View Full Version : Holy Shock + Smite
SlayMinder
03-01-2008, 23:48
Does this not work? I've been planning on making a smiter that uses holy shock as its main aura, I thought it'd be an awesome variant and I just started going on him. I got holy freeze and noticed that while it adds cold damage to my regular attack, it doesn't affect my smite attack. I'd have to imagine holy shock is the same thing. I am heavily disillusioned right now and can't understand why the game would do this? Smite gets affected by damage auras, why wouldn't holy freeze be included? The whole ability seems somewhat screwy...smite lowers the durability of your weapon instead of the shield, which just makes no sense whatsoever.
Master Zap
04-01-2008, 00:01
everything with this game doesnt always make sense , its a fact
copy/paste :
The following things work with Smite:
- Bonus damage from STR (each point of STR adds 1% ED) (new for 1.10)
NOTE: Bonus damage is *not* based on the weapon type (e.g. for daggers each point of DEX adds .75% ED along with a similar bonus for STR). See
: - +Skills (increase damage a LOT)
- Crushing Blow (including CB on the weapon; e.g. "Black" runeword)
- Weapon range (see below)
- Weapon speed (see below)
- Life Tap (charges can be found on wands and daggers, save this for tough spots)
- Freezes Target (including from the weapon; e.g. Sureshrill Frost)
- Hit Blinds Target (From all gear, including the weapon and the shield)
- Slow (including from the weapon; e.g. Pompeii's Wrath)
- % Chance to cast (including from the weapon)
- Prevent Monster Heal
- Open Wounds (new for 1.10)
The following things work with Smite but do *not* display on the Character screen:
- Enhanced Damage which is off-weapon
The following items increase the shield damage: Redeemer, Astreon's Iron Ward, Stone Crusher, "Grief" runeword
- Damage +X, which is the attribute that the above items have, is added directly to the shield damage just like the Holy Shield bonus. This means that any %ED bonuses which work with Smite will apply (e.g. Fanaticism).
The following things do not work with Smite:
- Leech (life/mana)
- Deadly Strike/Critical Strike - Knockback (apart from the standard Knockback on the skill)
- Elemental damage from equipment or charms
- Elemental damage from auras (e.g. Holy Shock) (the area effect will still work, just not the applied damage)
- Poison damage from charms or the Venom proc on "Treachery"
- Magic damage from Sanctuary
- Gear and charms that add a set amount of damage (verified by SSJPunk) except for those items which have the Damage +X attribute (e.g. WarTravs will *not* add damage to Smite except for the STR bonus)
- Enhanced Damage on the weapon
- Enhanced Damage to Demons (e.g. Laying of Hands)
- Enhanced Damage to Undead has *not* been tested, but it should behave the same way as Enhanced Damage to Demons
Smite speed is dependent on:
- Base weapon speed (odd but true)
- % EIAS from Fanaticism
- IAS in gear
- 6 frame Smite is the fastest possible
Just to clarify, Smite is not ITD (Ignores Target Defense), it automatically hits.
Your better off zealing if you plan to use holyshock
use holyshock with say crescent moon pb on switch "A"
and black and a good shield on switch "B" for bosses to apply cb
then you can hit it both
maxing holyshock, res light , holyshield , and Fanat would be pretty stong for both your attacks.
The itd on CM helps with ar. You could also use a blessed aim merc for the missing ar.
SlayMinder
06-01-2008, 07:24
I appreciate the info. Smite really is an interesting and messed up skill...does weapon range really affect smite? Well I think your advice on the zealing with holy shock on the weapon switch is good, is that what most smiters out there use now?
BAMFSpecialOps
06-01-2008, 11:04
weapon range does indeed affect smite, and if ur askin what wep most smiters use its grief, or if ur talkin about the switching, most are either have 20 points in smite and use that for their main skill, or 1 point in smite, and use it on bosses with zeal the rest of the time.
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