Blue Mountain Special: Whistling Fist Survival Build

The Whistling Fist

Fist/Chaos Survival

A Blue Mountain Special, by Ryahl

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This is the second part of a fist/chaos build that was assembled based on a discussion with a board reader.  The “My First 60″ version of the build has been a reasonably successful build and its time now for it to grow up into a 400 point Blue Mountain build.  With the Whistling Fist, you develop fairly significant damage and turn escalation into even more of a multi-effect ability.

**UPDATE** I have played around with this build on test.  Wearing green QL10 gear and using this build, ghouls and vampires in Besieged Farmlands were quite simple.  Impair immune targets were harder, but very survivable.  Additionally, as soon as you have the points, dump Gunsmoke for From the Abyss.  Your DPS meter will thank you!**

Active Abilities

  • Escalation
  • Four Horsemen
  • Tear ‘em Up
  • Surgical Steel
  • Domino Effect
  • Armor Fati
  • Helter Skelter

Passive Abilities

  • Intensity
  • Hot Iron
  • Healing Sparks
  • Shoot ‘Em Up
  • Paradigm Shift
  • Gunsmoke
  • Salt in the Wound

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Key Features

This build takes advantage of the fact that Escalate currently brings a ton of utility in a two skill package.  The core attributes of Escalate include a frenzy PBAOE damage that quickly stacks up the exposed weakened state.  10-stacks of exposed will increase your damage by 30%.  Further, the Intensity passive means subsequent applications of escalation give you the minor ward ability, extending your soloing ability just a bit. Paradigm Shift assures that each of your escalate hits increase your hit rate, reducing your likelihood of glancing or missing.  Finally, Gunsmoke piles on a bit of damage each time you escalate.

The build goes VERY deep into assault rifle to pick up a single skill, Shoot ‘em Up.  SeU turns your escalate into an affliction starter in addition to its already stacked up pool of benefits.  Since escalates are now adding afflictions, Tear ‘em Up will give you a 10% damage boost on usage.  Also, Salt in the Wounds is piling on damage every time you apply an affliction, helping scale your escalation damage upwards.

Your chaos finisher is Four Horseman, a burst ability (Call for Eris works well here too).  FH as a burst triggers Healing Sparks, keeping a heal over time running for most of your damage rotation.  You will also use Surgical Steel periodically as a self-heal, which will also trigger Healing Sparks.  Surgical Steel starts stacks on Hot Iron, adding to your heal throughput and additionally adds a heal component to Tear ‘em Up.

The build features three utility abilities, you have Helter Skelter, a dash with a built in impair.  This lets you start every fight against an impaired opponent.  When that impair runs out, you can use Domino Effect to lock down targets again with another impair.  Finally, you have Armor Fati as a buff to make sure you land hits (removes glancing and evasion for 10 seconds).


This is a stun lock build.  Open with Helter Skelter to shut down your targets.  Even though you have fist resources on charge in, your fist consumer needs afflicted state, so follow up your charge with Escalation to set the correct state.  Then, use Tear ‘em Up followed by a weak Four Horseman (only one chaos resource built, but the 10% damage boost is better on FH than on escalate).  Your first impair is likely over, so a quick Domino Effect can lock the targets down again if you wish.

Your standard rotation is Escalation x5, Tear ‘em Up, Four Horsemen.  Rotate in Surgical Steel early in place of Tear ‘Em Up.

Armor Fati can be used one of two ways.  On harder fights, throw it at/before your initial charge.  This makes sure everything hits and helps you get paradigm shift stacking.  On easier fights, toss it at a point where you just want to finish off a target.


You may find that life is too risky with just a fist consumer to heal.  If so, swap out surgical steel for cauterize and you have a spam heal.

Build Instructions

This build goes very deep into AR with very little to show for it.  Do NOT spend into the AR tree until you have most of this build assembled.

However, you don’t need Salt in the Wounds until you get Shoot ‘em Up.  Additionally, you might as well use Wild at Heart as your fist closer until you get Shoot em Up.  The nice things in TeU require affliction and this build needs SeU to set that.

Gear Needs

Paradigm shift helps you with your +hit budget, but you will probably find you need some additional +hit as you level up.  Armor Fati doesn’t have enough uptime to ignore +hit.

Your damage bursts are probably best coming from critical rating and critical power.  Since you have passive and self-heals in this build, penetrate has a bit less utility. You can’t penetrate heal, but you can crit heal.  I would recommend either a 1:1 or a 2:1 crit rating to crit power investment.

You need all three types of talisman in this build.  You need some high hitpoint gear, some attack power gear and a bit of healing gear.  I would probably use a tanking headpiece (20% HP), three majors and a minor attack power (60% damage) and two minor +heal pieces (20% healing).  Use the attack power minor (10%) as your “fiddle with” piece.  If you need more HP, swap it to tanking, more healing swap it to +heal.

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19 Responses to Blue Mountain Special: Whistling Fist Survival Build

  1. Pingback: TSW Build Page - TSW Guide, decks, tank, heal, dps and more - TSW Guides

  2. ducki says:

    Thanks for these builds Ryhal… they help me alot =]. Hope to see some more alt from this Chaos/Fist =]

  3. RawkRobot says:

    I’m curious. Why wouldn’t Bloodsport work in place of Shoot ‘em Up? I know that Affliction on Frenzy with Escalate would guarantee Affliction status, but as long as you’re not glancing left and right, Bloodsport seems like it’d be a viable and cheaper alternative to Shoot ‘em Up. Unless I’m missing something.

    Maybe just use Bloodsport until you get around to getting Shoot ‘em Up? I’m just curious since I’m using Chaos/Fist to flesh out a Survival, Healing, AND Tank build, so I’m strapped for points at the moment.

    • Zhiroc says:

      I just had the same thought. The idea of spending what I count up to be 96 points rather than the 37 it would take to get Bloodsport (not counting the fact that 9 of that is for Salt in the Wound) just seems wasteful. Also, I’m thinking that Pattern Recognition would be a good interim (at least) buy, being 27 AP on top of Helter Skelter. It deals a nice amount of extra damage per hit on an impaired target, and with this build, that is a lot. I’m also currently using Pressure Point as well to get in even more stuns.

  4. Brandon says:

    First off how can you hit anything in blue mountain I have this build except Shoot em up Im using bloodsport until I have enough AP points to get SU but I am running into nothing but mobs that evade and glance almost everything. Im lost, Im sitting at 117 hit and these guys are just brushing off everything I throw at them.

  5. Tover says:

    Is this build broken post-1.4 now that Escalation doesn’t stack Weakness? Or rather, how would you tweak it to work around that?

  6. Sundances says:

    i just started playing yestoday and are useing your 60 point of this build atm but im wondering where to put skill points no guides seems to say anything about that i see you dont use savage sweep and feral regrowth in this 400 build then fist damage points would be useless or how does this work?

    • RyahlRyahl says:

      Savage Sweep and Feral Growth are passive effects (not to be confused with passive abilities). Whenever you use a Fist ability with the appropriate text it will either buff or trigger the savage sweep/feral growth effect.

  7. Bob says:

    Nice build. I’ve been using it for a while now in a modified version:

    I’ve replaced Intensity with Breakdown (does basically the same except for more actives) and Cutting Thoughts with Pressure Points (no glance).

    Any suggestions on how you would improve this build going further?

    • RyahlRyahl says:

      Those are good upgrades on the build. While I’m sure there is always some tweaking you can do, I think you your changes pretty much put the build in a “done” state. Glad to hear you are enjoying the build!

      • Bob says:

        I might go after Circulation to replace Pressure Point. That’s all I’ve got. Shame there aren’t any easy upgrades for Domino Effect or Helter Skelter.

        Will this build last throughout the story missions then?

      • Bob says:

        Empowerment looks nice as well (as that is within my reach in terms of AP atm). What would you recommend? Should I go for Circulation (for about 119 points, I’m halfway there, the only useful skill in that branch for me is Circulation) or Empowerment (for about 84 points which I could also use for my blood/fist healer build).

  8. jesp says:

    Guys how to spend first skill points?
    Max heal on fist and max dmg on chaos?

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