Archive talk:Team - 600/Smite CoF/Archive 1

When is says lowest possible AR?
Do I need starter armor, or is the lowest possible AR vendor armor acceptable? Iskandr82 04:44, 26 February 2009 (UTC)
 * 15 AL armor works. --- [[Image:Monk-icon-Ressmonkey.JPG|15px]] Ressmonkey  (talk) 12:41, 26 February 2009 (UTC)
 * New sections on the bottom. -- -Ch  ao  s-   12:42, 26 February 2009 (UTC)

HAI I NEED 2 LRN 2 USE HEADINGS
OK Bad News this build has been NERFED as well. I tried a run on 8/31/10, and you can not get past first group. If anyone find a better build and one that is not Nurfed please post it on here. I have been looking for a new build and have not seen one that works yet. I say Guild Wars ( NCSOFT ) need to UN-NERF the build that did work. People have stoped doing this run because it can not be ran now. Thanks Guildwars for Killing a good build. I've done a couple of runs now, it works great :D (although they both took about an hour). Grats on the double reaver drop btw. --Mala 13:49, 28 October 2007 (CET)
 * Thx. :) --- [[Image:Monk-icon-Ressmonkey.JPG|15px]] Ressmonkey   (talk)  13:51, 28 October 2007 (CET)
 * Can i please get the Tahlkora build? atts n all? it'd be very helpful :D  i have allso mended a few of your spelling flaws... i hope you dont mind ;) Mister Muscolo 14:24, 28 October 2007 (CET)
 * My Talkhora's build is the same as the smiters build except with nothing in the place of LoD. Purge Signet there might be nice. --- [[Image:Monk-icon-Ressmonkey.JPG|15px]]  Ressmonkey   (talk)  14:28, 28 October 2007 (CET)


 * And htx for fixing the spelling errors, im horrible at speelengh. --- [[Image:Monk-icon-Ressmonkey.JPG|15px]] Ressmonkey   (talk)  14:28, 28 October 2007 (CET)


 * naah np :) tell me: do you use the superior runes? i dont see the point its just some waste of 3k :)Mister Muscolo 14:47, 28 October 2007 (CET)
 * You only need a major on divine favor, since that gives enough energy for a bip from blessed signet, but the prot and smite sups speed up the run. --Mala[[Image:Mala_sig_Mind_Blast.jpg|19px]] 15:32, 28 October 2007 (CET)
 * Mala is right about the runes. I'm gonna change the divine favor rune too. --- [[Image:Monk-icon-Ressmonkey.JPG|15px]]  Ressmonkey   (talk)  18:00, 28 October 2007 (CET)
 * Sooo goood!! How long before they sniff this one out and try to nerf it UW style. great build... love the LoD!Wynne 22:52, 12 November 2007 (CET)Wynne

works great, and the instructions are safe'n'sound. You might want to stress the fact the the Smiter has to BiP the Tank before each single group he is taking on. Apart from that, like it :D Hoschi
 * Not really with the BiP. If you are at full energy (about 45) you should be able to use arcane echo -> spell breaker -> prot spirit -> aggro -> shield of absoprtion.  That drains your energy entirely but you have 10 seconds to get it back up, which happend pretty quickly since you gain 2 energy per hit. --- [[Image:Monk-icon-Ressmonkey.JPG|15px]]  Ressmonkey   (talk)  13:16, 13 November 2007 (CET)
 * it only matters at the beginning when you cast all your enchantments, otherwise you should never run out of energy through the run (unless someone runs through darts and starts dieing)--Relyk 22:31, 26 May 2009 (UTC)

Add a tag please.--Victory is yours 23:13, 16 November 2007 (CET)
 * Ok... but I'll have to move it. --- [[Image:Monk-icon-Ressmonkey.JPG|15px]] Ressmonkey   (talk)  23:16, 16 November 2007 (CET)


 * I meant like stub, trial, or whatever.--[[image:Victoryisyours_Sig_Image.jpg‎|19px]]Victory is yours 23:19, 16 November 2007 (CET)


 * And you don't have to listen to me lol.--[[image:Victoryisyours_Sig_Image.jpg‎|19px]]Victory is yours 23:19, 16 November 2007 (CET)


 * Nah, its a good idea. --- [[Image:Monk-icon-Ressmonkey.JPG|15px]] Ressmonkey   (talk)  23:20, 16 November 2007 (CET)


 * And I ahve to move it because Build:Team - 600/Smite/Temple Smite Guide is a bad name. --- [[Image:Monk-icon-Ressmonkey.JPG|15px]] Ressmonkey   (talk)  23:25, 16 November 2007 (CET)

I've seen a lot of people run this @ Doomlore Shrine. -- Guild of  Deals  01:42, 17 November 2007 (CET)
 * Yeah... Kinda where u start... --- [[Image:Monk-icon-Ressmonkey.JPG|15px]] Ressmonkey   (talk)  01:42, 17 November 2007 (CET)

Hehe... 600/smiter can farm everywhere :P Nice build, will try it out as soon as i get my monk to Doomlore Shrine. --Arthas 02:56, 17 November 2007 (CET)

Even though I don't play as a monk at all, this looks fantastic. (There must be some way to do this with Shadow Form....) Kael the thief 03:24, 17 November 2007 (CET)
 * Nope, sadow form doesnt work. The ritualists use Clamour of Souls which can deal you about 90 damage that does thru shadow form. --- [[Image:Monk-icon-Ressmonkey.JPG|15px]]  Ressmonkey   (talk)  03:28, 17 November 2007 (CET)

This = Overfarm. Overfarm = Dropped price rate of axe.

Bip fails, br + peace and harmony is better. - Unexist  10:17, 17 November 2007 (CET)

bip fails here, take signet of judgement...
 * ^^LOLOLOLOLOLOLOL. Quackerz0 13:03, 17 November 2007 (CET)

Are there any varients to this build that still work? For example, other primaries, (Eles have Obsidian Flesh, more maintainable than Spell Breaker but with a similar effect) or different skills on either bar? I noticed there isn't a varients section on the page which is why I ask.  Marin  Blood  bane  14:01, 17 November 2007 (CET)
 * Yes It's currently in the "testing" phase but i assure you it's of "great" quality, but go here for Ritualist or Ele version, 600Rt/Smite for Temple HM - Simply Amazing 05:27, 19 December 2007 (CET)

"This is because of the great number of commodities that come out of this dungeon. By far the most valuable of which is Murakai's Reaver," this quote is false, the drop worth the most from this dungeon is the Ruby Djinn polymock piece 14:04, 17 November 2007 (CET)
 * That isn't exclusive to the dungeon and when it was written, reavers were actually worth something. But meh. --Mala[[Image:Mala_sig_Mind_Blast.jpg|19px]] 14:06, 17 November 2007 (CET)

Oh noes... now it's an official build everyone will be doing this and chalices will be worthless QQ... pity glint's farming is boring --Mala 14:06, 17 November 2007 (CET)

To respond to eveybodys comments: BiP awesome, ruby djiin too rare to mention, and yes overfarmed, do runs for money. ---  Ressmonkey   (talk)  14:26, 17 November 2007 (CET)
 * Honestly, its not that bip fails or that its awesome, its that its not really needed, i honestly think that really no elite is "needed". Bip helps yes, but so does aura of faith for this build anyway. OblivionDanny 00:22, 18 November 2007 (CET)
 * Point taken. I just like running BiP. --- [[Image:Monk-icon-Ressmonkey.JPG|15px]]  Ressmonkey   (talk)  02:23, 18 November 2007 (CET)

about your time estimates. Acting as 600 HP, i can usually clear off level 1 and 2 in about the estimates you gave. Just Level 3 takes me a bit longer. Are you taking up the multiple groups of Enchanted weapons at the beginning of the level, or do you bypass them ? If you take them on, you'd end up somewhere near 25 minutes for the third Level. (I'd be delighted to watch you doing it faster, so if you'd be willing to take me through *grin* ) Hoschi
 * It says to take a right before going into the room with the enchanted, so you never have to fight them. --- [[Image:Monk-icon-Ressmonkey.JPG|15px]] Ressmonkey   (talk)  12:52, 19 November 2007 (CET)
 * And I would be happy to show u. My IGN is on my usepage, pm whenever u want. --- [[Image:Monk-icon-Ressmonkey.JPG|15px]]  Ressmonkey   (talk)  13:09, 19 November 2007 (CET)


 * will do this evening. watch out for some "Amelia K...." :D Hoschi

as this build can also farm at other locations, you might want to look at using aura of stability on the 600 HP, so he can enter areas where there are knockdowns, like Orr... will run some tests tonight Hoschi
 * AoS is target other ally --Mala[[Image:Mala_sig_Mind_Blast.jpg|19px]] 18:03, 20 November 2007 (CET)


 * correct. That's why the smiter has to cast it on the tank, instead of LoD :D Hoschi
 * Yeah, I guess that's alright with a human smiter. Would be a pain with a hero tho :p --Mala[[Image:Mala_sig_Mind_Blast.jpg|19px]] 19:07, 20 November 2007 (CET)
 * got confirmation just now, a friend of mine is testing with hero. managed to clear level 1 of shards of orr in hardmode. Hoschi 19:08, 20 November 2007 (CET)
 * kewl. --Mala[[Image:Mala_sig_Mind_Blast.jpg|19px]] 19:33, 20 November 2007 (CET)
 * True enought hat it can kill many other places, such as Ooze Pits (I did it, it sucked). The nice thing about Cathedral of Flames is that it can be done quickly, and is highly profitable.  A place such as shards of orr would be harder, therefor slower, and much less profitable.  Sure you can use this for something else, but because farming is designed to make money or get items to make money, FoW, UW, and Temple of the Damned are the best ways of using this build as of now. --- [[Image:Monk-icon-Ressmonkey.JPG|15px]]  Ressmonkey   (talk)  21:36, 20 November 2007 (CET)
 * well, i personally don't play for the money anymore, just for the fun and the challenge. there are so many good farming spots and methods around, if you really need gold, it's so easy to get. :P Hoschi 13:00, 21 November 2007 (CET)
 * Unfonrtunately, money is not so easy to get. Solo farming's nerfed, ectos are dowwn in price, and green items are all but worthless...  So making money is hard if you want to do it quickly. --- [[Image:Monk-icon-Ressmonkey.JPG|15px]]  Ressmonkey   (talk)  14:19, 21 November 2007 (CET)
 * ever tried the 330 Vengeful Ritualist ? So many farming locations there...
 * Yeah I have. I tried it in UW, didnt like it, and started using 600/Smite UW.  And such when EoTN came out I tried using it other places.  And this build was born. --- [[Image:Monk-icon-Ressmonkey.JPG|15px]]  Ressmonkey   (talk)  14:32, 21 November 2007 (CET)

You forgot about Foundry of Failed creations on that list of locales since this is essentially a borrowed concept from this one, albeit condensed and shortened in scope and party size. Its a good thing Izzy dreams of monks at night because by God they are so overdue for farming nerfs its not even funny. The only good thing is this has singlehandedly resulted in the plummeting prices of both Onyx Gemstones and Murakai's Reaver...so GG I guess. I am curious about one thing though...aside from removing the famine/energy denial portion of the build I linked...how is this build exactly original much less deserving of such a high vetting? 67.191.245.177 01:24, 24 November 2007 (CET)
 * It's customized for a specific area and includes detailed instructions for that area. Why nerf farming, btw...? -- Armond Warblade[[Image:Armond sig image.png]] 09:46, 24 November 2007 (CET)
 * They already nerfed the shit outa farming with drop scaling, so they dont have to do it again. --- [[Image:Monk-icon-Ressmonkey.JPG|15px]] Ressmonkey   (talk)  14:17, 24 November 2007 (CET)

Guys, bad news, right now I noticed that some undeads have that they used: first run that killed mine smiter, second run was better but its damaging him. Did you saw it? How its going now? Black Sheep 2 21:09, 12 February 2008 (CET)
 * I was killed my smiter hero with Reversal Damage too. This farm is still viable but not so easy as before. Maybe we need another Hero or some "good" equipments for smiter. I guess +30hp + full survivor + vigro + vitae will do some work but by now it seems one more Hero with some healing power (WoH or something) is the easiest and most secure way. (Juddit 17:58, 12 February 2008 (EST))
 * Add HP equipment to smiter and Watchful Spirits for an optional slot worked well. (Juddit 18:44, 12 February 2008 (EST))
 * Add Watchful Spirit to smiter in cost of Life Attunment is good idea, but it will make 600 job harder. Also, Im not sure that +2 regen will be enought for him. 600 can cast Protective Spirit on smiter before he will engage to combat but he's gonna lose more energy... Ressmonkey must see whats going now and Im sure he will find some way to avoid smiter's death. BTW. Ressmonkey, congrats for two great farming builds ;) [[image:Augury_of_Death.jpg|20px]]Black Sheep <font color="Black">2 11:56, 13 February 2008 (CET)
 * Not on smiter bar, but on 600 bar and cast it on smiter. +2 regen is not main puropose but its "emergency heal" is important (+2 regen is enough indeed. and you can use it 600 when Spirit Bond is interrupted). But sure, this makes some delay to the run. I believe there is another clever way though (Life Bond seems good but not tested yet. Or simply Vital Blessing could work). (Juddit 06:28, 13 February 2008 (EST))
 * My couclusion: drop 1 rank from smiter's protection to raise Divine Favor. Smiter carries Signet of Devotion (out: Purge Signet). Be sure to turn off Blessed Signet during combat with Crypt Banshees. Smiter can survive against 1 banshee without dropping protection rank, but not against 2. (Juddit 08:08, 13 February 2008 (EST))
 * Thanks for the input. I might also drop blessed signet for boon signet and BiP for blood ritual.  That way, you have an extra heal (however bad it may be) and boon signet can supply energy if used on you.  Also, you MUST use retribution before holy wrath so that the damage reflected is 21 and not 53. --- [[Image:Monk-icon-Ressmonkey.JPG|15px]]  Ressmonkey (talk)  09:23, 13 February 2008 (EST)
 * Yes, damage from reversed retribution is enough to kill smiter, even with +30hp/minor vigor/vitae/full survivor 'cause reversed retribution deals not 21 but 42. Need some heal it seems. (Juddit 18:33, 14 February 2008 (EST))
 * Hm, i was thinking about to dont overheal damage, but to prevent it. And i remembered Rending Aura skill. To give a 600 dervish secondary and Rending Aura on optional space and some points in Wind Prayers. But, will that work? When those undeads will cast Reversal on themself and hit 600 what it'll be? What you think about it? [[image:Augury_of_Death.jpg|20px]]<font color="Black">Black <font color="Red">Sheep <font color="Black">2 18:10, 15 February 2008 (CET)
 * Im impressed, my idea really works! I droped 1 point from Divine and had Wind Prayers at 6. So Rending Aura is 11 seconds and thats enought. I just made one run and the Banshee cant do any damge to smiter if you properly use it. So smiter dont need self heal. You must check it. I suggest to make little changes in build, what do you think? [[image:Augury_of_Death.jpg|20px]]<font color="Black">Black <font color="Red">Sheep <font color="Black">2 12:24, 17 February 2008 (CET)

Price Of Murakai's Reaver
I think it may be wise to keep the price of items that drop off the main page, as the price does fluctuate. I saw someone selling Reaver, Maul, and Sword for 15k total for all 3. I haven't seen anyone selling for 20-25k all evening, 15k being the most. - &dagger; Lord Xivor &dagger;  02:45, 21 November 2007 (CET)
 * Now, the price has halved since the build was originally created, and it was because of this build that the drop in price occured. But, it wasnt right for just me to know how to do this, so I shared it with the world.  Thus this build caused the downfall of itself.  This build is Rome (/sarcasm).  But, because of this build, runs were created, and everybody is happy because of them.  Runners make lots of money, and the people being run make less, but still make it.  Either way, I will remove all notes about prices of items from the page.  Good night and good luck. --- [[Image:Monk-icon-Ressmonkey.JPG|15px]]  Ressmonkey   (talk)  03:33, 21 November 2007 (CET)

Ooze Pits
As mentioned above by Rezzmonkey this build also farms Ooze Pits, but the run doesnt make as much money. Still people might wanna try it anyways. In the 600 optional slot put Ether Nightmare. Its a pretty straightforward run from Doomlore, you have to kill some of the bug looking things (my friend took Scourge Healing and managed to put it on the annoying bug monks). Stay away from the Charr groups. Usage is the same once inside the Dungeon. There are some Stormcloud Incubus that will strip your enchants, but they always spawn in the same places which can be avoided. Once you are at the boss have the Smiter take off Holy Wrath and Retribution. Use Ether Nightmare to kill him for the end chest. The reason this run sucks is the oozes drop this crap to blow up walls rather than gold ... but theres only like two walls in the whole dungeon. GRRRR. 24.67.132.80 20:28, 4 December 2007 (CET)Wynne
 * Thats some complicated thing there... I just used exactly the same build and killed the last things exactly the same way.  Icubises are the major problem with ooze pit.  Otherwise, the run takes too long, cant be done in HM, and is just pretty unprofitable.  I suggest nobody do it. --- [[Image:Monk-icon-Ressmonkey.JPG|15px]]  Ressmonkey   (talk)  21:24, 4 December 2007 (CET)
 * I got it done in HM. But you are right its just not worth it when u got Doomlore and the Vaettir thing. Ive tried just about every other Dungeon with 600/Smite and Doomlore is the only one that works well.24.67.132.80 00:04, 5 December 2007 (CET)Wynne
 * Yeah, thats what I found too. --- [[Image:Monk-icon-Ressmonkey.JPG|15px]] Ressmonkey   (talk)  00:17, 5 December 2007 (CET)

Hero vs. poison darts?
Hey guys, at first, gz on the guide, works fine. My Ogden can now even handle Reversal of Damage, I decreased Prot-Prayers to 13 and increased divine favor so that Signet of Devotion heals 60hp.. Today I got till the poison geysers at the enchanted..I was able to flag ogden so he didnt take dmg..right behind the geysers there were poison darts I couldn't avoid with Ogden...so how to proceed? Stefan247  (talk)  17:53, 5 April 2008 (GMT+1)

Replace the 600 with a Terra Tank
Do you think it would be possible to replace the 600 with a Terra Tank? The build I'd suggest would be something like the one found here, HM version. I don't know if you could swap Armor of Earth then for Arcane Echo, or whether that would be necessary or not. We could even try to take out Sliver Armor to throw in another damage reduction skill, whatever that might be.

Of course, we'd still need the other Monk for the Smite damage. 66.219.158.139 05:10, 5 December 2007 (CET)
 * The smiter would do nothin because that build takes 0 damage damage from everything. So retribution and holy wrath wouldnt trigger. --- [[Image:Monk-icon-Ressmonkey.JPG|15px]]  Ressmonkey   (talk)  13:30, 5 December 2007 (CET)
 * Wrong, spirit bond doesn't reduce damage, it just heals at same time, so their still takiing 60 dmg each hit 121.45.250.141 12:27, 12 December 2007 (CET)
 * I was talking about a terra tank using armor of earth, mantra of earth, and stoneflesh aura to reduce damage to 0. In that case, retribution and holy wrath only trigger for 0 damage.  Sorry if my comment wasnt specific enough. --- [[Image:Monk-icon-Ressmonkey.JPG|15px]]  Ressmonkey (talk)  21:35, 12 December 2007 (CET)

Rragar's Menagerie
Has anyone tried it? I was gonna try for one of the greens... I'll probably give it a shot if no-one's done it/no-one failed it, someone remind me to post results here if I do :p --Mala 19:44, 5 December 2007 (CET)
 * You will probably have problems with healing charr and LONG run ot get there. --- [[Image:Monk-icon-Ressmonkey.JPG|15px]] Ressmonkey   (talk)  21:41, 5 December 2007 (CET)
 * I spose you have a good point there, it probably isn't worth going through 2 zones to get in... --Mala[[Image:Mala_sig_Mind_Blast.jpg|19px]] 00:21, 6 December 2007 (CET)

This will get nerfed so hard :'(


 * Please sign your comments with four tildes ( ~ ). Thanks. [[image:User_Godliest_Icon_ritualist.jpg|19px]] <font color="#339999">GΩdlﺄεﻯt <font color="#DA04FF">-_-  21:09, 16 December 2007 (CET)
 * Yes it will. Will get so owned its not funny.  My moneys on a-net adding Disenchantment to the rit's bars.  Other ways they can nerf it:
 * sig of disenchantment
 * rending touch
 * warmongers weapon to be used on melee (would be awesome if they did this)
 * adding any sort of skill to murakai, probably one that dazes
 * funky enviromental condition
 * FINGERS OF CHAOS!!!
 * My input --- [[Image:Monk-icon-Ressmonkey.JPG|15px]] Ressmonkey (talk)  23:14, 16 December 2007 (CET)
 * Kinda nerfed itself with the drops in price to reavers and chalices. --Mala[[Image:Mala_sig_Mind_Blast.jpg|19px]] 01:05, 17 December 2007 (CET)

How is it that this is a super meta build and it only has 8 votes on it? ---  Ressmonkey (talk)  16:52, 20 December 2007 (EST)

This build can do Rragar's Menagerie, you just need a 3rd monk that has (sorry idk how to make one of those small bars of skills) Spell Breaker, Arcane Echo, Empathy, Backfire, Essence Bond, Rebirth, 2 optional Skills( interupts/enchant removal/skill disabling/E-Denial/whatever you feel necessary) Quackerz0 21:08, 22 February 2008 (EST)

Shards of Orr
This also works in Shards of Orr... and in hard mode too. The main problem with it is it takes a hell of a long time to kill the boss at the end so you need to lure into the fire traps to help kill it. OblivionDanny 19:28, 20 December 2007 (EST)
 * I found that out too. Took me 2 hours to beat the dungeon in HM.  I would suggest nobody do it unless they are EXTREMELY confident in their 600/smiting ability. --- [[Image:Monk-icon-Ressmonkey.JPG|15px]]  Ressmonkey (talk)  19:41, 20 December 2007 (EST)
 * I got to the boss, and there I kept dying. Someone suggested that I need to bring a ranger with spirits? Which ones? Also, I find that my biggest problem getting to the boss is that I am weak to KDs. What do you use to counter that? Thanks.

The Equipment?
Can someone make a list of equipment that would be easier to understand than the build page?

Example:

Head: Scalp Design of _______,Has ____Rune and _____Insignia Chest: Hands: Legs: Feet:

Weapon: Offhand,if any?:


 * The build page has all of that. It doesn't matter where you put the runes, the insignias are mentioned, the weapon is mentioned, offhand should have extra health as said, scalp is in the PvXcode. -- Armond Warblade[[Image:Armond sig image.png]] 22:22, 26 December 2007 (EST)

With 2 heroes
I have only a Warrior and a Elementalist that can reach this dungeon. Can the heroes done this build probably, I mean, I stand at back with the bonder and watch the heroes done the job.-- <font color="Red">Caspian 01:37, 30 December 2007 (EST)
 * Possibly, but it may be more trouble that it's worth. Remember that heroes have a delay for casting, and aren't nearly as responsive as a player character. Some sections (I'm thinking enchanted and the key chamber) will require quick recastings of SB and SoA, heroes may not do that properly. But you can try. --Mala[[Image:Mala_sig_Mind_Blast.jpg|19px]] 08:18, 30 December 2007 (EST)
 * More trouble than gain i think. There are always someone running the dungeon, so just look for someone saying Temple run, or murukai run or something like that.. Kongtorp 09:23, 30 December 2007 (EST)
 * No, you can't. Heroes fail at 55/600. -- Armond Warblade[[Image:Armond sig image.png]] 16:52, 30 December 2007 (EST)
 * Ack, I thought he meant microing them :/. --Mala[[Image:Mala_sig_Mind_Blast.jpg|19px]] 17:24, 30 December 2007 (EST)
 * Even microing them, they fail. -- Armond Warblade[[Image:Armond sig image.png]] 17:32, 30 December 2007 (EST)

added a Mesmer/Monk variant as optional take
 * Tank seriously needs energy sometimes though. -- Armond Warblade[[Image:Armond sig image.png]] 15:17, 9 January 2008 (EST)
 * U gotta be kidding right... Unless you dont know how to manage a 600s energy, yeah maybe.  Its really not that hard, but if u cant do that armond, I see my assumptions about admins sucking at farming are right. --- [[Image:Monk-icon-Ressmonkey.JPG|15px]]  Ressmonkey (talk)  15:28, 9 January 2008 (EST)
 * I had to laugh at you assuming I suck at farming. So did my girlfriend's fissure armor, and Gcardinal's monk. Isn't this build supposed to be noob-friendly, so anyone can farm temple? -- Armond Warblade[[Image:Armond sig image.png]] 15:31, 9 January 2008 (EST)
 * I dont get the Gcard and gf statement... Otherwise, I hate noobs.  Screw noobs, experienced farmers ftw.  Noobs should go 600/smite bergen farm or 55 or something easier. --- [[Image:Monk-icon-Ressmonkey.JPG|15px]]  Ressmonkey (talk)  15:39, 9 January 2008 (EST)
 * Take a look at gcard's user page. The gf thing was about that fissure armor I got her for her birthday recently. -- Armond Warblade[[Image:Armond sig image.png]] 22:26, 9 January 2008 (EST)

Murakai's Reaver price is rly wrong.
Should be 10k-15k. Not 50k anymore
 * Fix it then? Although we probably shouldn't even have prices on here. And keep in mind that the 50k thing is for a whole run, which is still wrong, but that's assuming 2 Reavers + other junk. --Mala[[Image:Mala_sig_Mind_Blast.jpg|19px]] 07:14, 13 January 2008 (EST)
 * Actually a reaver is more like 5-7k because of the abuse of this build (which makes me lots of money :)). But all references to price should be removed, but I'm just too lazy to do it. --- [[Image:Monk-icon-Ressmonkey.JPG|15px]]  Ressmonkey (talk)  08:11, 13 January 2008 (EST)

Vital boon
would vital boon be helpful? I am about to try it ill tell you all how good it is.71.163.237.216 18:43, 14 January 2008 (EST)
 * Indeed, but not nearly as much as mantra of concentration or mystic regen. -- Armond Warblade[[Image:Armond sig image.png]] 00:44, 15 January 2008 (EST)
 * Im so hoping u mean resolve and arcane echo, as both of those are almost totally useless. --- [[Image:Monk-icon-Ressmonkey.JPG|15px]] Ressmonkey (talk)  06:55, 15 January 2008 (EST)
 * There's no need to waste energy on echo when you can bring concentration and deal with the one pblock that's actually going to be a problem. There's no need to waste energy on resolve when concentration does the same thing. There's generally no need to bring mystic regen, but for people new to the build it could be helpful. -- Armond Warblade[[Image:Armond sig image.png]] 21:20, 15 January 2008 (EST)
 * I understand your points. But now I have to oppose your view, even though you told me not to... The way I see it, concentration is a good idea for killing undead and enchanted for stopping that one interrupt, but it does very little in trying to kill the spiders, which is the only place where interrupt protection is a huge issue.  I dont see your connection between echo and interrupt protection, though.  The way I see it, echo is for pulling multiple groups and killing bosses with enchantment removal (and for using with SoA while killing 14 enchanted, but thats just me).  Multiple groups take a long time to kill, so a longer Spell Breaker will help by making it impossible for them to cast for a good 40 seconds or so.  Also, I dont want to go up against a boss with shatter enchatment that takes 30 seconds to kill with a 25 second Spell Breaker.  Pls dont permaban me... --- [[Image:Monk-icon-Ressmonkey.JPG|15px]]  Ressmonkey (talk)  22:16, 15 January 2008 (EST)
 * I just go through the entire thing as fast as I can to get to the chest as fast as possible. Therefore, my only problems come in the form of Power Block, which Spell Breaker and Mantra of Concentration are both very adept at preventing. -- Armond Warblade[[Image:Armond sig image.png]] 12:28, 16 January 2008 (EST)
 * Ah, I see. Also, on an unrelated note, what is the fastest time youve ever done a run? --- [[Image:Monk-icon-Ressmonkey.JPG|15px]]  Ressmonkey (talk)  15:24, 16 January 2008 (EST)
 * Let's just say I try to use helpful skill combinations to make up for the time lost chatting with my girlfriend as we do the run. -- Armond Warblade[[Image:Armond sig image.png]] 15:29, 16 January 2008 (EST)

Contemporary Running/Leeching Trends
Since the article mentions running a party of 6 leechers, should it be updated to include some information about how today's leechers expect to get the Hidden Treasures in the lava rooms where the Venomweavers spawn on level2, and the Enchanteds in the burning tree room on level3? This leaves Mantra of Resolve as the only sensible choice in the optional slot. It may also be worth pointing out that if you take Mantra of Resolve, 15 in Protection will guarantee perma-SoA even in the event that you have Weakness inflicted on you by an Enchanted Hammer or Shock Phantom. This will allow for time-savings similar to those of Arcane Echo, by allowing you to take multiple groups with confidence. PS: Thanks Ressmonkey. -- UnbrokenLineage 13:00, 18 January 2008 (EST)
 * Your Welcome. Also, I dont think that this information is really neccessary.  As it is, all information on profit and runs should be removed (please dont though as its good reference information about the current meta).  And if anybody really wants to know about that form of the build in depth, they can learn from experience or they can just read the comment you just wrote.  And for enchanted, the original SoA will last normal time, but the second (if weakened) will last 6 * 1.2 * 1.32.  This gives about 19 seconds for all the enchanted to die.  If they arent dead by then, you are probably doing something wrong, so 15 prot prayers will probably not be worth it.  Thanks for the input, though. --- [[Image:Monk-icon-Ressmonkey.JPG|15px]]  Ressmonkey (talk)  15:48, 18 January 2008 (EST)
 * I see what you're saying about the 19 seconds being long enough for single engagements and you're absolutely correct. But I like to move from one side of the room to the other in one fluid motion, so I'll have weakness on me by the time I get to the third group (and third application of SoA).  Same goes for the end of level 2, or the enchanted + popups + enchanted in the poison traps.  But I guess I wouldn't recommend such things to novices, and the advanced and curious will probably read the discussion side of the article anyway, like you say.  This is probably more of a personal quirk than anything else.  --  UnbrokenLineage 16:03, 18 January 2008 (EST)
 * What I do to bypass all of that is I echo SoA to use it every 5 seconds, which weakness cant touch. Also removes the slight downtime on SoA so u can aggro 2 groups of enchanted at a time without getting spiked by 15 creatures hitting you while you cast SoA. --- [[Image:Monk-icon-Ressmonkey.JPG|15px]]  Ressmonkey (talk)  16:08, 18 January 2008 (EST)

Smiter
With Holy Wrath AND Retribution, wouldnt that be 99% of the damage is dealt back to the enemies and you only take 1% dmg? if so...THATS AWESOME!!!!-- Fire Tock  19:10, 22 January 2008 (EST)
 * ummm.... They actually take more like 198% since its holy dmage and theyre undead. But the damage stays the same to you.  Both you and them take damage. --- [[Image:Monk-icon-Ressmonkey.JPG|15px]]  Ressmonkey (talk)  19:22, 22 January 2008 (EST)
 * Yep, you still take the damage. However, Protective Spirit will negate the damage down to 10%, so you will be taking 60 damage max if you have 600 health, 65 damage if you have 65 health and so forth.  Then, using Spirit Bond, you will get healed for 80+ health every time you take over 60 health, so you will actually be able to keep your health at max or near max at all times, depending on how fast you are on the trigger.  :-)  You still take the damage, but Spirit Bond outheals it.  -  &dagger; Lord Xivor &dagger;  06:26, 23 January 2008 (EST)
 * And Shield of Absorption prevents it, but doesnt reduce the Holy Wrath or Retribution damage. Also, you should have more like 800 health. --- [[Image:Monk-icon-Ressmonkey.JPG|15px]]  Ressmonkey (talk)  06:53, 23 January 2008 (EST)


 * Actually you're wrong. The damage dealt back is like 200%. Retribution only deals 30% of the damage back, not 33. So Holy wrath deals 70%/ But 'em together you get 100% * 2 from undead = 200%!-- Fire [[Image:Fire_Tock_SigPic_2.jpg|19px]] Tock 09:17, 25 January 2008 (EST)
 * I don't think it's holy. --Mala[[Image:Mala_sig_Mind_Blast.jpg|19px]] 14:15, 25 January 2008 (EST)
 * It is holy. - &dagger; Lord Xivor &dagger;  18:52, 25 January 2008 (EST)
 * Hey you're right, my bad. --Mala[[Image:Mala_sig_Mind_Blast.jpg|19px]] 19:20, 25 January 2008 (EST)
 * Fire Tock, what the fuck. It's clearly 33% for Retribution and 66% for Holy Wrath. Learn to read. -- Armond Warblade[[Image:Armond sig image.png]] 04:27, 26 January 2008 (EST)


 * Yeah, but it rounds off. So Retribution is 30% rounded. And Holy Wrath is 70% is rounded.-- Fire [[Image:Fire_Tock_SigPic_2.jpg|19px]] Tock 13:38, 26 January 2008 (EST)
 * After a bit of poking, yes Retribution is bugged to only do 30% rounded up, but Holy Wrath doesn't appear to be. Where exactly are you getting this? -- Armond Warblade[[Image:Armond sig image.png]] 13:55, 26 January 2008 (EST)
 * Where aren't you?-- Fire [[Image:Fire_Tock_SigPic_2.jpg|19px]] Tock 17:12, 26 January 2008 (EST)
 * From in-game mechanics. -<font color="Black">Shen 17:17, 26 January 2008 (EST)

Bloodsong
Wait till they die? cause at 32 health they start to hurt 24.141.45.72 16:31, 25 January 2008 (EST)
 * Ignore them while fighting, stay out of range when you've killed the mob. --Mala[[Image:Mala_sig_Mind_Blast.jpg|19px]] 17:54, 25 January 2008 (EST)

Possibe Undead Bug
I failed a run cause one of the undead wouldn't hit me (therefore, I ran out of energy)...I hate you ANet, why don't you fix the bugs before you launch a game? :"( ... 86.122.188.111 13:11, 3 February 2008 (EST)
 * There is a bug where the undead AI will not hit you in a certain part of the dungeon. There are two groups with the last boss in the first level (if I remember correctly, it is the first level, but it may be the 2nd...slipped my mind).  The groups will not attack you, even if you are up close, side by side with them.  However, if you manually attack them, they will respond and attack, however, energy is an issue here.  Just make sure to cast SB and PS only when needed and not too early, to conserve energy, and you can take these guys down 1-2 at a time fine.  I don't think this bug happens every time, because I have had some runs where they attacked fine. -  &dagger; Lord Xivor &dagger;  01:07, 4 February 2008 (EST)

Hero
How can you do this with a hero?! I mean, hero's can't maintain enchantments!-- Fire Tock  15:19, 10 February 2008 (EST)


 * Shift+click on the maintainable enchants to disable, and then manually cast them. This way, the heroes won't disable it, even when they're out of energy. &mdash; [[Image:DestructiveWasGlaiveInvert.jpg|20px]] <font color="#00ff84">eX <font color="#00a2ff">tinctioN (<font color="#ff8a00">Talk /<font color="#ff5400">Contributions ) 12:35, 11 February 2008 (EST)
 * OMGOMGOMGOMGOGM A HATE GW!!!! EVERYONE SAYS IT BUT IT DOESNT F'ing WORK!-- Fire [[Image:Fire_Tock_SigPic_2.jpg|19px]] Tock 18:23, 11 February 2008 (EST)
 * Eh....grow up? And yes it does work....I use a hero to smite for my Rit 600 daily. -  &dagger; Lord Xivor &dagger;  19:54, 11 February 2008 (EST)
 * Wait, nvm. My options had shift at target nearest ally for some reason. Now after a year of that confusing me it ifinnaly works!-- Fire [[Image:Fire_Tock_SigPic_2.jpg|19px]] Tock 09:40, 12 February 2008 (EST)

I would statr swearing but i dont care anymore himynameisbobbyjoe 13:13, 13 February 2008 (EST)
 * They are easily avoided anyway, My friend has problems with these :( i just run past them most times :) and they have never caused me any problems... T1Cybernetic

Archive?
Getting the "37kb too big" stuff again, maybe we should archive this? &mdash; <font color="#00ff84">eX <font color="#00a2ff">tinctioN  (<font color="#ff8a00">Talk /<font color="#ff5400">Contributions ) 12:35, 11 February 2008 (EST)


 * Real men don't archive... kind of :P God  box   13:18, 11 February 2008 (EST)


 * Well, I don't really have a problem with the size, but maybe some ppl do, so idk &mdash; [[Image:DestructiveWasGlaiveInvert.jpg|20px]] <font color="#00ff84">eX <font color="#00a2ff">tinctioN (<font color="#ff8a00">Talk /<font color="#ff5400">Contributions ) 14:54, 11 February 2008 (EST)

Another gift from AN? (nerfed)
After last update I have problems with running. My hero smiter get some dmg (don't know why, maybe new mob skill?). Can someone check this with human smiter? It is still possible to do a run, but it is harder (only one group at once and have to always wait for SB, few more deaths per run). Ivyl 10:41, 13 February 2008 (EST)
 * Read just above the Contents box on this page. --Mala[[Image:Mala_sig_Mind_Blast.jpg|19px]] 11:45, 13 February 2008 (EST)
 * Read where? Anyhow, the smiter dies bedause Reversal of Damage now triggers on Retribution and Holy Wrath.. :\ 193.91.164.176 12:34, 13 February 2008 (EST)
 * Guys, bad news, right now I noticed ...ctrl+f that. --Mala[[Image:Mala_sig_Mind_Blast.jpg|19px]] 13:03, 13 February 2008 (EST)
 * Confirmed by GuildWiki too. &mdash; [[Image:DestructiveWasGlaiveInvert.jpg|20px]] <font color="#00ff84">eX <font color="#00a2ff">tinctioN (<font color="#ff8a00">Talk /<font color="#ff5400">Contributions ) 13:19, 13 February 2008 (EST)
 * Reversal is no big issue, it's really not that difficult. Just have the smiter carry Restful Breeze or Healing Breeze and cast it on themselves right before the tank goes into battle.  been doing it since the update, no issues at all with deaths from Reversal.97.88.142.111 09:08, 16 February 2008 (EST)
 * Not true, i just did a run on march 19th and RoD killed talkora four times in a row on one mob. one of my allies had cast healing breeze on her every time, along with reversal of damage, and she still died.  this run has been nerfed unless your either have a thrid hero who heals or one of the allies u bring in heals your hero.  And DO NOT blame this on talkora being crappy because all heroes are equally good once they've reached lvl 20 and have the same skills and atts. Lyssan55 09:10, 21 March 2008 (EDT)
 * Dude, just read my post under "if you have problem just wtih one hero bla bla bla" it REALLY works and smiter dont need self heal, anything. [[image:Augury_of_Death.jpg|20px]]<font color="Black">Black <font color="Red">Sheep <font color="Black">2 12:52, 22 March 2008 (CET)
 * Use Signet of Devotion if your heros dieing, it will keep him alive even with two enemies spamming rof. It works for me.--Relyk 17:34, 10 May 2008 (EDT)

If you're having trouble with just one hero after update
[build name="600 monk" prof=monk/mes protec=12+1+1 divine=12+1][shield of absorption][spirit bond][protective spirit][spell breaker][mantra of resolve][light of deldrimor][blessed aura][essence bond][/build]

[build name="smiter hero" prof=mo/n smitin=12+1+3 protec=0 blo=8 div=10+2][blessed signet][purge signet][Blood is Power][signet of devotion][succor][balthazars spirit][retribution][holy wrath][/build]

[build name="protection hero" prof=mo/rt protec=12+1+3 smitin=0 div=12][Life Barrier][purifying veil][life attunement][vital blessing][blessed signet][signet of devotion][gaze of fury][rebirth][/build]

Put Life Barrier on smiter and the rest on tank. Be sure to cast retribution before holy wrath. Gaze the annoying bloodsongs. BiP is optional as tank will have +3 regen, but handy in case of a death. Sig of Devotion x 2 is plenty of healing. Iceto
 * If a third monk is needed I think it would be enough with just a monk with WoH... 193.91.164.176 17:26, 13 February 2008 (EST)
 * That is true, but if you're going to take a third monk, why not add some things useful for the tank as well? Iceto
 * Actually, you don't need a third monk. ALl you gotta do it cast Retribution first and your fine. As long as you dont spam BiP or aggro to many enemies.-- Fire [[Image:Fire_Tock_SigPic_2.jpg|19px]] Tock 22:39, 14 February 2008 (EST)
 * Nobody ever said you needed a third monk. The above build was offered for people having difficulty or wanting to maintain speed while going with just heroes. Iceto 01:37, 15 February 2008 (EST)

Why make it so hard? One small change is MORE then enough, and it works PERFECTLY ^^ R0x0rDead
 * I guess I wasn't clear enough. Oh well, here's a working 2 man build...

Iceto 14:41, 15 February 2008 (EST)

I have found that as long as aggro only one group undead at a time, it's fine. I added Signet of Devotion and Boon Signet to my Smiter Hero and it worked just fine (not running a BIP Smiter though).
 * I just still using Rending Aura for 600 on his optional slot and everything is going fine. Smiter don't take any damage. Ah, 6 points in Wind Prayers, took 1 point from Divine... [[image:Augury_of_Death.jpg|20px]]<font color="Black">Black <font color="Red">Sheep <font color="Black">2 18:32, 28 February (CET)

2man Versus 3man Farm
I changed the last update referring to bringing a healing monk to heal the smiter. Judging from the discussion here, it seems that the smiter can get effective healing from using Signet of Devotion on the bar, without the need for a 3rd monk. It also may be a wise idea to update the build to reflect this, rather than discussing it as a variant. I just wanted to note my change here, so there is no "revert war" or whatever. - &dagger; Lord Xivor &dagger;  00:48, 17 February 2008 (EST)
 * well tbh from my experience signed of devotion is not enough to keep the smiter alive. Tried both with a henchie and a human smiter who was using it on recharge. 2 banshees are enough to get the smiter killed. And it may just be my bad luck but for 20+ runs now, i see at least 1 banshee in every group, but mostly 2 to 3. Could A-Net have messed with the spawns in CoF to tone down the farming?(86.105.254.227 06:23, 15 March 2008 (EDT))
 * Well, the CoF run was changed again since my last post. On March 6, Arenanet buffed Reversal of Damage, lowering the recharge time to 3 seconds, instead of the former 6 seconds.  Now, it is just about impossible to stay alive. -  &dagger; Lord Xivor &dagger;  09:03, 15 March 2008 (EDT)
 * Its still easy, the smiter just need some health.. A cheap way to give the simter healt is to take a mesmer hero with Signet of Illusjon, then he has 16 in both smite and prot, without the rune suicide! The downside is that he can't BiP you, but as I have played around I figured that there is realy no need for BiP. Kongtorp 21:00, 11 April 2008 (EDT)

Skills
To be honest with you, i actually forgot to use Shield of Absorption on all of my runs until i finally realised i wasn't using it. It's a wasted skill, replace it for something better.

Also, i HEAVILY recommend putting Blessed Signet in the optional slot to maintain energy during small fights, i've found using Blessed Signet to be much easier than Echo or Mantra.

Also, bring a third hero to heal the smiter, have the smiter just in radar and the healer off of radar but close enough to the smiter to heal him, this way you still retain the drop rate split between 2. Tengu 06:23, 2 April 2008 (EDT)
 * You wouldn't be running out of energy if you actually used SoA. -- Mala [[Image:MalasigMagebane_Shot.jpg]] 11:40, 2 April 2008 (EDT)
 * ^ /agree build is great as is no changes necesarry(sp?) Zzes Tyan 16:28, 9 November 2008 (EST)

Editing The Skills
Stop doing it. Blessed signet is a horrible way to run this, as you only run out of energy 1) if you fail, or 2) if spell breaker ends, in which case you still kinda fail. Either way, arcane echo and mantra of resolve are both better. I'm going to leave it as optional because it's better like that. ---  Ressmonkey (talk)  15:45, 16 April 2008 (EDT)
 * Not sure who put Blessed Sig there, but the person that put Mantra of Resolve in never adjusted attributes at all, so I reverted back. I meant to make a comment in here about it, to spark a discussion, but I got sidetracked.  I apologize. -  &dagger; Lord Xivor &dagger;  (contribs) 16:33, 16 April 2008 (EDT)
 * No problem. It's just kinda annoying when people (not you) think that they're making a build better by changing it when theyre actually making it worse. --- [[Image:Monk-icon-Ressmonkey.JPG|15px]]  Ressmonkey (talk)  16:41, 16 April 2008 (EDT)

Why only 1 smiter? I use 3 smite heros for Shards HM. Run Spellbreaker off one of the smiters. Keep BiP deactivated on other so hero doesn't suicide. I usually run a monk/derv build using fleeting stability to eliminate knockdowns (better than I Am Unstoppable). Monk/rit build using VwK also works.
 * With 1 smiter, you get to run 6 people. 6 people > 5 when u get money from each of them. --- [[Image:Monk-icon-Ressmonkey.JPG|15px]]  Ressmonkey (talk)  19:19, 19 May 2008 (EDT)

Noob
Retribution should always be cast before Holy Wrath so the smiter only takes 21 damage from Retribution, as opposed to 53 damage from Holy Wrath.

Er....yeah, from Charr maybe. Someone explain to the noob that the damage applied is holy damage, undead get X2 of the damage, which you take from RoD. So you get 42 damage instead of 106 damage, from Undead, which make up most of the enemies there. -->78.16.119.225 05:35, 2 July 2008 (EDT)
 * It's been changed to the much simpler "...so the smiter takes less damage." - PANIC!  [[Image:Panic_sig4.png|50px|18px]] <font color="#D70000"> sexiness!  05:41, 2 July 2008 (EDT)

Mesmer Smiter
Added a mesmer varient which is as good if not better than the monk equivalant Tutis Evito 11:52, 16 July 2008 (EDT) Tutis Evito
 * No BiP, less versatile, but otherwise works. --- [[Image:Monk-icon-Ressmonkey.JPG|15px]] Ressmonkey (talk)  12:07, 16 July 2008 (EDT)

Yes it does work, BiP isn't in there as i found as i became more and more expirenced and knew the areas better i used it less and less, those that are worried can take blessed sig as a 600 as a optional slot. Tutis Evito 12:35, 16 July 2008 (EDT)Tutis Evito
 * True, but its always nice as insurance. And if you use a person as a smiter (which u have to nowadays), they can headpiece swap so the attributes are 16/16.  If BiP isnt needed, there are other elites that are beneficial like a backup spell breaker. --- [[Image:Monk-icon-Ressmonkey.JPG|15px]]  Ressmonkey (talk)  12:55, 16 July 2008 (EDT)
 * If the idea for this build is to get all maintained enchantments at attribute level 16, why don't you just use two different headpieces? It's not like you need to cast them during fights. --Jill Bioskop 13:02, 16 July 2008 (EDT)

Yes Ressmonk, I agree it is nice insurance :) Just introducing more flexibilty among different proffessions. Jill...the idea of the mesmer smite build is not to maintain enchantments at 16/16, but to give more flexibilty to other proffessions, in this case mesmer, to be able to farm CoF, most monk smiters are 16/16 or so profess to be.Tutis Evito 13:08, 16 July 2008 (EDT)

My working build (with a hero and real players)
Hey.

Here is my variant of 600/smiter duo farm and run in CoF.

The main idea of this build is absence of Life Attunement

In fact, 600 can survive without it.

So we have -1 maintaing enchantment. Balthazat's Spirit is going to smiter and 600 has only 2 maintaing enchantments. Therefore 600 has +2 energy regeneration, not +1 like usually.

I think with +2 600 doesn't need additional energy regeneration (like BiP)

I use Mantra of Resolve to prevent interrupts, and Light of Deldrimor to find treasures and kill undeads.

I use Variant #1 of smiters (my Gwen xD). The Smiting Mesmer has only 1 superior rune (of Illusion Magic), so it keeps more health.

Illusion of Weakness also helps to survive in big "heap" of Banshees.

But I think the best healing is fast killing :P, so LoD decreases time when Banshees attack (You can strike undeads by LoD for 160 damage if you have max rank of Deldrimor) Hofch

New Smiters
With the change to RoD, smiters are now usually run by people. I havent actually done this in a few months, so I dont know if im giving something outdated. If I am sorry. When running this on a human, I have concluded that since Intensity affects Holy Wrath and Retribution, a build like this would be a better alternative for a human: [build name="smiter monk" prof=mo/e smitin=12+1+3 protec=12+3 div=3+1][blessed signet][gole][intensity][ua][vital blessing][life attunement][holy wrath][retribution][/build] If you use Blessed Signet outside of battle to gain energy for GoLE, you can use Intensity during battle to increase damage every 45 seconds for 12 seconds. Also, UA is a superior res to Rebirth because of full health, full energy, and infinite teleportation range. Likewise, the smiter on the page should be switched to: [build name="smiter monk" prof=mo/n smitin=12+1+3 protec=12+3 blo=3 div=0+2][blessed signet][Signet Of Devotion][br][ua][vital blessing][life attunement][holy wrath][retribution][/build] BR is enough energy support and the better res makes it superior IMO. Microing UA is needed. ---  Ressmonkey (talk)  23:51, 9 August 2008 (EDT)
 * Wow, nobody cares anymore do they? O well, at least I gave people their fun while it lasted. --- [[Image:Monk-icon-Ressmonkey.JPG|15px]]  Ressmonkey (talk)  20:26, 10 August 2008 (EDT)

Little comment on skill usage
These comments are based on my CoF 600-ing experience.

First, activating skills before engaging a group. If you aggro only one group at a time, I have nothing to say, all is right. But when you want to pass dungeon faster and get money as soon as you can, you should aggro as many foes as possible (but not so many you can't hold). In this case two factors come in: sometimes you must make a little run to aggro and Spellbreaker timing is critical. For purpose of maximizing SB performance, I use this skill chain: Protective Spirit -> Spirit Bond -> SoA -> Spellbreaker -> aggro. When I expect interrupts and no stance removal, I use Manthra. In my chain, purpose of Spirit Bond and SoA is to hold HP in upper half when I aggro several mobs; Protective spirit is used first as it is very long-lasting enchant, and SB is used right before aggro to steal a couple of seconds it is up from laggy connection.

Second, enchanted weapons. Now Hammers can unconditionally knockdown 600, so zero damage from SoA is critical part of survival. My usage is: Protective Spirit -> Spirit Bond -> aggro -> SoA (right when they aggro on me). In this case you even can handle several groups of enchanted (although very good connection required as something cast with half second delay and you are dead) by just walking to them under cripple. When fighting several groups (I could handle only two thx to my ISP) You must cast Spirit Bond right when SoA is about to wear off and immidiately cast SoA again. With only one group you may cast Spirit Bond right after SoA wearing off, with no risk of death (low HP at end offight should not be a problem).

And last, combat casting. As I mentioned, fighting several mobs requires maximum performance spell cast chain for you to just smash buttons. For me, Spirit Bond is critical. I cast it on recharge, all othe skills, as SB, Protective Spirit and SoA are cast when Spirit Bond is recharging. This, although it may seem paranoid to someone, is very useful with 4 groups of undead around you. When fighting Murakai's Steward and all his mob on top of the hill (for purpose of show-off or smth else) keep an eye on interrupts and keep energy high at all times to prevent most of them.

A piece of advice for Mesmer smiter users, who have toubles with energy - when fight is about to end, stop using anything. You will get high energy but relatively low HP. HP can be easily boosted with Spirit Bond on next aggro, so don't worry about it.

PS: Of course, everything said was IMHO, so don't be too harsh if something weems noobish to you. It works fine for me, I just want to share my experience in CoF runs. 92.100.93.18 06:00, 12 August 2008 (EDT)


 * "combat casting", as you call it, should be obvious: maintain everything you have. Spam shit untill it's all dead. -- ›[[Image:Many srs beans.png|Srs Bean Mafia.]] <font color="#27408B">Srs Beans R Srs  06:19, 12 August 2008 (EDT)
 * Only thing you really have to watch is the enchanted bows. Just make sure to re-cast Spirit Bond just after getting hit by their arrows to avoid getting it dshot. Normally they all hit your aggro at once and you'll see them fire in a coordinated volley so that makes it a bit easier, too. - [[Image:Panic_sig5.png]] 06:26, 12 August 2008 (EDT)
 * I've never had my sb dshotted tbh. also, "For me, Spirit Bond is critical. I cast it on recharge" => used to be a time where sb took a little more skill than that : < good ol' days. Though helpful for the complete noob, most of the stuff you said is quite obvious 06:29, 12 August 2008 (EDT)
 * happens rarely in HM. Especially if you're using a Ritualist, using it on recharge, and cba to use a half cast set <_< - [[Image:Panic_sig5.png]] 06:36, 12 August 2008 (EDT)
 * When Im going into a large group of enchanted, I just echo SoA with Mantra of Resolve on. (I move balthazars spirit to the smiter and drop life attunement).  Also, its disrupting stab not dshot. --- [[Image:Monk-icon-Ressmonkey.JPG|15px]]  Ressmonkey (talk)  10:16, 12 August 2008 (EDT)
 * Now that the hammers actually knock you down, I basically swapped out Mantra for balanced stance. Works like a charm since you fail if you have a 1/4 casting spell interrupted. Bad timing FTL220.255.7.194 00:06, 16 August 2008 (EDT)
 * Oh and life attunement was NEVER needed in the first place. Unless you are running some 1500 hp build.220.255.7.191 00:07, 16 August 2008 (EDT)
 * Dont ned balanced if u wait a second before casting soa after aggro and it will cover u when u get kded-- Shadow Relyk [[Image:Relyk srs.gif|19px]] 23:55, 26 November 2008 (EST)

Changes
Changed alot of things on the main build page. The smiter has been changed to reflect the new standard aswell. Tell me what you think and feel free to correct any errors.  SniperFox  07:33, 19 August 2008 (EDT)

probobly a noobish statement.
Idk if there is a new counter or something but my hero bonder is taking damage and dying. Any skill changes/uses needed?-- Under Gunned  22:32, 27 September 2008 (EDT)


 * Read usage. -- Armond Warblade[[Image:Armond sig image.png]] 02:33, 28 September 2008 (EDT)
 * Basicly, reversal of damage. - <small style="font-variant:small-caps;font-family:Verdana;border-style:solid;border-width:1px;border-color:black;background-color:white;padding:0px 1px 0px 1px"><font face="verdana" color="black">Mc <font face="verdana" color="black">Tai [[Image:Tai_Recharge.png|19px]] 18:01, 16 November 2008 

ua not working.
when i die i make oggy cast ua on him. then when i auto end it to rezzy me. it doesnt work. wtf?--I r OgR3. Meh. 23:53, 26 November 2008 (EST)
 * Lol skill update. You have to be in aggro range (the bubble)-- Shadow Relyk [[Image:Relyk srs.gif|19px]] 23:54, 26 November 2008 (EST)
 * I c. scroo blood rit/ ua then im going Rebirth/BiP--I r OgR3. Meh. 14:06, 27 November 2008 (EST)
 * UA gives all ur energy back, bip sucks, use br-- Shadow Relyk [[Image:Relyk srs.gif|19px]] 01:10, 29 November 2008 (EST)

Ooze pit/ HOS?
could it run Ooze pit and/or heart of the shiver peaks? --I r OgR3. Meh. 22:15, 28 November 2008 (EST)
 * Ooze pit, yes. Ive done it but its a pain.  HOS, no.  Soulrending Shriek used by the icubus there totally destroys any farming caster (like the 600 monk). --- [[Image:Monk-icon-Ressmonkey.JPG|15px]]  Ressmonkey (talk)  22:37, 28 November 2008 (EST)
 * aight ty. i mostly wanted ooze any way. another question. how do people run HoS then? thanks on fast report to. --I r OgR3. Meh. 23:54, 28 November 2008 (EST)
 * I have no idea how they run it. Sorry I cant be more of a help. --- [[Image:Monk-icon-Ressmonkey.JPG|15px]]  Ressmonkey (talk)  09:28, 29 November 2008 (EST)
 * ah well, i beilive ill go on a run and write down the skills they use. =D --I r OgR3. Meh. 13:45, 29 November 2008 (EST)

Time
Your pretty much blowing through the dungeon at top speed. The average time is much higher when you have retarded runees and other variables. 40-45 minutes is a good time if you get down lower than 30-35 minutes, that's a great time--Relyk 02:29, 5 March 2009 (UTC)
 * Top speed is 25, average for me is 28. Im awesome so I expect others to be awesome too.  Also, 40 minutes good time, lolz.  Maybe if you kill evry creature =P  --- [[Image:Monk-icon-Ressmonkey.JPG|15px]]<font color="Blue"> Ressmonkey  (talk) 02:38, 5 March 2009 (UTC)
 * You must be really lucky if your people dont run into the lava pits and get themselves pewpewed to death :O--Relyk 02:54, 5 March 2009 (UTC)
 * First of all, it seems you are talking about runs, which changes time. But if your not, dont flag heroes where theyre gonna die. --- [[Image:Monk-icon-Ressmonkey.JPG|15px]]<font color="Blue"> Ressmonkey  (talk) 20:37, 5 March 2009 (UTC)
 * 8 people with 4 holy critical scythes&200+dmg with autoattacks, 2 support smiters, 1 imbagon and 1 healer pwn 600smite. Boro 12:45, 23 May 2009 (UTC)
 * But that's 8 people. I'm sure a team of 16 would pwn that team as well... Godbox  13:00, 23 May 2009 (UTC)
 * a team of 16 is not supported by the current gw system, while a group of 8 is. Boro 14:44, 23 May 2009 (UTC)
 * He's saying that increasing the number of people is an obvious way to increase the time. Anyways, who would want to get a group of 8 people together to do a dungeon that can be done easily by a guy and a hero (two if hes not running anyone). --- [[Image:Monk-icon-Ressmonkey.JPG|15px]]<font color="Blue"> Ressmonkey  (talk) 15:29, 23 May 2009 (UTC)

Faster CoF Run
[build name="600 Tank" prof=mo/me div=11+1 protec=12+1+3 Inspiration=6][Spell Breaker][Mantra of Resolve][Light of Deldrimor][Protective Spirit][Shield of Absorption][Spirit Bond][Essence Bond][Blessed Aura][/build] [build name="Smiter 1" prof=mo/p div=9+1 healing=9 protec=3+2 smitin=12+1+3][Cautery Signet][Signet of Devotion][Signet of Rejuvenation][Balthazar's Spirit][Retribution][Holy Wrath][Succor][Rebirth][/build]

This build requires the use of 3-4 cupcakes for a faster run. The advantages are 25% speed increase, +100 health, +10 energy and Succor. The cupcakes will only cost you 1 platinum in total to purchase.

can replace if cupcakes are not desired.

With the proper setup you will be at 625 health. Using Vital Blessing, you will be at 618 health.

Cautery Signet removes crippled at any distance. The smiter is capable of healing 14 health and should be at 500 health to begin with (Survivor/Vitae runes).

Cheers. Gesun Dheit 21:40, 26 May 2009 (UTC)
 * You actually want 803 or greater health to get the max damage from holy wrath... --- [[Image:Monk-icon-Ressmonkey.JPG|15px]]<font color="Blue"> Ressmonkey  (talk) 21:53, 26 May 2009 (UTC)
 * True. Light of Deldrimor does alot of damage though. You could just ramp up the protection and put Vital Blessing in then. In that case, no self heals. The are no required however since Light of Deldrimor kills the undead faster than they can kill your smiter. In any case, BiP is not required.

[build name="Smiter 2" prof=mo/p div=3+1 protec=12+3 smitin=12+1+3][Cautery Signet][Purge Signet][Signet of Devotion][Balthazar's Spirit][Retribution][Holy Wrath][Vital Blessing][Rebirth][/build] Gesun Dheit 22:05, 26 May 2009 (UTC)
 * bip/blood ritual speeds up the run. cautery signet/purge signet is a waste, you'll rarely be crippled for more than ~7 seconds. you bring succor over life attunement for a faster run anyways.--Relyk 22:21, 26 May 2009 (UTC)


 * Actually, I just did some testing with Ogden as 600 and myself as smiter. His health does not matter. His health can be 500 ot 720 and smites still do the same amount of damage. About cripple, you are wrong, Cautery does help alot, i bring it whenever I take a run. It is not 7 seconds. Hamstring cripples for 14 seconds. Grenth's grasp as well. Pin down as well. So I go back to my original opinion. The first build works the best. As for BiP it is completely unnecessary with succor. It does not speed up a run. In fact, it slows it down by constantly running to smiter. I have never found I needed it what so ever. Gesun Dheit 22:26, 26 May 2009 (UTC)
 * People who cant manage energy (most ppl) need BiP, so yeah it is completely optional. As for using Ogden as 600.  The reason for that is that Ogden has 60 armor and won't be getting hit for 80 by the creatures in CoF.  Try on Minotaurs in Elona Reach HM (just first 2 for testing, not farming) and you'll probably see a decrease in damage as health decreases. --- [[Image:Monk-icon-Ressmonkey.JPG|15px]]<font color="Blue"> Ressmonkey  (talk) 22:45, 26 May 2009 (UTC)
 * you need bip/br at the start while casting all ur enchantments, otherwise you carry ur energy through the run.--Relyk 22:57, 26 May 2009 (UTC)
 * Actually, you are right, health does make a difference, just not that much against undead it seems because they don't do alot of damage in the first place. Light of Deldrimor should be in the main build though. It wipes out undead extremely fast, preventing most of the damage to your smiter. Once again, BiP is unnecessary, it is not required at the start nor throughout the run. Completely useless. Cautery however saves you from running back to the smiter for a Purge. Running? I mean dragging your poor crippled body LOL. Most players bring Succor with them however and even if they don't, Life Attunement is completely unncessary allowing you to throw Succor in that spot. I run most dungeons with 720-740 health. To get to 800 you need a cupcake anyways. Spirit Bond heals for 100 or so, and everything is fine. IMO drop life attunement, put in Succor and Cautery Signet. Makes for a much faster run, I've tested it. Gesun Dheit 23:06, 26 May 2009 (UTC)
 * Actually, scratch that, it's not possible to fit on the bar. Forget Succor as some people bring that anyways. Most of the time actually. Just drop life attunement, freeing up a slot on the 600 for Light of Deldrimor and drop BiP for Cautery Signet. Gesun Dheit 23:10, 26 May 2009 (UTC)


 * One more thing to note. Having more than 740 health does not help as the most the smites will do is 74 damage at 16 smiting. Gesun Dheit 23:14, 26 May 2009 (UTC)


 * Oops, make that 790 health. Bad calculation :D Gesun Dheit 23:16, 26 May 2009 (UTC)
 * unless you have 30 energy for casting enchantments (u use 20 energy)+15+10+10=65/55 energy, which you cant get with full survivor and vitae, you'd have to let ur energy recharge and thats assuming u only use spirit bond at the start. therefore bip/br speeds up the run. cripple has never seemed to slow me down more than a few seconds during the whole run. And you would have 800 health if u werent using a sup prot rune, which is pointless. to do the 53 damage from holy wrath and 21 from retribution, you need to take 79.5 damage per hit, hence 800 health :)--Relyk 23:18, 26 May 2009 (UTC)


 * Well, you only need to cast Prot Spirit first, then SPell Breaker = 25 energy. I always cast Spirit Bond after I've taken half damage = 5 hits, giving you 10 energy from Balth+Essence. then SoA, which costs 5. At that point you will be gaining enough energy to spam whatever you want. The 5 energy you will gain by time SoA is done casting. In fact you only need 25 energy to precast. 800 Health is kind of overkill though because not many monsters hit for 80 damage, except maybe charr axemasters and blademasters, which also die quickly from Light of Deldrimor. All of the other monsters in CoF are casters, doing extremely low amounts of damage, which is never taken advantage of. Gesun Dheit 23:28, 26 May 2009 (UTC)


 * In fact, 740 compared to 800 health is only 60 more. 10% of which is 6 health. Therefore this only does 6 more damage per hit back to foes and 12 to undead. This is pretty pointless compared to having an extra 8 or 9 energy. Gesun Dheit 23:36, 26 May 2009 (UTC)


 * Oh, that's assuming that undead hit for 80 damage, already covered that and they don't. So this is another 6 damage back to Charr. Pointless IMO. Gesun Dheit 23:46, 26 May 2009 (UTC)
 * That's stretching it, considering most people bring 3 enchantments. and arguing that doing less damage is fine is pretty terrible--Relyk 00:03, 27 May 2009 (UTC)


 * Stretching what? It's 6 more damage, assuming they hit for 80 damage, which they don't. So it's being wasted. Arguing that running back to the smiter for a BiP and a Purge is what's terrible. I could not imagine running shards of orr for example with 47 energy. A full cast there is 50 energy. 6 damage is pointless when you waste more time running back to the smiter than you save killing foes. Plus, you can always just put yourself at 700, giving you even more energy and use cupcakes which are a dime a dozen, saving yourself alot of time. Light of Deldrimor is what saves the most time though and that should be in the main build, not to mention saving your smiter from even taking 2 hits. Without it the smiter dies half the time. With it, he rarely loses more than 20%. Gesun Dheit 00:12, 27 May 2009 (UTC)

[build name="Smiter 3" prof=mo/p div=3 protec=12+2 smitin=12+1+3][Cautery Signet][Bane Signet][Castigation Signet][Balthazar's Spirit][Retribution][Holy Wrath][Vital Blessing][Rebirth][/build]

There. That is what I would run. Gesun Dheit 00:19, 27 May 2009 (UTC)
 * Your smiter should never ever die, and wut on the running back to smiter for bip? and if you need/want extra energy at the start just bring a 30/-2 energy set, not worth the effort when its unnecessary however. you have an unusual fascination with cupcakes. they're all and good, but not vital to the build, designing a build that depends on cupcakes is bad. The build on the main bar is for anyone to run cof easy, you can modify it how you want but the cleanest one is the one we have, add those to variants if they're not there already--Relyk 00:38, 27 May 2009 (UTC)

This build doesnt depend on cupcakes lol. See Vital Blessing there? it puts you at 740 health and more if you decide to drop in some more survivor/vitae. I'm just saying cupcakes will save you time... which is the point of a build, to provide the fastest run possible, not the most newb-friendly version which is complete fail. I'd like to see your smiter not die which agroing 5 banshees without Light of Deldrimor. hahaha Gesun Dheit 00:50, 27 May 2009 (UTC)
 * if we didn't have builds noobs could play, no one would visit this site. if you want to modify the build to your own style, go head, but don't make everyone who runs cof it cupcakes :o if cupcakes aren't vital to the build you shouldn't be talking about them anyways :) and the speed of the run depends on the user, not the build--Relyk 01:03, 27 May 2009 (UTC)
 * If you ever bothered to test it, the speed of the run does depend on Light of Deldrimor. If such a build was provided, maybe people would actually become better at running CoF instead of agroing 1 group at a time, wondering why their smiter is constantly dying from reversal. Again, what don't you understand about cupcakes not being necessary? They are only if you want a 25% speed increase, 10 more energy and and extra 100 health. You can get the extra health from runes/insignias anyways. even with 45 energy in that case you will not have a problem. full precast is 25 energy. mantra should be cast between groups, giving you 10 seconds to regenerate the mana anyways. The biggest problem I find is waiting on SPell Breaker to recharge before the next group. Gesun Dheit 01:13, 27 May 2009 (UTC)

TBH fuck life attune on the smiter, throw balth spirit on the smiter instead and have a free slot for LoD on tank. LA is a waste--Goldenstar 01:28, 27 May 2009 (UTC)
 * been mentioned multiple times ^^--Relyk 02:06, 27 May 2009 (UTC)
 * what don't you understand about cupcakes not being necessary, your the one saying they're necessary dude. I've pretty much said already to use them if you want like 3 times. and regen is pretty insignificant cause you'll be carrying energy over from the group before. hsr kinda helps speed up sb's recharge but waiting for it to recharge sucks--Relyk 02:13, 27 May 2009 (UTC)
 * Actually, thinking about what one of you said about protection in a previous post. You can do 12+1+1, giving you another 70 health and there's your 800. no need to sacrifice your radiant/attunement runes. Gesun Dheit 02:18, 27 May 2009 (UTC)

Fast CoF 2
[build name="600 Tank" prof=mo/me div=11+1 protec=12+1+1 Inspiration=6][Spell Breaker][Mantra of Resolve][Light of Deldrimor][Protective Spirit][Shield of Absorption][Spirit Bond][Essence Bond][Blessed Aura][/build]

Equipment
All radiant and attunement setup, Superior vigor, Minor divine on sandals.

Headpiece #1: superior divine (for casting Blessed Aura)

Headpiece #2: minor protection (for running)

+5e, 20% enchanting weapon

HSR 20%, +45 while enchanted offhand

This setup will give you 754 health initially and 802 after 10% morale boost.

It will also provide you with 59 energy initially and 61 after morale boost.

[build name="Alternative Smiter" prof=mo/p divine=5+1 healing=4 protec=11+2 smitin=12+1+3][Cautery Signet][Signet of Devotion][Signet of Rejuvenation][Balthazar's Spirit][Retribution][Holy Wrath][Vital Blessing][Rebirth][/build]

Equipment
All survivor/vitae setup, Superior vigor

+5e, +30hp sword

+1/20% smiting, +30hp offhand

This will give your smiter 575 health, 47 energy and more after morale boost.

Reversal of Damage
How do i stop my hero dying from that?--Wingsy 13:16, 2 July 2009 (UTC)
 * A few things you can do:


 * 1) Make sure your hero casts Retribution before Holy Wrath.  This will reduce the damage taken from Reversal of
 * 2) If you're running other players, have them heal your hero for you.  If not, you can always replace a skill on your hero's bar with something like Signet of Devotion or Signet of Rejuvenation.
 * 3) If you're running by yourself, bring another hero with Life Bond, Life Barrier, and Watchful Spirit.  Make your hero cast them all on your Smiter hero.
 * Hope that helped. 13:33, 2 July 2009 (UTC)
 * Lol, life bond doesnt do anyting. --- <font color="Blue"> Ressmonkey  (talk) 13:39, 2 July 2009 (UTC)
 * Life Bond: While you maintain this enchantment, whenever target other ally takes damage from an attack, half the damage is redirected to you. The damage you receive this way is reduced by 3...25. So yes, it does do something. RoD may be armor-ignoring, but it is still affected by damage reducing skills. 14:10, 2 July 2009 (UTC)
 * Lol, look at 14th word in skill description. --- <font color="Blue"> Ressmonkey  (talk) 14:37, 2 July 2009 (UTC)
 * A) Ignore the autist above.
 * B) If running people - the people you are running should be bringing heals. Make sure you have at least one /Mo in your party.
 * C) If running alone - bring a Rt or /Rt hero with Xinrae's Weapon and Vampiric Weapon, as well as a regular heal. It'll speed up killing the Wraiths.
 * ··· [[File:Danny-sig.png]] 15:29, 2 July 2009 (UTC)
 * Oh wow. Thank you guys! <3 --Wingsy 21:43, 2 July 2009 (UTC)

Just to list: --Relyk 22:24, 2 July 2009 (UTC)
 * 1) You can get rid of Life Attunement, put Vital Blessing on yourself, and pump DF to 15 for Signet of Devotion, this will keep your hero alive for 1 group, maybe 2.
 * 2) Bring Healing Signet instead of Blood Ritual.
 * 3) If running, have people bring heals.
 * 4) Bring a third guy to heal your smiter, such as Xinrae's Weapon and Vengeful Weapon.
 * 5) Autoattack the Crypt Banshees to remove RoD so your hero doesn't take damage.
 * 6) Bring Watchful Spirit on your hero over Life Attunement.
 * Your far too awesome <3 --Wingsy 00:31, 3 July 2009 (UTC)

mor nerf
doesnt do anything, dont bring it up--Relyk 02:14, September 18, 2009 (UTC)
 * Yep it needs to be replaced, that will make the run a lot more difficult but we have no choice...--Tyrael-- 10:13, September 18, 2009 (UTC)
 * Alot of people already dont run it imo, so i dont think it gets that much harder, you've just got to be smart.--Wingsy 13:36, September 18, 2009 (UTC)

glyph of concentration for SoA tbh. ···  Danny  Pew   Pew  17:48, September 18, 2009 (UTC)
 * Serpent's Quickness + Dwarven Stability at 3 wilderness for men. --- <font color="Blue"> Ressmonkey  (talk) 19:40, September 18, 2009 (UTC)
 * Reverted--Tyrael-- 18:36, September 25, 2009 (UTC)

time to archive
Holy Wrath is nerfed.--Dark Paladin X 04:31, March 5, 2010 (UTC)
 * Bring a ranger or necro?--72.189.80.199 05:25, March 5, 2010 (UTC)

/agreeTimeoffire45 17:13, March 7, 2010 (UTC)
 * I agree with it being archived unless someone comes up with a way to make this build work as well as it used to. I've tried a number of variants, and it isn't possible with a hero anymore, and takes AGES with two humans. (98.179.8.157 13:40, March 12, 2010 (UTC))
 * Maybe put SoJ on tank and SB on Smiter? It might add a ton of damage . --Timmi prc 14:44, March 25, 2010 (UTC)

i use for the 600 [build prof=Mo/D name="600 cof hm" pro=12+3 div=12+3+1][Spell Breaker][Protective Spirit][Spirit Bond][Shield of Absorption][Light of Deldrimor][Eternal Aura][Essence Bond][Blessed Aura][/build] i am r10 for both so i don't know for others and for the smiter [build prof=Mo/? name="smiter cof hm" smi=12+3+1 pro=12+3 div=3][Retribution][Vital Blessing][Balthazar's Spirit][Essence Bond][Shield of Judgment][Holy Wrath][Blessed Signet][Rebirth][/build] as smitter i use a hero
 * if it kills Enchanteds, then sweet. That's the only thing I'm worried about. ···  Danny So Cute    19:31, 19 April 2010 (UTC)
 * the problem is when the mesmers don't attack you at the beginning so sb turns out and you get problems sometimes and you have to wait for these mesmers to be near you to use the spells to kill them--Kebabs42 21:24, April 19, 2010 (UTC)
 * i propose you put this as the build and put the article in testing/being tested. It works for me (even if i'm long ~55min). youll need a healer for the smite, a bip can be helpful for timing--Kebabs42 11:24, April 21, 2010 (UTC)

Y does the smitter and 600 bothhave essence bond?MurthaggMurthagg
 * gives 'em both energy. ···  Danny So Cute    20:31, 24 April 2010 (UTC)
 * the microing is zzz-- Relyk  talk  23:51, April 24, 2010 (UTC)
 * In the counters section, it mentions the old build because you no longer use mantra of resolve in this new build, may need to be changed or taken out; I haven't tried this new one yet. Zuphix 10:28, June 27, 2010 (UTC)

Vote Wipe
We should have one since there was a large change in the build. --- <font color="Blue"> Ressmonkey  (talk) 16:24, May 1, 2010 (UTC)

Category Change
Shouldn't this build be on the Great Farming category instead of Great Running? Abysal 01:07, May 9, 2010 (UTC)
 * it can stay in great running but i think this build should also be on the great farming category--Kebabs42 08:41, May 9, 2010 (UTC)
 * It's actually both now, since alot people left CoF drops will increase(if im sure) since the nerf i've seen alot stuff drop. and is this still Meta? barely anyone seems to run it --83.83.111.44 14:04, August 14, 2010 (UTC)