- Aug 5, 2005
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My Final Smiter Guide.
Originally posted by Camden
Note: This guide was originally written for BNet. Please bear in mind it may recommend items not found in Single Player.
This is my version/variation of a PvP smiter, one that looks beyond the typical charge-smite-charge-smite you encounter in pubs. I've had a couple smiters in the past, most notably on east nl and lad ("Regime" and "BlueDevils", respectively). Both are since retired. However I've had a few requests and some spare time, so here it is. This guide is based primarily off of my east nl one. Ie, not entirely legit and comparatively atypical (My ladder variant was a bit more cookiecutter and 100% legit. If there's enough interest I will post the legit setup as well). Please withhold any criticism until you've read the entire guide.... particularly regarding gear suggestions. I used this particular smiter setup only in .10, but it wasn't too hard to modify adding a torch. Some of my choices are unusual, however at some point will be explained. I will try to be as in-depth as possible. As one smiter was stolen and the other is now dismantled, I'm going mostly from memory... please bear with me. To date I still believe I was the first to try this sort of smite build and make it work the way I did, but as I cannot speak for all realms I won't claim ownership to it. Point being, it's a unique take on smiters and one you may not have seen before (though I've been seeing a few more in pubs lately, which to me personally is thrilling <3). But trust me, it WILL work should you take the time to work with it.
I'll begin the guide with this: Do -NOT- underestimate the value of tele-smite.
Gear
Primary setup:
COA, dual ber'd
Archon plate enigma
Grief phaseblade (Not zerk. I will explain why soon.)
1x 20 dex ravenfrost
1x Stat ring..... Aim for one similar to what I had, a 20 str 15 dex with life and/or cold res (perfect statted ring won't be cheap, but try for the best you can get)
A crafted amulet with pala skills, stats, life, and res. Mine was 2 pala 20 str 17 dex 59 life 58 mana 20 all res. A good one isn't cheap. Cat's eye is a suitable replacement that will also allow you to use a grief zerk. Maras can be a fair substitute as well. Just altar your stats accordingly.
Spirit sacred targe (35 fcr, as much base res as possible)
Magefists or Trang gloves
Arachnid mesh
65 life waterwalks
Inventory:
37x 20/5's (icon_pointl.gif Very important. If one thing is worth spending a bunch on for a smiter, it's life/res scs)
Ptorch and anni (as high as possible obviously)
Stash:
Classic boots. Mine were 30 frw 19 str 14 dex 28 cold res 47 light res. For use vs fohers and blizzers if necessary. *Notice the stats are similar to that of your stat ring, allowing you to replace the ring with a 2nd raven or whisp etc as the case may be without having to worry about glitched stats
Um'd wizardspike (Indeed, the "barb ow trick" is occasionally found useful with smiters..)
Swordback hold spiked shield, Um'd or Ptopazed/Psapphired and twice upped (Credit to Fusa for this idea)
Bloodfists
Dracs
Exile sacred targe (I prefer ed/ar. A bit of extra damage helps more than res vs the chars you need it for.)
40/15 verdungos
upped ber'd hoz (noneth. or do like me and go for style with an eth glitched hoz ^_~)
Jah'd shako
Ber'd shako
Marrowalks
Hotspurs
1x ravenfrost 1x whisp 1x dwarf 1x nature's peace
Added bm gear like nature's peace / more sorb / 205 cold shields or thul-thul griz helm/ gavel of pain can be useful as well. Though you won't have room for all of it. I suggest you like I did and have a mule grushed for when you need these
Some goals reached:
75 fcr (Like I said, amazing telesmiting capability)
~2.5k onscreen damage (decent for all 20 lifers)
4.8 - 5.2k life at lvl 90 depending on how strictly you stat your smiter and on particular setup
Fhr note: Spirit + Coa together is 85 fhr. The breakpoint for 4th frame fhr is 86. If you so desire you may throw in a fhr sc to reach that bp. I personally chose not to as I see no need for fhr on a smiter when shiftsmite+walk or charge can pull me out of anything. But that's just me. :]
Decent dr in main setup, max dr in other setups
Highly stacked res
Some gear explanations (The strategy section will also have some reasons behind particular setups):
CoA vs Shako
With shako it is simply not possible to keep good dr while maintaining the 75 fcr frame. The DR and stacked res a coa offers is simply outstanding in this build. However, in the case where that extra dr boost is unnecessary, Shako > Coa anyday. The difference is approximately 200-250 life, give or take, as well as depending on what you socket your shako with... I suggest "Jah". After all you're only using it if you -don't- need the dr or to stack res. In coa I have roughly 4,850 life, with shako I hit 5050. I realize these numbers are somewhat low compared to many pure smiters that hit 5.2k+ on average, yet I strongly believe these other bonuses this build offers makes up for that. Aside from that, in 0 fcr setup with pure dr/hoz build (I'll refer to it as a smite v smite setup later), you will hit almost 5.3k life. I hit 5.7k in my SvS setup (but unfortunately that trick will remain with me =]. I add this to show it is very possible and dependent on what you use, and that the stat allocation I recommend is in now way incompetent in comparison)
Why not grief zerk?
Yes, I realize a pb is 1 unit inferior to a zerk in terms of range. However, I enjoy the flexibility a pb build offers. You don't have to worry about keeping an IAS breakpoint (which frankly this setup doesn't allow too much room for). Also for the fact that you will be virtually unaffected by opponents that exploit "Slow target by X" as opposed to those that use a zerk, the effects of which can be critical. However in some instances I do prefer a zerk. More on that later, possibly, as it's what I used on my legit smiter instead of this one.
Why not pcomb lifers?
Because I don't think the damage output, although significant, is worth it. Unless you can find very high-end lifers, even plain 20 life scs > pcombs. However, your resistances will suffer and you may have to switch to make up for it.... Ie, kiras or coh or res boots, which -severely- compromises your build. 37x 20/5's is a total of +185 resistance. So in hell you have max res and then some from charms alone. So beyond charms everything is effectively stack to cut out facets, conviction, lower res, and cold mastery.
I believe the rest of the basic setup is fairly self-explanatory. As I leave this guide wide open for questions, I will answer any that arise should I have left anything out or failed to explain something in detail. Now for the stash:
Um'd wizardspike / Swordback hold / Dracs
This primarily concerns east, were certain high es/mass bmana sorcs can tank an insane amount of smites, or in any case where you simply don't want to turn it into a contest of tanking ability (high es/dr/etc sorcs that still manage significant damage). In which case you can simply bleed them ^_^. I -RARELY- had to resort to this method. However the few times I did it worked like an absolute charm. Lock and charge or lock and tele+smite, retreat til the 8 second open wound duration runs out.... and work again. Once they're down you can simply finish them off with holy freeze or a single charge.
Exile sacred targe:
There are really only two instances where I advocate using an exile in gm. That is in the instance of smite-v-smite where your opponent chooses to use an exile and occasionally vs a very skilled ele druid
Dungos
For smite v smite... and occasionally if you feel the need to sacrifice fcr for dr vs druids and barbs (<- recommended)
Ber'd hoz
For GM smite v smite.
Jah'd shako / Ber'd shako
For when you don't need dr, thus would prefer a life boost / For smite v smite setup
Marrowalks
Have str/dex. For the reasons that is a plus, see the notes on the classic stash boots. As well as lifetap charges..... <3. It's nice having lifetap on a hotkey when you need it (generally just for bm duels. I am strongly opposed to LT in gm duels.)
Hotspurs
For vs. fire sorcs. Obviously. Keep in mind that the Gm/Bm rules regarding hotspurs varies from realm to realm. Ie, on some realms it's generally acceptable whereas on others a fire sorc will be reduced to tears upon mention of a spurring opponent. If that's the case and you pity the sorc, a pair of Infernostrides get the job done.
Other
Ravens/Whisp/Dwarf/Carrion... for stack and/or sorb.... nature's peace for oak charges... 205 shield and griz helm if you blow and need it vs blizzers... .... Gavel of pain for amp damage...
What you use vs certain classes, I hope, is common sense. Request specific setups if that is not the case. It's a method of simply choosing which item benefits the most and in turn requires you to make up for the stats possibly lost from switching items with another.
Stats (based at level 90)
Strength: As base as possible. You will have to invest a few points however (in my case I needed to add 3). With torch, anni, your stat ring, slips, and enigma, you will have enough for coa. Keep in mind that you may need to add one extra if you plan to use soul spurs to replace the stat ring every so often, soul spurs have 19 str. So if you have a stat ring with 20, you will obviously need to add one more. If your ring has less than 19, then disregard this last bit. And now this is very important. Most people tend to stat their chars as soon as they can use torch/anni, at lvl 75. I advise against doing this. The difference in the strength bonus an enigma gives at lvl 90 as oppose to lvl 75 is 11 strength.... which in many regards, is a significant amount. Enough to where I strongly recommend using 2 str scs and the like until you have levelled yourself as far as you intend to go.
Dex: 136 with gear. 65% block with spirit at lvl 90 (which is plenty in most cases. Add a raven if you feel otherwise). Max block with hoz. Enough to use grief pb. 'Nuff said.
Vitality: All else.
Energy: none.
Skills:
20 smite
20 holy shield
20 fanatacism
1 in vigor (significantly better desynch, and cleansing is a prereq that can come in handy)
1 in holy freeze
20 resist lightning (this build doesn't allow tgods for the most part. and as most elemental opponents are indeed lightning, the passive bonus is very valuable)
That leaves you with 11 spare points. What you do is up to you, however here is what I chose:
1 conviction (I team duel a lot. Teamed with a trapper, this works wonders)
1 salvation (if you or your team need a bit of stack)
Rest I loaded into charge.... bit of damage and ar never hurts. Or you could try foh if you find yourself chasing openwounds-shredded opponents that retreat with 1 life.
Originally posted by Camden
Note: This guide was originally written for BNet. Please bear in mind it may recommend items not found in Single Player.
This is my version/variation of a PvP smiter, one that looks beyond the typical charge-smite-charge-smite you encounter in pubs. I've had a couple smiters in the past, most notably on east nl and lad ("Regime" and "BlueDevils", respectively). Both are since retired. However I've had a few requests and some spare time, so here it is. This guide is based primarily off of my east nl one. Ie, not entirely legit and comparatively atypical (My ladder variant was a bit more cookiecutter and 100% legit. If there's enough interest I will post the legit setup as well). Please withhold any criticism until you've read the entire guide.... particularly regarding gear suggestions. I used this particular smiter setup only in .10, but it wasn't too hard to modify adding a torch. Some of my choices are unusual, however at some point will be explained. I will try to be as in-depth as possible. As one smiter was stolen and the other is now dismantled, I'm going mostly from memory... please bear with me. To date I still believe I was the first to try this sort of smite build and make it work the way I did, but as I cannot speak for all realms I won't claim ownership to it. Point being, it's a unique take on smiters and one you may not have seen before (though I've been seeing a few more in pubs lately, which to me personally is thrilling <3). But trust me, it WILL work should you take the time to work with it.
I'll begin the guide with this: Do -NOT- underestimate the value of tele-smite.
Gear
Primary setup:
COA, dual ber'd
Archon plate enigma
Grief phaseblade (Not zerk. I will explain why soon.)
1x 20 dex ravenfrost
1x Stat ring..... Aim for one similar to what I had, a 20 str 15 dex with life and/or cold res (perfect statted ring won't be cheap, but try for the best you can get)
A crafted amulet with pala skills, stats, life, and res. Mine was 2 pala 20 str 17 dex 59 life 58 mana 20 all res. A good one isn't cheap. Cat's eye is a suitable replacement that will also allow you to use a grief zerk. Maras can be a fair substitute as well. Just altar your stats accordingly.
Spirit sacred targe (35 fcr, as much base res as possible)
Magefists or Trang gloves
Arachnid mesh
65 life waterwalks
Inventory:
37x 20/5's (icon_pointl.gif Very important. If one thing is worth spending a bunch on for a smiter, it's life/res scs)
Ptorch and anni (as high as possible obviously)
Stash:
Classic boots. Mine were 30 frw 19 str 14 dex 28 cold res 47 light res. For use vs fohers and blizzers if necessary. *Notice the stats are similar to that of your stat ring, allowing you to replace the ring with a 2nd raven or whisp etc as the case may be without having to worry about glitched stats
Um'd wizardspike (Indeed, the "barb ow trick" is occasionally found useful with smiters..)
Swordback hold spiked shield, Um'd or Ptopazed/Psapphired and twice upped (Credit to Fusa for this idea)
Bloodfists
Dracs
Exile sacred targe (I prefer ed/ar. A bit of extra damage helps more than res vs the chars you need it for.)
40/15 verdungos
upped ber'd hoz (noneth. or do like me and go for style with an eth glitched hoz ^_~)
Jah'd shako
Ber'd shako
Marrowalks
Hotspurs
1x ravenfrost 1x whisp 1x dwarf 1x nature's peace
Added bm gear like nature's peace / more sorb / 205 cold shields or thul-thul griz helm/ gavel of pain can be useful as well. Though you won't have room for all of it. I suggest you like I did and have a mule grushed for when you need these
Some goals reached:
75 fcr (Like I said, amazing telesmiting capability)
~2.5k onscreen damage (decent for all 20 lifers)
4.8 - 5.2k life at lvl 90 depending on how strictly you stat your smiter and on particular setup
Fhr note: Spirit + Coa together is 85 fhr. The breakpoint for 4th frame fhr is 86. If you so desire you may throw in a fhr sc to reach that bp. I personally chose not to as I see no need for fhr on a smiter when shiftsmite+walk or charge can pull me out of anything. But that's just me. :]
Decent dr in main setup, max dr in other setups
Highly stacked res
Some gear explanations (The strategy section will also have some reasons behind particular setups):
CoA vs Shako
With shako it is simply not possible to keep good dr while maintaining the 75 fcr frame. The DR and stacked res a coa offers is simply outstanding in this build. However, in the case where that extra dr boost is unnecessary, Shako > Coa anyday. The difference is approximately 200-250 life, give or take, as well as depending on what you socket your shako with... I suggest "Jah". After all you're only using it if you -don't- need the dr or to stack res. In coa I have roughly 4,850 life, with shako I hit 5050. I realize these numbers are somewhat low compared to many pure smiters that hit 5.2k+ on average, yet I strongly believe these other bonuses this build offers makes up for that. Aside from that, in 0 fcr setup with pure dr/hoz build (I'll refer to it as a smite v smite setup later), you will hit almost 5.3k life. I hit 5.7k in my SvS setup (but unfortunately that trick will remain with me =]. I add this to show it is very possible and dependent on what you use, and that the stat allocation I recommend is in now way incompetent in comparison)
Why not grief zerk?
Yes, I realize a pb is 1 unit inferior to a zerk in terms of range. However, I enjoy the flexibility a pb build offers. You don't have to worry about keeping an IAS breakpoint (which frankly this setup doesn't allow too much room for). Also for the fact that you will be virtually unaffected by opponents that exploit "Slow target by X" as opposed to those that use a zerk, the effects of which can be critical. However in some instances I do prefer a zerk. More on that later, possibly, as it's what I used on my legit smiter instead of this one.
Why not pcomb lifers?
Because I don't think the damage output, although significant, is worth it. Unless you can find very high-end lifers, even plain 20 life scs > pcombs. However, your resistances will suffer and you may have to switch to make up for it.... Ie, kiras or coh or res boots, which -severely- compromises your build. 37x 20/5's is a total of +185 resistance. So in hell you have max res and then some from charms alone. So beyond charms everything is effectively stack to cut out facets, conviction, lower res, and cold mastery.
I believe the rest of the basic setup is fairly self-explanatory. As I leave this guide wide open for questions, I will answer any that arise should I have left anything out or failed to explain something in detail. Now for the stash:
Um'd wizardspike / Swordback hold / Dracs
This primarily concerns east, were certain high es/mass bmana sorcs can tank an insane amount of smites, or in any case where you simply don't want to turn it into a contest of tanking ability (high es/dr/etc sorcs that still manage significant damage). In which case you can simply bleed them ^_^. I -RARELY- had to resort to this method. However the few times I did it worked like an absolute charm. Lock and charge or lock and tele+smite, retreat til the 8 second open wound duration runs out.... and work again. Once they're down you can simply finish them off with holy freeze or a single charge.
Exile sacred targe:
There are really only two instances where I advocate using an exile in gm. That is in the instance of smite-v-smite where your opponent chooses to use an exile and occasionally vs a very skilled ele druid
Dungos
For smite v smite... and occasionally if you feel the need to sacrifice fcr for dr vs druids and barbs (<- recommended)
Ber'd hoz
For GM smite v smite.
Jah'd shako / Ber'd shako
For when you don't need dr, thus would prefer a life boost / For smite v smite setup
Marrowalks
Have str/dex. For the reasons that is a plus, see the notes on the classic stash boots. As well as lifetap charges..... <3. It's nice having lifetap on a hotkey when you need it (generally just for bm duels. I am strongly opposed to LT in gm duels.)
Hotspurs
For vs. fire sorcs. Obviously. Keep in mind that the Gm/Bm rules regarding hotspurs varies from realm to realm. Ie, on some realms it's generally acceptable whereas on others a fire sorc will be reduced to tears upon mention of a spurring opponent. If that's the case and you pity the sorc, a pair of Infernostrides get the job done.
Other
Ravens/Whisp/Dwarf/Carrion... for stack and/or sorb.... nature's peace for oak charges... 205 shield and griz helm if you blow and need it vs blizzers... .... Gavel of pain for amp damage...
What you use vs certain classes, I hope, is common sense. Request specific setups if that is not the case. It's a method of simply choosing which item benefits the most and in turn requires you to make up for the stats possibly lost from switching items with another.
Stats (based at level 90)
Strength: As base as possible. You will have to invest a few points however (in my case I needed to add 3). With torch, anni, your stat ring, slips, and enigma, you will have enough for coa. Keep in mind that you may need to add one extra if you plan to use soul spurs to replace the stat ring every so often, soul spurs have 19 str. So if you have a stat ring with 20, you will obviously need to add one more. If your ring has less than 19, then disregard this last bit. And now this is very important. Most people tend to stat their chars as soon as they can use torch/anni, at lvl 75. I advise against doing this. The difference in the strength bonus an enigma gives at lvl 90 as oppose to lvl 75 is 11 strength.... which in many regards, is a significant amount. Enough to where I strongly recommend using 2 str scs and the like until you have levelled yourself as far as you intend to go.
Dex: 136 with gear. 65% block with spirit at lvl 90 (which is plenty in most cases. Add a raven if you feel otherwise). Max block with hoz. Enough to use grief pb. 'Nuff said.
Vitality: All else.
Energy: none.
Skills:
20 smite
20 holy shield
20 fanatacism
1 in vigor (significantly better desynch, and cleansing is a prereq that can come in handy)
1 in holy freeze
20 resist lightning (this build doesn't allow tgods for the most part. and as most elemental opponents are indeed lightning, the passive bonus is very valuable)
That leaves you with 11 spare points. What you do is up to you, however here is what I chose:
1 conviction (I team duel a lot. Teamed with a trapper, this works wonders)
1 salvation (if you or your team need a bit of stack)
Rest I loaded into charge.... bit of damage and ar never hurts. Or you could try foh if you find yourself chasing openwounds-shredded opponents that retreat with 1 life.
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