User:Ultima Flames/Build:600/Smite Ele

this looks interesting and was gonna be deleted so ima save it =D

The 600
[build prof=E/Mo Energystorage=12+1+3 ProtectionPrayers=12 AirMagic=3+1][Protective Spirit][Shield of Absorption][Spirit Bond][Glyph of Swiftness][Ether Renewal][Optional][Optional][Optional][/build]
 * "I Am Unstoppable!" - As anti-KD.
 * Pain Inverter - As extra damage, when needed.
 * "Finish Him!" - To finish of that last annoying foe who just doesn't want to die.
 * Scourge Healing - In areas with a lot of healing, take some points from Protection Prayers and put them in Smiting Prayers (with Scourge Healing, you can use the build to kill birds in Napui Quarter (Mission) for feathers).
 * Mindbender - To speed up the casting, and in interrupt-heavy areas, making the chance of interrupting Ether Renewal slimmer (cast it as the 2nd spell from Glyph of Swiftness, so you can permanently maintain it).
 * Essence Bond - Extra perma enchantment for a +4energy bonus + energy from hits.
 * Balthazar's Spirit - Extra perma enchantment for a +4energy bonus + energy from hits.
 * Radiation Field - Speeds up the killing (be carefull when casting, because the 2 seconds casting time can be dangerous when you are in a big mob).
 * Aura of Restoration - An extra maintainable enchantment + extra energy and heal for each spell you cast (also can be called 'spammable').
 * Ebon Vanguard Assassin Support - To speed up the killing of healers/leftover foes.
 * Air of Superiority - The 10% chance of skill recharge can be good in the middle of large mobs (not the best choice, but still acceptable).
 * ... As you can see, you can add pretty much everything that suits you at the moment (these are just examples, pretty much the best choices, but you can add as you wish).

Equipment

 * 15Al armor (or starter armor, if possible)
 * Survivor Insignias, vitae runes and the highest affordable vigor rune.
 * An Adept Staff of Enchantment with a "Have Faith" inscription or a Spear/Sword/Axe of Enchantment with a caster shield or focus, whatever suits you best.
 * "To The Pain!" inscription (-10 armor when attacking) is suggested but not necessary (very usefull when using the Obsidian Flesh variant to counter the +20Armor problem).

Usage

 * Maintain enchantments on yourself and let the smiter cast his enchantments aswell, or, if running with hero, cast them yourself.
 * Before running in a mob, cast Glyph of Swiftnessn followed by Ether Renewal. Then cast Protective Spirit and Spirit Bond and run in.
 * Use Shield of Absorbtion a couple of seconds before you have to recast Ether Renewal, to make sure you don't get spiked in big mobs.
 * Spam Spirit Bond and Protective Spirit. Most of the healing comes from spamming your spells rather then from Spirit Bond.
 * Don't worry about energy problems: you get healed for ~250 health and you get 32/36 energy for every spell you cast (depends on whether or not SoA is on you), and with permanent Ether Renewal, you have an infinite supply of energy.

Counters

 * Caster hate.
 * Heavy enchantment removal (with only a a few enchanment removals, try to make sure they always remove Spirit Bond of Protective Spirit: getting Ether Renewal removed isn't lethal, but it can make things harder)
 * Symbiosis
 * Opposed to a normal 600/smite, having too little damage on you isn't a problem, since you get a lot health from spamming yours spells, so if Spirit Bond doesn't get triggered, you don't have to worry.
 * Daze.

Variants

 * When using a conset or an essence, you can take out Glyph of Swiftness, since Ether Renewal is practicaly maintainable then.
 * You can kick Shield of Absorption if you want to and replace it by one of the skills mentioned above, or something else you like, since it is not a vital skill in this build, it's just spammable, and it can save your life in big mobs.
 * For the Obsidian Flesh variant, see below.

Smiter
[build prof=Mo/N smiti=12+1+3 protect=12+3 DivineFavor=3][Optional][Unyielding Aura][Blessed Signet][Purge Signet][Vital Blessing][Retribution][Holy Wrath][Life Attunement][/build]
 * Blood Ritual - Actually not needed at all, since your tank has infinite energy supplies at hand.
 * Signet of Judgement - Instead of Unyielding Aura (take Rebirth on either smiter or QZ if using one).
 * Shield of Judgement - Instead of Unyielding Aura (take Rebirth on either smiter or QZ).
 * Spell Breaker - Put some points in Divine Favor (in difficult areas, this might be a big help, take the points from Protection Prayers, because Vital Blessing is needed a lot less than Smiting spells).
 * "By Ural's Hammer!" - More damage.
 * Change Blood Ritual and Unyielding Aura for Blood is Power and Rebirth is possible, but not recommended.
 * This funtion can easily be occupied by a hero.

Usage

 * Cast the bonds on the 600, lay back and leech drops.
 * Ressurect when the 600 dies.
 * Always stay back far enouch in case of foes that wander of.

Counters

 * Reversal of Damage
 * Aggro.

QZ Ranger (optional)
You can also take a QZ ranger, which will ease up things a lot, and energy won't be a problem, since you got Ether Renewal on you and you can drop Glyph of Swiftness for another skill, making killing stuff very fast. (I'm currently testing to make the ideal build, once it's finished, it shall be posted here as soon as possible)

[build prof=R/Mo WildernessSurvival=12+1+3 Expertise=9+1 BeastMastery=9+3 ProtectionPrayers=2][Serpent's Quickness][Quickening Zephyr][Edge of Extinction][Optional][Balthazar's Spirit][Essence Bond][Succor][Watchful Spirit][/build]
 * Blessed Signet - If energy poses a problem.
 * If energy poses a huge problem, you can drop Succor and/or Watchfull Spirit for a skill of preference, or for nothing at all, just to save energy.
 * Glimmer of Light - In case of Reversal of Damage, this might be needed to keep the smiter alive (needs some points in Healing Prayers).
 * Life Bond - In case of Reversal of Damage, cast on smiter (needs some points in Protection Prayers). Combine this with Glimmer of Light to keep the both of you alive. In this case, you'll have to remove both Succor and Watchfull Spirit.
 * Purifying Veil - In areas with a lot of conditions (if this poses a problem), instead of Succor or Watchful Spirit.

Equipment

 * The above mentioned runes.
 * Radiant armor with runes of attunement.
 * High energy staff.

Usage

 * Maintain enchantments on 600.
 * Right before a battle, cast Serpent's Quickness, followed by QZ and the other spirits (and Spell Breaker, if used). You might have to do this manually, when using a hero.
 * Try to keep up spirits with the energy gain of Essence Bond (which should be plenty).
 * Rince and repeat at every mob, or if the next mob is still within spirit range, just lay back.
 * When using a hero, you might have to micro manage the spirits during battle (which could be tricky, but practice makes perfect). Also remember to put the hero on "Avoid Combat" and to flagg them back far enough.

Counters

 * Aggro.

Obsidian Flesh Variant
In area's with heavy enchantment removal, you can take Obsidian Flesh instead of Ether Renewal. This build is a little bit harder to use, and doesn't have an infinite supply of energy at hand, and the +20 Armor can get you in to trouble when the damage you take is insufficient to trigger Spirit Bond. The upside, however, is that with permanent Obsidian Flesh, you are permanently protected against spells, the downside however is the 50% slower movement, which can slow down going from mob to mob, but that's a minor insufficiency. [Build prof=E/Mo EarthMagic=12+1+3 ProtectionPrayers=10 EnergyStorage=8+1][Protective Spirit][Shield of Absorption][Spirit Bond][Glyph of Swiftness][Obsidian Flesh][Optional][Balthazar's Spirit][Essence Bond][/build]
 * Same options as with the Ether Renewal variant.

Equipment

 * Same as with the Ether Renewal variant.

Usage

 * Keep up enchantments.
 * Use Shield of Absorbtion a few seconds before casting Obsidian Flesh, to make sure you don't get spiked while casting.
 * When you're down to 1 foe which doesn't pose a threat, don't bother recasting Obsidian Flesh, since it will give you 20 seconds of slow movement when you want to move to the next mob, and it costs energy, which can be used more wisely.
 * When you're down to 1 foe who doesn't hit you high enough to trigger Spirit Bond, also try to drop Obsidian Flesh, as the +20 armor takes a lot of damage away.
 * "I Am Unstoppable!" should only be used when it's absolutely necessary (or to take away cripple after a battle) because the extra +24 armor can take damage down so far Spirit Bond doesn't get triggered anymore, most likely resulting in death.
 * Tip: When enemies aren't causing enough damage with Obsidian Flesh on you, a good strategy is to start walking around, causing them to critical hit you more often, resulting in enough damage. Make sure you don't forget to cast your enchantments often enough.

Counters

 * Heavy interrupts.
 * Spells don't pose a problem anymore with this build, so enchantment removal due to spells isn't a problem anymore, however, signets or touch skills that remove enchantments can still pose a threat though.
 * Obsidian Flesh taking away too much damage, resulting in insufficient damage to trigger Spirit Bond.
 * Daze