This build is negatively affected by the Flux: There Can Be Only One. See the build's talk page for discussion and ramifications not noted here. Notes: Standard dervishes can camp you for fairly improved pressure.
This build is positively affected by the Flux: Chain Combo. See the build's talk page for discussion and ramifications not noted here. Notes: Slightly improved damage output when paying attention to skill chaining.
This build is negatively affected by the Flux: Like a Boss. See the build's talk page for discussion and ramifications not noted here. Notes: Risk of becoming the boss, which will net you fairly effective bonuses but put you as the solo frontline caller at extreme risks.
NightfallDervish. Scythe Mastery 14Wounding Strike (PvP)Elite Scythe AttackIf this attack hits, target foe suffers from Bleeding for 19 seconds, and you lose 1 Dervish enchantment. If an enchantment is removed, target foe also suffers from a Deep Wound for 19 seconds.53
EotNDervish. Scythe Mastery 14Radiant ScytheScythe AttackThis attack strikes for +1 damage for each point of Energy you currently have, maximum 28 damage. You gain 7 Energy if this attack hits.6
NightfallDervish. Wind Prayers 10Rending AuraFlash Enchantment SpellWhen you cast this enchantment, all nearby foes take 30 cold damage. For 30 seconds, your attack skills remove enchantments from knocked-down foes. When this enchantment ends, nearby foes are affected by Cracked Armor for 7 seconds.66
NightfallDervish. Wind Prayers 10Grenth's FingersFlash Enchantment SpellAll nearby foes are struck for 30 cold damage. For 30 seconds, your attacks deal cold damage. When this enchantment ends, you transfer 2 conditions to all nearby foes.310
NightfallDervish. Mysticism 10Eremite's ZealEnchantment SpellYou gain 2 Energy for each foe within earshot, maximum 8 Energy. For 10 seconds afterward, this enchantment does nothing. When this enchantment ends, you gain 2 Energy for each foe within earshot, maximum 8 Energy.3¼15
EotNDervish. Mysticism 10Pious Fury (PvP)StanceRemove 1 Dervish enchantment. For 4 seconds, you attack 25% faster. If an enchantment was removed, this stance lasts twice as long.515
CoreNo Profession. UnlinkedResurrection SignetSignetResurrect target party member. That party member is returned to life with 100% Health and 25% Energy. This Signet only recharges when you gain a morale boost.3
Strength shield of fortitude, -20% cripple duration.
Strength shields of fortitude, +10 armor against each damage type.
Usage[]
Call spikes very frequently. Every 5-8 seconds is a good pace, depending on how frequently the midline partner calls.
Use teardown enchantments appropriately.
Remove Rending AuraNightfallDervish. Wind Prayers 10Rending AuraFlash Enchantment SpellWhen you cast this enchantment, all nearby foes take 30 cold damage. For 30 seconds, your attack skills remove enchantments from knocked-down foes. When this enchantment ends, nearby foes are affected by Cracked Armor for 7 seconds.106 for cracked armor on spikes with either Pious Fury (PvP)EotNDervish. Mysticism 10Pious Fury (PvP)StanceRemove 1 Dervish enchantment. For 4 seconds, you attack 25% faster. If an enchantment was removed, this stance lasts twice as long.515 or Wounding Strike (PvP)NightfallDervish. Scythe Mastery 14Wounding Strike (PvP)Elite Scythe AttackIf this attack hits, target foe suffers from Bleeding for 19 seconds, and you lose 1 Dervish enchantment. If an enchantment is removed, target foe also suffers from a Deep Wound for 19 seconds.53.
Removing Grenth's FingersNightfallDervish. Wind Prayers 10Grenth's FingersFlash Enchantment SpellAll nearby foes are struck for 30 cold damage. For 30 seconds, your attacks deal cold damage. When this enchantment ends, you transfer 2 conditions to all nearby foes.510 with wounding strike will transfer blind before the attack's hit.
Use Eremite's ZealNightfallDervish. Mysticism 10Eremite's ZealEnchantment SpellYou gain 2 Energy for each foe within earshot, maximum 8 Energy. For 10 seconds afterward, this enchantment does nothing. When this enchantment ends, you gain 2 Energy for each foe within earshot, maximum 8 Energy.3¼15 to maintain energy.