Triple Smite
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Triple smite Visit the Triple smite topic if you want to discuss/improve this description.
Teambuild This example build can be used in both gvg as HA (more effective in gvg, but several guilds showed the effect in HA).
WARNING: triple smite has been modded alot and is being modded constantly, this is a example build that has been used but may be outdated. Still, it's a good build to start modding from (more about mods later).
Ranger / Warrior 10+3+1 Beast Mastery 8+1 Expertise 12 Hammer Mastery
Ferocious Strike
* 8 * 5(3)
Elite Pet Attack. Your animal companion attempts a Ferocious Strike that deals +27 damage. If that attack hits, you gain adrenaline and 10 Energy. (Attrib: 10+3+1 Beast Mastery)
Hammer Bash
* 6
Hammer Attack. Lose all adrenaline. If Hammer Bash hits, your target is knocked down. (Attrib: 12 Hammer Mastery)
Crushing Blow
* 10 * 5(3)
Hammer Attack. If this attack hits, you strike for +16 damage. If you hit a knocked-down foe you inflict a Deep Wound, lowering your target's maximum Health by 20% for 17 seconds. (Attrib: 12 Hammer Mastery)
Irresistible Blow
* 4 * 5(3)
Hammer Attack. If this attack hits, you strike for +24 damage. If Irresistible Blow is "blocked," your target is knocked down and takes 24 damage. Irresistible Blow cannot be "evaded." (Attrib: 12 Hammer Mastery)
Tiger's Fury
* 10 * 10(6)
Stance. All your non-attack skills are disabled for 5 seconds. For 11 seconds, you attack 33% faster. (Attrib: 10+3+1 Beast Mastery)
Comfort Animal
* 1 * 1 * 10(6)
Skill. You heal your animal companion for 98 Health. If your companion is dead, it is resurrected with 55% Health. (Attrib: 10+3+1 Beast Mastery)
Resurrection Signet
* 3
Signet. Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. This Signet only recharges when you gain a morale boost.
Charm Animal
* 10 * 10(6)
Skill. Charm target animal. Once charmed, your animal companion will travel with you whenever you have Charm Animal equipped. (Attrib: 10+3+1 Beast Mastery) Ranger / Warrior 10+3+1 Beast Mastery 8+1 Expertise 12 Hammer Mastery
Ferocious Strike
* 8 * 5(3)
Elite Pet Attack. Your animal companion attempts a Ferocious Strike that deals +27 damage. If that attack hits, you gain adrenaline and 10 Energy. (Attrib: 10+3+1 Beast Mastery)
Hammer Bash
* 6
Hammer Attack. Lose all adrenaline. If Hammer Bash hits, your target is knocked down. (Attrib: 12 Hammer Mastery)
Crushing Blow
* 10 * 5(3)
Hammer Attack. If this attack hits, you strike for +16 damage. If you hit a knocked-down foe you inflict a Deep Wound, lowering your target's maximum Health by 20% for 17 seconds. (Attrib: 12 Hammer Mastery)
Irresistible Blow
* 4 * 5(3)
Hammer Attack. If this attack hits, you strike for +24 damage. If Irresistible Blow is "blocked," your target is knocked down and takes 24 damage. Irresistible Blow cannot be "evaded." (Attrib: 12 Hammer Mastery)
Tiger's Fury
* 10 * 10(6)
Stance. All your non-attack skills are disabled for 5 seconds. For 11 seconds, you attack 33% faster. (Attrib: 10+3+1 Beast Mastery)
Comfort Animal
* 1 * 1 * 10(6)
Skill. You heal your animal companion for 98 Health. If your companion is dead, it is resurrected with 55% Health. (Attrib: 10+3+1 Beast Mastery)
Resurrection Signet
* 3
Signet. Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. This Signet only recharges when you gain a morale boost.
Charm Animal
* 10 * 10(6)
Skill. Charm target animal. Once charmed, your animal companion will travel with you whenever you have Charm Animal equipped. (Attrib: 10+3+1 Beast Mastery) Ranger / Warrior 8+3+1 Beast Mastery 8+1 Expertise 12 Hammer Mastery 8 Tactics
"Charge!"
* 20 * 5(3)
Elite Shout. For 8 seconds, all allies in the area move 25% faster. (Attrib: 8 Tactics)
Hammer Bash
* 6
Hammer Attack. Lose all adrenaline. If Hammer Bash hits, your target is knocked down. (Attrib: 12 Hammer Mastery)
Crushing Blow
* 10 * 5(3)
Hammer Attack. If this attack hits, you strike for +16 damage. If you hit a knocked-down foe you inflict a Deep Wound, lowering your target's maximum Health by 20% for 17 seconds. (Attrib: 12 Hammer Mastery)
Irresistible Blow
* 4 * 5(3)
Hammer Attack. If this attack hits, you strike for +24 damage. If Irresistible Blow is "blocked," your target is knocked down and takes 24 damage. Irresistible Blow cannot be "evaded." (Attrib: 12 Hammer Mastery)
Tiger's Fury
* 10 * 10(6)
Stance. All your non-attack skills are disabled for 5 seconds. For 10 seconds, you attack 33% faster. (Attrib: 8+3+1 Beast Mastery)
Comfort Animal
* 1 * 1 * 10(6)
Skill. You heal your animal companion for 87 Health. If your companion is dead, it is resurrected with 48% Health. (Attrib: 8+3+1 Beast Mastery)
Resurrection Signet
* 3
Signet. Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. This Signet only recharges when you gain a morale boost.
Charm Animal
* 10 * 10(6)
Skill. Charm target animal. Once charmed, your animal companion will travel with you whenever you have Charm Animal equipped. (Attrib: 8+3+1 Beast Mastery) Monk / Mesmer 12+3+1 Smiting Prayers 8+1 Divine Favor 10+1 Protection Prayers
Air of Enchantment
* 5 * ¼ * 5
Elite Enchantment Spell. For 8 seconds, Enchantments cast on target other ally cost 5 less Energy. (Attrib: 10+1 Protection Prayers)
Reversal of Fortune
* 2 * ¼ * 5
Enchantment Spell. For 8 seconds, the next time target ally would take damage, that ally gains that amount of Health instead, maximum 63. (Attrib: 10+1 Protection Prayers)
Guardian
* 2 * 1 * 5
Enchantment Spell. For 5 seconds, target ally has a 42% chance to "block" attacks. (Attrib: 10+1 Protection Prayers)
Balthazar's Aura
* 25 * 2 * 25
Enchantment Spell. For 10 seconds, foes adjacent to target ally take 26 holy damage each second. (Attrib: 12+3+1 Smiting Prayers)
Zealot's Fire
* 30 * 1 * 10
Enchantment Spell. For 60 seconds, whenever you use a skill that targets an ally, all foes adjacent to that target are struck for 37 fire damage. (Attrib: 12+3+1 Smiting Prayers)
Draw Conditions
* 2 * ¼ * 5
Spell. All negative Conditions are transferred from target other ally to yourself. For each Condition acquired, you gain 21 Health. (Attrib: 10+1 Protection Prayers)
Smite Hex
* 15 * 1 * 5
Spell. Remove a Hex from target ally. If a Hex is removed, foes in the area suffer 90 damage. (Attrib: 12+3+1 Smiting Prayers)
Resurrection Signet
* 3
Signet. Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. This Signet only recharges when you gain a morale boost. Monk / Mesmer 12+3+1 Smiting Prayers 8+1 Divine Favor 10+1 Protection Prayers
Air of Enchantment
* 5 * ¼ * 5
Elite Enchantment Spell. For 8 seconds, Enchantments cast on target other ally cost 5 less Energy. (Attrib: 10+1 Protection Prayers)
Reversal of Fortune
* 2 * ¼ * 5
Enchantment Spell. For 8 seconds, the next time target ally would take damage, that ally gains that amount of Health instead, maximum 63. (Attrib: 10+1 Protection Prayers)
Guardian
* 2 * 1 * 5
Enchantment Spell. For 5 seconds, target ally has a 42% chance to "block" attacks. (Attrib: 10+1 Protection Prayers)
Balthazar's Aura
* 25 * 2 * 25
Enchantment Spell. For 10 seconds, foes adjacent to target ally take 26 holy damage each second. (Attrib: 12+3+1 Smiting Prayers)
Zealot's Fire
* 30 * 1 * 10
Enchantment Spell. For 60 seconds, whenever you use a skill that targets an ally, all foes adjacent to that target are struck for 37 fire damage. (Attrib: 12+3+1 Smiting Prayers)
Draw Conditions
* 2 * ¼ * 5
Spell. All negative Conditions are transferred from target other ally to yourself. For each Condition acquired, you gain 21 Health. (Attrib: 10+1 Protection Prayers)
Smite Hex
* 15 * 1 * 5
Spell. Remove a Hex from target ally. If a Hex is removed, foes in the area suffer 90 damage. (Attrib: 12+3+1 Smiting Prayers)
Resurrection Signet
* 3
Signet. Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. This Signet only recharges when you gain a morale boost. Monk / Elementalist 11+3+1 Smiting Prayers 8+1 Divine Favor 10+1 Protection Prayers 6 Air Magic
Air of Enchantment
* 5 * ¼ * 5
Elite Enchantment Spell. For 8 seconds, Enchantments cast on target other ally cost 5 less Energy. (Attrib: 10+1 Protection Prayers)
Reversal of Fortune
* 2 * ¼ * 5
Enchantment Spell. For 8 seconds, the next time target ally would take damage, that ally gains that amount of Health instead, maximum 63. (Attrib: 10+1 Protection Prayers)
Guardian
* 2 * 1 * 5
Enchantment Spell. For 5 seconds, target ally has a 42% chance to "block" attacks. (Attrib: 10+1 Protection Prayers)
Balthazar's Aura
* 25 * 2 * 25
Enchantment Spell. For 10 seconds, foes adjacent to target ally take 25 holy damage each second. (Attrib: 11+3+1 Smiting Prayers)
Zealot's Fire
* 30 * 1 * 10
Enchantment Spell. For 60 seconds, whenever you use a skill that targets an ally, all foes adjacent to that target are struck for 35 fire damage. (Attrib: 11+3+1 Smiting Prayers)
Judge's Insight
* 10 * 2 * 10
Enchantment Spell. For 20 seconds, target ally's attacks deal holy damage and have +20% armor penetration. (Attrib: 11+3+1 Smiting Prayers)
Windborne Speed
* 5 * 1 * 10
Enchantment Spell. For 7 seconds, target ally moves 33% faster. (Attrib: 6 Air Magic)
Resurrection Signet
* 3
Signet. Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. This Signet only recharges when you gain a morale boost. Monk / Mesmer 12+3+1 Divine Favor 8+1 Protection Prayers 9 Inspiration Magic 3 Domination Magic
Energy Drain
* 25 * 1 * 5
Elite Spell. Target foe loses 8 Energy. You gain 2 Energy for each point of Energy lost. (Attrib: 9 Inspiration Magic)
Reversal of Fortune
* 2 * ¼ * 5
Enchantment Spell. For 8 seconds, the next time target ally would take damage, that ally gains that amount of Health instead, maximum 54. (Attrib: 8+1 Protection Prayers)
Mend Condition
* 2 * ¾ * 5
Spell. Remove one Condition (Poison, Disease, Blindness, Dazed, Bleeding, Crippled, or Deep Wound) from target other ally. If a Condition is removed, that ally is healed for 44 Health. (Attrib: 8+1 Protection Prayers)
Spirit Bond
* 2 * ¼ * 10
Enchantment Spell. For 8 seconds, whenever target ally takes more than 60 damage from a single attack or Spell, that ally is healed for 76 Health. (Attrib: 8+1 Protection Prayers)
Signet of Devotion
* 5 * 2
Signet. Heal target ally for 106 Health. (Attrib: 12+3+1 Divine Favor)
Holy Veil
* 12 * 1 * 5 * -1
Enchantment Spell. While you maintain this Enchantment, any Hex cast on target ally takes twice as long to cast. When Holy Veil ends, one Hex is removed from target ally.
Hex Breaker
* 15 * 5
Stance. For 30 seconds, the next time you are the target of a Hex, that Hex fails and the caster takes 17 damage. (Attrib: 3 Domination Magic)
Divine Boon
* 1 * ¼ * 5 * -1
Enchantment Spell. While you maintain this Enchantment, whenever you cast a Monk Spell that targets an ally, that ally is healed for 73 Health, and you lose 2 Energy. (Attrib: 12+3+1 Divine Favor) Necromancer / Monk 11+3+1 Death Magic 10+1 Soul Reaping 10 Healing Prayers
Tainted Flesh
* 1 * 5
Elite Enchantment Spell. For 44 seconds, target ally is immune to disease, and anyone striking that ally in melee becomes Diseased for 15 seconds. (Attrib: 11+3+1 Death Magic)
Rotting Flesh
* 3 * 3 * 15
Spell. Target fleshy creature becomes Diseased for 25 seconds and slowly loses Health. (Attrib: 11+3+1 Death Magic)
Consume Corpse
* 1 * 10
Spell. Exploit a random target. You teleport to that corpse's location and gain 100 Health and 20 Energy. (Attrib: 11+3+1 Death Magic)
Heal Party
* 2 * 2 * 15
Spell. Heal entire party for 59 Health. (Attrib: 10 Healing Prayers)
Heal Other
* 3 * ¾ * 10
Spell. Heal target other ally for 132 Health. (Attrib: 10 Healing Prayers)
Infuse Health
* ¼ * 10
Spell. Lose half your current Health. Target other ally is healed for 124% of the amount you lost. (Attrib: 10 Healing Prayers)
Heal Area
* 5 * 1 * 10
Spell. Heal yourself and all adjacent creatures for 130 points. (Attrib: 10 Healing Prayers)
Resurrection Signet
* 3
Signet. Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. This Signet only recharges when you gain a morale boost.
How it works This build is designed to deal as much pressure as possible, more then enemy monks should be able to heal.
The thumpers cause pressure by smashing around with their hammer while being under a constant speed boost (TF), they even increase this number by spamming irresistible blow. The thumpers are so effective because of their KD's, these are used quite frequently. Offcourse, we can't forget the damage from the pet, who should deal as much dmg in one attack as the thumper.
The smiters, on the other hand, trigger aoe (area of effect) damage by using zealot's fire and easily spammable skills. They cast these skills (= Air of Enchantment
Air of Enchantment
* 5 * ¼ * 5
Elite Enchantment Spell. For 4..10 seconds, Enchantments cast on target other ally cost 5 less Energy. (Attrib: Protection Prayers) ,Reversal of Fortune
Reversal of Fortune
* 2 * ¼ * 5
Enchantment Spell. For 8 seconds, the next time target ally would take damage, that ally gains that amount of Health instead, maximum 15..80. (Attrib: Protection Prayers) and Guardian
Guardian
* 2 * 1 * 5
Enchantment Spell. For 5 seconds, target ally has a 20..50% chance to "block" attacks. (Attrib: Protection Prayers) ) on the thumper. Balthazar's aura is used as much as possible to add aditional pressure.
In the other slot's you should find a scource of healing. Often a boon-prot or a Blessed Light monk in combination with a E/Mo runner, a Tainted Flesh Necro or something else. These will need to contain additional Hex and Condition removal.
Counters - Spirits: (note: keep the out of the thumpers range and spread them out)
- Nature's Renewal
Nature's Renewal
* 60 * 5 * 5
Nature Ritual. Create a level 1..10 Spirit. For 30..150 seconds, Enchantments and Hexes cast by non-Spirit creatures take twice as long to cast, and it costs twice as much Energy to maintain Enchantments. This Spirit dies after 30..150 seconds. (Attrib: Wilderness Survival)
- Tranquility
Tranquility
* 60 * 5 * 15
Nature Ritual. Create a level 1..10 Spirit. Enchantments cast by non-Spirit creatures within its range expire 20..50% faster. This Spirit dies after 15..60 seconds. (Attrib: Wilderness Survival)
- Shelter
Shelter
* 60 * 5 * 10
Binding Ritual. Create a Level 1..8 Spirit. Non-Spirit allies within its range cannot lose more then 10% maximum Health from a single attack. When this Spirit prevents damage, it loses 60..30 Health. This spirit lasts 30..60 seconds. (Attrib: Communing)
- Soothing
Soothing
* 60 * 5 * 10
Binding Ritual. Create a level 1..10 Spirit. All foes within its range take twice as long to build adrenaline. This Spirit dies after 15..45 seconds. (Attrib: Communing)
- Shadowsong
Shadowsong
* 45 * 5 * 10
Binding Ritual. Create a level 1..6 Spirit. The Spirit's attacks cause Blindness for 1..6 seconds. This Spirit dies after 30 seconds. (Attrib: Communing)
- Warrior hate (for the thumpers):
- Anti-warrior Hexes
- Traps (dust trap and barbed trap preferred)
- Conditions like: blind, weakness, crippling, etc.
- Caster Hate (for the smiters):
- Diversion
Diversion
* 10 * 3 * 10
Hex Spell. For 6 seconds, the next time target foe uses a skill, that skill takes an additional 10..56 seconds to recharge. (Attrib: Domination Magic)
- Interrupting of Balthazar's Aura
Balthazar's Aura
* 25 * 2 * 25
Enchantment Spell. For 10 seconds, foes adjacent to target ally take 10..25 holy damage each second. (Attrib: Smiting Prayers)
- Remove Zealot's Fire
Zealot's Fire
* 30 * 1 * 10
Enchantment Spell. For 60 seconds, whenever you use a skill that targets an ally, all foes adjacent to that target are struck for 5..35 fire damage. (Attrib: Smiting Prayers)
- Spamming of Heal Party
Heal Party
* 2 * 2 * 15
Spell. Heal entire party for 16..80 Health. (Attrib: Healing Prayers)
- Snares and Kiting
note: it might sound like a good idea to protect yourself inside wards, but this will cause more harm then good in most cases (because of the aoe dmg).
Modding of Triple smite List of things you can mod:
Builds: -a Smiter -> Second Boon-Prot or Blessed light monk -Tainted nec -> Tainted warder or E/Mo runner or second Boon-prot or ... -...
Skills: -All the smiters have 2 utility skills, wich can contain Judge's Insight
Judge's Insight
* 10 * 2 * 10
Enchantment Spell. For 8..20 seconds, target ally's attacks deal holy damage and have +20% armor penetration. (Attrib: Smiting Prayers) ,Windborne Speed
Windborne Speed
* 5 * 1 * 10
Enchantment Spell. For 5..11 seconds, target ally moves 33% faster. (Attrib: Air Magic) ,[[draw],Smite Hex
Smite Hex
* 15 * 1 * 5
Spell. Remove a Hex from target ally. If a Hex is removed, foes in the area suffer 10..85 damage. (Attrib: Smiting Prayers) , [[hexbreaker], Aegis
Aegis
* 30 * 2 * 15
Enchantment Spell. For 5..11 seconds, all party members have a 50% chance to block attacks. (Attrib: Protection Prayers) or something else. -Crushing Blow
Crushing Blow
* 10 * 5
Hammer Attack. If this attack hits, you strike for +1..20 damage. If you hit a knocked-down foe you inflict a Deep Wound, lowering your target's maximum Health by 20% for 5..20 seconds. (Attrib: Hammer Mastery) -> Bestial Mauling
Bestial Mauling
* 20 * 5
Pet Attack. Your animal companion attempts a Bestial Mauling that deals +5..20 damage. If the attack strikes a knocked-down foe, that foe is interrupted and Dazed for 5..20 seconds. (Attrib: Beast Mastery) or Disrupting Lunge
Disrupting Lunge
* 5 * 5
Pet Attack. Your animal companion attempts a Disrupting Lunge that deals +1..12 damage. If that attack strikes a foe using a skill that skill is interrupted and is disabled for an additional 20 seconds. (Attrib: Beast Mastery)
-Heal Area
Heal Area
* 5 * 1 * 10
Spell. Heal yourself and all adjacent creatures for 30..180 points. (Attrib: Healing Prayers) -> Healing Seed
Healing Seed
* 25 * 2 * 10
Enchantment Spell. For 10 seconds, whenever target other ally takes damage, that ally and all adjacent allies gain 3..30 Health. (Attrib: Healing Prayers) or Healing Breeze
Healing Breeze
* 2 * 1 * 10
Enchantment Spell. For 10 seconds, target ally gains +3..9 Health regeneration. (Attrib: Healing Prayers)
-Consume Corpse
Consume Corpse
* 1 * 10
Spell. Exploit a random target. You teleport to that corpse's location and gain 25..100 Health and 5..20 Energy. (Attrib: Death Magic) or Healing Breeze
Healing Breeze
* 2 * 1 * 10
Enchantment Spell. For 10 seconds, target ally gains +3..9 Health regeneration. (Attrib: Healing Prayers) or Infuse Health
Infuse Health
* ¼ * 10
Spell. Lose half your current Health. Target other ally is healed for 100..136% of the amount you lost. (Attrib: Healing Prayers) -> well of profane or putroid explosion or well of suffering -...
Notes: -Tainted Flesh can be requested to cover Zealot's fire -Smiters can change target if that's required (for healing etc) -Air of Enchantment
Air of Enchantment
* 5 * ¼ * 5
Elite Enchantment Spell. For 4..10 seconds, Enchantments cast on target other ally cost 5 less Energy. (Attrib: Protection Prayers) reduces the cost of enchantments the boon-prot or tainted nec may use on the smiters
Credits Description reported by suiraCLAW [FTW]
