Build talk:D/any Vow of Strength

+1 for massive AoE, looks pretty good, NPC are always with groups. --Lukky SjoerD 21:20, 18 February 2011 (UTC)

I'd drop Eremite's Attack, tbh; it isn't very spammable. I wouldn't even list Staggering Force (bring Heroes with CA), Extend Enchantments (I think we can wait 2 seconds) or Mystic Sweep (meh recharge) as optionals, either. Chilling Victory would be cool, but you may not have enough Health to make it worthwhile, although Eternal Aura would work, if you're going to bring rez, yourself, anyway. EBSoH is a must, if you didn't have someone else bringing it for you. "For Great Justice!", Twin Moon Sweep and Protector's Strike are all definitely worth considering, too, imo. St. Michael 03:32, 19 February 2011 (UTC)
 * eremite's is a rechargeable whirlwind attack, its the core skill. most anything will work for an optional. if you want twin moon sweep, pretty much have to drop wearying strike and giving up cheap dw its really worth it in comparison, 7 adrenaline still takes awhile to build up. bringing chilling victory isn't a problem because you have dw, though it's not a problem either way. mystic sweep is the same as prot strike, you want it for a quick attack to trigger attacks, except some more damage.-- Relyk  talk  09:02, 19 February 2011 (UTC)
 * i like this build, problem is that Sand Shards deals earth damage, which means your damage basically gets nullified in HM :( -- Brandnew. 09:11, 19 February 2011 (UTC)
 * Mystic's and Eremite's recharges are 6 seconds, not worth it, imo. Prot Strike can be used every 3-4 seconds, twice as often. I assume you'd run this with Orders, SoH, Splinter, MoP, etc., that's why Protector's Strike is definitely better than Mystic Sweep, and, if you can manage hitting more than one foe most of the time, probably better than Eremite's, too. Every second-ish attack could be a Whilrwind Attack, with "FGJ!", Dark Fury, and two foes within range, anyway, and between most Whirlwind Attacks, you could manage in an adrenaline attack skill. If the recharge on Eremite's were something like 4 seconds, I'd definitely say yes. St. Michael 16:00, 19 February 2011 (UTC)
 * Hrm. Both mele attacks strip enchantments, and the enchantments have 10+ sec recharges...so not very spammable imo. --Saxon 18:43, 19 February 2011 (UTC)
 * It's manageable, it hurts you more to drop wearying or eremites than to wait a couple seconds, except in some cases. wearying is optional though i guess-- Relyk  talk  03:33, 22 February 2011 (UTC)

Something wrong. To maximize the effect of Sand Shards, you need 3 attacks before using eremite. An example should be "i am the strongest" -> shards -> vow -> zealous sweep -> another un-adrenaline attack, as victorious sweep (to be sure that you can spam whirlwind) -> whirlwind -> eremite -> an adrenaline attack or heart of fury. Sacrificing save yourself for a very massive damage imho. --Lolasdomgwtfafk 01:43, 11 December 2011 (UTC)
 * You're supposed to slot another flash enchantment to fuel eremite's, not auto until Shards wears off. That way you AoE spike at the start and everything's dead or very close to it. --  Toraen   talk  01:48, 11 December 2011 (UTC)
 * Oh ok sorry, now i understand ;) --Lolasdomgwtfafk 03:05, 11 December 2011 (UTC)

Equipment
Zealous Renewal makes a zealous snathe redundant, so I think Furious/Vampiric would be better options (especially if carrying SY!). At 9 Mysticism, you'll be getting back 3en whenever ZR gets removed, plus whatever energy you gain from strikes. Also, assuming you'd be running with Orders/ER Prot/SoH, Blessed or Windwalkers would be more effective choices than Survivor, and you'd be unlikely to need the extra energy from Radiant. jimbo321 talk  04:03, 20 February 2011 (UTC)
 * Energy on dervishes should be more than manageable than before the recent dervish update. I'm surprised people need a zealous scythe nowadays. 128.119.156.39 20:08, 8 October 2011 (UTC)
 * Then you're not spamming enough. Many builds have enough, some don't. Cuilan 18:59, 9 October 2011 (UTC)

Hero AI for teardown skills
Teardown attacks are included in this article. How well does the hero AI tear down the feeder enchantments whilst not tearing down VoS? --War Pig5 00:08, 16 November 2011 (UTC)
 * They do not distinguish between feeder enchantments and VoS. Use tear down attacks on them at your own peril. Generally though, they don't need eremite's do do good damage since scythe's have their inherent mini-AoE. The hero variants also only have one teardown listed (I think it should just probably not be there, but I'm no PvE pro). --  Toraen   talk  00:13, 16 November 2011 (UTC)
 * I recently made an edit to the hero version, making it foul proof to teardowns. As Torean already said, the AI is stupid and will remove VoS in the process. When creating Markway I came to the conclusion that the damage output is far greater when VoS is maintained, hence teardows had to go. PS I let Twin Moon Sweep remain in the optionals, altough it's a teardown skill it's almost too good to ignore in combination with VoS and it requires 7 adrenaline, so it won't be used that much anyway. Vorpal [[Image:Vorpal_Signature_1.jpg|19px]] 01:17, 16 November 2011 (UTC)
 * Adrenal skills can get charged fast with a scythe.--- IGN: Saxazax I (capital i) or Saxazax I I - (talk) 21:57, 5 May 2018 (UTC)

Meta Status
Should we move this build to Meta status. Its way more commonly used in general PvE areas and Elite/end game content than Pious Teardowns. --FlashEmperor (talk) 09:04, 3 May 2018 (UTC)
 * I think the only reason it wasn't already tagged as such is because the hero bar wasn't separated onto its own page yet (melee heroes in general: not meta). I'll get around to that. Easier than I thought it would be, hero split is here, rate it so it doesn't languish in testing forever. Toraen (talk) 10:01, 3 May 2018 (UTC)

attribute discussion
why not 12 earth, 10 mystic, and 8 scythe. then run +2 mystic (meaning 12 armor and 5 energy cost for 10 energy spells), and just +1 scythe to reach the 9 mark? i think +3 is not needed except earth. and the reduction of 10 cost spells is more valuable (as you will be casting a lot more 10s) than going the extra point in mystic to get 5 to 2 (which is 13), they are fine at 3. but 11 scythe seems worse than 12 mystic to me, for only a small health loss. 9 scythe is all you need. weakness is rarely a huge issue, and condition removal is not rare. even weakened, vos damage is only fractionally smaller. just curious Shadeinthebox (talk) 16:20, 5 February 2019 (UTC)
 * I agree and had originally changed the build to 10+2 mysticism, but Misty changed it to 10+1, which makes even less sense to me than 8+1. I don't mind seeing it changed back to 10+2 or having it stay at 8+1. I don't think anyone will. Probably was an oversight of Misty's anyway. --Krschkr (talk) 18:30, 5 February 2019 (UTC)