Dervish Build Directory Submissions

Drithlan

Drithlan

Krytan Explorer

Join Date: May 2006

Antioch, CA

R/

http://www.guildwarsguru.com/forum/s...php?t=10051152

Profession: Dervish/Mesmer
Name: Sand Man
Type: Pve/PvP
Category: Spiker/Tank
Attributes: Earth Prayers: 12+3+1 Mysticism:12+1
Skill Set:
[Attribute] (Energy, Cast Time, Recharge Time)
{Elite} Signet of Midnight [none] (0,3/4,15) Signet: You and target touched foe become blinded for 15 seconds.

Sand Shards [Earth Prayers] (5,1,15) Enchantment: For 30 seconds, whenever you fail to hit with a scythe attack, all nearby foes take 5 damage.

Mirage Cloak [Earth Prayers] (15,1/4,0) Enchantment: For 10 seconds, you have a 50% chance to 'evade' incoming attacks. When this Enchantment ends, all nearby foes are struck for 15 earth damage.

Aura of Thorns [Earth Prayers] (5,3/4,12) Enchantment: All nearby foes are Crippled for 4 seconds. For 30 seconds this Enchantment does nothing. When this Enchantment ends, all near by foes begin Bleeding for 5 seconds

Heart of Holy Flame [Mysticism] (10,3/4,20) Enchantment: All nearby foes take 40 holy damage. For 30 seconds, your attacks deal holy damage. When this Enchantment ends, all nearby foes are set on fire for 1 seconds.

Mystic Regeneration [Earth Prayers] (10,1/4,5) Enchantment: For 20 seconds, you have a +1 Health regeneration for each Enchantment on you. When this Enchantment ends, you lose one Enchantment.

Faithful Intervention [Mysticism] (5,2,20) Enchantment: If damage drops your Health bellow 50%, Faithful Intervention ends. When Faithful Intervention ends, you are healed for 30 Health

Resurrection Signet [none] (0,3,0) Signet: Resurrect target party member. You may use this skill only once per mission.

Summary:
This build is BEST used versus grouped foes. You deal mainly AOE damage/conditions. Start off casting Faithful Intervention before the match begins. As you are on the battlefield pick out a melee character that blind will affect the most, I usually choose assassins or interrupters, followed by sand shards. Now that you are blind, yes you have to be blind for this build to be most effective, select your targets, prefably bunched together, 3 or more since scythe swings hit only your target and 2 adjacent foes to that target, run up to them and use Aura of Thorns to cripple them. Now start attacking them, with each unsuccessful hit sand shards deals 26 (near by) AOE damage. Follow through with Heart of holy flames t ordeal some extra damage and to have an enchantment cover sand shards. Mirage Cloak and Mystic Regeneration are for when you need to be defensive start with Mystic Regeneration to start Regeneration of your Life, or to counter out any Degeneration you may acquire, and Mirage Cloak if you have those pesky melee attackers on you. By now you will have to Re-cast Signet of Midnight, feel free to cast on a caster for it throws them off a little bit, and Sand Shards.

Notes & Concerns: I first created this build during the first Nightfall PvP weekend event, I had been trying to find use for Signet of Midnight. Little has changed from my first attempt, and I have over come the nerfs to the Dervish, though it may not be as strong as I was with the first build it still works great. Watch out for interrupters, always best to blind them, if they are Rangers, over most other characters, enchant strippers, best countered with Spell Breaker if you have a Monk in your party, and Knock Downers. Let the Monks in your party know not to remove your conditions because you will need them. And remember you can tweak this build some but I would advise keeping Signet of Midnight, Sand Shards and Mystic Regeneration.

Credit: Goes to Myself, One DthGvr, and Bored Inc.

Templates: To load a template go t your Guild Wars directory then the template folder and select the appropriate folder create a new text document copy the code and paste it in the document save then load guild wars open your skills/pvp equipment windows and click the picture of the disk now select load and choose the name if the file you just created if you cannot load it may be because you have not unlocked all the items on that template, contact the original poster for info on items you may be missing.

Skills: AaJyKzyjOw8ydvujX2b5VAA

Equipment: RmGC90d4Lp6lmicPLmmiMskkmiMc1lmiMsGmmi0T

Guardian of the Light

Guardian of the Light

Forge Runner

Join Date: Sep 2005

Radicals Against Tyrants

W/

Dervish/None

Conviction Dervish Tank

PvE build


12+1+1 in Scythe Mastery
10+1 Mysticism
8+1 Earth Prayers

Chilling Victory
Eremite's Attack
Avatar of Bal {E}
Faithful Intervention
Vital Boon
Conviction
Sig of Pious Light
Sunspear Rebirth Sig

This build uses Enchantments, stances and forms to increase armor and provide healing.

Before anything happens use Faithful Inventention. Before battle use Vital Boon and Conviction. Make sure to keep Conviction up and use Sig of Pious Light when you need healing.

Credit: I did most of the development but my guild and members of this forum gave me plety of ideas

Discussion: http://www.guildwarsguru.com/forum/s...php?t=10053402

Saider maul

Saider maul

Wilds Pathfinder

Join Date: Nov 2005

Baltimore, Maryland

D enchantment spammer http://www.guildwarsguru.com/forum/s...php?t=10049418

-.-

-.-

Banned

Join Date: Oct 2006

Profession: Dervish/Anything

~No Name at the Moment.~

Type: PvP Build (RA)

Category: Spiker

Attributes:
Scythe Mastery - 12+1+3
Mysticism - 12+1

Skill Set:
Wounding Strike [Elite]
Chilling Victory
Victorious Sweep
Crippling Sweep
Balthazar's Rage
Heart of Fury
Pious Haste
Resurrection Signet

Equipment:
Zealous Scythe of Enchantment

Summary: Cast your enchantments once the timer expires and the gate opens, let your energy regenerate. Next, choose a target you think would cause the most problems to your team (i.e. Monk, Necromancer, and etc) and attack. Proceed to wither down the target's life to around 65%-80% then use the combo: Wounding Strike [Elite] -> Chilling Victory -> Victorious Sweep to hopefully kill the target.

It is wise to use Crippling Sweep before attacking the target so it doesn't kite away from your attacks. Also, make sure your enchantments are always on you before using the Combo or Crippling Sweep.

Credit: Don't know whom to credit this build too; I would say myself, but I bet there were others who thought of it first.

Discussion: http://www.guildwarsguru.com/forum/s...php?t=10075685

Kijik Oni Hanryuu

Desert Nomad

Join Date: Feb 2006

the 7th level of HELL! J/K Somewhere in GW assassinating things

[acid]members of the KAWS alliance

A/

D/Mo Mystic Tank http://www.guildwarsguru.com/forum/s...php?t=10075808

LikeWhoa

Academy Page

Join Date: Dec 2005

Vanguard of Asylum [ASY]

W/Mo

D/W Dervish Bomb
D/W Blinder
http://www.guildwarsguru.com/forum/s...php?t=10076701

Lord Oranos

Lord Oranos

Krytan Explorer

Join Date: Aug 2005

Fort Aspenwood

Malicious Renewal
PvE,/PvP
Dervish/Assassin


Mysticism: 10 (9+1)
Scythe Mastery: 16 (12+4)
Earth Prayers: 10 (9+1)

Wearying Strike (Scythe Mastery)
If this attack hits, you deal +33 damage and inflict a Deep Wound for 10 seconds. You suffer from Weakness for 10 seconds.
Energy:5 Cast:0 Recharge:2

Signet of Malice (Assassin None)
For each Condition suffered by target foe, you lose one Condition.
Energy:0 Cast:0.25 Recharge:5

Victorious Sweep (Scythe Mastery)
If this attack hits, you deal +33 damage. If the target foe has less health than you, you gain 83 health.
Energy:5 Cast:0 Recharge:4

Pious Haste (Mysticism)
For 8 seconds, you move 25% faster. When this stance ends, you lose 1 enchantment.
Energy:5 Cast:0 Recharge:12

Vital Boon (Earth Prayers)
For 20 seconds, you have +80 maximum health. When this enchantment ends, you are healed for 158 health.
Energy:5 Cast:1 Recharge:8

Pious Renewal [Elite] (Mysticism)
For 8 seconds, whenever an Enchantment ends on you, you gain 1 energy and 7 health.
Energy:5 Cast:0.25 Recharge:3

Signet of Pious Light (Earth Prayers)
Lose 1 enchantment. Target ally is healed for 90 health. If an enchantment was removed in this way, this signet recharges immediately.
Energy:0 Cast:1 Recharge:20

Resurrection Signet ()
Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. You may use this Signet only once per mission.
Energy:0 Cast:3 Recharge:0

Notes & Concerns: You can see a more detailed version on Guildwiki.

Credits: Me, .

For the lazy heres the template code: A6NSKvms5EgZgQ3Ds4d7qfvu

Also in
Wiki form.

lord_shar

lord_shar

Furnace Stoker

Join Date: Jul 2005

near SF, CA

Name: Mystic Reaper
Purpose: General PvE Enchantment tanking
Profession: Dervish Warrior
Category: Enchantment tank
Attributes:
Earth Prayers - 13 (12 + 1)
Scythe Mastery - 12 (10 + 1 + 1)
Mysticism - 9 (8 + 1)

Skills Used:
1 - Wild Blow (general purpose stance remover)
2 - Conviction (+4 regen or +24 armor if enchanted)
3 - Mystic Sweep (fast scythe strike) or Victorious Sweep (life gainer)
4 - Reaper's Sweep {E} (deepwound + damage dealer) or Wounding Strike {E} (unconditional deep wound)
5 - Mystic Regeneration (4 regen per enchantment)
6 - Vital Boon (lots of life)
7 - Signet of Pious Light or Res-Sig
8 - Faithful Intervention

Weapons/Gear: Any +15>50 or +15 w/ enchanted scythe of enchantment +20%, Windwalker insignia on chest + legs, radiant insignias elsewhere.

Routine: This dervish/warrior set up is primary designed to absorb lots of punishment while still being able to deal out some respectable damage. Before any combat encounter, cast all 3 enchantments and activate Conviction. The dervish then enjoys constant +10 regen (+12 vs. degen), ~647 life (with a +102 FI-health buffer for 749 total life), and 109 armor. This is usually enough tank even L28 elementalist bosses while your heroes/henchies do their job. It's quite nice for soloing bosses once his helpers have been cleared.

The build is pretty straight-forward to use -- just renew your enchantments and conviction stance whenever they expire. Try to keep Vital Boon as your last cast enchantment to combo with Pious Signet whenever posssible.

Give this build a try if you find your dervish dying a little too much.

Credits: Not sure... nothing uber-original here...

Arkantos

Arkantos

The Greatest

Join Date: Feb 2006

W/

D/X
Type: [PvE]
Category: Damage
Weapons: 1/-1 or 5/-1 15^50/stance/enchantment +30hp/+5armor
Armor: I use Radiant chest+leg, rest survivor.
Attributes: Mysticism - 10 + 1
Scythe Mastery - 12 + 3 + 1
Earth Prayers - 8 + 1
Skills Set:
Reaper's Sweep {E}
Victorious Sweep
Chilling Victory
Zealous Renewal
Conviction
Meditation
[Free Slot]
Rez Sig/Sunspear Rebirth Sig
Summary: Maintan Zealous Renewal for energy gain. With Zealous Renewal always up, Conviction will give you a constant +24 armor. When Zealous Renewal recharges, use Meditation to remove it and gain lots of energy. Usually I use Victorious Sweep > Chilling Victory > Reaper's Sweep {E} as my attack pattern. For the free slot, I use WIld Blow in Kourna to remove Whirling Defence from the Kournan Rangers. Other skills for this slot could be an IAS, Plague Touch, or a heal. The rez is to well, rez dead party members. I recommed using Rez Sig opposed to Sunspear Rebirth Sig, because you will be in the frontlines and rezzing a monk to your location wouldn't be helpful.
Notes & Concerns: This build has no self heal, so its very monk dependant. Weak against any anti-melee, and enchantment removal.
Credit: Myself, thought of this build by myself.

Link To Thread

Sidra

Sidra

Jungle Guide

Join Date: Mar 2006

CT

NITE

R/

http://www.guildwarsguru.com/forum/s...php?t=10080369

Profession: [D/*]

Name: [Ebon Mystic Tank]

Type: [General (More PvE focused though)]

Category: [Tank/Damage]

Weapons: [Zealous +1/-1, +5 energy. Recommended: Mhedi's Vow (Green)]

Armor: [Radiant on Chest, Windwalker on head, gloves, shoes, Survivor on Legs. Attunement rune on chest, superior scythe mastery, minor's earth and mysticism anywhere..]

Attributes

Scythe Mastery 8+3+1
Mysticism 10+1
Earth Prayers 12+1


Skills Set

Mystic Sweep
Chilling Victory
Rending Sweep (or Lyssa's Assault)
Mystic Regeneration
Ebon Dust Aura {Elite}
Zealous Renewal
Faithful Intervention
Staggering Force

Summary: This build is made to both tank damage, and to disable enemies while still doing a good amount of hack'n'slash. The enchantments (5 total) are the core part of this build. Ebon Dust Aura is the focal point, being used in conjunction with Staggering Force for earth damage, and the attack skills (I use the ones I have for their short-ish recharge time, and effects) for a complete disabling of melee enemies, blinding them for 7 seconds with every attack skill used. Mystic Regeneration, when used with all of the other enchantments (only Faithful Intervention is constantly maintained, others may be cast before battle/maintained during battle) gives you at least 10+ regeneration for the duration of it and the other enchantments. This, combined with the blind, should allow it to tank very well. In tandem with the attack skills, the build is very energy heavy, hence the zealous scythe, preferably Mhedi's Vow for the total of 35 energy. This build could also plausibly be used in PvP, but I couldn't specify exactly how or in which arenas. Oh- always maintain Staggering Force in battle, lest EdA be made useless. The AoE dmg and the weakness afterwards are also plusses.

Notes & Concerns: Disenchanting mesmers, and interupts, are this build's only real problem. Degen is easily countered (most of the time, I don't think you get slammed with over 10 degen), and you shouldn't take many hits anyway. Always remember to maintain Staggering Force in battle, to maximize on EDA's effects. Otherwise, this should be a pretty good build. Also- I didn't include a res, because most of the time, there are other people alive doing the ressing (casters/monks/heroes) and if you're on the frontlines with this, dying is probably more your thing than other people's, so it shouldn't matter much. You could always sub Faithful Intervention out with one, if you think it's so necessary.

Credit: I credit myself with this build, and GWG user Nokkers who pointed out the lack of an earth damage skill (or weapon) to make the build work. Also, Hand of Fate Reborn, a great officer in my guild who let me test this against his now brutally beaten Assassin. Also to Winds of Fayt, my buddy and officer in my guild, who happened to come up with a very similar build a little while after me, and helped me refine mine a bit.

Edit: Skill change from Vital Boon to Zealous Renewal. Attribute refinement, and minor change for weapon. Updated suggested armor.

Family Draconis

Family Draconis

Academy Page

Join Date: May 2005

Minnesota

Draconis Guards

R/

Profession: Dervish/*
Name: Balthazar's Tank
Type: PvE, maybe RA PvP if you want to take a lot of damage.
Category: Tank

Weapons: I personally use the pre-release scythe (+15% enchanted, Enchantments last 20% longer, Ice damage) but you can probably use a sundering (20/20) if you want more damage.

Armor: Armor doesn't really matter. All the dervish armor will work well so just use whatever you're comfortable with.

Attributes: Mysticism - 16 (12+3+1)
Scythe Mastery - 13 (12+1)
Earth Prayers- 4 (3+1)
All the attribute points are used in this way. It is how I've found this build to be the most effective, but you can always tweak and tinker as you see fit.

Skills: Mystic Sweep
Ermite's Attack
Chilling Victory
Mystic Vigor
Vital Boon
Faithful Intervention
Avatar of Balthazar [E]
Rez

Summary: This has been the general build that I've run ever since creating my dervish character. I always felt that the dervish was meant to get up on the front lines and stay there while dealing considerable amounts of damage, but I was concerned when I was first killed by a group of monsters. I started to play with this build and found that it works very well against even the largest groups of enemies.

Start off by casting Faithful Intervention upon entering a new area and just let it stay up indefinitely. this will protect you in case you start taking too much damage. Before entering battle, cast Vital Boon and Mystic Vigor before you cast Avatar of Balthazar. You now have 3 enchantments up and that will power your Mystic Sweep. Vital boon should ensure that you have more life than many enemies, so keep it up if you can, but when it is going to expire, just let it so you can get the 100 health. Keep renewing Vital Boon and Mystic Vigor when they run out and just spam Ermite's Attack and Mystic Sweep for damage. use Chilling Victory when your target gets down to about half health or so (or just whenever you expect they have less health than you) to make sure that the cold damage hits. Ermite's Attack will always add at least 9 damage, which is still pretty good if you hit your max damage potential.

In all honesty, you won't need AoB much if there are only a few enemies, so if it runs out you shouldn't be in too much danger. Don't be in a huge hurry to renew AoB if the battle is almost over and your party is winning. Even without the bonus to armor, you will be gaining enough health from enchantments ending and from Mystic Vigor that you shouldn't need to worry too much about it. On the off chance that you need to run away, though, AoB also makes a good escape skill. Just make sure that you have your rez set.

Notes & Concerns: This build is not fool proof. Any enchantment stripping mesmer groups will take off most of your enchantments right away and you will be left relatively vulnerable. If you are not the primary tank, let the primary head in first to distract the mesmers before you rush in. Even if your enchantments are stripped, most of them recharge fast enough to be put up again.

Variation: If you like, you can substitute out Ermite's Attack for Pious Assault. In this case, I suggest you use Pious Assault to remove Vital Boon if you are in dire need of some healing and the monk is otherwise preoccupied.

Credit: Myself (IGN: Kier Diaga is my dervish) and all of you who didn't believe that a Dervish couldn't make a good tank. Thanks for inspiring me to this.

Build Discussion: http://www.guildwarsguru.com/forum/s...89#post2286589

Dzus

Dzus

Frost Gate Guardian

Join Date: Jan 2006

Order of Corrupted Souls [OoCS]

W/

Profession: Dervish/Mesmer

Name: Pious Healer

Type: PvE

Category: Support Healer

Weapons: Any, Totem Axe and an Inspiration Magic +12 energy offhand are reccommended.

Armor: I use Sentury's Insignia for the armor bonus, however any could be used.

Attributes:

9+1+3 Earth Prayers
12+2 Mysticism
9 Inspiration magic

Skills Set:
1. Imbue Health [Mysticism]
2. Signet of Pious Light [Earth Prayers]
3. Energy Tap [Inspiration Magic] (Optional)
4. Mantra of Inscriptions [Inspiration Magic]
5. Pious Renewal {E} [Mysticism]
6. Vital Boon [Earth Prayers]
7. Faithful Intervention [Mysticism]
8. Generic Ressurect

Summary:

Purpose: This build uses the cheap, spammable nature of Signet of Pious Light and Pious Renewal to relieve pressure from your monks in terms of healing, and also generate a very durable, energy-efficient healer. I wanted to take the Dervish in an entirely different direction, making use of skills that can be captured or trained before Vabbi, the Realm of Torment, Ember Light Camp, etc.

Healing: To begin with, you should try to always maintain Faithful Intervention as a last-resort cover enchantment before your Signet goes into a cooldown, and Mantra of Inscriptions is maintained constantly in this unlikely event. Essentially, all you must do is continually cast Pious Renewal and Signet of Pious Light. Because Signet of Pious Light removes an enchantment, you should always use Pious Renewal with it. Imbue Health is used as a very large recovery heal. You should attempt to use Vital Boon in Conjunction with Imbue Health, in order to increase your maximum health and heal for that extra mile. Due to the fact that Pious Renewal covers it's own energy cost, you will find that you do not need high energy to maintain this build and use it effectively. So long as you remember to always cover Signet of Pious Light with a Pious Renewal, you will maintain maximum or near-maximum energy.

The Optional Slot: I place Energy Tap in this slot for the occasional Mesmer that wants to try an energy denial skill of some sort. This can be replaced with Heart of the Holy Flame, Conviction (Be mindful of Mantra of Inscriptions), Watchful Intervention, or whatever else you may find to your liking. One point can be dropped from Earth Prayers and Inspiration, then placed into Wind Prayers for Vow of Piety. Additionally, Vital Boon can be removed for Armor of Sanctity and Aura of Thorns/Veil of Thorns if you want some added survivability.


Notes & Concerns:

The skill Rust hurts this build greatly as it ends up making your signet nearly useless. Energy is not nearly an issue, the Totem Axe is reccomended because of the 20% extended enchantments mod. Should you have a Bonding monk with your group, ensure that you have Faithful Intervention covering your bond, so you have an extra safeguard to accidently removing it. If you are having trouble getting Mantra of Inscriptions, simply capture it from Sanctum Cay.

Credit: Myself, my guild, and all those groups I tested this with.

Build Discussion:
http://www.guildwarsguru.com/forum/s....php?p=2290526

Xeones The Great

Xeones The Great

Banned

Join Date: Nov 2006

American District 1

NDR|||We are recruiting|||PM me

how about this one?

D/W

any type of exceptional scythe

scythe - 11,3,1 [15]
mysticism - 10,3 [13]
earth prayers - 10,1 [11]

chilling victory
mystic regen
sig of pious light
vital boon
victorious sweep
wild blow
reaper's sweep
faithful intervention

any comments?

Aggamemnon

Pre-Searing Cadet

Join Date: Dec 2006

The Black Cats

Profession: Dervish/Warrior

Name: Grenth's Claw

Type: Alliance Battles, Random Arena.

Category: Damage and Enchant/Stance removal

Attributes:
Mysticism - 15 (11 + Superior and +1 helm)
Wind Prayers - 8 (+1 rune)
Earth Prayers - 6 (+1 rune)
Scythe Mastery - 12 (11 +1 rune)


1. Avatar Of Grenth [Elite] Mysticism
2. Wild Blow
3. Protectors Strike
4. Aura Of Thorns - 1/4 C 12 R
5. Vital Boon - 1 C 8 R
6. Pious Restoration - 1/4 C 4 R
7. Faithful Intervention - 1 C 15 R
8. Res Signet/run skill (AB) OR Twin Moon Sweep.

Weapon of choice is the bonus item Soulbreaker or a pvp Scythe with +30 Health and Armour Penetration mods.

Summary:
Basic Idea is for you to use Grenths form plus the two warrior attack skills to keep removing both stances, and enchantments from multiple targets, with protectors strike (same as my warrior) you can effectively "double strike", the upside as a dervish is you can sweep groups and the bonus is added, removing upwards of 3 stances and 6 enchants.

Use Faithful Intervention before entering combat, save grenths for when you have trouble with monks/spellcasters/other warriors.
Use Vital Boon as you rush in, then aura of thorns to cripple your target/s, quickly remove with pious restoration (or twin moon) to cover with bleed. Also use pious to clear upto two hexes, as long as faithful intervention is active, great against SS and such, even if backfired, vital boon will buffer.
With the Dervish's main skill constantly giving back energy + health you have a lot of survivability in arena, and with the multi target stripping effect a lot of utility in AB.

Notes & Concerns:
Firstly, as with any enchant Dervish, if you have a team monk, be sure to pay more attention to your enchant combo, so as not to waste/remove beneficial enchantments in tricky situations.
You can have problems versus a Av of Dwayna CoP spammer, or multiple Dervs, as you trigger their removal chant, this can also help to ruin there combos, but generally you are able to outlast them.
Mesmer, Drain enchantment then Shatter Enchantments, could be troublesome if cast at the right time, but with the high recharge, wouldn't put much stress on the build.
The main weakness of the build is energy denial and blackout/diversion, since I am not a warrior, I rely on skills to fight, mainly the casting and recasting of my enchantmentss, and use of my attack skills to trigger my grenths form special.
Blindness can be tricky as my only offensive spell is for conditions not damage. Again in a team game this wouldn't matter, as our monk typically would have mend/remove condition.

Credit: Myself for the build, testing, and working out the kinks to get the best effect from Grenths. Pretty sure this is a new Derv build, as I came up with it on the first open event.
Big Thanks to my Guild, esp. Illuminus, and Schleicher (eddo) who are my reliable partners in AB and Team fights.
Another thanks to the people over at Kai for throwing some arguments etc at my build (none of em hit on it though )

Edit, forgot this :
http://www.guildwarsguru.com/forum/s...php?t=10091862
Thanks, Agga.

| Cleric |

| Cleric |

Ascalonian Squire

Join Date: Dec 2006

Death To Society [syke]

N/Me

Profession: Dervish/Necromancer
Name: Bloody Dervish Battery (BdB for short)
Type: PvE
Category: Support
Attributes:

Blood Magic: 11
Mysticism: 15 (sup rune 3 + hood 1)
Earth Prayers: 9 (minor rune 1)

Skills Set:

Health Version

Blood Bond
-For 16 seconds you should give a +5 health regeneration to other allies.
Blood Ritual
-Sacrifice 17% max health which should be for 12 second to give a +3 energy regeneration to other allies.
Blood Renewal
-Sacrifice 25% max health for 10 seconds so you can have a +5 health regeneration and when it ends you should get 150 health.
Imbue Health
-Give other ally 50% of your current health at 300 max.
Vital Boon
-Should raise your health to +76 and when it ends you should receive 150 health.
Mystic Regeneration
-For 20 seconds you should have a +3 health regeneration for each enchantment on you.
Avatar of Melandru {Elite}
-Should last for 75 seconds so you can have +200 health and be unaffected by conditions.
[Optional 8th skill]
Blood Drinker (steal health to be used as damage)
Well of Blood (for corpse control)
Resurrection Signet

Energy Version

Blood Ritual
-For 16 seconds you should give a +5 health regeneration to other allies.
Blood is Power
-Sacrifice 33% max health for 10 seconds so you can give a +5 energy regeneration to another ally
Blood Renewal
--Sacrifice 25% max health for 10 seconds so you can have a +5 health regeneration and when it ends you should get 150 health.
Imbue Health
-Give other ally 50% of your current health at 300 max.
Vital Boon
-Should raise your health to +76 and when it ends you should receive 150 health.
Mystic Regeneration
-For 20 seconds you should have a +3 health regeneration for each enchantment on you.
Demonic Flesh
-Sacrifice 20% max health for 52 seconds so you can have +168 health.
[Optional 8th skill]
Blood Drinker (steal health to be used as damage)
Well of Blood (for corpse control)
Resurrection Signet


Summary:

This is a battery build designed for two objectives. The health version is to provide mainly health and energy to support the monk. The energy version is to provide mainly energy to support the monk and others and health.

For the health version the main skills are Blood Bond is the main skill that will be used. You will give a +5 health regeneration to another ally but have a -3 health degeneration. In order to counter this you cast Mystic Regeneration which will give you a +3 health regeneration for every enchantment on you and in this build there are three (Mystic Regeneration, Vital Boon, and Blood Renewal). You can cast more Blood Bonds if your monk or someone else is nice enough to put some enchantment on you. Blood Ritual I use to help out the monks in the group or monk. Avatar of Melandru is used to raise your max health in case you are not paying attention or your enchantments get stripped and to prevent more degeneration from conditions. The plus side is that because you have Avatar of Melandru and Vital Boon you should have well over 700 health which allows you to always guarantee the max on Imbue health of 300 for those in your party who get spiked. The eight skill depends on what you are doing and can be switched out readily.

For the energy version the main skills are Blood Ritual and Blood is Power to spam energy to allies. In this version because Blood Bond is gone and you now have 4 enchantments you can place on your self (Mystic Regeneration, Vital Boon, Blood Renewal, and Demonic Flesh) your health bar should be maxed with health regeneration pipettes, not to mention if your monk is friendly and adds to your regeneration if you are hexed or conditioned. Between Vital Boon and Demonic Flesh you should have over 700 health which allows you to always guarantee again the max for imbue health in case someone gets spiked. Again the eight skill depends on what you are doing and can be switched out readily.

Unlike the Necromancer version of a batter you will not have Soul Reaping to provide you with energy. However, you will have Mysticism which will provide you with 15 heath and 5 energy every time an enchantment ends on you. Since most of the skills in both build only cost 5 energy to cast you will be very energy efficient.

You should load up on Insignias for health and energy. My dervish has 486 health and 48 energy when using Milthuran’s Staff.

Notes & Concerns: You should NOT be in the front. This is meant to support the monk and others in the party so you should be in the backline. One major issue is if you will notice your health fluctuates a lot. It will continue to rise and fall depending on when Mystic Regeneration runs out and how much you are sacrificing. I have yet to sacrifice myself to death because of the high health but I can see how someone could do it.

Credit: Thanks to my guild Death to Society (syke) and specifically to Drucilla Longbow.

http://www.guildwarsguru.com/forum/s...77#post2370577

Muk Utep

Muk Utep

Frost Gate Guardian

Join Date: Dec 2006

I'm taking credit for this build because I thought it up myself, but I don't claim to be the inventor of it, since the base concept is pretty obvious. It's not rocket science, my build is just specifically designed for RA, and I believe it's fairly well-rounded and very capable.

Profession: Dervish/Warrior
Name: Black Cloud
Type: PvP (Random Arena, although it's not useless elsewhere)
Category: Tank, damage/pressure, disabling melees

Weapons: Ebon 15% while enchanted scythe of Enchanting/Fortitude (emphasis on "ebon" - this build requires an earth damage weapon. The rest is up to your preference, although "Guided by Fate" and "of Enchanting" will help you the most)
Armor: All Radiant. Runes are Major Scythe, Minor Mysticism, Superior Vigor, Clarity and Restoration. These can be changed to your preference, although a good energy pool is necessary.
Attributes:
Scythe Mastery 12+1+2
Earth Prayers 10
Mysticism 8+1
Skills Set
[skill]Mystic Sweep[/skill][skill]Wild Blow[/skill][skill]Crippling Sweep[/skill][skill]Vital Boon[/skill][skill]Mystic Regeneration[/skill][skill]Ebon Dust Aura[/skill][skill]Faithful Intervention[/skill][skill]Resurrection Signet[/skill]

Summary:
Keep all your enchants up at all times. Cast Faithful Intervetion as soon as you enter the game, and re-cast it when you're not actively fighting if it gets stripped or resolves. Ebon Dust Aura and Mystic Regeneration are both high priority, keep them up when at all possible, they keep you alive and this build is based on those two skills. Vital Boon is not extremely important, but the extra health and occasional healing is always nice, and it's a good way of protecting the other enchantments from removal. Keep it at the top by casting it after the others, but you don't have to re-cast it immediately if you have better things to do.

The build combines the natural high damage and spike capability of the dervish with amazing survival, and an on-demand blind. I sacrificed a bit of damage output by using only Mystic Sweep and Wild Blow as offensive skills, in trade of the defense that you'll need in RA. You'll rarely have healers on your team, and this build is designed to work without it. You should easily do enough damage to take down a caster or other soft target with relative ease, and the blindness you'll be causing on most of your attacks means that warriors, assassins and other dervishes will be unable to hurt you if they can't make themselves immune somehow. You'll be sitting at a near-constant 10 pip health regen which should be enough to keep you alive unless an entire team targets you, and you can effectively keep several opponents blinded for an entire match while still dealing good damage.

Against a caster, simply pressure them by crippling and swinging away with Wild Blow and Mystic Sweep. Learn to time it so that you get the most out of Mystic Sweep's "instant" attack, use it right after a regular swing to reap the full benefit. Stances will crumble and you can easily spike for 200 against 60AL, every few seconds.

Against any melee or ranger, simply keep them blinded. You'll be keeping your enchants up at all times, meaning that any attack skill you use causes blindness for 8 seconds. Unless they have a way of becoming immune, they will be unable to harm you.

The constant high hp regeneration means that you can shrug off a lot of damage, and a lot of melee counters become nuissances rather than devastating disablers. You can be crippled and blinded, but it still takes a lot of damage to put you down, so you're still helping your team because the opponents will have to either keep you disabled at all times, sacrifice a lot of effort in putting you down, or deal with the havoc you can cause.

Again, this is a build designed for RA where teamwork and support is at a minimum. You need very little of that, and you can exploit the opponents' lack of it. The build would function in other arenas like GvG, but a real PvP team would benefit more from other builds which I won't be getting into here.

Counters:
Blind/cripple/weakness - these will hinder you, but they won't kill you, and if the opponent needs to dedicate a team member to keeping you disabled during the entire match, you're still contributing in that way.
Chain-knockdowns - there's a couple of assassin builds that can keep you knocked down and kill you that way, but if you manage to hit them a single time with Ebon Dust Aura on, they'll be blinded and you've auto-won.
Healers - you do good damage, but you're not killing people in a single spike. This means that dedicated healing makes it more difficult for you to kill people. I suppose that's true for just about any build out there, though.
Enchantment removal - you can keep Vital Boon at the top to make sure that a single enchant strip won't break you, but if you lose all your enchantments then you'll need to "time out" until you can re-cast them. You're not useless without them, but you're at a big disadvantage. Don't attempt anything risky without Mystic Regen, Ebon Dust and one other enchantment (to keep a max or near-max hp regen).

Grandmaster

Academy Page

Join Date: Nov 2005

DC

Envoy of Chaos

W/Mo

Profession: Dervish/Necromancer
Name: Dervish of the Lich
Type: PvE
Category: Tank/damage/condition
Weapons: [15^50, 20% longer enchants, zealous
Armor: + energy and + armor
Attributes

Mysticism : 9 (8+1)
Death: 5
Earth: 9 (8+1)
Scythe: (12+3+1)

Skills Set

Faithful intervention
Aura of the lich (elite)
heart of fury
mystic regeneration
mystic sweep
wearying strike
plague touch
sunspear rebirth signet

Summary:

-Cast faithful intervention as soon as you load.
-cast aura of the lich and mystic regeneration before going into battle, and keep these up as long as you are in battle
-use heart of fury when extra healing or offense is needed
-mystic sweep is your main attack
-wearying strike is used primarily against warriors and rangers in combination with plague touch. You can also opt to simply spam wearying strike and mystic sweep without plague touch, since they have a short recharge.
-sunspear rebirth signet is obvious, but can be changed out for signet of pious light to end AotL prematurely and gain roughly 300 health.

The purpose of this build is to tank, while being capable of dealing moderate damage and disabling physical damage dealers.

Notes & Concerns:

As all dervishes, extremely enchant dependant. No enchants? You're dead.
Also, AotL halves all damage, but not degeneration. If you are under extreme degeneration that not even mystic regeneration can counter, do not renew it/end it with signet of pious light.

Credit:Myself

joncoish

Frost Gate Guardian

Join Date: May 2006

Profession: Dervish/Any

Type: Leveling

Category: Tanking/AoE damage

Weapons: Best Weapon you can get whenever, doesn't matter too much

Armor: Doesn't matter, just best armor whenever

Attributes: As it's a leveling build, can't really specifically say what attribute. Just put most into Scythe and Mysticism and the rest into Earth.

Skills Set:
Chilling Victory
Mystic Vigor
Vital Boon
Zealous Renewal
Heart of Holy Flame
Pious Assault
Signet of Pious Light
Res Signet

Summary: This is just a basic leveling build. I'm including it just for any newer players who are finding the dervish a bit comfusing starting off, as I did.

Basically with this build you want to maintain your four enchantments as long as possible. Before you attack any mob or group of mobs you want to cast Mystic Vigor and Vital Boon. These are a major source of your healing and don't do any damage so it's best to cast them before battle. Once these are on run to your first mob as fast as possible. Once there cast Zealous Renewal and Heart of Holy Flame. These each do holy damage to every mob around you so it's very nice AoE damage.

With 4 enchantments up you should be healing yourself for a nice bit with every hit. At 9 mysticism Mystic Vigor will heal 5 hps per enchantment on you with every hit. So with four enchantments that's 20 hps per hit. Add to this the area of effect that you regular scythe attacks can do and you're talking a nice few hps healed depending on how many mobs are around you. Vital Boon gives you a nice hp bonus when you first cast it, and more when it's released. Zealous Renewal is here as some extra energy management, but the AoE damage it does at the begginning is very nice. This enchantment will last for 30 seconds, and once it ends it gives back an amount of energy based on how many times your attacks it while it was up. The final enchantment is for pure damage. It does AoE damage immediately, and will set all mobs around you on fire once released. Pious Assault and Signet of Pious Light are both here mainly for release enchantments if you want to rather then waiting out their durations. Pious Assault is a nice scythe attack you can use for extra damage. It does extra damage and also releases an enchantment. Signet of Pious Light heals, and because it is a signet it doesn't cost energy which is very nice. The cool thing about these skills is they recharge immediately if an enchantment is removed when you use it. So, if you have 4 of your enchantments up and want to spam these attacks for more damage or more healing, you can. Add to this the energy you'll get back from the enchantments being released and you should have enough energy to recast them. You always want to cast Heart of Holy Flame last whenever you have all your enchantments up, this is so that you can easily release it to cause burning to all mobs around you. Finally, Chilling Victory is just a nice scythe attack to use whenever possible for extra damage.

Basically you just want to maintain your enchantments, and use Chilling Victory whenever you can. Then use Pious Assault or Signet of Pious Light either for extra damage or healing whenever necessary, or just to release certain enchantments for the extra benefits.

This build is easy to use, and all the skills and spells are available by level 3 or 4. I've used this build probably from level 3 or 4 up to level 13 where I am now, and I have no problems whatsoever. It's a good build to use to get used to how the enchantments work for the Dervish class, and to get used to the class as a whole, but by no means an end game build.

Credit: I guess me. It's not a very complicated build, but still my idea :P

arredondo

arredondo

Wilds Pathfinder

Join Date: May 2005

I guess I'll post this one up since it's gotten some good responses (and +10K views ). Credit me (arredondo). It's a tanking build for general PvP... fun in arenas, can be tweaked for other modes. PvE options listed at the end.

=============================
Extended Shadow Form Defender (De/As)

Mysticism: 16 (12+3+1)
Scythe:14 (11+3)
Shadow Arts: 6
Deadly Arts: 2

Deadly Paradox: Attack skills off for 10s, halves recharge and cast time of Assassin skills

Extended Enchantments: Lose all enchants. For 25s all enchants last 2x as long, and all end when this ends
Shadow Form: For 13s, all spells fail and all attacks miss you, lose all but 23 HP when it ends
Faithful Intervention: If damage puts you <50% HP, it ends. When it ends you get +158 HP
Heart of Fury: +33% attack speed for 25s, nearby foes set on fire for 3s when it ends

Crippling Sweep: attack Cripples foe for 7s times amount of enchants on you (max 19s)
Rez -or- Malicious Strike: Attack does 5 damage and hits as a Critical

Feigned Neutrality: +7 regen and +80 AL for 9s, ends if you attack or use a skill

I wear max energy armor, and I make sure to bring a +20% enchant Vamp Scythe among other weapons.
=============================

All enchantment times listed above assume you have the +20% enchant mod on your weapon.

Let me say right off that this build is better when you don't need a rez (like in Hero Battles, planned TA, some HA, Aspenwood, etc.). That eighth slot for Malicious Strike really makes a difference, but always bring a rez to RA. Another point is that I use dual Superior Runes in this build,, leaving me with about 405 HP. Your defense is so strong that you won't notice it at all. With that said, here's how it works.

Go into DP stance. Try and do it 3-4 seconds before you plan to enchant up and fight (not required though). After that, put up your four enchants in the order listed: EE->SF->FI->HoF

Congrats, you are now protected from 95% of the possible damage dealing skills and attacks in the game! Shadow Form in builds is normally maxed out in the Shadow Arts line to keep it up at maximum levels. Here I have L6 Shadow Arts and it's perfect, even though the stats say it's 9s (I added the +20% enchant stats in this listing). EE makes that 11s SF last about 22s (25s with enchant mod). When EE ends, it erased all enchants so it takes away SF just as SF was ending anyway.

Once you do EE->SF, the enemy can not stop the last two enchants, Faithful Intervention and Heart of Fury. FI's role in this build is genius. Like Watchful Intervention, it does not automatically trigger the HP boost if your health goes below the listed amount; only incoming damage will do that.

However this spell also says that you get the bonus when the enchant ends, so at the same time EE ends to kill SF and drop you to 23 HP, it also ends FI as well which immediately gives you the health boost! You actually never see it drop to 23 because it all happens together. The final enchant is Heart of Fury. This IAS lasts the entire time too, and it ends with the rest of them.

So the full plan is to put up Deadly Paradox and four enchants, then fight for the 25s that EE gives you. When it all ends, you get 158 from HoF, plus you get +16HP per enchant or another +64 total HP when they are gone. Altogether it easily puts you at 50% health instead of a mere 5% health. And that's the very instant SF leaves you.

After that, turn on Feigned Neutrality and it'll give you amazing defense and regen for the 5s you wait for SF to recharge (it lasts 25s, then recharges in 30s under DP). Make sure you don't attack or it ends.If you'd like, you can do DP+FN to permanently stay under it's protection.

BTW, this isn't casting as long as you may think. The the cast times for the four enchants are .25s, 1s., 2s, .75s. Faithful Intervention is the only slow one, and once SF is up, they can't interrupt you with (almost) anything anyway.

The offense is to use the IAS speed buffed scythe to do nice AoE damage, and on your main foe you keep Cripple up as you punish him with Malicious Strike (out of arenas). The critical can get into the 90s for damage, and with a Vamp mod you take more. 60 AL foes go down in under 10s, all of their spells and attacks missing in the progress. Remember, each failed spell or missed attack is energy lost for the other team (lead your team early to draw fire towards you).

Energy is fine. You have about 33E, and once the enchants are up you need Crippling Sweep once most of the time, then its -5E every time Mystic Sweep recharges. When all the enchants end, you get almost all your energy back due to Mysticism (+20E returned). This setup isn't overly powerful in damage, but it does get the job down. Give it a whirl and see if you like it yourself.

*** Farmer Dervishes ***

For PvE, try and switch out Malicious Strike and Crippling Sweep for Lyssa's Assault and Mystic Sweep to see how well it works for you.

CagedinSanity

CagedinSanity

Wilds Pathfinder

Join Date: Jul 2006

Away from you.

W/

I posted a discussion thread on this build. At first it was ok, bit I have been able to refine it since then.
Again, this build does somewhat rely on the use of all 5 avatars, so if you don't like avatars to begin with, don't waste your time reading this build.


Profession: D/W (for Wild blow, otherwise no secondary needed)
Name: Avatar of the Gods
Type: PvE/AB
Category: Damage
Weapons: I'm pretty sure some type of sundering/zealous scythe would be perfect, but I do fine with a customized Deathbringer.
Armor: Max Armor shoved with armor and energy adding runes/insignias.
Attributes:
Scythe: 8+1+3 (12)
Earth: 10+1 (11)
Mysticism: 12+1 (13)
Skills Set:

Chilling vicory, Eremite's Attack, Wild Blow, Faithful intervention, Heart of Holy Flame, Mystic Regeneration, Vital Boon, Any Avatar (Read the summary for a full explanation on which form to use.)
Summary: Remember to Equip an avatar that relates to what you are about to fight. Avatars work really nicely in scrimmages and AB's, as you can anticipate who you are about to fight. A monk often uses enchantments, so use Grenth to cut them down to size, and so on. Research each avatar (or just view them all at a priest of balthazar) and figure out which one is most useful. In AB's, I stick with Lyssa, and perhaps even Melandru in some cases. In PvE, it almost doesn't matter. Each will serve you well (Excepy maybe grenth) in PvE.
Now as for the build itself, try to cast Faithful intervention As you enter a new zone. I forget about this every now and then but you'll thank yourself later. Before hopping into a battle, be sure to cast another enchantment like Vital Boon. With Vb and/or Melandru, you can easily set up the requirement for having more health than your foe, and then use Chilling Victory for a huge beginning hit, and if you have Lyssa, Eremite's attack is an extremely speedy skill that could do as much damage as CV if timed right. Wild blow is simply for trashing stances. As a melee fighter, it will get really annoying really quick as you swing at those damn Bowmen with lightning reflexes, just missing for an entire 18 seconds. With WB, Cut the fight down to a few seconds, haha! Mystic Regeneration is a good Self-healing skill, but if you can't seem to be very useful at it there are more self healing things out there. (Do note Mystic regen does count Vital boon and Faithful intervention, so it's not like it's your ONLY healing.)
Sorry for the wordiness.
Notes & Concerns: 1)I'm not sure how it works in a GvG yet. And avatars seem to be having their respect dumbing down. An extremely nice alternative Elite is Ebon Dust aura, I'm sure the other 7 skills in this set would work nicely in it.
2) As you may have noticed, there is no ressurect. I have tried finding a skill to replace it with, but every single skill I have on this build I use constantly and religiously. And since I find myself ABing on this character more than PvE'ing, it really isn't too much of a problem.
Credit: Myself, since I like making my own builds and I just find other peoples seem to, uh, suck.

Starfire Crystalite

Starfire Crystalite

Ascalonian Squire

Join Date: Jul 2006

USA

[EAST]...HAIL FRISCO

Burning Dervish

(D/E)

atts:
10 fire magic
13 earth prayers (11+2)
13 scythe (11+2)
rest on mysticism

1. Conjure Flame
2. Flame Djiins Haste
3. Vow of Strength {elite}
4. Mystic Regeneration
5. Mirage Cloak
6. Vital Boon
7. Mark of Rodgort
8. Glyph of lesser energy

equiptment:
fiery scythe +enchant helps but not nessasary max armor with as much health as possible (sup vigor helps) and at least 35 energy

what you do:

before rushing into battle fire off 1,2,8,4 then cast 7 at your target and rush in. after you reach your opponent cast 3 (VoS) to do massive damage while applying burning. kill opponent and repeat.

this build can survive a 3 way attack vs almost any profession (in PvP, only place i tested it so far), its only major weakness is enchant removers, but you can recast vital boon and mystic regen very fast to stay alive.

Ty, Hope you like this build! if you have any suggestions send me a message

Archain

Pre-Searing Cadet

Join Date: Feb 2007

Chaotic Storm Wolves

N/W

Dervish/
dont have 1
PvE
pure damage dealer
just need a good max scythe
max armor w/ radiant insignias and runes of attune on every piece
Scythe mastery 12+1
Earth prayers 9
mystism 9 (not sure, around that)
Mystic sweep
faithful intervention
dust cloak
heart of holy flame
vital boon
mystic regen
avatar of lyssa{elite}
mystic vigor/rez

ok this build is pretty simple. obviously u use faithful intervention b4 u do anything. when u r near a group of enemies (not close enough wen they can c u) use avatr of lyssa. the vital boon and mystic regen (use mystic vigor too if u using it) then go and try to be in the center of a big group of enemies. use dust cloak and hear of holy flame b4 atking w/ scythe. then spam mystic sweep. spam dust cloak and heart of holy flame(faster kill) unless u want enemies to be blided and burnt. and whenever an enchant goes off u, reaply it. the reason u have all the energy is because it costs alot of energy. u can use this build w/ the regular 25 energy and lyssa will do the rest, but its alot easier when u have about 20 energy left over. and thats how u use my build, ive been using it for a while now and it really gets stuff killed. thx for reading =)
credit goes to me for the core part of the build, but a guildie gave me advice to use mystic sweep (original was chilling victory)

and thats my derv build. enjoy

flettir

Frost Gate Guardian

Join Date: May 2007

Kabal of the Righteous [Seed]

Mo/

Dervish/Any
PvE

Attributes:
12+1+1 Mysticism
12+1 Scythe Mastery

Skills:
Victorious Sweep
Chilling Victory
Mystic Sweep
Heart of Fury
Aura of Holy Might
Mystic Vigor
Avatar of Dwayna
Faithful Intervention

Equipment:
Full radiant armor, zealous 15% while enchanted scythe of enchanting

Usage: pretty straight-forward. Faithful when you get into a map, just keep it up if it ever gets triggered; it helps with anti-spikes or similar, and acts as an enchantment for mystic sweep and mystic vigor. Cast AoD and mystic vigor right before running into combat, once engaged cast AoHM and Heart of Fury, and start hacking away. Cycle through your attack skills almost at random if you want; Mystic Sweep is best used right after another attack skill for a mini spike. Maintain the enchantments.

Overall...simple to use, but brutally effective build, gotta love the triple digits flying everywhere.

Ammo

Academy Page

Join Date: Apr 2007

Fully Loaded Fishys [AMMO]

Rt/

This is an extremely simple and destructive build to use in any situation. It only uses 3 healing enchantments, but dont worry, your health will be kept above 50% throughout almost any battle. Just remember to recast vital boon (and aura of thorns) after using twin moon sweep!

name: Impurity of the Reaper
type: Damage
Prof: D/any

attr:

Scythe Mastery: 16
Earth: 12
Myst: 8


[skill]Faithful Intervention[/skill][skill]mystic regeneration[/skill][skill]vital boon[/skill][skill]aura of thorns[/skill][skill]twin moon sweep[/skill][skill]reap impurities[/skill][skill]reaper's sweep[/skill][skill]chilling victory[/skill]

Code:

OgCjkyrKLOIX2r496+cdun7BMA

chaelord

Ascalonian Squire

Join Date: Jul 2007

Me/

Profession: D/W
'Ebon Duster' (PvP)
Type: damage and support

scythe mastery: 15 (12+1+2)
earth prayers: 13 (12+1) <to get +4 health regen from mystic regeneration>
mysticism: 3


1. crippling sweep / wild blow -cripple / stance remover
2. mystic sweep / eremite's attack -quick attack and recharge
3. victorious sweep -quick recharge and health gain
4. mystic regeneration -health regenerater
5. vital boon / conviction -extra HP for 3 and heal at the end / armor
6. (E) ebon dust aura -BEST blinder ever
7. faithful intervention -a permanent enchantment
8. res signet -must have

It is easy to use this build. Spam ebon dust aura and use 2,3 (or wild blow if you chose it) against melee foes, rendering them useless from blindness. Make sure you constantly do this and renew ebon dust aura before it ends. Obviously cast faithful before gate opens. Cast vital boon then ebon dust aura before attacking. Cripple runners with 1 and beat the hell out of them.

I'm sure that many ppl thought of this build before me but still, it's my favourite.

Shadowmere

Shadowmere

Wilds Pathfinder

Join Date: Jan 2007

The Grim Squeakers [REAP]

N/

Profession: Dervish/Elementalist
Name: AoE Immobilizer
Type: Support/Condition/Tanking [PvE]

Attributes:
Mysticism: 12 (10+1+1)
Earth Prayers: 8
Scythe Mastery: 8 (7+1)
Earth Magic: 10

Skills:
Crippling Sweep
Ward Against Foes
Aura of Thorns
[OPTIONAL]
Eternal Aura
Mystic Regeneration
Avatar of Balthazar
Ressurection Signet

Equipment:
Radiant or Windwalker Armor
Crippling or Zealous Scythe (depends on armor used as well as optional skill used)

Usage:
This dervish works closely with a heavy AoE nuker, using various enemy slowing methods to keep enemies inside AoE damage longer in general PvE. Idealy you first activate Avatar of Balthazar then Mystic Regen, pick a target, (a soft caster at the center of a group is perfect) call the target for the Nuker to lock onto. You then charge at the target, upon engaging the target activate either Aura of Thorns or Ward Against Foes. With the group of enemies slowed the Nuker applies heavy AoE. Stay in the group of enemies and begin activating additional damage skills, Eternal Aura, Sliver Armor, etc. while maintaining Mystic Regeneration, and some form of speed reduction (Crippling Sweep, Ward Against Foes, Aura of Thorns). Once the large clumps are dealt with run down and cripple any stragglers.

Nivby

Pre-Searing Cadet

Join Date: Nov 2007

D/W

Quote:
Originally Posted by lord_shar
Name: Mystic Reaper
Purpose: General PvE Enchantment tanking
Profession: Dervish Warrior
Category: Enchantment tank
Attributes:
Earth Prayers - 13 (12 + 1)
Scythe Mastery - 12 (10 + 1 + 1)
Mysticism - 9 (8 + 1)

Skills Used:
1 - Wild Blow (general purpose stance remover)
2 - Conviction (+4 regen or +24 armor if enchanted)
3 - Mystic Sweep (fast scythe strike) or Victorious Sweep (life gainer)
4 - Reaper's Sweep {E} (deepwound + damage dealer) or Wounding Strike {E} (unconditional deep wound)
5 - Mystic Regeneration (4 regen per enchantment)
6 - Vital Boon (lots of life)
7 - Signet of Pious Light or Res-Sig
8 - Faithful Intervention

Weapons/Gear: Any +15>50 or +15 w/ enchanted scythe of enchantment +20%, Windwalker insignia on chest + legs, radiant insignias elsewhere.

Routine: This dervish/warrior set up is primary designed to absorb lots of punishment while still being able to deal out some respectable damage. Before any combat encounter, cast all 3 enchantments and activate Conviction. The dervish then enjoys constant +10 regen (+12 vs. degen), ~647 life (with a +102 FI-health buffer for 749 total life), and 109 armor. This is usually enough tank even L28 elementalist bosses while your heroes/henchies do their job. It's quite nice for soloing bosses once his helpers have been cleared.

The build is pretty straight-forward to use -- just renew your enchantments and conviction stance whenever they expire. Try to keep Vital Boon as your last cast enchantment to combo with Pious Signet whenever posssible.

Give this build a try if you find your dervish dying a little too much.

Credits: Not sure... nothing uber-original here... D/W

Avatar of Melandru, Eternal Aura, Wearying Strike, Pious Haste, Victorious Sweep, Wild Blow, Sunspear Ressurection Signet.

14 Scythe
13 Mysticism
Rest in Earth Prayers for no real reason.

It's pretty much godmode. You could drop the ressurection skill for like, an IAS of some sort, but for PvE, it really doesn't matter. Perma +100HP, condition immunity, stance removal, spammable AoE Deep Wound, a bit of self-healing, and a speed boost. Epic +1.

Valeria

Valeria

Wilds Pathfinder

Join Date: Oct 2005

Germany

PaRe

W/

My PvE build uses mainly the following skills:
[skill]avatar of Lyssa[/skill] [skill]Radiant Scythe[/skill] [skill]"Dodge This!"[/skill] [skill]Aura of Holy Might[/skill]
[skill]Eternal Aura[/skill]

the first 4 skills can make some big damage usually up to 160-180 with one hit (only if enemy was using a skill of cause)

has no big self healing and stuff but if you like big numbers even on well armored enemys....

PS: why don't these skill tags work??

weretoad

weretoad

Lion's Arch Merchant

Join Date: Mar 2007

league of the elite

Me/

profession-dervish/ele
type-tank ele
game type-pve or pvp
stats-11 mysticism 11 fire 10 scythe mastery

Skills
heart of fury-enchantment, increases attack rate by 33%
mystic vigor-enchantment, heals you 5 hp per attack for each enchantment.
zealous renewal-enchantment, 1 energy per hit
faithful intervention-back up heal for eles and spikes
Savannah heat-fire damage that kills just about everything, warriors that get up next to you, rits, spell casters that aren't being chased, ele that cast meteor storm or any long spell.
favorite fire skill here-....
fire storm- AOE damge for pve because in pvp once you hit them with Savannah heat they might learn how to move. OR in pvp you use crippling sweep to keep anyone from running.
res signet or whatever.

This build uses mystic vigor and heart of fury to maintain both health and damage and zealous renewal to provide energy. use faithful intervention before battle. now you well off on energy and health start pounding the fire on them, and there recharging make sure to attack atleast 2 times between fire spells. reuse enchantment as needed

Arucardo_zmr

Pre-Searing Cadet

Join Date: Mar 2009

MotB

D/Mo

Proff: D / any
name: Lyssa's fury
type: Nuke
equipment Dwayna's Grace or Lyssa's Bedlam and armor rigged with Windwalker and a Vigor rune and a 2 viteas
stats: Scyte 12 + 2mastery rune + 1 mastey on head
Mystic 12 + 1 mystic rune
earth 3

Skills :

1 Radiant Scythe Scythe Attack. Deals +2 damage (maximum 5...41...50) for each point of Energy you have.
2 Victorious Sweep Melee Attack. Deals +1...25...31 damage. You gain 30...70...80 Health for each foe you hit that has less Health than you.
3 Zealous Sweep Scythe Attack. Deals +10...22...25 damage. You gain 3 Energy for each foe you hit.
4 Heart of Fury Enchantment Spell. (5...17...20 seconds.) You attack 33% faster. End effect: inflicts Burning condition (1...3...3 seconds) on nearby foes.
5 Eternal Aura Enchantment Spell. (10 seconds.) Initial effect: nearby foes take 65...100 holy damage. End effect: recharges your other Dervish skills.
6 Vital Boon Enchantment Spell. (20 seconds.) You have +40...88...100 maximum Health. End effect: Heals you for 75...175...200.
7 Watchful Intervention Enchantment Spell. (60 seconds.) Heals for 50...170...200 the next time target ally's Health drops below 25%.
8 Avatar of Lyssa Elite Form. (10...74...90 seconds.) You have +20 maximum Energy and your attacks deal +5...41...50 damage to foes activating skills. This skill is disabled for 120 seconds.


before fight starts do Faithful Intervention then Avatar of lyssa.. run into a group unleash Eternal Aura wich resets cooldown on Avatar allowing u do keep up Lyssas form permanently. use Heart of fury when its of CD and spam attack 1,2 & 3 Vital boon is handy sometimes but can be replaced by any skill basicly

Dervish Kid

Dervish Kid

Krytan Explorer

Join Date: Aug 2007

Florida

D/

Build Template
Profession: [Dervish/any]
Name: [Destroyer Dervish]
Type: [PvE/EotN?]
Category: [Damage/Support]
Weapons: [15^50, 1/-1 Zealous, 20% Enchants.]
Armor: [All Vigor with 1 attunement rune (Leg).]
Attributes" [ Scythe Mastery 8 +2 or + 3, Mystic 10+1,Earth Prayer is 8 +2]
Skills Set [OgCjkqrK7SQXDYjiwX9gsiiXsXA]
Summary: This build is very good for the norn missions/quests that involve destroyers. PS I also had Vekk as a nuker running Winter (+6 Wilderness attrib)]
Notes & Concerns: [I can do NM and HM DD very fast as well as A Gate Too Far which i can do in 15 mins.]
Credit:* [I came up with this derv build. I checked PvX if they had one similar but I didnt find anything so I guess I'm the first..]
[Skill]Victorious Sweep[/skill][skill]Chilling victory[/skill][skill]Alkar's Alchemical acid[/skill][skill]avatar of grenth[/skill][skill]eternal aura[/skill][skill]great dwarf armor[/skill][skill]vital boon[/skill][skill]mystic regeneration[/skill]

Slasher of Darkness

Lion's Arch Merchant

Join Date: Aug 2008

Lots of places~

D/

I use this one:
D/Any
Type: PvE
Category: Damage
Weapons: I usually use 1/-1 15^Enchanted and 20% enchanting
Armor: Full Windwalker Insignias, Minor Mysticism, Scythe hood and Minor Scythe Mastery
[High damage dealer;OgCikysMBgdBCd9WqKO6BAUeBA]

1.Wounding Strike {Elite}
2.Zealous Sweep
3.Victorious Sweep Still testing this, might use Mystic Sweep.
4.Asuran Scan
5.Drunken Master Also testing this, might add Heart of Fury back
6.Aura of Holy Might
7.OPTIONAL I still havent found out what to put there, usually will take Distracting Blow
8.Faithful Intervention

When entering an area, cast faithful intervention, then I guess it's obvious what to do next :P. Just before battle, AoHM (or in battle if confident of not getting interrupted). Keep up Drunken Master all the time, Asuran Scan monsters for a huge damage increase and use ur attack skills to kill em all!
Basically, this build is able to and meant to deal alot of damage, usually doing 100-200+ every hit with skills, every 1-2 of 3 autoattacks Works like a charm for me. Good luck going throught PvE like a knife throught hot butter.

dylyn

dylyn

Ascalonian Squire

Join Date: Nov 2008

western Massachusetts, USA

Oscen Ex Merito [wAw]

W/D

Anyway, here's the build I'm currently using to hunt for the elite avatar skills (have Lyssa, Melandru, and Grenth & still going after the other two). It's a pretty basic build, but it works well for me against large mobs led by the various Acolytes.

Prof: D/any
Build name: Avatar Hunter
Type: PvE
Category: Tank
Armor & Weapons: best you can afford
Attributes: Scythe Mastery and Mysticism maxed, all the spare points in Earth Prayers.

[Avatar of Lyssa] or [Avatar of Grenth] {Elite}
(I found that at 25 energy cost, I couldn't take Melandru -- after one death I couldn't use it...)
[Mystic Sweep][Eremite's Attack][Signet of Pious Light][Signet of Capture][Eternal Aura][Heart of Fury][Faithful Intervention]

Keep up Faithful Intervention. Trigger the Avatar right before you get into aggro range. When you're in the thick of the mobs, use Heart of Fury and Eternal Aura. Once their initial effects are done, strip them with Signet of Pious Light to get immediate healing and more damage. Use the two scythe attacks as much as possible.

This usually wipes out regular opponents in seconds. The Acolytes in their Avatar forms usually take a lot longer, but as long as you keep stripping and reapplying your enchantments, you can wear them down.

update -- forgot to add that once you cap the second avatar, it's one of those rare times when you can have two elites. You can use one avatar while the other's recharging. If you go through a portal to another explorable area, though, the first Avatar will disappear from the skill bar.