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Elemental
02-11-2007, 10:57 AM
RAGE Smite Build For 8 Man GVG/HA

This build has a few simple objectives:
• Weaken the opposing team through disease, fire, smite, and a small amount of energy denial.
• Deny the opposing team of as much of the play area as possible through wards, wells, and firestorms.
• Push the opposing team around as much as possible. Running Mesmers aren’t Diversioning. Running Monks aren’t healing. The less time the other players feel comfortable standing in one spot, the better.
• Grind away at the opposing team, look for opportunities to make a kill and call in a coordinated strike to take them out.

Target caller/smite vector
Warrior/Elementalist
16 (12+4) Sword, 14 (11+3) Strength, 6 Earth Ward Against Foes, Battle Rage (e), Hamstring, Sever Artery, Gash, Galrath Slash, Final Thrust, Rez Signet
Packs a Zealous sword and a Lightning Damage sword
This guy’s main jobs are to call targets, bust clusters, and drop wards. Although there is usually a called target, he should not expect the other members of the group to be consistently assisting. Instead, the called target is kept up to give easy access to enchantment removal, drains, and a damage spike when he thinks that will push the target over the edge. He is best played with one eye on the road and the other on the rear view mirror. Constantly switch off your target to dive into clusters of the opposing team and push them around. When he has Galrath and Thrust charged, he looks for an opponent weakened by disease and the occasional collateral damage, makes sure Judge’s is on him, switches and calls for the assist damage. The Ward Against Foes complicates the already unusual Battle Rage, but dropping them as often as possible makes more of the field uncomfortable for the opposing team.
The Kitchen Sink
Elementalist/Mesmer
16 (12+4) Earth, 10 Inspiration, 9 (8+1) Energy Storage
Ward Against Foes, Ward Against Melee, Iron Mist, Obsidian Flame, Energy Drain (e), Drain Enchantment, Inspired Hex, Rez Signet
Earth and double Inspiration gear
The Sink sets the axis for the positioning of the team by setting and moving wards. He attempts to claim many key features and open spaces in the map, adds to removal on the called target with Drain and damage with Obsidian Flame. He should always be on the lookout for the best place for a new ward, especially if it overlaps a Well of Suffering or flagstand, and communicate to the rest of the team when the ward locations change. Iron Mist is most commonly used when one team is routed, either to provide some defense, or to isolate a runner to be bodyblocked.
The Disease Engine
Necromancer/Mesmer
16 (12+4) Death, 9 Inspiration, 9 (8+1) Soul Reaping, 6 (5+1) Curses
Rotting Flesh, Tainted Flesh (e), Deathly Swarm, Well of Suffering, Rend Enchantments, Energy Tap, Inspired Hex, Rez Signet
+20% Enchant/+5 Energy stick
This guy’s primary job is to keep the opposing team green and to protect his team from the ill effects of the disease. Deathly Swarm is primarily used on the main target when an assist is called, or when he thinks he can hit 3 people with it. Rend is primarily for the main target, but can be used often elsewhere as well. The Inspiration skills are mostly for energy management, but a good opportunity to use them elsewhere is something to not pass up. Wells are another component in claiming the field as your own, making the enemy team move, and generally being a pain in the butt.
The Pain in the Ass Smiter
Elementalist/Monk
15 (11+4) Energy Storage, 12 Smite, 6 Prot
Ether Renewal (e), Draw Conditions, Reversal of Fortune, Balthazar’s Aura, Judge’s Insight, Zealot’s Fire, Aura of Restoration, Rez Signet
+20% Enchant/+5 Energy stick
While I would say that we generally find smiters… distasteful, it makes sense to have one in the build as it has a synergy with the disease and the area punishment. His job is to give the Rage tank some extra teeth with smites and JI, to mitigate heavy conditions, and to make yellow numbers float up as much as possible wherever he thinks it will do the most good.
The Flag runner
Elementalist/Ranger
16 (12+4) Fire, 7 (6+1) Water, 7 (6+1) Energy Storage, 10 Wilderness
Mind Burn (e), Fireball, Firestorm, Immolate, Armor of Mist, Stormchaser, Troll Unguent, Rez Signet
+20% Enchant/+5 Energy stick
I’ll admit, this flag runner is a bit of an oddball. He came about because of the arm’s race happening with a lot of different types of self-sufficient flagrunners. I felt that you could build a counter to any given one of them, but I had a hard time coming up with something good against them. So, well, I just gave up. The plan for this guy is to just run flags as fast as possible, to avoid counter-runners, and to spend as much time with the group as he can. His movement spells stack, and the extra armor from the Mist gives him a little bit of protection while he is running in to cap. The key to his use is to constantly COMMUNICATE when he is about to arrive up at the flagstand. As he is approaching, he tabs through the enemy, looking for weakened prey upon which to drop a Mind Burn. Firestorm is also key, believe it or not. Are there bad guys harassing your monks? Use Storm to make them move. Are there bad guys milling around the flagstand? Use Storm to make them move. This runner's job is simply to run a flag, cast some spells on the way in, cap, and zip out to run another flag.
The Monks are pretty much self explaining as to their roles.
The Prot Monk
Monk/Mesmer
16 (12+4) Prot, 10 (9+1) DF, 9 Inspiration
Restore Conditions (e), Reversal of Fortune, Aegis, Shielding Hands, Drain Enchantment, Inspired Hex, Convert Hexes, Protective Spirit
+20% Enchant/+5 Energy stick
The Infuse Monk
Monk/Mesmer
14 (10+4) Healing, 11 (10+1) DF, 10 Inspiration, 5 Domination
Energy Drain (e), Infuse Health, Healing Seed, Healing Touch, Inspired Hex, Hex Breaker, Orison, Mend Ailment
+20% Enchant/+5 Energy stick
The Healer Monk
Monk/Mesmer
14 (10+4) Healing, 11 (10+1) Divine Favor, 10 Inspiration, 5 Domination Orison of Healing, Signet of Devotion, Heal Other, Word of Healing (E), Energy Tap, Inspired Hex, Hex Breaker, Purge Signet.
+30 Health/+5 Energy stick

Elementall Fate:)

stephenconor
02-11-2007, 12:57 PM
wow nice 1 looks like sos got a good player :)