Build:Team - 2 Hero CoF 600/Smite

Revamped version of the old 600/Smite team build used to farm Cathedral of Flames, using a Hundred Blades spike to offset the loss of damage from the Holy Wrath nerf.

600 Monk
[build name="CoF Spirit Bonder" prof=monk/war prot=12+1+3 div=3 sword=12][Protective Spirit][spirit bond][Shield of Absorption][Hundred Blades][ebon battle standard of honor][whirlwind attack][optional][Essence Bond][/build] Optional should be:

Equipment

 * Pre armor or 15ar armor
 * Full Survivor
 * Runes of Vitae
 * Max damage q9 Sword of Enchanting with +5 energy Inscription.
 * Protection Prayers focus.

Bonder 1
[build prof=Mo/any smitingprayers=12+1+3 divin=12+3][Holy Wrath][Judge's Insight][Shield of Judgment][Blessed Signet][Strength of Honor][Blessed Aura][Retribution][Optional][/build] Optional
 * to destroy leftover spirits from groups of Undead.
 * as a resurrect in case the 600 dies.

Equipment

 * Full Radiant
 * Runes of Attunement
 * +20% Enchanting Staff

Bonder 2
[build prof=Mo/Rt Divin=12+1+3 Channe=10 Heal=8+3][Splinter Weapon][Spell Breaker][Blessed Signet][Dwayna's Kiss][Essence Bond][Balthazar's Spirit][Blessed Aura][Life Attunement][/build]

Equipment

 * Full Radiant
 * Runes of Attunement
 * +20% Enchanting Staff

Usage

 * Maintain Essence Bond.
 * Bonder 1 maintains Blessed Aura on themselves, and Retribution and Strength of Honor on you.
 * Bonder 2 maintains Blessed Aura on themselves, Life Attunement on Bonder 1, and Essence Bond and Balthazar's Spirit on you.
 * Have your bonders cast Holy Wrath, Judge's Insight, Shield of Judgment, Splinter Weapon, and Spell Breaker on you prior to engaging groups.
 * Maintain Protective Spirit prior to engaging enemies.
 * Maintain Spirit Bond to keep your health up.
 * Use Shield of Absorption to reduce damage to 0 when necessary.

Against Groups of Charr

 * Precast Protective Spirit and Spirit Bond, then run up to the casters (Dominators/Flameshielders).
 * Charr Axemasters have Bull's Strike so if there are any of those, let them hit you while stationary. The knockdown time from SoJ will be enough for you to run up to the casters without having to worry about getting KD'd.
 * Auto-attack to build up adrenaline. Use Shield of Absorption as necessary.
 * Use 100b, EBSoH, and Whirlwind Attack to spike.
 * SW + 100b/Whirlwind Attack should to significant enough damage that SoJ and auto-attacking can clean up whatever is left.

Against Groups of Undead

 * Precast Protective Spirit and Spirit Bond, then aggro the group.
 * The casters (Ash Phantoms, Crypt Banshees, Shock Phantoms, Crypt Wraiths) will run away when you try and run up to them, so target the melee foes first (Crypt Slashers, Crypt Ghouls).
 * The Ghouls have Savage Slash, so be wary of that. Try to cast important skills while foes are knocked down from SoJ.
 * Auto-attack to build up adrenaline. Use Shield of Absorption as necessary.
 * Use 100b, EBSoH, and Whirlwind Attack to spike.
 * There will likely be one or two casters leftover from your spike. Auto-attacking with 100b will get rid of them easily.

Against Groups of Enchanted

 * Precast Protective Spirit and Spirit Bond.
 * Prior to engaging, make note of if there are any Enchanted Daggers, as they have Disrupting Stab. As with the Ghouls, cast important spells while they are knocked down and try to take them out first.
 * Auto-attack to build up adrenaline. Use Shield of Absorption as necessary.
 * Use 100b, EBSoH, and Whirlwind Attack to spike.
 * Take care of remaining enemies with 100b + EBSoH.

Against Faze Magekiller

 * Have your bonders pre-cast their enchantments on you, then go directly up to Faze.
 * Auto-attack Faze while the melee enemies ball up around you.
 * 100b spike as usual then auto-attack Faze until he is dead.
 * If Spell Breaker drops before Faze dies, make sure you are covering yourself with Spirit Bond or Shield of Absorption to avoid your more important enchantments form being removed.

Against The Keeper

 * Have your bonders pre-cast their enchantments on you, then go directly up to Faze.
 * Auto-attack Faze while the melee enemies ball up around you.
 * 100b spike as usual then auto-attack Faze until he is dead.
 * If Spell Breaker drops before Faze dies, make sure you are covering yourself with Spirit Bond or Shield of Absorption to avoid your more important enchantments form being removed.

Against Tyndir Flamecaller

 * Same deal as regular Charr groups.
 * Make sure to target Tyndir Flamecaller first.

Against Vraxx the Condemned

 * Precast all your regular enchantments, except for Spell Breaker, as his group is entirely melee.
 * Ball them against the wall, and spike as usual. Make sure to target Vraxx first, as he has Signet of Return and will resurrect his allies.
 * Clean up remainders by auto-attacking them.

Against The Master

 * Have your bonders pre-cast their enchantments on you. Precast Protective Spirit and Spirit Bond.
 * Upon aggro, cast SoA and run directly up to The Master.
 * 100b spike as usual.
 * Be extra wary of when you have run out of hits for Spirit Bond, as The Master is accompanied by a lot of enemies who will easily overwhelm you if you're not paying attention.

Against Murakai's Steward

 * Prior to entering the room, have your bonders pre-cast their enchantments on you.
 * When you run towards Murakai's Steward, a dozen or so Undead enemies will pop up and attack you, so be sure to precast Protective Spirit and Spirit Bond before running up to him.
 * Ingore the popups and run directly to Murakai's Steward.
 * Recast Spirit Bond and cast SoA.
 * 100b spike as usual.
 * Once Murakai's Steward is dead, grab the key and run back outside the chamber to lose extra aggro (or kill them if you want more Deldrimor points or loot).

Against Murakai, Lady of the Night

 * Flag your heros far enough away to avoid aggro, but close enough that if you need them to recast enchantments on you they can do so.
 * Have your bonders pre-cast their enchantments on you, except for SoJ.
 * Immediately when you aggro Murakai, she uses Murakai's_Call which spawns a group of Servants of Murakai. Kill these, then pull Murakai onto a flame trap to help kill her faster.
 * Run up to Murakai after pulling her onto the flame trap and attack her, using your skills as necessary to survive and deal more damage.
 * Have your heros recast their enchantments on you to help you deal more damage. Be careful of when Murakai uses Murakai's_Call.
 * Rinse and repeat until Murakai is dead.