User:Stexe/Build:D/any Vow of Stexe

Vow of Stexe combines the protection from Vow of Silence and the power of Stexe to unleash one of the most impressive builds ever designed.

Equipment

 * Full Radiant armor with Major Mysticism, Minor Scythe Mastery, Superior Vigor, and runes of attunement were vacant.
 * "Guided By Fate" (Damage +15% while Enchanted) Vampiric Scythe of Enchanting.

Usage

 * Keep Mystic Regeneration constantly maintained before battle to prevent the vampiric weapon from causing too much damage.
 * Once near battle cast: Extend Enchantments, Mystic Regeneration, and Vow of Silence in that exact order. Casting the "enchantment series" out of order will negate the effects and/or prevent continued enchantment casting.
 * Attacking involves using Victorious Sweep and quickly following up with Mystic Sweep and Eremite's Attack. Because Mystic Sweep and Eremite's Attack are activation time based attacks, they can be use in quick succession after Victorious Sweep for moderate spike damage.
 * Continue to keep an eye on the duration of your Extend Enchantments and be ready to recast your series of enchantments when it, and consequentially, all the enchantments on you expire.
 * Call your Health bar when Vow of Silence is not active let your monk(s) and other party members know they can cast freely on you.

Optional Dervish Skill Slot
Possible choices for the "Optional" skill slot include the following Dervish skills:
 * Conviction (Earth Prayers): Increased armor (+24) for increased survivability.
 * Veil of Thorns (Earth Prayers): Cripples attackers (10s) to help mitigate heavy melee pressure.
 * Vital Boon (Earth Prayers): Additional maximum health (+72) while in effect and healing (142) when it ends.
 * Heart of Fury (Mysticism): Increased attack speed (33%) and enemies set on fire (3s) when it ends.
 * Mystic Vigor (Mysticism): Additional health gain through attacking (7 per enchantment for 28 total).
 * Banishing Strike (Scythe Mastery): Useful for bonus damage (+16) and clearing away summoned creatures with nearby area damage (65).
 * Chilling Victory (Scythe Mastery): Increased damage output (+16) and helpful damage (65) after primary scythe attack spike.
 * Crippling Sweep (Scythe Mastery): Cripples enemies (17s) for ensuring they have difficulty running away.
 * Lyssa's Assault (Scythe Mastery): Attack that supplies its own energy (10) for free bonus damage (+16).
 * Reap Impurities (Scythe Mastery): Bonus damage (+25) and healing (59) when used on enemies under conditions.

Variants With Other Classes
Warrior:
 * Frenzied Defense (No Attribute): High block chance (75%) outweighs the double damage and can throw off an Assassin attack combo.
 * Distracting Blow (No Attribute): Useful for quick (1/2s) and cheap (5e) interruption.
 * Wild Blow (No Attribute): Results in a critical hit (41), ignores block, and removes stances.
 * Protector's Strike (Strength): Fast activating (1/2s) attack skill for additional quick spike damage (+10) against moving foes.

Ranger:
 * To be added soon...

Monk:
 * Purge Signet (No Attribute): Removes all hexes and conditions at cost of energy, useful to cast before the "enchantment series" ends as Mysticism will replenish most energy needed to recast the enchantments.

Necromancer:
 * Plague Touch (No Attribute): Useful for transferring a negative condition to enemies with a low cost (5e) and quick activation (3/4s).

Mesmer:
 * To be added soon...

Elementalist:
 * To be added soon...

Assassin:
 * Signet of Malice (No Attribute): Removes a condition for each condition on enemy.

Ritualist:
 * To be added soon...

Paragon:
 * To be added soon...

Counters

 * Continuous knockdown and heavy melee pressure.
 * Conditions applied through non-spells, such as Throw Dirt, Dust Trap, Belly Smash, and Ebon Dust Aura. Particularity the conditions Blind and Dazed. Only a burden when a non-condition removing variant is used.
 * Well-timed interruption and Maelstrom.
 * Signet of Humility.