Profession: D/Any
Name: Mystic Enchanter
Type: PvE (possible PvP for AoE Smite team)
Category: General
Weapons: 15 while enchanted
Armor: Radiant
Attributes:
14 Sythe Mastery [10 base + 3 rune + 1 helm]
12 Earth Prayers [11 base + 1 rune]
11 Mysticism [10 base + 1 rune]
Skills Set
Vow of Strength {E} (Earth) - [Enchantment] Attacks deal 41% more damage but disables attack skills.
Heart of Fury (Mysticism) - [Enchantment] Attack 33% Faster. Sets enemies on fire when ends.
Mystic Sandstorm (Earth) - [Spell] Lose all enchantments. Deal 30 damage per enchant lost (max 130).
Faithful Intervention (Mysticism) - [Enchantment] When damage drops health below 50% gain 118 health.
Mystic Regeneration (Earth) - [Enchantment] 20 seconds of +3 health regen per enchant.
Staggering Force (Earth) - [Enchantment] Deal 68 earth damage. Deal 13 secss of weakness when ends.
Zealous Renewal (Mysticism) - [Enchantment] Deal 48 holy damage. Gain 1 energy for every hit while this enchant was in effect.
Rez Sig - Or alternatively a rez spell depending on your secondary.
Design: The build was made to take advantage of the Dervish's wonderful affinity for enchantments, yet still be able to use their scythe which happens to be the only AoE weapon in the game. The build also takes advantage of what are in my opinion the best skills a dervish can have, the skills with the prefix "Mystic" which rely on enchantments to power them.
Usage: An ideal partner for this would be a monk with Dwayna's Kiss. Even better (but harder) is an Air of Enchantment smiter (as this would reduce energy for their enchants AND your enchants) but these are harder to find.
Always Faithful Intervention when you enter a new zone. When attacking a mob run into them where they are bunched up and you can do the most effective damage. Cast your enchants in any order that suits you best, and once you are done start whacking away with your sythe. Dont forget to renew Vow Of Strength as this runs out quickly. Use Mystic Sandstorm as a finisher move in most situations, although this can be used alternatively as a energy/health recycle move (you get 3 energy when an enchantment ends, plus 11 health) and pile weakness and burning onto the enemy.
In my opinion this is a fun general purpose build design which balances a bit of healing and some decent damage. Feedback would be appreciated. I would also like to know if this would be a good energy efficient alternative to the Bunny Thumpers used in an AoE smite build.
Mystic Enchanter
Michel Longshorts
Sidra
In my experience, VoS hasn't been too good of a substitution for scythe attacks. The damage is too dependable on base damage, and sometimes, against certain enemies, that can be very low. Otherwise, it looks pretty good >.>
grogxz
with 2 Major Runes you can distribute the points like this and loose 70health instead of 75.
SM: 11+2+1=14
M:10+1=11
E:10+2=12
I would prefer Mysticism at 12 because at that level you get 4 energy back.
SM: 11+2+1=14
M:10+1=11
E:10+2=12
I would prefer Mysticism at 12 because at that level you get 4 energy back.
sinican
the Build IMo would work better with the following attributes
9+1 Scyth
10+2 Earth
11+3+1 Myst
more health and energy regain from enchants being removed... longer burning, longer weaken, more dmg from mysticism spells
switch your secondary to Paragon and use Signet of Return instead of basic Res Sig since you arent dependant on another prof this is a good way to go
if you were going for more scyth attacks i could justify the higher scyth mastery... but since your depending on passive attacks as being your damage factor with your weapon... try to get some more dmg out of your AoE efects and get some more energy management by buffing mysticism... remove your enchants to maintain heal and energy spikes with mystic sandstorm and of corse to apply all your conditions
there are a lot of viable builds with the derve... but imo i still feel the better of them are the derves who utilize their aility to prematurely end their own enchantments to recieve the secondary effects...
in short i think youd do better just altering your attributes
9+1 Scyth
10+2 Earth
11+3+1 Myst
more health and energy regain from enchants being removed... longer burning, longer weaken, more dmg from mysticism spells
switch your secondary to Paragon and use Signet of Return instead of basic Res Sig since you arent dependant on another prof this is a good way to go
if you were going for more scyth attacks i could justify the higher scyth mastery... but since your depending on passive attacks as being your damage factor with your weapon... try to get some more dmg out of your AoE efects and get some more energy management by buffing mysticism... remove your enchants to maintain heal and energy spikes with mystic sandstorm and of corse to apply all your conditions
there are a lot of viable builds with the derve... but imo i still feel the better of them are the derves who utilize their aility to prematurely end their own enchantments to recieve the secondary effects...
in short i think youd do better just altering your attributes