The Wounding Strike Spiker spreads Deep Wound and damage among foes while maintaining potent self-healing, aiding in spikes and ridding itself of Conditions when necessary.
Attributes and Skills
| Dervish / Monk | Attribute Rank |
| Scythe Mastery | 12 + 1 + 2 |
| Mysticism | 9 + 1 |
| Earth Prayers | 9 + 1 |
| Protection Prayers | 3 |
| Wounding Strike | Mystic Sweep | Crippling Sweep | Mystic Regeneration | Zealous Renewal | Vital Boon | Mending Touch | Resurrection Signet |
Equipment
Cruel Scythe of Enchanting with "Guided by Fate" Inscription
Sundering Scythe of Enchanting with "Guided by Fate" Inscription
Sundering Scythe of Enchanting with "Strength and Honor" Inscription
Full Radiant armor
Superior Vigor Rune
Attunement Rune
Usage
Select a target, preferably a squishy one.
Cast the three enchantments as you approach your target, beginning with Mystic Regeneration.
Use Crippling Sweep to prevent kiting.
Begin attacking with Wounding Strike, followed by Mystic Sweep.
Continue spamming Mystic Sweep, reapplying conditions as necessary.
Alternatively, attack with Wounding Strike when not enchanted and your target has a good amount of health, then once they drop below 50%, use it to inflict Deep Wound right before Mystic Sweep for a bigger spike.
Counters
Enchantment removal
Anti-melee Hexes such as Spirit of Failure
Energy denial
Dazed
Variants
Resurrection Signet should be replaced with another, non-resurrection skill for Alliance Battles. Some suggestions:
Pious Assault, for more spiking ability and a controlled way to end Enchantments.
A low-cost Hex removal skill, such as Remove Hex.
Mystic Vigor, for additional healing and damage.
Eremite's Attack, also a quick scythe attack for spiking
Replace Wounding Strike with Reaper's Sweep for more raw damage at the expense of condition versatility.
Conviction can be used to boost defense.
Notes
Remember that Mending Touch can be used to remove conditions from allies when necessary.
Also remember that Mystic Sweep activates faster than normal scythe attacks, so it can be used quickly after Wounding Strike for about 80 damage on average, plus Deep Wound, against 60-armor targets.