This build is part of the current metagame. The community has decided this build is in the current metagame and deserves to be stored. It has not yet received a rating through the PvXwiki vetting system. This build has been designed for the following use: |
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. |
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 in the GvG build variant 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. |
Equipment
Runes and insignia
- 5x blessed insignia.
- Rune of superior vigor.
- 2x rune of vitae.
- Rune of clarity.
Weapons
- Swift staff of enchanting, +5e^ench
- Vampiric spear of defense, 15^50 with
- Command shield of fortitude, -20% blind duration
- Command shield of fortitude, -20% cripple duration
- Command shields of fortitude, +10 armor against each damage type
Usage
- Maintain your enchantments and Critical Eye.
- Cover Way of the Master with Assassin's Remedy.
- 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 Interrupting 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.