This build uses Wounding Strike to deal damage and frequently apply deep wound with a dervish hero. Fits well into teams focusing on burst damage. The hero will benefit much from melee support skills such as Splinter Weapon and Strength of Honour. For sturdy, sedate team builds picking an avatar build is more advisable as it features better pressure.
NightfallDervish. Scythe Mastery 16Wounding StrikeElite Scythe AttackIf this attack hits, you do +21 damage, target foe suffers from Bleeding for 21 seconds, and you lose 1 Dervish enchantment. If an enchantment was removed, target foe also suffers from a Deep Wound for 21 seconds.53
NightfallDervish. Scythe Mastery 16Twin Moon SweepMelee AttackYou lose 1 Dervish enchantment and gain 53 Health. If an enchantment is lost in this way, you cannot be blocked, you strike twice, and you gain an additional 74 Health.7
NightfallDervish. Mysticism 13Zealous RenewalFlash Enchantment SpellAll nearby foes take 27 holy damage. For 22 seconds, you have -1 Energy regeneration and gain 1 Energy whenever you hit a foe. If this enchantment ends prematurely, you gain 4 Energy.210
NightfallDervish. Mysticism 13Balthazar's RageFlash Enchantment SpellAll nearby foes are set on fire for 3 seconds. For 20 seconds afterward, this enchantment does nothing. When this enchantment ends, you gain 2 strikes of adrenaline if any foes are within earshot.510
NightfallDervish. Mysticism 13Heart of Holy FlameFlash Enchantment SpellAll adjacent foes take 27 holy damage. For 30 seconds, your attacks deal holy damage. When this Enchantment ends, all adjacent foes are set on fire for 5 seconds.510
FactionsAssassin. Shadow Arts 3Death's ChargeSpellShadow Step to target foe. If that foe has more Health than you, you are healed for 92.5¼30
Template code
Variable skill slot:
Radiant ScytheEotNDervish. Scythe Mastery 16Radiant ScytheScythe AttackThis attack strikes for +1 damage for each point of Energy you currently have, maximum 32 damage. You gain 7 Energy if this attack hits.6
Eremite's ZealNightfallDervish. Mysticism 13Eremite's ZealEnchantment SpellYou gain 3 Energy for each foe within earshot, maximum 8 Energy. For 10 seconds afterward, this enchantment does nothing. When this enchantment ends, you gain 3 Energy for each foe within earshot, maximum 8 Energy.2¼15