Hi, here's another fun build for the Dervish/Assassin (PvE or PvP):
Mysticism: 11+1+3 (necessary for energy management)
Earth Prayers: 10+2
Wind Prayers: 10+2
Skills:
Aura of Thorns (snare enchant)
Aura of Displacement {E} (Sin teleporting enchant)
Mirage Cloak (defensive and spike damage enchant)
Mystic Sandstorm (spike damage)
Mystic Twister (spike damage)
Faithful Intervention
free slot
Res Sig
Sideboard:
Dust Cloak (damage)
Staggering Force (damage)
Balthazar's Rage (damage)
Heart of Holy Flame (damage - I like this one)
Zealous Renewal (damage)
Grenth's Fingers (damage)
Test of Faith (damage)
Deadly Paradox (shorten recharge for Aura of Displacement)
Conviction (armor/heal)
Gear: set that gives you +7 energy, max Insightful staff and 15/-1 wand/offhand
Here's how it works.
First, cast Faith Intervention, wait for recharge, cast Mirage Cloak, and cast AoD to teleport to enemy/enemies, and cast AoT to cripple enemies around you. Now you have 4 enchants on you, which is what this build depends on - as many enchants as possible. Now cast one of the damage spells in the sideboard for extra damage if you'd like (and have the energy), then cast Mystic Twister to deal 106 damage to up to 4-5 enemies around you (since you have 4-5 enchants on you), and then immediately cast Mystic Sandstorm to lose all enchants on you and deal up to 130 damage to enemies around you. Note that in addition to keeping you protected, Mirage Cloak also deals 63 damage when it ends, so even without anything from the sideboard, you're spiking at least 106 + 130 + 63 = 299 damage in 2.25 seconds!!! After that, AoD will teleport safely you outside the agro range to your original location. Have a couple of Dervishes do this, and say hello to Dervish Spike!
The only issue is energy management, but with 15 in Mysticism, you get 20 energy back (4 enchants). Use 15/-1 wand/offhand if you're low on energy and switch back to staff to regen.
As always, comments/suggestions are always welcome!
P.S. Let's hope ANet doesn't nerf this >.<
The Flying Dervish Bomb Build (Dervish Spike)
milias
Guild Terror
if you maxed earth(sup rune) and mist(minor) when you use mysitic sandstorm you do 209 dmg(i think), with 3 dervishs your doing 627 dmg in one skill(so there no time for an infuse in between), so a 4 dervish and 2 monk team, even if a dervish dies, you can still spike... and with aoe dmg...
(13 myst is enough for energy)
(13 myst is enough for energy)
Saider maul
there are 2 problems with this, PBAoE can be avoided and no e mangment.
I'd go D/W.
I do a similar build and the hp and energy managment is awsome.
But Dspike is powerful. not unstoppable but they do great condition pressure and sandstorm caps at 130 with an average of 180 priming the enchantments to strip.
I'd go D/W.
I do a similar build and the hp and energy managment is awsome.
But Dspike is powerful. not unstoppable but they do great condition pressure and sandstorm caps at 130 with an average of 180 priming the enchantments to strip.
Guild Terror
Quote:
Originally Posted by Saider maul
there are 2 problems with this, PBAoE can be avoided and no e mangment.
I'd go D/W.
I do a similar build and the hp and energy managment is awsome.
But Dspike is powerful. not unstoppable but they do great condition pressure and sandstorm caps at 130 with an average of 180 priming the enchantments to strip. ermm... e-mangment comes from myst
103 maybe the cap, but 69 dmg from Mirage Cloak brgs it to 209
I'd go D/W.
I do a similar build and the hp and energy managment is awsome.
But Dspike is powerful. not unstoppable but they do great condition pressure and sandstorm caps at 130 with an average of 180 priming the enchantments to strip. ermm... e-mangment comes from myst
103 maybe the cap, but 69 dmg from Mirage Cloak brgs it to 209
Saider maul
5 sec of blind. ewwww. I like staggering force better. dmg on demand + its 14 sec of weakness and better dmg.
The writer already said it has e managment problems.
The writer already said it has e managment problems.
Silk Weaver
Aftercast!
Skuld
Why AoD over Shadow Prison? Sloves the snare problem ^.^
ogami_ito
^ I think because AoD is an Enchant, when it ends, your out. while Shadow Prison is a hex.
Saider maul
yeah aod it prime for Msandstorm and 5 more energy at the end.
I tried it. teleport in nice but e managment does sting. i'd rather tank my way thru and use D/W. water ele are nice back up.
I tried it. teleport in nice but e managment does sting. i'd rather tank my way thru and use D/W. water ele are nice back up.
kirch1jt
Running a mystic sandstorm spike is fun butwhen playing it, it always seems that energy is what slows me down. I havent seen/played a better way to e manage then the D/W. That build keeps me in the action the longest, longer duration in the action usually means more killing by me, lol.
Guild Terror
Quote:
Originally Posted by Saider maul
5 sec of blind. ewwww. I like staggering force better. dmg on demand + its 14 sec of weakness and better dmg.
The writer already said it has e managment problems. you dont want the dmg on cast tho, you want the dmg when you use snadstorm
The writer already said it has e managment problems. you dont want the dmg on cast tho, you want the dmg when you use snadstorm