Talk:Smite Condition

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Skill Tweaks 07/26/07[edit]

  • Smite Condition: reduce aoe from in the area, to nearby
  • Please discuss skill change here. ~Izzy @-'---- 23:40, 26 July 2007 (UTC)
fixed... i hope! Might need a longer recharge but wont be able to tell till its used ingame on a smiter bar. 00:55, 27 July 2007 (UTC) Lorekeeper
The last thing it needs is a longer recharge. Nearby AOE makes it much less of a big nuke, still powerful but not too much imo. One of the very bad thing for Smite prayers ally-targeted spells in general is that they all have kinda long recharge (6+ sec). This makes even the very interesting Smiter's Boon kinda meh, because how much are you actually gonna benefit from it if you can't use skills on your allies regularly? Something like Reversal of Damage with a lower recharge would be awesome with Smiter's Boon for instance, but at 6s, not sure you really want it on your bar.
One thing with this that could actually be nice to time is with a non-Melandru Derv using Wearying Strike. Cast it on him as you see Wearying being activated so that right when Wearying strike the weakness is turned into additional holy damage instead of penalizing the Derv, which can then keep spiking normally Patccmoi 03:12, 27 July 2007 (UTC)
I agree with patccmoi, smiting prayers suffer from long recharges, 6-7s, i understand why these skills can't be 3s reload (too powerfull) but why not giving a try at 5s ? ~~ Azul Frigid Armor.jpg 11:53, 31 July 2007 (UTC)

I would keep it to in the area smiting is such a limited attribute that one new powerful skill probably wouldn't break the game

Looks good, thanks Izzy. --Rururrur 06:29, 28 July 2007 (UTC)

This nerf makes the smite monk in me cry. Hopefully you wont listen to these people and nerf it into oblivion like all other smite skills. --Lou-Saydus 23:11, 28 July 2007 (UTC)

Is this skill Holy Damage? or just plain old untyped armor ignoring damage. Because if this is holy, then i am defintely using it on the 55 undead run outside bergen. every single enemy their inflicts a condition of some kind and this will come in handy. 20:04, 6 August 2007 (UTC)

Original skill feedback[edit]

Being the counterpart to Smite Hex, shouldn't the wording be the same? "Spell. Remove a Condition from target ally. If a Condition is removed, foes in the area suffer 10...50...60 damage." I don't mind the difference in damage or recharge time, I guess I'm just really fickle about the wording to skills that are counterparts to others :P. I can see this getting a lot of use, especially from solo farming monks. --IIvIIRRIIvII 23:53, 20 July 2007 (UTC)

This works just like Smite Hex I'll try and Sync up the wording. ~Izzy @-'---- 23:55, 20 July 2007 (UTC)

7 recharge "in the area" damage, seems pretty powerful. Wasn't as bad for smite hex cause it's recharge is longer, and hexes were a bit rarer, but conditions can hop on any character (especially frontline), making things pretty effective. I guess the main reason why it wouldn't be overpowered though is because smiting just isn't used much. There's not much else that will be useful, aside using this with smiter's boon.

True, but I could see this being used on a 55 monk since most of the times, they end up getting bleeding, poison, etc on them. Cheap 63 dmg AoE skill with 7 recharge could help for a bit of extra damage for farming purposes. :P --Mwpeck 01:07, 21 July 2007 (UTC)

lets un-nerf AoE and bring those smiters back in then this skill would be sweet

With the new smite skills, I think having a smiter actually might be a good idea now.

Shield of Judgment.jpgSmiter's Boon.jpgSmite Condition.jpgSmite Hex.jpgReversal of Damage.jpgCastigation Signet.jpgBalthazar's Aura.jpg Without a doubt going to be trying a smite monk some more. --Deathwing 04:08, 21 July 2007 (UTC)

I can see this getting some use on a Master of Magic Smiter paired with a necro using Rotting Flesh or Tainted flesh on part of the team. The armor ignoring damage will add up pretty quickly with a consistent supply of disease to remove. It would be nice vs the current HA meta as well. --Rururrur 09:07, 21 July 2007 (UTC)

This is, hands down, the most ridiculous skill in EotN at the moment. It would require pretty spectacular failure for this to go live as is. -Ensign 10:09, 21 July 2007 (UTC)

I'm guessing you haven't seen Rapid Fire then, or thought about what it does on a warrior. Errr 11:48, 21 July 2007 (UTC)
That's a joke right? -Ensign 12:17, 21 July 2007 (UTC)
It might be stupidity (probably is) but it isn't a joke. As Rapid Fire stands, a warrior can happily spec say 11 points into marksmanship for a 20 second unremovable 33% IAS which stacks with Rush. OK, stopping for 2 secs to reapply it is a pain and you can d-shot the prep, but once it's up that's crazily strong isn't it? Errr 13:03, 21 July 2007 (UTC)
Oh it isn't terrible. Compare it to using a Conjure on a Warrior though, you net more raw damage out of the latter and can still stance into an attack speed buff. It is interesting for the ability to have move speed and attack speed up at once, ala Heart of Fury (which I think is weak) plus Dervish speed, or the Storm Djinn's Haste Conjure Warrior (he's fun as hell), I'm sure someone will run it somewhere. But I don't think it overshadows existing Warriors by any means, and it certainly isn't in the running for the most ridiculous skill on this list. Not when there's really new, dangerous stuff like Energy Blast or Anthem of Disruption or, yes, Smite Condition to play with. -Ensign 19:41, 21 July 2007 (UTC)
The difference with a Conjure/SDH warrior is that both of those take an extra skill slot and make you lose utility (and SDH gimps your energy). RF on the other hand is a straight swap for Frenzy/Flail, so you don't lose anything (except your Strength or Tactics, but that usually doesn't matter). But OK, maybe it's just very strong rather than ridiculous. Anyway, wrong place for this discussion - I'll copy this exchange into the RF page to make like easier for Izzy. Errr 08:16, 22 July 2007 (UTC)

This skill looks really powerful, however it still deals conditionnal damage, and it can be a good attempt to change the meta with a condition punishing spell. -- 10:31, 21 July 2007 (UTC)

This skill is terrible for the most part, 1 sec cast (3/4 on most condition removal) 7 sec recharge (2/3/5 on general ones) and damage is mediocore. You wont be able to use this enough to cause siginificant damage to a single target and the condition removal is just plain poor. tbh I just dont see the point in carrying this non-spammable, weak damage skill Quazark Zeklar UserQuazark Zeklar lifebond.jpg 11:01, 21 July 2007 (UTC)

90+ damage to an AoE every 7 seconds is bad? And it heals for 80+, and removes a condition. I think its a pretty good deal myself. --Deathwing 11:11, 21 July 2007 (UTC)
Where does it heal for 80+ and it deals 60 dmg, which is nothing really unless combined with other damage. It's not going to push Dismiss off the bar, and there isnt room for both. --ChronicinabilitY User Chronicinability Spiteful Spirit.jpg 11:19, 21 July 2007 (UTC)
People will be running Smiter's Boon if they are running smite, which divine favor will heal for 90. There is a good chance they will be running Zealots Fire too, which is another 30ish damage. That's what I'm going to be running anyway. --Deathwing 11:31, 21 July 2007 (UTC)
The damage is really high for AREA damage. I know it requires smiting prayers, but still, MoR Me/Mo might manage some pretty scary things with that. And they got AI-Balt's Aura for energy.
I would use this with an MoR Me/Mo on a burning speed ele for giggles. Heck 2 Me/Mo's even. :D --Redfeather 23:08, 23 July 2007 (UTC)

After thinking about this I don't think in the Area is gonna fly, beacuse you can give yourself conditions, or use Disease meaning this condition is a lot easier to meet, not to mention every team has conditions. So I'll probably drop it to Nearby. ~Izzy @-'---- 23:57, 23 July 2007 (UTC)

If you nerf the damage potential, could you possibly lower the recharge by 1-2 seconds? Or make it remove 1..2..3 conditions and do more damage per condition. With the 1 second cast it wouldn't be enough for a lone monk to clear a stack of conditions with dazed. Would also solve the problem this could pose with Disease. --Deathwing 00:00, 24 July 2007 (UTC)
Smite condition 5e, 1s cast, 5s recharge
Spell Remove one Condition (Poison, Disease, Blindness, Dazed, Bleeding, Crippled, Burning, Weakness, or Deep Wound) from target ally. For each remaining Condition, every foe in the area take 1..23..29 (max 60) damage. Would be one solution --Faena 12:02, 24 July 2007 (UTC)
Smite condition 5e, 1s cast, 8s recharge
Spell Remove 1..3..3 Conditions (Poison, Disease, Blindness, Dazed, Bleeding, Crippled, Burning, Weakness, or Deep Wound) from target ally. For each conditions removed, foes nearby take 1..14..18 damage. Or something like that could be a condition spreading punisher, and would maybe allow some other builds than Restore Condition... --Faena 12:02, 24 July 2007 (UTC)
Did he just say he was going to nerf a smiting skill....? this makes me want to cry. nerfing the must underused skill line in the game is NOT the way to go... it hasn't even come out and we're already nerfing things? When will the madness end? --Lou-Saydus 07:26, 25 July 2007 (UTC)
This skill is pretty abusable ... 50 armor ignoring damage every 7 seconds for 5e on "In the area" foes (I corrected the "In the Arena" from Izzy message to "In the Area" btw) with a condition so easy to meet is strong. Add to this the fact that it looks like smite will get better with GWEN, giving it a spell that is a bit overpowered is not a great idea, we do not want to see all monks starting to run a smiting build, however do not nerf this into oblivion, we really want some smite monks doing damage and protection ! --Faena 09:07, 25 July 2007 (UTC)
I really dont see how 7.1(conditional)dmg a second is abusable. But god, if you're going to nerf this one izzy pleaaase take it easy on this skill. I would say about 90% of smite monks are simply horrible and unable to compete with any other skill like in the game, smite really needs a Searing Flames kinda skill to give it a kick. --Lou-Saydus 16:59, 25 July 2007 (UTC)
But then you have people great at damage AND staying alive. Maybe if the really strong smite skills disabled other skills then that would be possible. --Deathwing 17:02, 25 July 2007 (UTC)
Having played a monk for more than 2 years now, there is no question in my mind that monks in a smiting role need a more considerable arsenal at their disposal. We're letting Dervishes,Ritualists, Paragons heal and rez. To follow suit we need to make it more viable for monks to play a smiting role in their party. To this day you can't find a party that will allow you to run a smite build on a regular mission (unless its an undead area). Arming the smiters with a skill or 2 that have to be taken seriously by the other professions would only bring the playing field a little closer to level. The argument about being able to deal great damage and stay alive is BOGUS, since anybody can take a monk secondary and achieve the same thing. Putting a couple of teeth in the mouth of the primary monk characters is long overdue! No one can claim that playing a primary smiter and secondary healer is a viable party build right now. It just plain isn't viable when undead aren't involved. So why should a W/Mo be viable when a Mo/Mo isn't? (soloing is a different matter. I'm talking about party builds.) Jkyarr 17:00, 16 August 2007 (UTC)

hehe this would do so much damage at VoD... blind on the warrior? Smite condition him and all enemies in the area take 60+25%= 75dmg. Every 7 seconds!

assuming you have a smite monk with this skill... you might aswell take smite hex too and remove blurred vision off the warrior and do another 85+25% dmg to all enemies in the area at VoD. 106 dmg. at least smite hex has a 15 second recharge, and it sees very little use because smiters arent that popular. Even smite builds today dont really bring smite hex.

however with smiters boon and smite condition coming in GWEN i think we might see more smiters. And if we do, we will certainly see both smite condition and smite hex having a big effect at VoD in GvG. Splinter weapon on dervish with a smiters boon smiter is already going to make short work of the flag stand... there is no need for a 7 second recharge smite condition.

Why does everyone talk about "with smiter's boon coming" like smiter's boon is a good or even moderately useful skill... Definitely no place on my smiter's bar, and, in general, not a very large difference over smiter's without it. First of all, smiter's don't run 15 DF (I for one run 7+1, doubled the HUGE 25.6 to 51.2 health) and the doubling is only effecting smiting prayers that target allies. Personally I wouldn't spec for larger heals in exchange for larger damage, but I guess that's just me.

it needs a longer recharge, and perhaps reduce the damage of smite hex in line with it. Maybe even reduce the range of the damage to nearby foes instead of foes in the area. 23:09, 25 July 2007 (UTC) Lorekeeper

How one can heal with just twice divine favour from smiters boon with spells that take 7 secounds to recharge is beyound me, Ive already said the damage is almost non-existant. 1 LoD will heal over this damage and thats even if it brings any1 below the percentage needed. Mending could probably outheal this skill by itself, generally any self heal (heal sig, troll ungent, ether feast etc etc) will be more then enough to negate any threat from this skill. zealots fire will mean this skill costs 6 energy air of enchant does not affect it at all, the condition removal rate it almost nothing since a normal conditional remova can remove about 2 conditions in that time. Also if you are considerin the AoE damage at VoD there is already shatter hex and its elite version which does much more damage and allows use of e-denial, diversion and anti-enchant skills which all do their purpose extremely well. Smite cant heal, unless smiters boon heals triple DF it never will and with crud damage, crud condition remova i would ask you to Please either buff this or remove it from your list because as i read this page its just inspiring bad builds that woont do anything well and I know Ill end up paring up with them in RA gg -.-" 19:15, 18 August 2007 (UTC)

Translation Suggestions[edit]

To avoid some bad skill translations i'm opening a comment for new skills so everybody can post their translation suggestions in various languages, have fun :) --YukoIshii 23:48, 1 August 2007 (UTC)

Italian: Punisci Condizione (In italian Smite Hex -> Colpisci Fattura (something more like Strike Hex), but i think that Punire in this contest is a better translation for To Smite). --YukoIshii 23:48, 1 August 2007 (UTC)

Spanish: Deshacer Condicion. Accent over last "o". Ayumbhara 20:24, 3 August 2007 (UTC)

That would mean "Undo Condition". Galaster 19:55, 21 December 2009 (UTC)

Japanese: Zmeeta Conedeeshownu... ha ha ok ok just kidding!! Word to my Japanese bros! Jkyarr 16:39, 16 August 2007 (UTC)

Norwegian: "Pryl Tilstand". heh, I'm joking with ya! ^__^ 17:07, 1 December 2007 (UTC)

Holy Damage... right?[edit]

Right? - 08:12, 21 August 2007 (UTC)

Right. -- Halogod35 User Halogod35 Sig.jpg 20:39, 3 April 2009 (UTC)

Hero AI[edit]

Notes for Smite_Hex say the hero AI only uses it when an enemy is in range of the damage effect. Is this currently true for this skill as well as for that one? --War Pig5 21:20, 1 May 2008 (UTC)

Outside of combat, they'll happily use this. ~Seef II <|۞> 10:15, 24 May 2008 (UTC)


Izzy changed this to "nearby" upon release, now the desc says "in the area," who's right? ~Seef II <|۞> 10:15, 24 May 2008 (UTC)

Are you kidding me? I agree with whoever said it before, nerfing ANY smiting spells is like beating a dead horse until its...more dead. This and WoC are the only decent spells around this attribute. -Phill Gaston

The description is indeed wrong. Tested on Nameless; area is "nearby". - Cirian 10:31, 2 July 2011 (UTC)

Text Bug[edit]
There is obviously a text bug. I'll be modifying the corresponding pages. [ Tyloric ] User Tyloric t.jpg [ Talk ] 02:26, 22 August 2011 (UTC)

Done on a Necro, not a monk. Lack of desirableness that this happens on a monk... I'd revert, but I've done used up mine you reverted more than me and I wonder if you know of the one rr, which you broke by reverting 3 times.. Ouch. Too bad you won't revert, so I could put up a dispute tag as it is a dispute on the skill. 16:37, 22 August 2011 (UTC)
1RR is irrelevant when someone is clearly wrong. For starters, did you know that skills behave exactly the same no matter which primary profession uses them? Did you also know that skills behave the same in all PvE areas, and Isle of the Nameless is a PvE area? Furthermore, testing in any other place is not scientific. Don't tell me you are such a game veteran that you can actually determine the exact visual difference between "nearby" and "in the area".
Anyway, see these screenshots. We all know and agree that Signet of Agony has "nearby" range. There's no problem there. You'll notice exactly how far it reaches and what targets it hits. What happens when I cast Smite Condition to clear Livia of Bleeding? It hits exactly the same targets, not the ones in the outer ring. Therefore, Smite Condition has a range of "nearby", not "in the area". To further show this I have included Smite Hex, which actually does have a range of "in the area". It works as advertised. (I apologize for not using the same ring of targets. Torch Hex doesn't last long enough for me to reach the farther ring.)
Finally, if you look at this very talkpage, this issue has been brought up in the past and never resolved. Don't be so quick to dismiss things - as TEF likes to say, it doesn't matter how long-standing a piece of information is - it could still be wrong years later. Vili 点 User talk:Vili 17:34, 22 August 2011 (UTC)
If it is a bug, bring it up on the forums not here. Bringing it up here, never gets anythings solved. So, it's "useless" to complain about a bug on a talk page, when they've got the forums for that now (use to be feedback pages). Sure, note it. It'd be better to do {{bug|This skill does nearby targets, instead of in the area and this bug has been reported to the (link forums here) aka [ forums] }}. Note that the bug has been reported. Otherwise, expect nothing to get done, when they don't know about it. - Kaisha User Kaisha Sig.png 18:02, 22 August 2011 (UTC)
Way to change the topic. No one is "complaining" here. We're just trying to document the facts of the game instead of reverting based on some herp derp about necromancers being unsuitable to test a range bug. Vili 点 User talk:Vili 18:37, 22 August 2011 (UTC)
I still don't know what the problem is, but it's been noted and I reported it on the forums when I first edited the page last night. We can drop the subject now. No need to take it any further. [ Tyloric ] User Tyloric t.jpg [ Talk ] 18:38, 22 August 2011 (UTC)