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This build is provisionally vetted great pending more votes.

This build has received a provisional rating in the range from 4.75 to 5.0 and thus qualifies for the highest category of working builds: Great.

This build has been designed for the following use:

Flux 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.
Flux 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.
Flux 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.

Use wounding strike's low recharge to spike targets at a fast pace.

Frequency

  • Seen somewhat infrequently as a primary caller in GvG builds with very high midline spike damage.

Attributes and Skills

The energy cost of Dervish enchantments is reduced by 40%.
In PvE, gain +10 armor rating while enchanted.
 save
Template code

Equipment

Runes and insignias

Weapons

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 Aura for cracked armor on spikes with either Pious Fury (PvP) or Wounding Strike (PvP).
    • Removing Grenth's Fingers with wounding strike will transfer blind before the attack's hit.
  • Use Eremite's Zeal to maintain energy.

Counters

  • Hex snares.

See also

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