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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405pt AR/Fist Survival Build By: Sogrin159

Blue Mountain Special – 400 pt Survival Build

Submitted By Sogrin159

405pt AR/Fist Survival Build

24 votedEnjoy this build? Vote for IT!

It comes in at just a bit over 400 points invested (405 using TheSecretSandbox). This build should be very achievable in Blue Mountains and should really put a dent into… well, pretty much any single pull (ie single target or 1 swarmer group) while leaving you with enough HP to move onto the next pull.
Another good thing with this build is that if you are planning on being a healer, you have already invested in 2 out of the 3 healing weapons.

This is the build I personally use (with one minor change, noted at the end) and I have not had any major issues with anything in BM, or the next zone.

Active Abilities
Safety Off (AR builder)
Three Round Burst (AR Consumer)
One-Two (Fist consumer)
Supressing Fire (AR AoE Builder)
Fire at Will (AR AoE consumer)
Surgical Steel (Fist Consumer Heal)
Shot of Anima (AR Consumer Heal)

Passive Abilities
Eagle Eye (AR – AR damage increase)
Extra Bullet (AR – extra hit for Safety Off)
Short Controlled Bursts (AR – reduces glancing for burst attacks)
Improved Bursts (AR – Increases burst attacks)
Healing Sparks (Fist – HoT on defensive target when using a burst)
Lick Your Wounds (Fist – HoT on attack, stacks)
Ferocity (Fist – Damage buff when bursts dont glance)

This build is mostly about Single Target damage through Burst attacks, while having some AoE for the swarmer packs you often encounter while soloing.
Saftey off, with Extra bullet, gives a nice high damage single target builder, with Three Round Burst to pack the damage on as the consumer. This damage in increased further from Eagle EyeShort Controlled Bursts,Improved Bursts and Ferocity. They even proc Healing Sparks and Lick your Wounds to keep 2 hots rolling.
Surgical Strike is thrown in at the end of every sequence to keep your HP up. Also being a burst skill, It is improved by Improved Bursts while proccing Healing Sparks. Revert to One-Two if not required.
Supressing fire and Fire at Will are your go to for AoE, and are cycled with Shot of anima to use up the AR resources generated on every target, like the AR ‘My First 60′ builds. Focus on AoE when there are at least 3 or more targets. The single target skills are better when there are only 2 targets.


Single target rotation: Safety Off x5 - Surgical Strike - Three Round Burst (replace TRB with Shot of Anima if you need the extra healing)
Multi Target (3+): Safety Off (for the HoT) - Supressing Fire x4 - Fire at Will - Tab to new target - Supressing fire - Shot of Anima - Tab to new target - Fire at Will - Surgical Strike -  Shot of Anima - Tab to new target -Fire at Will.

Gear Concerns

As no states are required for this build, and it is not relying on pens/crits, there are no major gear concerns. Look at 80/20 or 70/30 (approx) DPS/Heal gear

Build Priority
From scratch, grab Lick your Wounds then fill the inner ring for AR (Saftey Off, Extra Bullet, Fire at Will, Eagle Eye).
Next, grab Three Round BurstSupressing Fire and Shot of Anima. Move into fists after to get Surgical Steel and Healing Sparks.
Once you grab One-Two, the remaining passives you can get in any order.
From Blade/Fist ‘My first 60′ it would be fairly similar. Keep nurture untill Surgical Steel, keep Wild at Heart untill One-Two.
From AR/Blade ‘My first 60′ you are already close to maxing the AR inner ring, so it is a quick trip to Three Round Burst, Supressing Fire and Shot of Anima. Follow as above.
For SP, work on keeping Fist Healing, AR Damage and All talismans even.
Optional changes
I personally have removed One-Two and added Red Mist. Helps put a nice dent into mobs at the start of a fight at range, meaning i can usually get red mist, plus a full builder/AR finisher off before melee targets get to me. Does increase build cost by 50ap
If you want to reduce the DPS but add a bunch of healing, swap Saftey Off for Anima Burst, and Extra Bullet for Hot Iron. Zero cost to change. Does mean you cant use surgical steel more then once per fight though.

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