Build:D/any PvP Avatar of Balthazar

This build uses Avatar of Balthazar to deal consistent AoE damage and apply deep wound frequently.

Frequency
Most common GvG melee build. Seen in nearly every type of team composition.

Attributes and Skills
[build prof=Dervish/any Mysticism=11+1 ScytheMastery=10+1+1 WindPrayers=10+2][Avatar of Balthazar][Harrier's Grasp][Radiant Scythe][Wearying Strike][Rending Aura][Optional][Whirling Charge][Optional][/build] Variable skill slot 1 Variable skill slot 2
 * in Guild Battles. If not needed replace with a standard signet or [[Holy Veil].
 * in Alliance Battles.
 * in Fort Aspenwood.
 * in Heroes' Ascent.
 * in Random Arenas.


 * Variant
 * Replace [[Whirling Charge@12] with [[Grenth's Fingers@12] in Random Arenas. Combine with [[Pious Fury (PvP)@12].

Equipment
Runes and insignia
 * 5 blessed insignias.
 * Rune of superior vigor.
 * Rune of vitae.

Weapons
 * Vampiric scythe of defense, 15^50.
 * Insightful staff of enchanting, +5e^ench.
 * Crippling long bow of defense, 10% hrt.
 * Crippling spear of defense, 10% hrt with
 * Strength shield of fortitude, -20% blind duration.
 * Strength shield of fortitude, -20% cripple duration.
 * Strength shields of fortitude, +10 armor against each damage type.

Usage

 * Build
 * Maintain [[Avatar of Balthazar@12].
 * Use your IAS skill to speed up killing NPCs, crushing body blocks and improve your spike performance.
 * Spike with [[Wearying Strike@12] followed by [[Radiant Scythe@12]. The enchantment you remove should be [[Rending Aura@12] to apply cracked armour.
 * [[Heart of Fury (PvP)@12]→Rending Aura→Wearying Strike→Radiant Scythe
 * (prepared) Rending Aura→Heart of Fury→Wearying Strike→Rending Aura→Radiant Scythe
 * (prepared) Rending Aura→[[Pious Fury (PvP)@12]→Rending Aura→Wearying Strike→Radiant Scythe
 * Improve your movement speed with [[Whirling Charge].
 * It will end early on attacks, but can nonetheless be used for wearying strike.
 * The damage is not applied to the hit target, but is useful whenever hitting multiple targets at once for additional AoE damage and triggering burning.
 * Use [[Harrier's Grasp@12] for condition removal and snaring.
 * Remove crippled, blind and weakness.
 * You can cripple ranged targets with your spear or, if necessary, bow.
 * You have three charges for crippling.


 * Tactics
 * Whenever possible, ball NPCs and keep hitting them until at least one of them dies. This applies to front footmen aswell as knights. In the long turn NPCs become extremely important. Taking them out at the first opportunity is your job.
 * When your opponent tries to body block your monks or your flag carrier immediately crush that block with AoE damage. Call your midline to follow with AoE damage. This will drain a lot of energy from the opposing team's monks.
 * Flag push with your crippling when appropriate.
 * If you accumulate too much death penalty, start dual running flags, so you stay out of danger until your team can fight 8v7 for a brief period of time.

Counters

 * General anti-melee.
 * Dual [[Shatter Enchantment] team setups.
 * Interruption of [[Avatar of Balthazar@12].