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This build is in the testing phase.

Please join the discussion and rate this build if you have experience with this or closely related builds.

This build has been designed for the following use:

Flux This build is significantly affected by the Flux: Hidden Talent.
See the build's talk page for discussion and ramifications not noted here.  
Notes: Increased secondary profession attributes slightly increase damage, deep wound likelihood and ims duration.
Flux This build is significantly affected by the Flux: Meek Shall Inherit.
See the build's talk page for discussion and ramifications not noted here.  
Notes: Consider replacing "incoming!" with godspeed to benefit from the flux.

This A/P Caller is designed to call ranged spikes and support the team with speed boosts.

Skills and Attributes[]

You have an additional 13% chance to critical hit. Whenever you critical hit, you get 3 Energy.
 save
Template code

Variable skill slot

  • Augury of Death Augury of Death – second source of deep wound.
  • Assassin's Remedy (PvP) Assassin's Remedy (PvP) – blind removal.


Equipment[]

Runes and insignia

Weapons

Usage[]

  • Maintain your enchantments and Critical Eye.
    • Cover Way of the Master with Assassin's Remedy (PvP).
  • Call spikes. Prefer targets in their cast set, carrying a flag or suffering from death penalty.
    • Use Vicious Attack first, then "Go for the Eyes!" while your spear is mid-air. Use Disrupting Throw for additional damage.
  • Use your party-wide speed boosts to your advantage.
    • Call retreats if you have trouble surviving an 8v8 situation for an extended period of time. Run flags with the whole team, try a few spikes when the other team is in range.
    • Call collapses on snared or deeply commited splits.
    • Note that using both shouts in succession grants an average speed boost of 21%, whereas Dash provides an average speed boost of almost 19% – this means that if the opposing runner already was pushed up when you started collapsing and he followed immediately you don't have a large time window to score a kill on collapsed targets. It also means that if you run flags with your entire team you won't ever noticeably outperform a standard midline runner.


See also[]

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