Way of the Scythe and Hood: Things you should know about being a dervish
Sheikh Al Stranghi
Wouldnt it be effective if you had essence bond and balthazar's spirit on you all the time? (Just a thought...?)
Earendil
I see your point Lord Helmos. A beginner will have to deal with dervish bashing from pugs so he has to be more defence oriented. My first secondary in Istan was a monk mostly to be able to put Protective spirit and RoF on me. At lower levels you cannot afford the attribute spread needed for an earth based self defence and the protection line worked well.
However, I mostly PvEd with heroes + henchies. Those will never question your build or your behavior In the end I found it fun to go into the mission with 4 monks (2 heroes and 2 henchies - obviously overkill) and only offence on my skill bar - ....that's definetely not something I would recommand for a PuG. I did storm Tyria and the Fire Islands like that though with almost no deaths and I found it pleasant to go berserk in the middle of the enemy mobs without worrying about your red bar. It's something you have to experience once when you (stupidly) aggro a bunch of about 20 level 20+ Grawl in the southern shiverpeaks and survive without a scratch - it feeds the Wammo in you .
BTW - I forgot to say it is a very nice guide. A good lecture for anyone starting a dervish.
However, I mostly PvEd with heroes + henchies. Those will never question your build or your behavior In the end I found it fun to go into the mission with 4 monks (2 heroes and 2 henchies - obviously overkill) and only offence on my skill bar - ....that's definetely not something I would recommand for a PuG. I did storm Tyria and the Fire Islands like that though with almost no deaths and I found it pleasant to go berserk in the middle of the enemy mobs without worrying about your red bar. It's something you have to experience once when you (stupidly) aggro a bunch of about 20 level 20+ Grawl in the southern shiverpeaks and survive without a scratch - it feeds the Wammo in you .
BTW - I forgot to say it is a very nice guide. A good lecture for anyone starting a dervish.
Guardian of the Light
Well Blessed and Wildwalker are both good but I perfer something different.
I actually used Sentry's (+10 while in stance) because I'll have conviction up all the time and I'll get an armor bonus even if someone disenchants me.
I actually used Sentry's (+10 while in stance) because I'll have conviction up all the time and I'll get an armor bonus even if someone disenchants me.
crucifix
Quote:
Originally Posted by furbat
I thought wow, I have never tried onslaugt + ermites + mystic. So I tried it. Bad bad bad build. Whiring + Onslaugt + ermites + mystic = 0 energy very fast. Whats the point of a faster recharge if you have to E.
Personally, i just dont see much in wind worth taking. If you need haste, take pious haste. At 12 myst its 9 seconds of runspeed with a 12 sec cool down, only 5 e. If you want IAS take heart of fury. First you get mana back at the end, its more sustainable than whirling charge, second the 20% enchant mod effects it.
Going wind means you arent taking anything from earth, also for self healing earth can be run at 8 for mystic regen. None of the healing in wind is imo very good, save for pious healing for hex renewal. You also need 12 or so in wind for selfhealing that is subpar to mystic regen at 8 earth.
Guiding hands, harriers grasp/haste, whirling charge, attackers insight, zealous vow are all cool spells. But i find that mystisim is the line to go. If the mysticism line didn't cover everything in wind save hex removal already maybe wind would be better. For a pure dervish, or D/W for wildblow, I really like 12 myst 15 scythe and 9 earth.
Lyssas is your energy management, just dont spam the hell out of attacks, or at least watch your energy pool.
Personally, i just dont see much in wind worth taking. If you need haste, take pious haste. At 12 myst its 9 seconds of runspeed with a 12 sec cool down, only 5 e. If you want IAS take heart of fury. First you get mana back at the end, its more sustainable than whirling charge, second the 20% enchant mod effects it.
Going wind means you arent taking anything from earth, also for self healing earth can be run at 8 for mystic regen. None of the healing in wind is imo very good, save for pious healing for hex renewal. You also need 12 or so in wind for selfhealing that is subpar to mystic regen at 8 earth.
Guiding hands, harriers grasp/haste, whirling charge, attackers insight, zealous vow are all cool spells. But i find that mystisim is the line to go. If the mysticism line didn't cover everything in wind save hex removal already maybe wind would be better. For a pure dervish, or D/W for wildblow, I really like 12 myst 15 scythe and 9 earth.
Lyssas is your energy management, just dont spam the hell out of attacks, or at least watch your energy pool.
Etrik
Lyssa's Assault isn't e-manegement, except very lousy one at 12+ Scythe Mastery. If you're talking about Lyssa's Haste, it's not good e-management during battle either in PvE. Mobs bunch up > you don't run.
tenchi_the_fish
Ok ive been playing with the skills on my Dervish and found this build to be pretty effective in PvP.
Zealous Renewal
Mystic Vigor
Faithful Intervention
Ebon Dust Aura
Armor of Sanctity
Mystic Sweep
Wearying Strike
Plague Touch
First: cast Faithful Intervention
As encounter the enemy cast Ebon Dust Aura and Mystic Vigor. This should keep you alive and protected from physical attks. While engaged cast Zealous Renewal and Armor of Sanctity for Energy Management and Dmg Reduction. Attk with Wearying Strike then Plague Touch and follow up with Mystic Sweep. By now your enchantments should be ending but Zealous Renewal will fix the energy Prob and repeat.
This Build works great against tanks and rangers but you will get owned by eles and mesmers. I once took on 6 tanks alone after my team got wasted and managed to stay alive until my group came back to back me up.
Zealous Renewal
Mystic Vigor
Faithful Intervention
Ebon Dust Aura
Armor of Sanctity
Mystic Sweep
Wearying Strike
Plague Touch
First: cast Faithful Intervention
As encounter the enemy cast Ebon Dust Aura and Mystic Vigor. This should keep you alive and protected from physical attks. While engaged cast Zealous Renewal and Armor of Sanctity for Energy Management and Dmg Reduction. Attk with Wearying Strike then Plague Touch and follow up with Mystic Sweep. By now your enchantments should be ending but Zealous Renewal will fix the energy Prob and repeat.
This Build works great against tanks and rangers but you will get owned by eles and mesmers. I once took on 6 tanks alone after my team got wasted and managed to stay alive until my group came back to back me up.
ogami_ito
^^^note that on the above build, you need to use a scythe with an earth-damage mod. Or sub-out of of your skills and put in an enchant to do earth damage (Staggering Force for example)
edit: also, you would probably do better with D/A and use Signet of Malice because that does not use energy and is only 1/4 second cast. Covering up DW with Weakness is a good plus for Plague touch, but i think that its too slow to cast this during a PvP fight. Also, Mystic Regeneration will heal you a lot better than Mystic Vigor
edit: also, you would probably do better with D/A and use Signet of Malice because that does not use energy and is only 1/4 second cast. Covering up DW with Weakness is a good plus for Plague touch, but i think that its too slow to cast this during a PvP fight. Also, Mystic Regeneration will heal you a lot better than Mystic Vigor
furbat
I will have to play around with wind. Not having any real self healing or defense as a front linner sounds rough though. I really like running avatar of grenth, and find that crippling sweep + pious haste + heart of furry give me everything i could want from wind. But harriers grasp + haste are sweet sweet skills. Maybe a 15 scythe, 9 myst, 12 wind? or 11 wind, 12 myst, 14 scythe build?
I will say this though, <3 Avatar of grenth + wild blow. I wouldn't be suprised if grenth gets a nerf. I think also think the real strength of the dervish is they can make use of every class as a secondary for the most part.
I will say this though, <3 Avatar of grenth + wild blow. I wouldn't be suprised if grenth gets a nerf. I think also think the real strength of the dervish is they can make use of every class as a secondary for the most part.
random.name
My main toon is my monk, and I pray that people who plays Dervish read this guide. I cant explain the utter frustration of having your whole PUG die because one person is eating all your energy. Great guide, and I hope this guide keeps the Dervish from becoming the new Sin because I believe that a Dervish has massive potential.
Etrik
Quote:
Originally Posted by furbat
I will have to play around with wind. Not having any real self healing or defense as a front linner sounds rough though. I really like running avatar of grenth, and find that crippling sweep + pious haste + heart of furry give me everything i could want from wind. But harriers grasp + haste are sweet sweet skills. Maybe a 15 scythe, 9 myst, 12 wind? or 11 wind, 12 myst, 14 scythe build?
I will say this though, <3 Avatar of grenth + wild blow. I wouldn't be suprised if grenth gets a nerf. I think also think the real strength of the dervish is they can make use of every class as a secondary for the most part. Vital Boon + Signet of Pious Light = 277 health every 8 seconds for 5 energy. How is that 'no self healing or defense'? Jesus christ.
I will say this though, <3 Avatar of grenth + wild blow. I wouldn't be suprised if grenth gets a nerf. I think also think the real strength of the dervish is they can make use of every class as a secondary for the most part. Vital Boon + Signet of Pious Light = 277 health every 8 seconds for 5 energy. How is that 'no self healing or defense'? Jesus christ.
Symbol
Neither of those skills are in wind...
Etrik
My mistake. I misread your post. I thought you were going wind because you had no self-healing/defense in earth/mysticism.
Lordhelmos
Meh, reconsidered. The guide is complete now, build with windprayers has been added and a slew of things. Hope this earns a sticky.
Xethrion
Yay! it's finished! sticky sticky
Etrik
Don't mean to kick you while you're down helmos, but you should always type lengthy replies in notepad first, then copy/paste em. And don't be disheartened. Just do it again, if you truly wish to help the community, and I get a feeling you do.
Xethrion
Minor note : The PvP speed buff skill I see most people using, is actually Harrier's Haste and not Lyssa's Haste.
Probably a combination of the factors of better damage, as well as no health loss.
Also, at 11 Wind Prayers, the proportion of time spent with speed boost versus that without is the same for both skills, namely, 9 out of 15 second recharge for Lyssa's, and 12 out of 20 seconds for Harrier's.
Probably a combination of the factors of better damage, as well as no health loss.
Also, at 11 Wind Prayers, the proportion of time spent with speed boost versus that without is the same for both skills, namely, 9 out of 15 second recharge for Lyssa's, and 12 out of 20 seconds for Harrier's.
Guardian of the Light
Well now I don't see a reason not to sticky this.
We must surpress the Dervish Noob population and turn them into decent players.
We must surpress the Dervish Noob population and turn them into decent players.
Beat_Go_Stick
This is a great guide. Been playing my Derv for a little while now but there were still elements in this which helped my think about the class differently.
I'll throw in my voice to sticky this. I haven't died since I read it Excellent work!
I'll throw in my voice to sticky this. I haven't died since I read it Excellent work!
furbat
Pious haste is 9 sec out of 12 at 12 myst.
Earendil
To the OP - small comment on Mystic sandstorm.
Earth prayers do not really have to be maxed, since damage cap is at 130. The cut points become:
- 5 enchants rended - 9-10 in earth (at 9 - 25*5 =125)
- 4 enchants rended - 13 earth (32 *4 =128)
While 5 enchants look like a lot, remember that the Aura of Displacement is already one and that this setup benifits greatly from a monk casting Aegis or a necro doing some sort of orders right before the spike.
Maxing to 16 might be useful when you think you might happen to only rend 3 enchants when the damage becomes 37*3 = 111 which is still decent.
This only applies to mystic sandstorm. You can obviously raise earth prayers up for other earth skills.
Also - maybe mention that the cutpoints for Mystic Regeneration are 3 for 2pips, 8 for 3 pips and 13 for 4 pips per enchant. It helps when making a build.
Earth prayers do not really have to be maxed, since damage cap is at 130. The cut points become:
- 5 enchants rended - 9-10 in earth (at 9 - 25*5 =125)
- 4 enchants rended - 13 earth (32 *4 =128)
While 5 enchants look like a lot, remember that the Aura of Displacement is already one and that this setup benifits greatly from a monk casting Aegis or a necro doing some sort of orders right before the spike.
Maxing to 16 might be useful when you think you might happen to only rend 3 enchants when the damage becomes 37*3 = 111 which is still decent.
This only applies to mystic sandstorm. You can obviously raise earth prayers up for other earth skills.
Also - maybe mention that the cutpoints for Mystic Regeneration are 3 for 2pips, 8 for 3 pips and 13 for 4 pips per enchant. It helps when making a build.
Lordhelmos
Thanks for the input ill make those edits, especially on harriers and lyssas.
Etrik
Quote:
Originally Posted by furbat
Pious haste is 9 sec out of 12 at 12 myst.
And 10 at 16
Kumlekar
great guide, it ALMOST makes me want to play a dervish... Oh well I promised myself that I would get my necro and monk to 20 first.
Xethrion
No sticky for this truly deserving post yet?
Lordhelmos
I added the draw conditions synergy with melandru to the guide. I also added the fact that fragility KILLS melandru. Found that one out the hard way.... Melandru against a conditions sin and frag spiker with virulence = not fun.
Guardian of the Light
Quote:
Originally Posted by Xethrion
Quote:
I added the draw conditions synergy with melandru to the guide. I also added the fact that fragility KILLS melandru. Found that one out the hard way.... Melandru against a conditions sin and frag spiker with virulence = not fun.
Since virulence needs a condtion to trigger how are you affected. Can see the sin though.... Xethrion
melandru makes your conditions have a duration of 0.. thus, they ARE applied to you, they are just instantaneously removed. Which means ouchy frag damage.
Fallen Hunter
Yeah, with instant removal you are hit with fragility once as they are applied and once as they are removed - meaning massive spike damage.
Lordhelmos
Quote:
Originally Posted by Guardian of the Light
I agree sticky sticky plz.
Since virulence needs a condtion to trigger how are you affected. Can see the sin though.... Good point. I guess it wasn't the virulence, it was the conditions sin that spamed blind, crip, bleed, and DW on me. I died pretty fast. Etrik
Um. Remove Frag? Seriously >.>
You can't die from a normal frag spike. There isn't a chance in hell, what with the new combo doing 450 damage. You're bound to have more than 450 with AoM on o.O Lordhelmos
Quote:
Originally Posted by Etrik
Myria
To the OP, thanks for this thread.
To the powers that be, sticky, please. HoHum
WoW! I say that since my mouth is wide opened in amazement and also because World of Warcraft was where I've migrated from. Hands down, despite the better user interfaces in WoW, GW is a far more complex game.
I really wish I would have found this excellent work when I was still a lowbie dervish. Somehow, I managed to get to 20 and about 3/4 way through NF before I discovered this guide 2 days ago. It's a wonder that this post has not been stickied or replicated on many different websites. I've spent a lot of time searching the internet for some decent dervish guides, as this was my first foray into GW. I'll admit, this guide made me feel extremely n00bish. But this is a good thing, since a person who thinks he knows everything will never learn anything. So again, my thanks to the OP and all the subsequents. And here's my vote to have this stickied - hell, I may just start a new thread asking for just that! Star Naiad
ok That’s the best D**n guide for Dervish I’ve ever seen!!
Vote for a Sticky indeed! And I have a question a noob one, if you put all those runes like Major and super in your armor don’t you get a health penalty? i mean three runes that would add up to about -150 in health? How a derv to survive with so lesser health? Right now I have 576HP with +30 from Scythe and i still die.. I don’t know how well will I survive with all those runes on me.. Please Advice strcpy
"And I have a question a noob one, if you put all those runes like Major and super in your armor don’t you get a health penalty? i mean three runes that would add up to about -150 in health? How a derv to survive with so lesser health?"
Only the superior/major runes that add to your attributes decrease health. The superior scythe is -75, the major myst is -35 so you will have a -110 health. Most of the mentioned builds are centered around the Avatar of Melandru skill which gives you +200 health so that is being use to offset the health. Plus the original poster points out the health bonus on your armor pretty much negates a major which is also true. Most of the GW classes make do on quite a bit less health than the Dervish. I prefer standard sup+minors and the extra health, none of my build really benefit by one more attribute point from the major.. "Right now I have 576HP with +30 from Scythe and i still die.. I don’t know how well will I survive with all those runes on me.." Dunno, I make it pretty well with right at 500 HP - rarely dip below half health. I think all my others are right around 470 or so and they make it fine also. Start another thread and post your build, I rather suspect that there is something wrong there. Just expect some people to be less than nice - unfortunately this is still the internet and you have to put up with that. Though on sub forums like these you get a higher ratio of nice people. Star Naiad
wow thanx for the reply.. let me follow the guide and see what happens but i'm gonna stick with my 3 points in Earth Prayer maybe not after i re read the guide..
JLR
awesome post helmos, made me realize some of the things I was doing wrong such as relying too much on my secondary prof(monk) skills for defence.
Tsumi
Bump for a Sticky please
Envious
Indeed, sticky.
udk-birDy
very nice post , indeed . STICKY , and a build for DOA
good job |