Profession: Dervish/Necromancer
Name: Bloody Dervish Battery (BdB for short)
Type: PvE
Category: Support
Attributes:
Blood Magic: 11
Mysticism: 15 (sup rune 3 + hood 1)
Earth Prayers: 9 (minor rune 1)
Skills Set:
Health Version
Blood Bond
-For 16 seconds you should give a +5 health regeneration to other allies.
Blood Ritual
-Sacrifice 17% max health which should be for 12 second to give a +3 energy regeneration to other allies.
Blood Renewal
-Sacrifice 25% max health for 10 seconds so you can have a +5 health regeneration and when it ends you should get 150 health.
Imbue Health
-Give other ally 50% of your current health at 300 max.
Vital Boon
-Should raise your health to +76 and when it ends you should receive 150 health.
Mystic Regeneration
-For 20 seconds you should have a +3 health regeneration for each enchantment on you.
Avatar of Melandru {Elite}
-Should last for 75 seconds so you can have +200 health and be unaffected by conditions.
[Optional 8th skill]
Blood Drinker (steal health to be used as damage)
Well of Blood (for corpse control)
Resurrection Signet
Energy Version
Blood Ritual
-For 16 seconds you should give a +5 health regeneration to other allies.
Blood is Power
-Sacrifice 33% max health for 10 seconds so you can give a +5 energy regeneration to another ally
Blood Renewal
--Sacrifice 25% max health for 10 seconds so you can have a +5 health regeneration and when it ends you should get 150 health.
Imbue Health
-Give other ally 50% of your current health at 300 max.
Vital Boon
-Should raise your health to +76 and when it ends you should receive 150 health.
Mystic Regeneration
-For 20 seconds you should have a +3 health regeneration for each enchantment on you.
Demonic Flesh
-Sacrifice 20% max health for 52 seconds so you can have +168 health.
[Optional 8th skill]
Blood Drinker (steal health to be used as damage)
Well of Blood (for corpse control)
Resurrection Signet
Summary:
This is a battery build designed for two objectives. The health version is to provide mainly health and energy to support the monk. The energy version is to provide mainly energy to support the monk and others and health.
For the health version the main skills are Blood Bond is the main skill that will be used. You will give a +5 health regeneration to another ally but have a -3 health degeneration. In order to counter this you cast Mystic Regeneration which will give you a +3 health regeneration for every enchantment on you and in this build there are three (Mystic Regeneration, Vital Boon, and Blood Renewal). You can cast more Blood Bonds if your monk or someone else is nice enough to put some enchantment on you. Blood Ritual I use to help out the monks in the group or monk. Avatar of Melandru is used to raise your max health in case you are not paying attention or your enchantments get stripped and to prevent more degeneration from conditions. The plus side is that because you have Avatar of Melandru and Vital Boon you should have well over 700 health which allows you to always guarantee the max on Imbue health of 300 for those in your party who get spiked. The eight skill depends on what you are doing and can be switched out readily.
For the energy version the main skills are Blood Ritual and Blood is Power to spam energy to allies. In this version because Blood Bond is gone and you now have 4 enchantments you can place on your self (Mystic Regeneration, Vital Boon, Blood Renewal, and Demonic Flesh) your health bar should be maxed with health regeneration pipettes, not to mention if your monk is friendly and adds to your regeneration if you are hexed or conditioned. Between Vital Boon and Demonic Flesh you should have over 700 health which allows you to always guarantee again the max for imbue health in case someone gets spiked. Again the eight skill depends on what you are doing and can be switched out readily.
Unlike the Necromancer version of a batter you will not have Soul Reaping to provide you with energy. However, you will have Mysticism which will provide you with 15 heath and 5 energy every time an enchantment ends on you. Since most of the skills in both build only cost 5 energy to cast you will be very energy efficient.
You should load up on Insignias for health and energy. My dervish has 486 health and 48 energy when using Milthuran’s Staff.
Notes & Concerns: You should NOT be in the front. This is meant to support the monk and others in the party so you should be in the backline. One major issue is if you will notice your health fluctuates a lot. It will continue to rise and fall depending on when Mystic Regeneration runs out and how much you are sacrificing. I have yet to sacrifice myself to death because of the high health but I can see how someone could do it.
Credit: Thanks to my guild Death to Society (syke) and specifically to Drucilla Longbow.
Bloody Dervish
| Cleric |
Skuld
I did something like this, with Arcane Zeal and OoP too. Why do you want all that health? It just hurts your saccing by having to heal more. Consider Signet of Pious Light.
| Cleric |
Quote:
Originally Posted by Skuld
Why do you want all that health? It just hurts your saccing by having to heal more. Consider Signet of Pious Light.
I have noticed that. If I cast Blood Renewal I will lose about 180 health and only be healed for 150 when it ends yet this has never really been a problem for me because of the mass regen I always seem to have.
My reason for high health or how I justify having it is to help heal spikes with Imbue health and because I can't recieve conditions when Avatar of Melandru is up. This allows me to kite easily if need be.
As for Signet of Pious Light I think I am going to put that as my eight skill slot. I never thought of it when making the build but after having used it a lot the loss of an enchantment really doesn't hurt you that much because you can put it right back up from the energy you get from Mysticism. Thxs.
My reason for high health or how I justify having it is to help heal spikes with Imbue health and because I can't recieve conditions when Avatar of Melandru is up. This allows me to kite easily if need be.
As for Signet of Pious Light I think I am going to put that as my eight skill slot. I never thought of it when making the build but after having used it a lot the loss of an enchantment really doesn't hurt you that much because you can put it right back up from the energy you get from Mysticism. Thxs.