Amazing Dervish... D/W
sinican
Pure enchants no need for attack skills
2 Varients of this... both use either Rajazans Ferver or Totem Axe... Take Hassin's shell(no req, 10AL Shield) or a nice max Q9 Tactics shiled with mods
Full set of Windwalkers, Vigor, Major Earth, Sup Mysticism
Attributes
With Shell Shield...
Swords/Axe 10
Earth Prayers 10+2
Mysticism 11+3+1
(95AL Total with 3 enchants up)
With Q9 shield...
Swords/Axe 4
Earth Prayers 10+2
Mysticism 11+3+1
(101AL Total with 3 Enchants up)
Skills
Mystic Sandstorm 10/.75/8 Spell. Lose all Enchantments. For each Enchantment removed in this way, all nearby foes are struck for 10...30 earth damage (maximum 130 damage).
Staggering Force 10/.75/12 Enchantment Spell. All adjacent foes are struck for 20...68 earth damage. For 30 seconds, your attacks deal earth damage. When this Enchantment ends, all adjacent foes are Weakened for 5...13 seconds.
Dust Cloak 10/.75/15 Enchantment Spell. All adjacent foes are struck for 20...68 earth damage. For 30 seconds, your attacks deal earth damage. When this Enchantment ends, all adjacent foes are Blinded for 1...4 seconds.
Vital Boon 5/1/8 Enchantment Spell. For 20 seconds, you have +40...88 maximum Health. When this Enchantment ends, you are healed for 75...175 Health.
Heart of Holy Flame 10/.75/15 Enchantment Spell. All adjacent foes take 15...51 holy damage. For 30 seconds, your attacks deal holy damage. When this Enchantment ends, all adjacent foes are set on fire for 1...3 seconds.
Mystic Regeneration 10/.25/5 Enchantment Spell. For 20 seconds, you have +1...3 Health regeneration for each Enchantment on you.
Signet of Pious Light 0/1/20 Signet. Lose 1 Enchantment. Target ally is healed for 30...102 Health. If an Enchantment was removed in this way, this Signet recharges immediately.
Aura of Thorns 5/.75/12 Enchantment Spell. All nearby foes are Crippled for 4...9 seconds. For 30 seconds, this Enchantment does nothing. When this Enchantment ends, all nearby foes begin Bleeding for 5...13 seconds.
Yes i Know their isnt a res you can drop an enchant its your choice
Use
Prep each fight with Mystic Regen and Vital boon pick a target (its ok u can take any of them) space attack get in melee range... stack ur enchants till ur out of energy use ur sig one time then hit mystic sandstorm
rinse and repeat... when you start to understand the skills better youll find a few tricks... on better spiking...
sometimes it may be your benefit to prep with boon and regen go in for melee and use for thorns first to cripple ur target so it cant run... or prep and go in throw of dust cloak then imetiately remove it with your sig to blind then follow through with your enchant stacking... another single remove then sandstorm...
what this build comes out to is this... your a dervish running around with 95-101AL with a possible +18hp regen(yea it caps at 10 but you'll enjoy having a +10 regen through poison/bleed or phantasm etc)... youll have a nice spike of 100+ dmg spike to everything around you setting them on fire. crippling them, blinding them, and causing them to bleed... meanwhile your energy continues to be sustained through the powers of mysicism and 3 of your enchant have a primary dmg spike before hand
this build is very hard to kill... it is a favorite in parties because it tanks better than your typical warrior, spikes hella nice and is almost completely independant of a healer(cept the usualy messies and enchant strippers, though 99% of them are no prob to tank through) and it works great for PvP... did some test in RA and TA (yea i know its not a complete pvp test)... lets put it this way... 9/10 of the battles i was always the last one standing... 2 of them i solod all 4 players after my team got tore up 1 of them it took a ranger with a pet, some screwy necro with a flesh golem and 2 wars to take me down... 1 of the 10... i hit some nasty messy who stripped all my enchants reduce my energy regen to 2 pips and well i took a dirt nap after getting a smack down from a thumper..
Questions, Comments... I know there has to be some...
2 Varients of this... both use either Rajazans Ferver or Totem Axe... Take Hassin's shell(no req, 10AL Shield) or a nice max Q9 Tactics shiled with mods
Full set of Windwalkers, Vigor, Major Earth, Sup Mysticism
Attributes
With Shell Shield...
Swords/Axe 10
Earth Prayers 10+2
Mysticism 11+3+1
(95AL Total with 3 enchants up)
With Q9 shield...
Swords/Axe 4
Earth Prayers 10+2
Mysticism 11+3+1
(101AL Total with 3 Enchants up)
Skills
Mystic Sandstorm 10/.75/8 Spell. Lose all Enchantments. For each Enchantment removed in this way, all nearby foes are struck for 10...30 earth damage (maximum 130 damage).
Staggering Force 10/.75/12 Enchantment Spell. All adjacent foes are struck for 20...68 earth damage. For 30 seconds, your attacks deal earth damage. When this Enchantment ends, all adjacent foes are Weakened for 5...13 seconds.
Dust Cloak 10/.75/15 Enchantment Spell. All adjacent foes are struck for 20...68 earth damage. For 30 seconds, your attacks deal earth damage. When this Enchantment ends, all adjacent foes are Blinded for 1...4 seconds.
Vital Boon 5/1/8 Enchantment Spell. For 20 seconds, you have +40...88 maximum Health. When this Enchantment ends, you are healed for 75...175 Health.
Heart of Holy Flame 10/.75/15 Enchantment Spell. All adjacent foes take 15...51 holy damage. For 30 seconds, your attacks deal holy damage. When this Enchantment ends, all adjacent foes are set on fire for 1...3 seconds.
Mystic Regeneration 10/.25/5 Enchantment Spell. For 20 seconds, you have +1...3 Health regeneration for each Enchantment on you.
Signet of Pious Light 0/1/20 Signet. Lose 1 Enchantment. Target ally is healed for 30...102 Health. If an Enchantment was removed in this way, this Signet recharges immediately.
Aura of Thorns 5/.75/12 Enchantment Spell. All nearby foes are Crippled for 4...9 seconds. For 30 seconds, this Enchantment does nothing. When this Enchantment ends, all nearby foes begin Bleeding for 5...13 seconds.
Yes i Know their isnt a res you can drop an enchant its your choice
Use
Prep each fight with Mystic Regen and Vital boon pick a target (its ok u can take any of them) space attack get in melee range... stack ur enchants till ur out of energy use ur sig one time then hit mystic sandstorm
rinse and repeat... when you start to understand the skills better youll find a few tricks... on better spiking...
sometimes it may be your benefit to prep with boon and regen go in for melee and use for thorns first to cripple ur target so it cant run... or prep and go in throw of dust cloak then imetiately remove it with your sig to blind then follow through with your enchant stacking... another single remove then sandstorm...
what this build comes out to is this... your a dervish running around with 95-101AL with a possible +18hp regen(yea it caps at 10 but you'll enjoy having a +10 regen through poison/bleed or phantasm etc)... youll have a nice spike of 100+ dmg spike to everything around you setting them on fire. crippling them, blinding them, and causing them to bleed... meanwhile your energy continues to be sustained through the powers of mysicism and 3 of your enchant have a primary dmg spike before hand
this build is very hard to kill... it is a favorite in parties because it tanks better than your typical warrior, spikes hella nice and is almost completely independant of a healer(cept the usualy messies and enchant strippers, though 99% of them are no prob to tank through) and it works great for PvP... did some test in RA and TA (yea i know its not a complete pvp test)... lets put it this way... 9/10 of the battles i was always the last one standing... 2 of them i solod all 4 players after my team got tore up 1 of them it took a ranger with a pet, some screwy necro with a flesh golem and 2 wars to take me down... 1 of the 10... i hit some nasty messy who stripped all my enchants reduce my energy regen to 2 pips and well i took a dirt nap after getting a smack down from a thumper..
Questions, Comments... I know there has to be some...
sinican
hrmm no comments...
more variants of this build seem to be blooming though... thats for sure...
in case it isn't completely clear... the build has an extremely high survival rate and excelent dmg out put... less spike dmg but med-high spike with condition effects and a continuous stream of it... the build doesnt have energy problems... does not rely on making a hit with your weapon and regens through some really nasty dmg...
any spike sustained is easily countered through using sandstorm to dish off all enchants for the +15hp each the offer plus the release of Vital boon giving well over a 200hp heal in all.. through use you will find it extremely easy to maintain enchants and always stack your vital boon for easy remove for any unexpected spikes...
i was hopeing for some feedback becaues i can't possibly think of all the concerns other may have and its easier just to answer them...
heck even a "nice build" or "works great" is fine... heh... don't need pats on the back but at least im getting a form of feedback... I like seeing that it has helped a few players new to the dervish line or just haven't quite figured out the strengths of the derv yet...
good luck
more variants of this build seem to be blooming though... thats for sure...
in case it isn't completely clear... the build has an extremely high survival rate and excelent dmg out put... less spike dmg but med-high spike with condition effects and a continuous stream of it... the build doesnt have energy problems... does not rely on making a hit with your weapon and regens through some really nasty dmg...
any spike sustained is easily countered through using sandstorm to dish off all enchants for the +15hp each the offer plus the release of Vital boon giving well over a 200hp heal in all.. through use you will find it extremely easy to maintain enchants and always stack your vital boon for easy remove for any unexpected spikes...
i was hopeing for some feedback becaues i can't possibly think of all the concerns other may have and its easier just to answer them...
heck even a "nice build" or "works great" is fine... heh... don't need pats on the back but at least im getting a form of feedback... I like seeing that it has helped a few players new to the dervish line or just haven't quite figured out the strengths of the derv yet...
good luck
Icepic
I recently started working on a Dervish and am starting to really enjoy the class. I don't yet have all the skills for this build, but it looks rather entertaining. I will give it a go when I get the chance. Thanks for sharing.
sinican
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Originally Posted by Icepic
I recently started working on a Dervish and am starting to really enjoy the class. I don't yet have all the skills for this build, but it looks rather entertaining. I will give it a go when I get the chance. Thanks for sharing.
early on you can use the varient i started out on this which was...
Blessed insignias on armor
normal scyth with min req in syth mastery
max mysticism
rest Earth prayers
(keep ur mysticism at increments of 3 and dumping the rest into earth untill u get sup myst rune and major earth rune in which case youll have 10scyth 12earth 15myst
pious assult
twin moon
Heart of holy flame
sealous renewal
vital boon
sig of pious light
arau of thorns
others to swap out as they become available
heart of furry
dust cloak
staggering force
as has been discovered... u can use a 1 handed melee weapon and shield with the two attack skills i listed as well.. but mostly not needed because with the above build you want the extra dmg from ur syth
the build works essentially the same... except instead of stacking all ur enchants your going to prep with vital boon only at first then go in hit an encahnt use and attack (the attacks above will remove an enchant twin moon will attack twice and heal you and pious assault will instant recharge) keep adding an enchant and removing them with attacks till low on energy then use your sig to dump them all
recast vital boon and start over...
Blessed insignias on armor
normal scyth with min req in syth mastery
max mysticism
rest Earth prayers
(keep ur mysticism at increments of 3 and dumping the rest into earth untill u get sup myst rune and major earth rune in which case youll have 10scyth 12earth 15myst
pious assult
twin moon
Heart of holy flame
sealous renewal
vital boon
sig of pious light
arau of thorns
others to swap out as they become available
heart of furry
dust cloak
staggering force
as has been discovered... u can use a 1 handed melee weapon and shield with the two attack skills i listed as well.. but mostly not needed because with the above build you want the extra dmg from ur syth
the build works essentially the same... except instead of stacking all ur enchants your going to prep with vital boon only at first then go in hit an encahnt use and attack (the attacks above will remove an enchant twin moon will attack twice and heal you and pious assault will instant recharge) keep adding an enchant and removing them with attacks till low on energy then use your sig to dump them all
recast vital boon and start over...
Kijik Oni Hanryuu
you can still get your skills by PvPing a little bit then unlock the skills you need with balth faction then buy em at any Elonian skill trainer... And sin I hope that by saying "variants of this build" isn't inferring that you are the one that first created a build using Mystic Regeneration as it's backbone,anyway.... seems like a nice build GJ...
sinican
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Originally Posted by Kijik Oni Hanryuu
And sin I hope that by saying "variants of this build" isn't inferring that you are the one that first created a build using Mystic Regeneration as it's backbone,anyway.... seems like a nice build GJ...
nope not at all.. Anet created the skill the game and all the equipment... I just borrow what they created...
Backbone of the build I use, I Consider to be Mystic Regen along with that the build uses absolutely no attacks for its dmg defence and overall capability... when i say varients im more refering to the types of enchants that can be used with the build...
Varient I was refering to in my most recent post is refering to a varient of the dervish in general...
I claim absolutely no credit for the builds I use... simply happy with giving anyone something to work with...
Backbone of the build I use, I Consider to be Mystic Regen along with that the build uses absolutely no attacks for its dmg defence and overall capability... when i say varients im more refering to the types of enchants that can be used with the build...
Varient I was refering to in my most recent post is refering to a varient of the dervish in general...
I claim absolutely no credit for the builds I use... simply happy with giving anyone something to work with...
Icepic
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you can still get your skills by PvPing a little bit then unlock the skills you need with balth faction then buy em at any Elonian skill trainer
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LOL I think she made herself rather clear
max mysticism rest Earth prayers (keep ur mysticism at increments of 3 and dumping the rest into earth untill u get sup myst rune and major earth rune in which case youll have 10scyth 12earth 15myst pious assult twin moon Heart of holy flame sealous renewal vital boon sig of pious light arau of thorns I'm currently using several of these skills, but not quite in the manner that you suggested. I'll adjust my build and my tactics a bit. I have been keeping Mysticism high, but I didn't pay too much attention to the break points. Thanks for the heads up. sinican
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Originally Posted by Icepic
I'm currently using several of these skills, but not quite in the manner that you suggested. I'll adjust my build and my tactics a bit. I have been keeping Mysticism high, but I didn't pay too much attention to the break points. Thanks for the heads up.
you can make any alterations to skills and how you use the build..
be aware though that the function of the build is not related to melee attacks at all.. both pious assault and twin move are merely utilized to there fullest because they remove the enchants you want to set off... the enchants that i use in the builds have primary and secondary effects.. except mystic regeneration which speaks for itself in its usefullness with a high enchant build... ultimately the function of the build comes from setting up ur enchants to apply the primary effects directly to yourself or for AoE at everything around you... the attacks and the sig are meant to prematurely end those enchants forcing their secondary effects to go off.. such as burning grom HoHF, bleeding from thorns, weaken from staggering force, etc... and that use of it is what keeps you alive and doing constant damage... mysticism heals and regens ur energy everytime an enchant ends... Vital boon give you a max health boost and then when it ends gives a nice heal in conjunction and timeing with twin moon or sig of pious light you are healing yourself through a lot of dmg... I do see way to many dervs out there just trying to get off as much damage as they can and the skills they use don't even mix together well (that feeling you get when u just feel your build is missing something) with both builds i listed above... you get 4 effects from every enchant you use... primary secondary health and energy... it works fluidly and is hard to break... doesnt have energy management issues and isnt dependant on conditional environment... its definately your choice how you play... just keep that in mind good luck Eon Colombia
looks like a great build, im level 14 and got all the skills i needed thru pvp and such, but cant find a good spot to test it out... any ideas?
Eon Colombia
and one more question...are the totem axe and shell shield absolutely necessary and if so where can i get them and how much do they go for?
sinican
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Originally Posted by Eon Colombia
and one more question...are the totem axe and shell shield absolutely necessary and if so where can i get them and how much do they go for?
they shell is need if you want to go for passive weapon dmg and not have to put points into tact or motivation to meet reqs for other shields...
the shell is easy to get.. it is outside the Sunspear Hall to the South... http://gw.gamewikis.org/wiki/Hassin%27s_Shell easily farmable with the build using the Syth Version (since you dont have the shield yet)... think ill go farm some for that mater as this build seems to be getting some popularity those shields may be worth a few gold... Totem Axe is not needed... reason i use a totem axe is because i had some in storage and its easy to obtain at 4k-6k a pop... pretty much though if your not worrying about your weapon dmg u can use any 20% enchant 1hd melee weapon with +5 energy always.. (energy not needed but very helpfull) if your going fo dmg with weapon u want Q8 or Q9 weapon and go with 15% while enchanted or 15^50 if you dont need the energy... if your using the build as i posted though... your really not doing much attacking because your typically always casting I use the Totem for its mods not its dmg... put my points into tactics/motivation depending on the shield to get +16AL and the mods on a real shield... Im now hunting for one of the Paragon Sheilds and thinking of going for +45hp while enchanted -2 dmg while enchanted vs the +30hp/-5dmg 20% standard max shield PS when they going to add a spell checker... lol my typing gets horible auntie ying
Hi, I have tired this build and it is my favourite drevish build now.
For pve, I hate any dervish tank build coz warrior hero/henchman can tank properly in most of the time(oh i have to tell u that i seldom play with real player now...), so my dervish's job is to give as much as damage to the enemies. I have tried many of the dervish builds in this forum but their build cannot give very high damage. After some invesgation i found that the problem is dued to the using of sycthe : i) the damage of sycthe is low, ii) the speed of sycthe is low, iii) many enemies have high physical defense, iv) enemies can block your physical attack, v) too little enemies got hit by sycthe It make me wanna cry that the overall damage of dervish is so poor. Sinican's build is really good that it 1) give high damage, 2) give me many en to cast spells not-stoply, 3) quite easy to survice in many cases(coz the enemis got blinded) The following is the skillset I use(it is a little bit different from sinican's build) Mystic Sandstorm Staggering Force Dust Cloak Heart of Holy Flame Aura of Thorns Vital Boon Avator of Lyssa or Bal {E} Rez signet/Glyph of Lesser Energy/Ether Signet Bring Avator of Bal when u need to run or u need high defense armor, otherwise bring Avator of Lyssa. Weapon : any +10~15 en, + spell recharge(17~20%) staff May be u guys would think that this dervish is hard to survice but in fact it does not(oh..i admit that it cannot tank), I have tested it in CH2 & 3 and I think it is a really good damage dealer. Tingi
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Originally Posted by auntie ying
I have tried many of the dervish builds in this forum but their build cannot give very high damage. After some invesgation i found that the problem is dued to the using of sycthe :
i) the damage of sycthe is low, ii) the speed of sycthe is low, iii) many enemies have high physical defense, iv) enemies can block your physical attack, v) too little enemies got hit by sycthe Dude wth are you talking about? Let me spell this out to you. First of all its spelt "scythe" not "sycthe". The scythe has the HIGHEST maximum dmg of a melee weapon in the game! So don't give me "the dmg of a scythe is crap" bs. True, the speed of the scythe is slow, like the hammer, but this is only to keep the game balanced. And you can use IAS skills like Heart Of Fury which is awsome. Many enemies have high physical defence and they can block your attacks...poor argument - I guess melee characters arnt for you. And lastly - too little enemies get hit by scythe attacks?!? Dude the scythe is the ONLY weapon (not including skills) that can hit multiple targets! Earendil
Don`t get too nervous on this. He just said that scythe damage is not enough for his play style which is fine by me. Whatever he said applies to any melee weapon too. Playing a meleer requires different abilities and interests and he found more fun in playing a PBAOE damage caster (just like the OP) which is ok - dervishes were planned as that too. In PvE where mobs aggro on you it should work quite well and its a legitimate use of the skills.
Bashing other options (the melee dervish) is probably due to a lack of experience with the matter. Dervish scythers have one of the highest DPS (excluding the case when you have 5-10 mobs adjacent to you - then for sure the PBAOE damage skills are better). To the OP: It looks like a fun idea. Mystic sandstorm/Mystic twister spikes have been seen in PVP occasionalluy - I personally love them for the originality. RA is not a good test for PvP. TA is better but mainly depends on who you`re fighting. The best way to counter your damage is simply spread. and let 1 single meleer attack you while the others do ranged stuff. Good teams are those who adapt. I promise I'll test this build in TA/HA then I;ll be back /pats OP on the back milias
I posted something like this a while ago. Somehow, I think Mystic Sandstorm is going to get the nerf bat.
sinican
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Originally Posted by Tan Blademaster
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Quote: The scythe has the HIGHEST maximum dmg of a melee weapon in the game! So don't give me "the dmg of a scythe is crap" bs. shoudl should have capitalized MAXIMUM not highest... because well just because it has the highest max dmg doesn't make it the hardest hitting... your damage range on a scythe is 9-41, which gives it an average dmg of 25... compare that to a hammer which does 19-35 dmg, giving it an average damage of 27.. same attack spead... difference is that the scythe can hit up to 3 targets "adjacent" to each other... how often does this happen?? but still noteworthly.
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Most melee classes couldn't give two crayons. Look at any standard warrior build, you won't see anything like Expose Defenses on there. Why? Because you can do a smart little thing called "switching tagets". Ever heard of it?
True, the speed of the scythe is slow, like the hammer, but this is only to keep the game balanced. And you can use IAS skills like Heart Of Fury which is awsome.
agreed, HoF works with any weapon btw same with most IAS... she wasn't trashing the speed of the weapon just making valid points Quote:
The damage from a scythe will be higher than that of the hammer, because if you're running at 16 weapon attribute like a good little boy will, you'll critical enough to make up for the low base attack of the scythe. This is the same principle that is proven when you compare the damage of a sword and an axe. Sure, the axe has dismal base damage, but with a high critical rate this matters less and less. As for your "adjacent never happens" thing.. well you need to work on your positioning. It happens a lot if you know what you're doing.
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Read: HEX AND CONDITION REMOVAL - *Gasp* Which you'd be crazy not to do on a dervish - also;
Originally Posted by sinican
with the points she made in entirety she is 99% correct... "most" scythe Dervishes cannot sustain decent amount of dmg for any period of time due to energy and attack speed related reasons (activation times/aftercast/blinded/evaded/blocked/interupted/energy) it is also my opinion that the dervish character has more potential being enchantment heavy with few scythe attacks if any at all...
You cant just say well your enchanter is screwed by pin down (cripple) and not realize that so is your Scythe Derv...
they are not a warrior their attacks are all energy based and they only have a few ways to manage there small energy pool... their main attribute is based on enchantments. this should be some clue that they are intended to be more effective using the skills and the attribute in itself... Their main attribute is energy management. If you're not creative enough to use it to create attack chains, then fine. But don't post rubbish like this on the forums, please. Quote:
Take your own advice and read over what I said, again and again, until it sinks in.
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Quote: You also can't say that its easier to smash sandstorm than to link a Scythe spike and then turn around and comment how its easier to c+space as Scythe Derv than to use enchantments without seeing the condradictions you are making... I made no such claim. I said that even the PIDDLY damage of C+Space compares with your build, which is very sad. Attack skills, IAS skills, and other skills that indirectly affect damage, like hex/condition removal, will boost a good scythe build way above what you can do with a build like is posted here.
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And you can't call people stupid to actually make a valid point without realizing you made no point at all except that your the ignorant one.
Funny, I don't recall insulting anyone. But thanks for the personal attack. Quote:
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I have tried many of the dervish builds in this forum but their build cannot give very high damage. After some invesgation i found that the problem is dued to the using of sycthe : i) the damage of sycthe is low, ii) the speed of sycthe is low, iii) many enemies have high physical defense, iv) enemies can block your physical attack, v) too little enemies got hit by sycthe It make me wanna cry that the overall damage of dervish is so poor. Sinican's build is really good that it 1) give high damage, 2) give me many en to cast spells not-stoply, 3) quite easy to survice in many cases(coz the enemis got blinded) .......... I have tested it in CH2 & 3 and I think it is a really good damage dealer. These are flawed statements, and what I quoted up in my first post in this thead are also, for reasons I've discussed. Want me to post something more constructive? Fine. *Use an elite. *Drop the warrior secondary, you can still use a shield at half benefit like so many Mo/As do. *Take a skill like Aura of Displacement or Shadow Prison, this will help prevent kiting and increase your actual damage ouput. *AoD has the advantage of acting as an enchant for Mystic Sandstorm. *Fit in a res somehow. P.S. Quote:
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