What's a Good Dervish Secondary???
Xeones The Great
PvE
and also PvP
and also PvP
sinican
Elementalist for Farming (Sliver, Armor, AoE)
War/Par for tanking (shield usage, weapons that work with syth mastery skills)
otherwise the Derv can be setup fine as a pure profession...
War/Par for tanking (shield usage, weapons that work with syth mastery skills)
otherwise the Derv can be setup fine as a pure profession...
Stormcloud
Necro....Plague Touch FTW
Dzus
The one you enjoy the most.
Considering that you're Elonian and can change your profession "Out of the box" you can afford to play with professions/builds as much as you want.
If you want my recommendations? D/Me if you have Prophecies for Physical Resistance/Elemental Resistance. It's quite nice to be able to have a 'Constant' Avatar of Balthazar for whichever school of damage you're taking it from. Distortion also is a fairly decent skill when you're in the thick of some melee rump-romping.
D/W is another good one for general-purpose durability/damage. Not only can you equip a 16 armor shield for those tanking Dervishes, but you can also utilize the defensive stances from tactics as well. Avatar of Melandru + Thrill of Victory + Victorious Sweep ftw! =P
Being a relitively new class, there are plenty of combinations for you to try. I simply hope that D/Mo isn't going to be as common as a W/Mo.
Considering that you're Elonian and can change your profession "Out of the box" you can afford to play with professions/builds as much as you want.
If you want my recommendations? D/Me if you have Prophecies for Physical Resistance/Elemental Resistance. It's quite nice to be able to have a 'Constant' Avatar of Balthazar for whichever school of damage you're taking it from. Distortion also is a fairly decent skill when you're in the thick of some melee rump-romping.
D/W is another good one for general-purpose durability/damage. Not only can you equip a 16 armor shield for those tanking Dervishes, but you can also utilize the defensive stances from tactics as well. Avatar of Melandru + Thrill of Victory + Victorious Sweep ftw! =P
Being a relitively new class, there are plenty of combinations for you to try. I simply hope that D/Mo isn't going to be as common as a W/Mo.
Xeones The Great
dervish/ warrior is what i think im gonna run
wat attributes do i raise?
wat attributes do i raise?
Utaku
Mesmer for Channeling.
An enchantment that rewards casting spells (enchantments are spells) close to ennemies, with little attribute investement.
An enchantment that rewards casting spells (enchantments are spells) close to ennemies, with little attribute investement.
Tingi
edit:
sry just testing something ^^
sry just testing something ^^
Cambeul
The only skill I use from the Warrior line atm is Wild Blow and that is to knock those annoying Rangers out of Whirling Defence. It requires no Attributes, causes a Critical, cannot be Blocked or Evaded ching ching.
Painbringer
I use Ranger as a secondary – Only reason is a spirit called Sybiosis (Average around 900 to 1100 health while the spirit is up)
Xeones The Great
can i be a d/r with wild blow?
jus wanna know?
also, channeling is just not good to take up a secondary profession.
and about plague touch, are there any dervish skills that cause conditions to the user? if not that skill - bad
is dervish enchantment-heavy?
jus wanna know?
also, channeling is just not good to take up a secondary profession.
and about plague touch, are there any dervish skills that cause conditions to the user? if not that skill - bad
is dervish enchantment-heavy?
Dzus
Quote:
Originally Posted by Xeones The Great
can i be a d/r with wild blow?
jus wanna know?
also, channeling is just not good to take up a secondary profession.
and about plague touch, are there any dervish skills that cause conditions to the user? if not that skill - bad
is dervish enchantment-heavy? 1. No.
2. Now you do.
3. Considering the fact that your primary would have a spell very close to it, it can go either way.
4. None that I know of, but Plague touching conditions back over to their caster/teammates is always fun.
5. Yes, and no. As of now, almost every dervish build is incredibly enchantment-heavy, but you quite possibly could generate a build that isn't. I'll put it to you this way: They didn't give us Forsaken Insignias to rot in the trader.
jus wanna know?
also, channeling is just not good to take up a secondary profession.
and about plague touch, are there any dervish skills that cause conditions to the user? if not that skill - bad
is dervish enchantment-heavy? 1. No.
2. Now you do.
3. Considering the fact that your primary would have a spell very close to it, it can go either way.
4. None that I know of, but Plague touching conditions back over to their caster/teammates is always fun.
5. Yes, and no. As of now, almost every dervish build is incredibly enchantment-heavy, but you quite possibly could generate a build that isn't. I'll put it to you this way: They didn't give us Forsaken Insignias to rot in the trader.
strcpy
If you ran one that wasn't enchant heavy I do not think you would be dealing with dervish skills outside of Scythe Mastery much. Even several of them require enchants to work properly.
Wind prayers has Test of Faith and Harrier's Haste. Mysticism has Pious Haste and Imbue Health. Earth prayers has Conviction. Other than that all the skills are either enchantments or need one to to work (at least from their skill description on GuildWiki).
Of course, you could rely heavily on a secondary, but you also loose your mysticism bonus and you are usually hurt by not having runes. But, especially in PvE, you can get almost anything to work. I'm sure there could be a stance heavy build that would work, though I bet that an enchant heavy build would work better.
The forsaken insignia works well if you are getting swamped by enchant strippers or if there are enough e-denials, there are area's of the game I would find them quite useful. It wouldn't terribly surprise me to find they have their place in PvP also. Sorta like the +20<50% mods for weapons - not the most universally useful thing in the game but it does have its place.
Wind prayers has Test of Faith and Harrier's Haste. Mysticism has Pious Haste and Imbue Health. Earth prayers has Conviction. Other than that all the skills are either enchantments or need one to to work (at least from their skill description on GuildWiki).
Of course, you could rely heavily on a secondary, but you also loose your mysticism bonus and you are usually hurt by not having runes. But, especially in PvE, you can get almost anything to work. I'm sure there could be a stance heavy build that would work, though I bet that an enchant heavy build would work better.
The forsaken insignia works well if you are getting swamped by enchant strippers or if there are enough e-denials, there are area's of the game I would find them quite useful. It wouldn't terribly surprise me to find they have their place in PvP also. Sorta like the +20<50% mods for weapons - not the most universally useful thing in the game but it does have its place.