Arcane Zeal Derv build

Trylo

Jungle Guide

Join Date: Jan 2006

[Here] | CKOD

E/R

ok so i was looking through the skills for a dervish, and i find this one:

Arcane Zeal [Elite] (Mysticism)
For 10 seconds, whenever you cast a Spell, you gain 1 Energy for each Enchantment on you. (Max: 1...6)
Energy:10 Cast:1 Recharge:5

so i made this little build which should be totally self energy sufficient. you also get 100AL vs physical


Arcane Dervish

Dervish/Elementalist
Level: 20

Mysticism: 12 (8+4)*
Fire Magic: 12
Water Magic: 10

(Can be at 11, but i like the 4 energy back when at 12... not necessary though!)

Arcane Zeal [Elite] (Mysticism)
For 10 seconds, whenever you cast a Spell, you gain 1 Energy for each Enchantment on you. (Max: 5)
Energy:10 Cast:1 Recharge:5

Faithful Intervention (Mysticism)
If damage drops your health below 50%, faithful intervention ends. When faithful intervention ends, you are healed for 126 health.
Energy:5 Cast:2 Recharge:20

Frigid Armor (Water Magic)
For 20 seconds, you have +30 armor against physical damage and cannot be set on fire.
Energy:5 Cast:2 Recharge:20

Fire Attunement (Fire Magic)
For 55 seconds, you are attuned to Fire. You gain 1 Energy plus 30% of the base Energy cost of the skill whenever you use Fire Magic.
Energy:10 Cast:2 Recharge:45

Burning Speed (Fire Magic)
For 5 seconds, you are set on fire and move 42% faster. When Burning Speed ends, all adjacent foes are set on fire for 8 seconds.
Energy:10 Cast:0.75 Recharge:0

Inferno (Fire Magic)
All adjacent foes are struck for 114 fire damage.
Energy:10 Cast:0.75 Recharge:10

Flame Burst (Fire Magic)
All nearby foes are struck for 99 fire damage.
Energy:15 Cast:0.75 Recharge:5

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


So this is just a basic one i made up, there is a lot of potential in the Earth Line due to all of the enchantments as well.