggest going there first and killing him, so you can avoid any death penalty early.

Simply Amazing - gFu 15:29, 4 February 2008 (EST)

  • For Ice Cliff Chasms - very very very easy, don't even need spell breaker most of the time, just the worms, gotta keep running around popping them up to kill them. Simply Amazing - gFu 03:24, 6 February 2008 (EST)
    • Also, You may want to bring an extra hero, a Minion Master works well, there is a few patrols, and if they happen to wander into your flagged hero's the MM is there for protection. I completed this with only me and dunk, but i tested it out with Olias as My MM, and he made light work of the Worms, while i took out all the mobs around them, if you're new to vanquishing/smiting, i'd suggest packing a MM to make this safer for you. Simply Amazing - gFu 15:11, 6 February 2008 (EST)
  • For Norrhart Domains - You need to bring Frozen Soil, you can either bring the ranger variant for Slavers, or just put Frozen Soil on one of your smiters, it's needed for the Summit, that only spawn when you talk to Kilroy Stoneskin, and I'm almost positive you have to spawn the summit to be able to vanquish the area. If anyone can confirm this please do.
    • You must also bring "I Am Unstoppable!" There is a lot of KD's
    • There are approximately 175-258 enemies in this area.
    • A bit northwest from the exit to Drakkar Lake, there is a small clearing around a campfire where several Jotun can be found, and two of them will be fighting each other while the others cheer by saying "Smash good!" and the like. The "spectator" Jotun show up on the radar as friendly NPCs, but all will turn hostile if the party gets too close.
    • A bug may prevent one Jotun Skullsmasher from dying, this Jotun DOES count toward the vanquisher count, so if you encounter this Jotun, its best to just restart. Simply Amazing - gFu 15:11, 6 February 2008 (EST)
  • For Naphui Quarter - Workhs best if you have more than one group of this each do a seperate celestial.--FireFire Tock SigPic 2Tock 12:12, 27 April 2008 (EDT)


  • Please post up dungeons you've completed w/ this build or a variation of this build, and please add in the variant you used, and any other helpful tips. Simply Amazing - gFu 16:16, 5 February 2008 (EST)

Dungeons Completed:

  • Scelpture of Deldrimmar (2man Build)
  • Shards of Orr - (2-Man build
  • Ooze Pit - (3 man build)
  • Rragar's Menagerie - (2 man build)
  • CoF / Temple of damned (2 man build)

Simply Amazing - gFu 16:16, 5 February 2008 (EST)

  • Scelpture of Deldrimmar - (Original build - unchanged)
This dungeon isn't too hard, once you and your hero get past the ice traps. Cast Spell breaker before engaging dryders. The Final boss is tedious, but possible to kill.
  • Ooze Pit - (Original build - unchanged), Even easier than doing CoF, getting there is the worst part.--Manassas 03:01, 19 February 2008 (EST)
    • Well you can always just kill every mob on the way to the dungeon, since you are farming, you could possibly make an extra 2-5k from the extra mobs. It's obviously not as fun, as doing the dungeon, but atleast you farm a couple of title points and maybe get a couple tomes/lockpicks on the way. Attempt more dungeons and post up more input! I'm tired of reading my own rants. Simply Amazing - gFu 20:40, 19 February 2008 (EST)
  • Oola's Lab (2man Build). This dungeon is easy to do but time consuming. Things to consider:
    • 1) Almost every mob there is melee based so you won't need Spell Breaker once inside (but you might need it to reach the entrance of the dungeon)
    • 2) All Fire traps can be disarmed by defeating a guarding boss.
    • 3) During the 1st level the Assassin boss Xien will pop up from nowhere several times so always keep some distance between the 600 and the smiter so that he doesn't target the smiter.
    • 4) There are a few creatures that create spirits of disenchanting but you just have to retreat a little to get out of reach of the spirit.
    • 5) There are a few spawns of spiders with Incendiary arrows (interrupt). While they are not a problem for an experienced 600, there are 2 groups of spiders that spawn together in a res shrine. 2 groups together can be a little too much and if you happen to die there and the smiter can't res you without attracting the spiders you will get ressed in a res shrine surrounded by spiders, and that could mean the end of the dungeon. -- 11:03, 3 June 2008 (EDT)
  • Heart of the ShiverPeaks (2man Build). Easy, but the final boss (Magmus) requires a little work because a lot of Ooze spawn, so it's good to try to agrow them a few at a time. -- 11:03, 3 June 2008 (EDT)
  • Rragar Menagerie (2 man build). A 3 man build would make it much easier. Things to consider:
    • 1) Arriving there is not easy nor fast for a 2 man team as there are mobs that you won't be able to take down.
    • 2) Be careful with charr groups that contain a prophet. Their healing capability is much higher than the Healer ones. If you wan't take them down with their group you won't be able to defeat them unless you merge them with another group.
    • 3) You have to fight Rragar in all 3 levels. He is a mesmer boss. The problem with him is that he won't start attacking you until he places "The Master's Mark" hex on you. That means he won't start attacking with Spell Breaker on. You will have to try to place it after you get hexed, but at that time the smiter will probably have 0 energy.
    • 4) The biggest threat are the "Fleshreaver Hounds" on Level 2. They appear on levels 2-3. For the most part they can be avoided but they appear in large quantities and all use "Reversal of Damage" and other Spells that will damage the smiter. Against one of these groups your smiter will be killed in no time. Signed of devotion is by no means enough even at 16 divine favor. So if you see them better avoid them.

Personally i went with a full party and flagged all the hero/hench except the smiter in one point so that they don't get drops, and used them for the difficult parts.-- 16:39, 4 June 2008 (EDT)

  • Catacombs of Kathandrax - This was a cake walk with 3 caveats. I run an ele build with obsidian to round out spell breaker and ward of stability to prevent knockdowns. Both came in handy here.
    • 1) On level 3, the becalmed djinn pretty much can't be avoided, and killing them gives the mobs of interrupters around a factor of 2 speed boost on top of their HM boost. I recommend Shield of Judgement to slow them down or you're likely toast. Consumables to speed up casting also help.
    • 2) The level 3 boss key holder is a flame djinn with Consuming Flames. This is 400 touch dmg that ignores prot, but is divided between all adjacent allies. It also heals him for the number you see (if divided by 4, it only heals him by 100; if all piled on you, it heals him by 400.) So, a tanker standing alone has no chance. Thus, I recommend bringing a full party including henches. Paradoxically, clumping around this caster prevents his dmg and his healing, making him nothing for a party of 8. Just peg the party right under him.
    • 3) Getting there is no small task. Just vanquish a path there one inch at a time. Basically makes this a 5 level dungeon.
    • Kathandrax himself was a pushover. Dies in 1-2 minutes with the help of pain inverter. Leave the heroes/henches at the door, and stand in the middle of the track to avoid the fireballs, which follow the inner and outer periphery. 06:00, 11 March 2008 (EDT)
      • Want to share the ele build?, and i think this is do-able with the 3-man rit smiting build, if you bring a SS hero w/ Winter. making it only 4 party members. I've been dying to try this dungeon, i just hate running there takes forever! Simply Amazing - gFu 13:57, 11 March 2008 (EDT)
    • The ele build itself is nothing special beyond Obsidian Flesh to make Spell Breaker permanent and Ward of Stability to prevent knockdowns. I chain them with Glyph of Swiftness to make them permanent. This isn't necessary with Obsidian because of Spell Breaker, but the anti-kd prophylaxis is often useful. I also bring Light of Deldrimor and Pain Inverter to round out the bar. This is generally inferior to the Rit build because the life stealing really augments the damage, but it still works. There are times when 100% spell and kd prevention are mandatory, however....
    • I STRONGLY WARN YOU NOT TO TRY KATHANDRAX WITH A SMALL PARTY. As I said above, the level 3 boss has a 400 dmg touch spell that ignores prot and heals him for the amount of damage done to a single target. It also ignores Spell Breaker, etc. Thus, the tank is dead after 2 hits, after hours wasted getting there. But, with a clumped party of 8, the spell is divided 8 ways, only does 50 dmg and only heals him for that amount. With a party of 3, it would be at least 133 dmg every few seconds and that much healing for him. I doubt you'd make it...after all that run and 3 big dungeon levels, I wouldn't risk it.
    • I await your solution to the incubi problem.... 20:41, 19 March 2008 (EDT)
    • BTW, what was your original ele build described above? There's lots of mention of it, but I don't actually see it posted anywhere. 20:53, 19 March 2008 (EDT)

Dungeon Notes

  • Shards of Orr - You need to bring I am Unstoppable, there is a lot of knockdowns, AND a lot of melee interruptions that spell breaker does not stop, i haven't died yet because of the interrupt's so it's not a big deal, but it is possible to dampen your dungeon owning experience, so if you're afraid of dying once or twice use the Tranquil was Tanasen variant. The Dungeon Boss is very tricky, once you get him down to low health, he transforms into "spirit" form and he only stays in spirit form for about 45 seconds, before he transforms back into regular form w/ full health, and everytime he "transforms" a group of 10-12 undead spawn with him. to tackle this feat you need to pull him to the two flame pillars outside his main room, he will follow you because he doesnt break aggro, Also it's important to bring pain inverter it makes this a lot easier, don't waste it on him on human form so it's ready to be cast when he's in spirit form. now, the wraiths won't follow you, but the undead archers will, so, once you have his human form ready to be killed, whack him out, and his spirit form will spawn not too far in front of you on the left, quickly recast spell breaker on yourself, run up cast Pain inverter on his spirit form, and fall back to the flame pillars, the flames will also hurt him so you can use them to your advantage, if you do this fast enough you will kill him before he goes back to full health.

And one more tip, don't bring a running skill, i've seen some guides, and wiki's that say the only way to light the Flame Braziers with the torch is with a running skill, that's bullshit, dont waste the skill slot for it, because it's definitely not needed. Simply Amazing - gFu 16:16, 5 February 2008 (EST)

Say, I tried this with a few guildies a few days ago and twice I could not beat Fendi. Would you possibly be able to produce some sort of video to help us noobs out? lol. 18:30, 6 May 2008 (EDT)
The battle with the boss has 2 main problems: Need of a perma Spell Breaker and e-denial by skeleton archers. A 600 monk in a 3 man team with a ranger can handle the 2 problems easily. For a Rit primary 600 is a little more tricky because if you want a perma Spell Breaker you have to rely on a 3rd person/hero, and that could be hard for him/her to do without aggroing the boss group. The e-denial on a Rit can be handled well by casting VwK as soon as the archers spawn, that way you cover 10-15 energy that would allow you to cast Spirit Bond, and in that time the archers are dead. I tried this with a 3 man team, moved 2 of the maintained enchants to the 3rd person to get better energy managements. Also this way i was able to equip 2 more enchants to work as cover enchants for PS. That 3rd person was supposed to give me a perma Spell Breaker but it wasn't possible most of the times. The e-denial was not a problem with the VwK trick, but i was still killed a few times when i was stripped of PS. I would need more practice with this boss. Well, just to add that you don't need an anti-KD for the dungeon, the trick is, while you are KD you are inmune to KD until you stand up, so just activate Spirit Bond while you are KD and it will cast as soon as you get up. -- 11:32, 3 June 2008 (EDT)
  • Ooze pit - It's rather easy, i used the 3-man build to do it, but it definitely do-able with the 2 man build, actually for this one, you don't need shield of judgment, it actually will just slow you down, and make killing the mobs a little harder, i haven't done it with the dual build so that's the only reason i didn't post it, but either way just don't use SoJ. Simply Amazing - gFu 16:16, 5 February 2008 (EST)
    • Ooze Pit confirmed, completely do-able with original 2-man build w/ no Variations, thanks to Manassas. Simply Amazing - gFu 18:47, 20 February 2008 (EST)

Problem Dungeons

  • Attempted Bloodstone Caves : Looking Impossible, because of the Incubus's Monster Skill, it strips enchantments(Even with spell breaker up, as it's a skill and not a spell), and a mob of 8-9 of them, could thoroughly strip all of your bonds very quickly, need to figure out a way around this, if any is possible, ANY IDEAS?
    • I was thinking Defiant was Xinrea or however it's spelled, the rit communing spell, that disables, Spells/Skills for an extended duration of time on the caster, and casters allies who use the same spell/skill, i'm not sure if this will work, but if it does, then it would be possible for you to use a cover enchantment for them to strip, ie, cast soj on top of SB before aggro, they strip SoJ, and before they rape you, all of their strip skills are disabled for long enough for you to wipe them out. Again, this is just an idea, i will try it out when i'm not being lazy and willing to run to the dungeon again. Simply Amazing - gFu 23:28, 8 February 2008 (EST)
    • And That will be Negative as Defiant was Xinrae only is "spell" based also., Any other thoughts?
  • Bogroot Growths is Do-Able except for the fucking Incubi, had to bring an extra hero to wipe them out thank god, anyone have ideas how to get past their enchantment stripping??????? 19:32, 13 February 2008 (EST)
  • Vloxen Excavations: Mobs are too big and I die before Spirit Bond recharges. Attempted both 2 and 3 man build, but the huge mob guarding the entrance to level 2 gets me every time. --Manassas 05:55, 20 February 2008 (EST)
    • Have you attempted using Techno Babble and/or SoJ? Techno Babble causes them to be dazed, and SoJ Knocks Down, so in the down time of them being dazed/and or knocked down, it should buy you enough time to handle them properly.. btw what's your IGN, i'd be willing to play around with you to figure this out.. Simply Amazing - gFu 18:43, 20 February 2008 (EST)
      • Only tried with SoJ, but not Technobabble. Will try that. My IGN is Manassas Menace-- 18:17, 21 February 2008 (EST)
    • Hmm lots of stone summit too, probably need to bring Frozen Soil as well, that will stop them from ressing, which will also make the mobs a lot easier to manage. After i finish modding up Gw, i will take a crack at this one tonight. Simply Amazing - gFu 18:57, 20 February 2008 (EST)
    • Managed to get to half of the 2nd level with a 2 man team using original build. The big mob at the end of the 1st level killed me a few times and i had to use a candy can. The 2nd level started easier as the groups were smaller, but then half into the level theres a big group with priest (didn't find any enemy with a res until then) and also KD enemies. KD in small/medium groups is not a problem but in a big mob is a big issue as spirit bond ends in no time. I managed to survive 1-2 KDs but with a group that takes so long to kill you can't survive long enough. So for that group Frozen Soil and anti-KD is needed. Will have to try with a 3-man team. -- 04:39, 4 June 2008 (EDT)
      • Made it to 3rd level, but there are constantly respawning groups of ancients that use Expunge Enchantments to deadly effect (Ancient Statues are the worst)--managed to make it to the end boss with a few extra heroes/guildies killing Statues for me, but the boss's 6 Minions of Zoldark also use Expunge Enchantments, removing 1 enchantment apiece, and ancients respawn on top of the resurrection beacon in the room right before, attacking your heroes. The only thing I can come up with is to possibly try "Can't Touch This!" to block expunge enchantments, and flag your heroes behind the boss (hopefully they survive the trip). The Goron 20:12, 16 August 2008 (EDT)
  • HM Frostmaw's Burrows seems undoable, again because of incubi. On level 3 there are impassable spawns of 8 incubi, which means an uncatchable instant spike death. All enchants are of course instantly removed. The incubi are basically just anti-smite prophylaxis. The other mobs were no problem with the right preparation. I just wish they would've put the incubi earlier so I didn't waste time getting that far.... 05:45, 11 March 2008 (EDT)
  • Darkrime delves looks undoable too. While you can avoid hidden incubi groups you will have to avoid also Jotun groups that include 1 or 2 incubi, specially on Level 2. There are also impassable groups of Vaettir that iclude both threats for the 600 and the smiter. The scourge Vaettirs will damage the smiter with Reversal of Damage. This can be taken care of, but there are also Mist Vaetirs. These last guys are mesmers using Irreal Weaponry that doesn't trigger any damage from maintaned enchantments nor VwK and also doesn't trigger the heal effect of Spirit Bond. I'm not sure if the damage of a 3 man team using EoE and other spirits would be able to take down these guys. For the rest, the Jotuns are doable but you have to be careful because the warrior ones can daze you. Also, the necro ones can be a problem as they use lots of life stealing skills and also others that don't cause the 60 damage required by Spirit Bond. Had to go with a full party to take care of all these problematic points. -- 06:01, 6 June 2008 (EDT)

Random Dying

I just started running this with dunk bonder and I beat the dugeon with a breeze the 1st time then after that Dunk starts randomly dying, he's way outa agro range.--AESTHETIC
Could Random Mean that you Accidentally flagged him near some hazards, IE, Flame Pillars, or spouts? or are you using Blood Ritual, WAY too much? It does take HP for casting.... other than that, i would need a lot more information about your hero, to answer that question, as my hero bonders never randomly die, only when i'm a jack ass and flag them in spots, that aren't good for a monk with no healing spells ;D. Simply Amazing - gFu 17:54, 25 February 2008 (EST)
Or reversal of damage. --- Monk-icon-Ressmonkey Ressmonkey (talk) 18:07, 25 February 2008 (EST)
i figured out it was RoD :| i switched out BR for sig of devotion and im good now.--AESTHETIC
So with sig of devotion instead of BR it works fine, no dying?, i've been too busy to test, and i want to clean up the build page, so i'll update it if that's the case. Simply Amazing - gFu 17:24, 12 March 2008 (EDT)
Wrong. It worked at first, but last week, Arenanet buffed Reversal of Damage, lowering the recharge time from 6 seconds to 3 seconds. Now survivability for the smiter monk is most often impossible due to the more frequent usage of RoD by the enemies. - Lord Xivor 18:31, 13 March 2008 (EDT)
yes, and works fine w/ a 3 man build, with 2 minor healing spells for the smiter monk, put spell breaker on the other, and no worries. Simply Amazing - gFu 00:53, 15 March 2008 (EDT)

I've found for CoF it's easiest for the smiter to go /W and pack Healing Signet. That way they get an 80 health heal with a quicker recharge than Sig of Devotion.--Xinthai Soulrender 10:00, 22 March 2008 (EDT)

Took a break

I had to take a break because of work/school but i'm back, and i'm gonna put a little time in vanquishing/dungeons Simply Amazing - gFu

archive this?

RoD and vengeful now triggers on smiter due to retribution and such. Should I archive this?--Dark Paladin X 10:02, 7 March 2008 (EST)

ABsolutely not. This build is still extremely viable, and it is VERY useful still. Heck, I use this build EVERY DAY, not just in CoF neither. If anything, I think the build name should be changed from 600Rt/Smite Temple HM, to something that does not reference specifically to Temple. In Temple, the monk just has not have sig of devotion. Piece of cake. - Lord Xivor 11:25, 7 March 2008 (EST)
agreed, i use it for everything, not just temple, not just farming, but for questing, etc, works like a charm. Simply Amazing - gFu 06:36, 8 March 2008 (EST)
ty for fixing the name, and description, was on really late that night, and had a couple too many pints, couldnt think of a good name and came up with that paragraph for a title. Simply Amazing - gFu 17:27, 9 March 2008 (EDT)

General PVE build?

This possibly could be used for "general pve" i use it for almost everything while on my rit, i do most of my questing like this, rarely i bring an extra hero or henchie for difficult areas, but most of the time I 3-man it with two heros, not too mention, you can do a lot of missions and quests with this build, but also in hard mode, and with 2-3 party members, the benefits from farming is decent. Simply Amazing - gFu 17:27, 9 March 2008 (EDT)


figured out a build to kill mobs of incubi, trying to work it out so that it complete the rest of the dungeon(s) Simply Amazing - gFu 00:55, 15 March 2008 (EDT)

Raptor Farming and Beyond

Hi, last weekend I used your variant for farming the raptors out side of Rata Sum and there was a few things I noticed that I wanted to share. First off, I found that even with mindbender, I could still get interupted by the raptors. To remedy this, I had the smiter bring along Shield of Judgment and I brought Air of Superiority. This combo allowed me to time my casting in between attacks and avoid most interruptions. If i was still interupted, AoS would sometimes kick in and recharge it before dying. The only thing you're missing out from not taking Pain Inverter is that the broodmother will take a bit longer to take down but it's still very manageable.

Also to note for those who are interested, there are more mobs of raptors and dervish dinos (even easier to farm these guys than the raptors) if you keep going east, outside the cave. This is a good way to obtain a few more asuran title points as well as a few more drops. 09:32, 19 March 2008 (EDT)

You don't have to have 600 health to trigger spirit bond. The 330 rit/monk build works fine. spirit bond activates first. Say you take 200 damage, spirit bond reduces that to 120, and protective spirit takes it even further down to 33, if you have 330 health. What is the point of 600 health. The builds aren't bad I have to say. I just wanted to point this put.

Because, Retribution/Holy Wrath do more damage back to the enemy for the more health you have. If you take only 33 damage, then the enemy will take only 33 damage total when using Retribution/Holy Wrath. However, if you have 650 health, damage will be reduced to 65 damage on you (of which will get you healed for quite considerably more), yet the enemy takes 65 damage back. The idea is that as long as your health is not over the amount that Spirit Bond can heal for times 10, then you are fine. The more health = the more damage on the enemy (if they hit hard enough for that...Spirit Bond only triggers on hits exceeding 60 damage). - Lord Xivor 05:55, 29 March 2008 (EDT)

Use TwT instead of VwK to farm the entire raptor den. (HM) with the exception of the raptor boss and mob. But it is possible to farm the regular raptors just outside either exit. It is rather slow, but if you really want to do it is possible.Channeled Chaos 13:29, 28 November 2008 (EST)Channeled Chaos

Ele Build

Both the article and the talk page mention using an E/Mo build for the dungeons, but neither actually specify what the build is. I'm very interested in this build, can someone post it for me? Drazi

Same, i'm very interested in a 600 ele, cause i created a 3man Hero (using an ele tank) build for UW, wich works, and it works great, it just takes so dam long. It can kill a lot, but time would prolly get it trashed... so, just post the E/Mo build for me and the other dude :P Bright is Da Name 15:06, 6 May 2008 (EDT)

Char mobs outside Gunnar's hold

I have been praticing with the chars mobs outside of gunnars, since there are both high and low level char i figured it would be a good place to start.The problem im having is that my hero smiter Tahlkora dosent seem to be supporting me. She just waits outside the aggro bubble not doing a thing, at times both our energy levels are exhausted causing me to die. What am I doing wrong?? thanks.

Failing to sign. --Super Igor 08:10, 15 April 2008 (EDT)
She is not supposed to do anything. All the skills (except for purge, Spell Breaker, etc) are MAINTAINED enchantments, so they are already on you. You must deactivate the ability for your hero's to use all skills, then micro-manage the enchantments on you, and when you want SB or purge or whatever, you need to micro it yourself. - Lord Xivor 17:49, 15 April 2008 (EDT)
I recommend you don't deactivate Blessed Signet. This minimizes micro. --War Pig5 20:00, 15 October 2008 (EDT)

Real Reason

I invented this build with a buddy of mine, the guy who posted this. And we designed it to farm Naphui Quarter with four of these groups in HM, each group at a different celetial. So, just letting you guys know, this build Vanquishes Naphui Quarter in HM, in about 5-10 minutes if you have four groups of these.--FireFire Tock SigPic 2Tock 12:06, 27 April 2008 (EDT)

Um? well considering i am the "guy who posted this" that would be un-true sir, i actually started tinkering with the build originally for clearing UW, then found it worked efficiently in a lot more places with the release of GW;EN Simply Amazing - gFu 12:17, 4 July 2008 (EDT)
I invented a way to do naphui quarter with 4 people (1 per cenelestial). I never tested if it would work, but that was a long, long time ago (before spirit bond nerf). --- Monk-icon-Ressmonkey Ressmonkey (talk) 12:20, 27 April 2008 (EDT)


ok so i cannot figure out hwo exactly im supposed to get an nrg +5 wand with a 20 %hsr mod help lease 16:28, 9 May 2008 (EDT)

Amount of Cash

How much cash would a team of 2 players get from a CoF run on average with this build?

Change Name

To, "Hey Monsters, Touch me and Die!"--Fire Fire Tock's Button Tock 's Button leads to Gwiki. 02:22, 27 May 2008 (EDT)

Enemy Monks

I've been running this build for some time doing the CoF run but I decided to push the boat out and try some vanquish farming so I picked a nice dead easy area (Panjiang Peninsula) and most of it's all fine. But what the hell do you do against an enemy monk, I come up against a group of 8 or so Crimson Skulls and the rest are crushed in seconds but there's just this one monk left that WILL NOT DIE because he can just use Orison of Healing or Healing Burst. My own firepower isn't enough to take him down and even if I drag Ogden (my smiter of choice) in his staff alone isn't tipping the scales.

I looked at the variants and figured pain inverter would mean the monk took more damage but could still stop fighting to use a healing spell. Technobabble could possibly solve it but the daze duration is really short and wouldn't work against a monk boss should I meet one. Possibly utilising the 3 man team then the monk would take a bit more damage from Shield of Judgement but again they could just stop attacking and cast a healing spell. =/ What am I doing wrong/missing? 19:37, 27 May 2008 (EDT)

I was thinking about it and is the problem really as simply solved by just... bringing some heroes/henchmen to mop up the monk afterwards? Because you're vanquishing it doesn't matter how many are in the group and one monk even in the hardest places on hard mode won't survive against 4 or so offensive henchmen surely? (That's assuming you're using the full 4-man version of this build thus taking up all your hero slots) 21:58, 27 May 2008 (EDT)
I know I'm rather answering my own question, (which is turning into a mini monoologue), but I just randomly tested vanquishing the Forum Highlands using 6 henchmen and myself with my smiter and basically I would smite most of an enemy group by myself then when it got down to a monk or something else I couldn't kill just bring in the henchmen to finish it off. Now I suppose this answers my point about bringing henchmen but getting to the real heart of my question - should I have to bring henchmen/heroes to vanquish areas using this build? If it's a team build then surely it represent the complete construction of a team that can take out areas - doesn't say anywhere you might need to bring extra people to kill off the stuff it can't do =/ Anyways it's still a fantastic build and I still think I've missed something but oh well. 02:28, 28 May 2008 (EDT)

In response to this, what I do is I replace VW with Scourge Healing, make your specs 8-15-11 in smiting, resto, and prot (respectively). If the thing still heals too much and is a monk, switch out SoA for scourge Ecnahntment. If a rit (such as the Star Lights in Naphui Quarter HM) bring signet of mystic wrath, it always gives me a nice little extra spike.

If you need any help, I'm on a bit. IGN: Arcessitor Animi

Shouldn't this have a hero tag?

As the article mentions, the smiter can be a hero. So shouldn't this build have a hero tag?--War Pig5 20:17, 15 June 2008 (EDT)

No, a hero cannot run the 600 tank. - Lord Xivor (contribs) 07:42, 16 June 2008 (EDT)
Well, it could but you'd probably have to micro it 100%. Not like you'd be doing much if you were the smite monk anyway tbh. - PANIC! Panic sig4 sexiness! 07:50, 16 June 2008 (EDT)
Tbh, no, that's way too much work. I've tried, heroes are horrible at it (though they may have fixed the ~.5s lag between when you say "CAST FUCKING PROT SPIRIT" and when they do so). -- Armond WarbladeArmond sig image{{sysop}} 22:37, 14 August 2008 (EDT)
Every team build requires at least one player. Are you suggesting that hero tag should be removed from every other team build like Build:Team_-_Temple_of_the_Damned_600/Smite and [[1]] because they include one build that can't be run by a hero? --War Pig5 10:38, 30 October 2008 (EDT)

Other classes

Pretty sure this tactic works with any primary caster class, or any class that has 4 pips regen. I did CoF on my necro today, first run so it was shaky and long as hell, but it worked fine. I just took Spiteful Spirit instead of Vengeful was, cast Spiteful to aggro so it doesn't get interrupted and with good positioning mobs die about as fast as they would with Vengeful, also speeds up lone stragglers. If aggro isn't too high you can even cast it after refreshing Spirit Bond sometimes if energy allows. Maybe inferior, but perhaps it's worth noting that it works with practically any caster class. No idea what you would use if you were like a Mesmer or Assassin, but it should work. I only did it with my necro because she's my title char and this way I can farm and get rep at the same time. If nowhere else, it's now noted on the talk page ;) - Misery Is Hawt19px 17:39, 16 June 2008 (EDT)

Could someone perhaps start a Any/Mo 600/Smite team topic? Then we can consolidate all these methods in one place and grow the entire Smite team concept ;) -- 07:49, 19 June 2008 (EDT)

Mo/Me Smiter?

A recent thread on Guru ( made me wonder if there's anyway to get some use out of Illusion of Weakness or similar to make the smiter less likely to die. Any thoughts on this?

600 health

Does the rit tank need 600 health i thought SB activated before PS and also what is the lowest viable health for the rit tank?

You can pretty much have as much health as you want, more is better though at parts like the enchanted weapons as SoA is not maintainable and SB runs out too quick. I run 783 health on my necro. - Misery Is Hawt19px 09:49, 6 July 2008 (EDT)
It has to do with the amount of damage coming from Retribution and Holy Wrath. --- Monk-icon-Ressmonkey Ressmonkey (talk) 08:08, 14 August 2008 (EDT)
Lowest viable health for spirit bond tanking is 55. -- Armond WarbladeArmond sig image{{Bacon}} 18:24, 18 October 2008 (EDT)

Failing how?

Hi, just wondered if someone could explain why I fail at this when I easily do it with no deaths as Monk? Oh, and yes, I do remember to cast the elite on myself before aggro (and make sure it's me not the hero/beacon/whatever targeted) Thanx for help --> 16:06, 6 October 2008 (EDT)

Enchantment casting order

I've been experimenting with this build in HM elite areas where foes have enchantment removal, so I'm looking to increase this build's resilience to enchantment removal. Currently, the maintained enchantments are not in the ideal order left-to-right on the bar in the article. For example, the smiter needs to cast Holy Wrath last in order to be able to gain the energy needed to recast any removed enchantment(s), so I've moved Holy Wrath to the right of my smite skillbar. I've moved other enchantments as well, moving the necessary-for-survival enchantments right and the less important ones left. Are there any objections to me modifying the order in the article, or are there any other considerations in the order of casting enchantments aside from enchantment removal? --War Pig5 17:15, 26 October 2008 (EDT)


Has anyone tried changing the atts round and changing to a Mo/Rt? Are the extra few seconds and damge really that important? - 15:34, 6 November 2008 (EST)

I dunno... it lookss pretty solid the way it is. imo Andy =D 15:43, 6 November 2008 (EST)

I just meant because it's pretty similar and I don't really want to create a new rit to do something my monk already does - 07:31, 8 November 2008 (EST)

Someone on the guru forums posted a while back a Mo/Rt Variant. [2]-- 14:08, 28 November 2008 (EST)


Hey, been using this build for a few days now but last night I died (I forgot there was popups with lots of life steal (wasnt fast enough to cast Spellbreaker)). I told my hero to use rebirth, but he doesent use it as far away as possible, he comes (odgen) to near touch / half spell cast range (thus, dieing), anyone know the problem? I have him set to passive (or avoid, cant remember name), disabled ALL his skills except Blessed Signet and I keep him flagged away ofc (until I die - ive tried both flagged away and let him come himself to rebirth me). 17:03, 7 November 2008 (EST)

Heros have been doing this for a bit. There's nothing that you can really do about it. -- 17:05, 7 November 2008 (EST)
Ahh kk, thanks for the quick response. I also noticed there is a bug with the new Rebirth (it sometimes resurrects you before your teleported which also results in a quick death), is there a varient that could be used (for a hero smiter)? I cant think of any off the top of my head.

Bring back the second Hero

Please put back in the build for the second hero in this build. Don't know why it was removed, but i myself find this variant sometimes more useful than the duo-build. 07:06, 3 December 2008 (EST)

Most recent version with the 3-man var. --Many srs beans Srs Beans R Srs 07:17, 3 December 2008 (EST)


Is this team build possible to run DOA?


Page has reached 59kb... Someone do it, I dunno how to do it right... — DestructiveWasGlaiveInvert eXtinctioN (Talk/Contributions) 15:46, 6 December 2008 (EST)

Community content is available under CC-BY-NC-SA 2.5 unless otherwise noted.