B · Weighted: 3.51 · Raw: 4.00 ★ · 2 votes
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Equipment
| Armor | — |
| Shields | Medium |
| Weapons | Dagger, Magic Staff |
Long Press a Spell Row to View Detailed Spell Text, Restrictions, and Notes
2x Confidence 4/Refresh Charge x5 |
1x Experienced |
1x Shove 2/Life |
8x Empower 32/Refresh |
2x Greater Release - (Experienced) 4/Refresh Charge x10 |
2x Mend 4/Life |
1x Break Concentration 2/Life |
1x Song of Freedom Unlimited |
1x Song of Deflection Unlimited |
1x Song of Power Unlimited |
2x Swift 2/Life |
1x Equipment: Shield, Medium |
Dervish - (Archetype) |
Play Style
How this build is meant to approach fights, objectives, and battlefield movement.
This is essentially a flexible mid-line Battery Bard in spirit, front-line in practice build, with far less offensive prowess and far more upkeep for your team. Rubberband to the backline for Song of Power to keep momentum flowing your way, and get right back to helping your team push. Be the shield for your team as they push, but run and make sure you're not locked on to one squad. Deny those Iceballs, Entangles, and arrows. Deny the harm that would fall on your teammates. A great offense is a reliable defense. There is momentum, and the objective. Nothing else. The higher you make your wave rise, the more enemies it will drown.
Priority
What you should focus on first when playing this build in a Battlegame.
1. Biggest goal is to build momentum. How? Big shield means a bigger hitbox. When you're not doing Battery shenanigans, run Song of Freedom to stop those Entangles, Iceballs, Pinning Arrows(on shield), etc. Protect your squishies while they nock another arrow, or incant, etc. Always have your shield up. It gets broken? Mend it. Use your Empowers when necessary, but keep at least half a dozen on hand if you can help it. 2. The objective is what you're building momentum for. As your wave builds higher and higher, it'll eventually hit critical mass. It'll likely hit critical mass a few times. When your wave crashes, that is, when your team gets to the objective, you have two options, both relying on your Empowers: a. Break The Rocks(Flank with a buddy or more to prevent the enemy team from mounting an effective attack on the objective, heavy skirmishing, keep your buddy brimming with abilities, be the shield on their third arm, you are their mobile cover) b. Ride The Wave(stay with your friends at the objective, keep them topped up so that they can remain strong in their position, especially Paladins with their Greater Rez. CC to make your enemies give ground when needed, three-quarter casting often does wonders.)
Synergy
Which classes, teammates, or abilities enhance this build’s effectiveness.
Paladins are an excellent target, to keep everyone who dies on and around the point up with their Enchantments. They also benefit heavily from Song of Power for Greater Heal when there are brief lulls. Anti-Paladins are great for keeping distance with Terrors, and are great closers for the Paladins and Golem Stacks that slip past with their Flame Blade. You make everyone have spare tools, remind them of that.
Enemies
The classes or tactics that most threaten this build during Battlegames.
Wizards will merc you, and anything with Shield Crushing is your worst nightmare(you have Mends, but that still requires time to cast). You're Immune to most projectiles with Song of Deflection, but Phase is the great equalizer, especially with arrows. A spare dagger makes for great 1-time defense against certain spellballs. If the enemy isolates you, though, run or you're screwed.
Recommended Gear
The weapons, shields, and equipment that best support this build’s playstyle.
Medium shield is the only requirement, but having a dagger is always good, whether for hidden offense(hide it behind the shield in the same hand), or for great defense when your shield is down and someone points a Phase Arrow or spellball not covered by Song of Freedom. A broader flat, like a cleaver, is preferable, so that it can block things more easily.
Sideboard
No spells on the sideboard.
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