Build:A/D Disciple of Death
From GuildWiki
![]() |
On May 1, 2007, all articles in the GuildWiki build namespace
will be deleted. After that date, no build articles may be posted
to the GuildWiki in either the main or build namespaces before a
new policy is decided on. Find the reasoning and the details behind
this at GuildWiki:Builds wipe. |
![]() |
This build has been successfully vetted by the GuildWiki community according to the vetting procedure. This build has been designed for the following use: |
|
This build works with the high damage generated from a critical hit
by a scythe and the fact a scythe can hit multiple targets. It
gives the user a near total condition removal (except blind), plus
a cheap damage and Deep Wound inflictor without its usual drawbacks
and a constant heal.
[edit] Attributes and Skills
![]() ![]() |
Attribute Rank |
---|---|
Critical Strikes | 12 + 1 + 3 |
Scythe Mastery | 12 |
[edit] Optional Slot
- Critical Defenses - This is the recommended skill but it loses effectiveness if the enemies are too spread out.
- Mystic Regeneration - Take two point out of Scythe Mastery and put 8 points into Earth Prayers. This is the recommended replacement for Critical Defenses. It has a very powerful constant healing effect.
- Guiding Hands - Put 3 points into Wind Prayers if there are enemies that will block your attacks.
- Critical Eye - If there are no or few enemies that will block your attacks.
[edit] Variants
- You can swap Reap Impurities for Chilling Victory for more dps.
- You can swap Assassin's Remedy for Signet of Malice or a condition remover that takes away blindness.
[edit] Equipment
- It is recommended that you use Vanguard's Armor Guise with Nightstalker's Armor Leggings, Gloves and Shoes.
- Use a Sundering Scythe of Enchanting 20%, Damage +15% (while enchanted).
[edit] Usage
- Maintain non-attack skills as long as possible.
- Use Wearying Strike at the start of a fight and whenever anyone with the condition comes near, follow it with Malicious Strike for weakness to be removed.
- Use Critical Defenses when necessary and possible and Malicious Strike whenever you need to renew it.
- Use Reap Impurities on someone who has a condition to regain health.
[edit] Counters
- Anything that takes off enchantments.
- Evasions, if people do use these against you it is recommended to choose a different target.
- Being blinded.
- Stone Sheath and Dulled Weapon both remove your ability to critical, destroying this build.
[edit] Notes
- With all the skills in place you will have a 70% chance of causing a critical hit.
- You will be able to make up to 4 hits while Critical Defenses lasts.
- The chance of getting at least 1 critical hit while attacking one person after 4 strikes is 99.2%.
- Weakness is applied after Wearying Strike hits and is taken away after the next Critical Hit is registered.
![]() |
AnKyInyjn7MPAjzO3AcYWAA |