Avatar Kuzon (talk | contribs) mNo edit summary |
Avatar Kuzon (talk | contribs) mNo edit summary |
||
Line 1: | Line 1: | ||
− | {{ |
+ | {{Great-Build|farming|general}} |
{{TOCright}} |
{{TOCright}} |
||
Revision as of 19:39, 19 March 2009
The PvXwiki community finds this to be an excellent build. If you disagree with this rating, please discuss it on the build's talk page. This build has been designed for the following use: |
This build uses the general 600/Smite team with the added Quickening Zephyr ranger to make Spell Breaker infinite and no down time between shield of absorption casts. The results are being able to completely clear out 95% of all areas in the game in HM. This build can be used for vanquishing, clearing dungeons, cartography, farming bosses, and FoW, UW and DoA.
Team Composition
Attributes and Skills
600 Monk
<pvxbig> [build prof=Mo/any Protection=12+1+3 Divine=12+1][shield of absorption][spirit bond][protective spirit][spell breaker][optional][optional][blessed aura][essence bond][/build] </pvxbig>
- Mantra of Resolve for interrupts.
- "I Am Unstoppable!" or Fleeting Stability for excessive knockdowns.
- Pain Inverter for super healers, healing signet warriors, annoying bosses and wurms.
- Spirit Shackles for super healers.
These are the most common optional skills used, but there's tons of others for various situations.
Equipment
- Lowest AL possible. (preferably 15, or 5 if you saved your beginner armor.)
- Radiant and attunement runes.
- Any weapon with +20% enchantments and energy bonuses.
Usage
- Re-allocate your attributes (preferably out of protection prayers) to compliment the optional skills you decide to take.
- Maintain Essence Bond and Blessed Aura.
- Use Protective Spirit and aggro as much as possible. If there are potentially dangerous casters in the group, use Spell Breaker before aggroing.
- Maintain Spirit Bond and Shield of Absorption until everything is dead.
- Use your optional skills as described above.
Smiter Monk
<pvxbig> [build prof=Mo/any smiti=12+1+3 protect=12+3][optional][optional][optional][optional][vital blessing][life attunement][holy wrath][retribution][/build] </pvxbig>
- Blessed Signet for energy.
- Unyielding Aura for a res.
- Blood Ritual for energy.
- Rebirth for a res.
- Blood is Power for energy.
- Signet of Judgment to help kill enemies when there's only a few left, or if there's an annoying enemy that's taking excessively long to die.
- Bane Signet for the same reason as SoJ.
- Purge Signet to remove all the conditions/hexes off the 600 monk after he killed everything, or if he's in danger in the middle of battle.
Equipment
- Armor doesn't matter here.
- Any weapon with +20% enchantments.
Usage
- Always remain a good distance away from the battle, but not so far that the enchantments will lose connection with the 600 monk.
- Can be human or hero.
- Maintain Retribution, Holy Wrath, Life Attunement and Vital Blessing on the 600 monk.
- Give your monk energy when he/she asks for it.
- Use your optional skills as described above.
- Sit back, relax and watch the action.
Quickening Zephyr Ranger
<pvxbig> [build prof=r/mo wild=12+1+3 exper=12+3][optional][optional][optional][optional][serpent's quickness][quickening zephyr][essence bond][balthazar's spirit][/build] </pvxbig>
- Frozen Soil for when there is excessive resurrection.
- Glimmer of Light, Healing Whisper or Patient Spirit for small heals to keep the team alive if there's traps or environment effects (especially in dungeons). Another example would be a skill that returns damage back to the origin of it, in this case it would be the smiter. (ex. Reversal of Damage and Vengeful Weapon).
- Succor on the 600 monk for extra energy.
Equipment
- Armor doesn't matter here.
- Any weapon with +20% enchants.
Usage
- Stay with the smiter monk.
- Can be human or hero. (preferably human because it can be tricky to micro him while in the middle of a big battle.)
- Maintain Essence Bond and Balthazar's Spirit on the 600 monk.
- Use Serpent's Quickness and Quickening Zephyr when there are dangerous casters that won't die within 1 Spell Breaker duration or excessive melee that will destroy the monk between shield of absorption casts. Another reason for using this could be because there is a super healer that has infinite energy. Quickening Zephyr will make those skills cost more and reduce the recharge, so the super healer will lose energy faster, won't be able to heal, and die.
- Use the optional skills as described above.
Counters
- Excessive Life Stealing. An example would be in the Stygian Veil in the DoA when all the Stygian Hungers come out and spam Vampiric Touch and Vampiric Bite. There's absolutely no way to farm this part, with any profession.
- Non-spell enchantment removal. Examples would be Signet of Disenchantment, Shattering Assault, Expunge Enchantments, Winds of Disenchantment. One or two of these skills are easy to cope with, but if it's excessive, you'll probably die.
Variants
- The Quickening Zephyr Ranger can be exempt from the team if the area is possible to get through without infinite Spell Breaker or there isn't excessive melee. You won't need the QZ ranger for most of the beginner areas, and some dungeons are possible to get through without the QZ ranger as well, such as Cathedral of Flames. If you decide not to bring the QZ Ranger, you will have to put in Balthazar's Spirit on the 600 monk, which only leaves room for 1 optional.
Notes
- Careful research of the enemies in each area you plan on taking on is recommended before doing so. It will allow you to plan out which optional skills you need to take, and discover the best and fastest route to get around.
Guides
- Coming soon!