Which insignia for the dervish?

drupal

drupal

Wilds Pathfinder

Join Date: Sep 2006

I always played ranger and armor isn't the most important thing because you don't stand at the frontline. I have no clue what i shut put on my dervish, 25 energy isn't very much since there is no expertise and some spells are in the range of 10-15e on the other side is windwalkers +15 armor also not bad...

Please share your thoughts ;>

NinjaKai

Forge Runner

Join Date: Feb 2006

UK

Duality Of The Dragon

I think it comes down to your build at the end of the day. I mean I use builds that have Zealous Vow as my elite. This allows me to use more enchants in a short space of time. As such I use Windwalkers armor because I can normally maintain the enchants I use keeping the extra armor bonus.

Basically think about what type of build you'll be using then think about what insignia would best accompany that build.

Paperfly

Paperfly

Krytan Explorer

Join Date: Jun 2006

Dervishes generally don't need a high maximum energy rating unless they're using Avatar of Melandru with it's 25E cost.

I would recommend a +armour set (probably blessed, but whatever works best with your build) for at least chest and leggings. Hands and feet can be radiant, but that may not be necessary - unless you're offloading a longish attack combo maximum energy is less relevant than your recharge rate. I'd personally suggest Survivor's, and if you're having energy issues test with a Zealous scythe first before fiddling with your armour.

Late edit: I can't believe I actually spelt it Avater!

Kijik Oni Hanryuu

Desert Nomad

Join Date: Feb 2006

the 7th level of HELL! J/K Somewhere in GW assassinating things

[acid]members of the KAWS alliance

A/

I just use my skills to buff armor conviction>all and I pump my energy out the wazoo with radiant insigs.

Vexed

Vexed

Frost Gate Guardian

Join Date: Dec 2006

Mo/

I find with my derv I'm nearly always using Faithful Intervention and about 75% of the time I'm using Conviction.

Considering how enchantment-reliant the dervish is, it seems foolish not to let your armor reflect that and use blessed insignias, but +armor in stance could be just as useful depending on the builds you run, as stance removal isn't quite as prevalent as enchant removal.

I really don't see the benefit to +energy armor, dervishes have great e-management built in. I'll take smart e-management over a higher starting energy pool any day of the week. You can always focus swap if you get DP and need to use your avatar.

Seef II

Seef II

Desert Nomad

Join Date: Nov 2005

US

R/Mo

Blessed or Survivor's. Radiant is fine for PvE too.

strcpy

strcpy

Desert Nomad

Join Date: Jul 2005

One of Many [ONE]

Blessed has +10 armor while enchanted, windwalker has +5 armor per enchant up to +15. For many dervishes Windwalkers will give 5 more defense - I know mine usually has 3 or more on her.

I do not find radiant to be that useful. Dervish skills are cheap, mysticism gives a good bonus (and usually when you are needing it - to replace an enchant that has gone off), and our regen generally takes care of everything else. Though if you are running low on energy then radiant makes sense - as was said above a few Melandru builds can benefit from it quite a bit.

Personally Windwalkers is my choice. I also use a rune of Vitae as the extra rune instead of an attunement - energy has almost never been a problem and the few times it has the extra wouldn't help (I'm getting hit by a mesmer that is going to drain my energy one way or another).

Servant of Kali

Servant of Kali

Jungle Guide

Join Date: Jan 2006

Me/

Windwalker insignia is the best in 99% cases.

If your build doesnt use many enchants for some reason (for instance my Zealous Vow build, or Vow of Strenght etc), you can use Blessed one, but that shouldnt be in more than 1% cases. Windwalker is uber, use it if possible.

Radiant insignia doesnt help much from what i saw. If you're using Melandru, simply have +30e wand/foci on a switch (and in case you get DP). Dont get fooled by max energy Dervish has; it's all you're gonna need in 99% cases.

Avoid Survivor. It's useless on a Dervish. If you're Dervish you're:
1) enchant heavy
2) offense-heavy
There's no time for warrior style of tanking. If you're tanking do it with enchants, and in PvE you'll tank 3x better than warrior and do 3x more dmg. Again, Survivor is useless IMO.


In conclusion, a Dervish without enchants is a bad Dervish. That's why you need Windwalker or Blessed and nothing else. If you dont use any enchants, start thinking on why you're playing Dervish instead of some other profession.

Oh, also, a bit offtopic - a Dervish without secondary profession is a bad Dervish. Im saying this because i've seen those who dont use secondary profession (in RA) or skill (in PvE). There are many non-Dervish skills which have awesome synergy with Dervish - pick one. If nothing else pick warrior for wildblow, or monk for RoF and prot spirit spam. Options are endless.

Shoitaan

Shoitaan

Frost Gate Guardian

Join Date: Mar 2006

Australia

Tuskforce Supremacy [Tusk]

Me/N

I believe I have 3 radiants and 2 windwalkers. Gives me 30max energy and upto +30armour which serves me quite well

drupal

drupal

Wilds Pathfinder

Join Date: Sep 2006

Ok, thx. I just bought a zealous mod for my scythe, I hope that solves the problem. I'll buy Windwalker because I tank a lot.

Quote:
Originally Posted by Servant of Kali
Oh, also, a bit offtopic - a Dervish without secondary profession is a bad Dervish.
I'm D/Me because of the mesmer interrupts. Channeling might be a good idea.

Thanks for your help

Quote:
Originally Posted by Shoitaan
I believe I have 3 radiants and 2 windwalkers. Gives me 30max energy and upto +30armour which serves me quite well Two Windwalkers don't double your armor ^^ The problem is that the radiant insignia gives the most energy on the chest and the chest is one of the most attacked parts.

NinjaKai

Forge Runner

Join Date: Feb 2006

UK

Duality Of The Dragon

Quote:
Originally Posted by Servant of Kali
Oh, also, a bit offtopic - a Dervish without secondary profession is a bad Dervish. Im saying this because i've seen those who dont use secondary profession (in RA) or skill (in PvE). There are many non-Dervish skills which have awesome synergy with Dervish - pick one. If nothing else pick warrior for wildblow, or monk for RoF and prot spirit spam. Options are endless. It is possible to find synergy with a professions skills without needing a secondary. It all depends on what you want your build to achieve. That and if your smart enough to spend the time to make and test your builds. I just made a build for Dervish recently which has pretty good synergy using all of the Dervish attributes.

Servant of Kali

Servant of Kali

Jungle Guide

Join Date: Jan 2006

Me/

Quote:
Originally Posted by NinjaKai
It is possible to find synergy with a professions skills without needing a secondary. It all depends on what you want your build to achieve. That and if your smart enough to spend the time to make and test your builds. I just made a build for Dervish recently which has pretty good synergy using all of the Dervish attributes. Let's put it this way: I havent seen a single Dervish build yet, which would not have been better with the addition of one or more secondary Dervish skills.

Im not saying it's not possible, but i dont know of it. If you made one, im curious to see it Is it for PvP or PvE, post skills, u can PM me with it.

Str0b0

Desert Nomad

Join Date: Feb 2006

North Carolina

N/Me

The only skill I use from my secondary is a hard res. The build is posted under the Ebon Dust Aura build thread.

Paperfly

Paperfly

Krytan Explorer

Join Date: Jun 2006

Quote:
In conclusion, a Dervish without enchants is a bad Dervish. That's why you need Windwalker or Blessed and nothing else. If you dont use any enchants, start thinking on why you're playing Dervish instead of some other profession.
While I agree that you need to be enchanted most of the time as a Dervish, I don't agree that wearing three of them "99% of the time" is necessary or even desirable.

Scythe attack builds (who'll be wearing Faithful Intervention and Heart of Fury), condition spreading builds, and even builds that recycle/remove their own enchants a lot are perfectly viable and will average one-two enchantments most of the time, not three.

Servant of Kali

Servant of Kali

Jungle Guide

Join Date: Jan 2006

Me/

Let's put it this way. If you're playing Scythe, you need Heart of Fury in 99% builds. It's the best IAS in the game. So, that's one enchant. Now, you only need 1 more enchant to get 10armor bonus for windwalker. Shouldnt be a problem.

Therefore windalker is best in 99% cases. in 0.1% cases u might need to use Blessed. But i would still like to see good dervish build with only one enchant.

Str0b0

Desert Nomad

Join Date: Feb 2006

North Carolina

N/Me

I generally keep about 3 enchants on me at all times if not more. First run into an battle I have 5 enchants on me. That's using an Ebon Dust Aura Scythe build

drupal

drupal

Wilds Pathfinder

Join Date: Sep 2006

Quote:
Originally Posted by Servant of Kali
Im not saying it's not possible, but i dont know of it. If you made one, im curious to see it Is it for PvP or PvE, post skills, u can PM me with it. D/any Forge Runner, the FoW tank... very good builds without needing the second profession.

I have no problem using 3 or more enchants. Faithful Intervention/Heart of Fury, Mystic Vigor and Mystic Regeneration are always up.

ensoriki

ensoriki

Forge Runner

Join Date: Aug 2006

Canada bro.

A/D

Quote:
a Dervish without secondary profession is a bad Dervish. Im saying this because i've seen those who dont use secondary profession ......A dervish who thinks this...is a close minded dervish


Wind walker is nice and all, but if its about energy management a good combo is

Arcane zeal+ meditation +zealous renewal
Pious renewal+meditation/other enchant
Zealous vow....From what highest energy Regeneration in game if all conditions are met

ss1986v2

ss1986v2

Wilds Pathfinder

Join Date: Apr 2006

Mo/

wind walker if you want the armor bonus and radiant if your build is energy intensive. you should have at least two enchants as a dervish, making it just as good as blessed with the potential to be better.

as for the secondary issue, the dervish has some of the best in-class synergy in its lines of most any class, just as good as warriors. dipping into your secondary is fine (i love RoF along with mending touch), but you can run a perfectly fine build without ever touching your secondary:

avatar of choice
enchant of choice
enchant of choice
mystic regen
conviction/attack skill
attack skill
attack skill
rez

and ta da! you have a derv that can sustain itself through normal pve pressure without needing a monk to babysit him and that still is able to pump out plenty of dmg. and no secondary needed, unless you just have to have a reusable rez. i tend to have melee classed bring sigs for quick combat rezes, and leave it to the monks and support characters to handle after battle rezing.

Servant of Kali

Servant of Kali

Jungle Guide

Join Date: Jan 2006

Me/

Quote:
Originally Posted by drupal
the FoW tank... very good builds without needing the second profession.
That FoW tank would be better off using secondary. Sure he doesnt need it, but would benefit more from it.

Dunno, if you're talking about Forge quest (havent done other areas in FoW with Dervish sry), then D/Mo with Dwayna for me, beats Balthazar or anything i've seen other people play. You'll get tons of hex on you, which monk cant as efficiently remove in a fast way (without wasting too much energy) - and you can spam RoF and other stuff constantly to remove them. Having no hexes on your when you're fighting first groups, then in the cave, and near forge guy himself, means you can kill stuff much faster, survive better, and not be a threat to any tank near you (if there's one, and there shouldnt be). Not to mention that mending touch is priceless sometimes.

Quote: Originally Posted by ensoriki ......A dervish who thinks this...is a close minded dervish Come up with a Dervish-only build for PvP or PvE, i'll come up with a better one who uses secondary. Go on. Dont call me close minded unless you can prove it.

Quote: Well it's interesting how you recognized yourself and got concerned... How come some others didnt feel as endangered?

Quote:
Arcane zeal+ meditation +zealous renewal
Pious renewal+meditation/other enchant Meditation is a bad skill which needs a buff.
Arcane Zeal + Zealous Renewal is a horrible skill combination in my oppinion. If you're attacking you're not casting spells, and if you're casting spells you're not attacking. If you're not attacking Renewal is bad, and if you're not casting spells you're wasting elite. If you're doing bit of both you're wasting both skills and their potential.

Quote:
Originally Posted by ss1986v2
but you can run a perfectly fine build without ever touching your secondary:

avatar of choice
enchant of choice
enchant of choice
mystic regen
conviction/attack skill
attack skill
attack skill
rez As i said, post the full build. Then i'll post one which uses secondary profession, and is better than this one.

Balthazar + Conviction is good in areas with too many enchants strips (like in DoA, which is less than 1% of the game), but in more or less all other areas Dwayna + RoF + Prot spirit + Mending Touch beats it in tanking capability without having less dmg. Since i dont even see Dervishes in DoA who cares what's better build there when no build is good enough as of yet. Not to mention that there are a lot of game areas where's you'll take 100dmg or more even with higher armor, but with prot spirit u wont. Plus, these enchants can be helpful for your teammates as well. What if someone in your team needs a fast RoF or prot spirit to avoid dying? Numerous times in PvE someone would die in the group if i didnt do fast proting until monk had energy and reflexes to heal him back, or we simply killed enemy.

As for your avatar of choice, it comes down to Balthazar. Why? Dwayna is better with Mo secondary, Lyssa is better with Assassin or even Paragon secondary. Grenth is better with Warrior secondary. Melandru in itself doesnt badly need secondary, but i've used secondary on it too simply because it's seemed better (warrior or paragon was what i used here i think).

When making a build i always take into account team synergy as well. Do i benefit my team? Do i drain too much monk energy? Do i use skills which synergize nicely with those that team uses? Etc.

drupal

drupal

Wilds Pathfinder

Join Date: Sep 2006

Quote:
Originally Posted by Servant of Kali
Dunno, if you're talking about Forge quest (havent done other areas in FoW with Dervish sry), then D/Mo with Dwayna for me, beats Balthazar or anything i've seen other people play. You'll get tons of hex on you, which monk cant as efficiently remove in a fast way You can completly ignore the hexes through Mystic Vigor in that build - it outheals SS and Mystic Regeneration > Burning...

The Dervish class doesn't obligatory need skills from others professions...

Shoitaan

Shoitaan

Frost Gate Guardian

Join Date: Mar 2006

Australia

Tuskforce Supremacy [Tusk]

Me/N

Quote:
Originally Posted by drupal
Ok, thx. I just bought a zealous mod for my scythe, I hope that solves the problem. I'll buy Windwalker because I tank a lot.


I'm D/Me because of the mesmer interrupts. Channeling might be a good idea.

Thanks for your help


Two Windwalkers don't double your armor ^^ The problem is that the radiant insignia gives the most energy on the chest and the chest is one of the most attacked parts. I checked and I have 3ww and 2 radiants. But 2windwalkers would give you +30 wouldn't it? I understood the wording on the rune as them being cumulative but I could be wrong.
My thinking is that with 3 enchants on you each ww is giving you to +15armour. Am I wrong? :/

Myria

Banned

Join Date: Aug 2005

Quote:
Originally Posted by Shoitaan
But 2windwalkers would give you +30 wouldn't it? I understood the wording on the rune as them being cumulative but I could be wrong. No, as with inherent mods on the old armors (the Knight's debacle aside), the armor bonus only applies to the piece of armor the insignia is on. This is why the chest piece, if no where else, should have an armor bonus, it recieves the most hits by far (37.5%).

strcpy

strcpy

Desert Nomad

Join Date: Jul 2005

One of Many [ONE]

Quote:
Originally Posted by Servant of Kali
Come up with a Dervish-only build for PvP or PvE, i'll come up with a better one who uses secondary. Go on. Dont call me close minded unless you can prove it. What's better? I normally run the following
r/p

15 scythe
11 earth
11 myst

Reapers Sweep
Victorious Sweep
Armor of Sanctity
conviction
Mystic regeneration
heart of fury
mystic vigor
The Paragon rez

So - tell me what is wrong and improve it. I'm betting you can not, I'm betting that your "improvements" violate one of my requirements. You do not know which heroes I'm bringing or what skills they have. Is it a "general" build in that I want one that can go anywhere and not have to switch builds? How much attention am I paying when I play - watching TV, talking on the phone, focused entirely on the game? Do I want to button mash or play a more elegant build? Without knowing what I want how can you declare you know "best"?

For instance, Armor of Sanctity seems basically useless. I do not really apply conditions (I have had people think I took Reapers and Heart of Fury for conditions and made fun of it). But then, I take a SF elementalist and a paragon with Anthem of flame, Burning Refrain, and "They're on fire". Constant burning to the enemies around me and when Armor of Sanctity is up I rarely take more then 2 or 3 damage even in high end areas. So, it makes quite a bit of sense, in fact it is one of the builds I put into the "overpowered" class with the heroes.

Can one add a secondary? Sure - it's a pretty basic Dervish build. It's not inspired or tricky. Because the heroes have a different set of requirements they never run the above build. They can do it well enough, but the builds the tend to use well have a secondary. In this particular team build where I would normally have a secondary skill set the Dervish happens to have better Dervish skills to fill that role.

Don't think everyone who doesn't think like you do is stupid and knows nothing. I have many builds that use a secondary and will use them when the situation is such that they are better. When a "pure" build fits my requirements better I will go there. Even when a "worthless" elite fits my requirements better I will use it (and thus why I have "Reaper's Sweep" as my elite) All but one of those skills has a specific purpose they fill (mystic vigor). I can, and do, use unlinked secondary skills there when needed (hex heavy areas will usually get a hex removal - but my monk usually does that) - but for just general running around it is the most general skill (cheap enchant for myst bonus, mystic regeneration, and as a cover enchant - not only that but +25 health per swing isn't shabby in many areas).

Str0b0

Desert Nomad

Join Date: Feb 2006

North Carolina

N/Me

Servant of Kali I invite you to peruse my Ebon Dust aura build. If you can improve on it then I welcome the improvements but so far It's been a monster and requires almost 0 monk upkeep. I use just one skill from my secondary and that's a hard res. I could just as easily use the sunspear signet or a regular res signet and never touch my secondary line.

http://www.guildwarsguru.com/forum/s...php?t=10101730

There is the link to it. Please I welcome suggestions and improvements, however with that build I maintain max health regen in combat. I heal for 75 points of damage every time I use reap impurities and I keep a pretty much constant blind on my target foe in addition to being able to drop burning, cripple and bleeding if the combat wears on long enough. Damage output is still satisfactory with the use of Mystic Sweep, though I may swap this out for Victorious Sweep for another health boost.

Servant of Kali

Servant of Kali

Jungle Guide

Join Date: Jan 2006

Me/

Quote:
Originally Posted by strcpy
So - tell me what is wrong and improve it. I'm betting you can not, I'm betting that your "improvements" violate one of my requirements. You do not know which heroes I'm bringing or what skills they have
Dude, some skills are bad no matter what you ate for breakfast, what cell phone you use, or what heroes you take with you. If you use Mending, there is absolutely no skill combinations in PvE known to mankind, which will make it good for normal combat use, with any hero combination.

That being said:
1) Paragon rez? A what? You're going to rez someone with... 5% health? In combat, he's going to die. Out of combat, there are better rezes, such as Rebirth for instance, which will rez your teammates out of aggro rings.
2) Reapers sweep. Uh, no. Melandru+Wearying is great, and there's no reason not to use it. Reaper's is more of a PvP than PvE skill. You're not spiking anyone. It has 8sec recharge and u need to wait for target to get below 50%. Geez. For every single creature in PvE? No. Just take Melandru and spam Wearying, it's the only attack skill you need then since it has 2sec recharge.

Quote:
Don't think everyone who doesn't think like you do is stupid and knows nothing.
Originally Posted by Str0b0
Servant of Kali I invite you to peruse my Ebon Dust aura build. If you can improve on it then I welcome the improvements Very well. First, Faithul Intervention is bad. I dont think it's worth skill slot. You can't cast it midcombat, and you cant cast it on teammates. Watchful Intervention is 2x better, in my experience.

Damage of the build is a bit low. Chilling Victory is a must for PvE Dervish. Well, not a must, but it does tons of dmg.

There, that's for start.

Also, your health regen wont mean much in Torment when you get hit hard by casters etc. Having prot spirit on yourself helps tons, and it means you dont have to rely on the tank in your team (if any), and in most cases enemy mobs spread dmg and there is no holding of aggro anyhow. Prot spirit was helping me tons. Still, all of this is optional.

Im not saying it's a bad build (i dont like when everyone uses the same), but i'd still try somehow to use Chilling Victory if possible (not sure instead of what, and with Reap you may not have energy for it).

strcpy

strcpy

Desert Nomad

Join Date: Jul 2005

One of Many [ONE]

Quote:
Originally Posted by Servant of Kali
That being said:
1) Paragon rez? A what? You're going to rez someone with... 5% health? In combat, he's going to die. Out of combat, there are better rezes, such as Rebirth for instance, which will rez your teammates out of aggro rings.
Don't care what the range is, the touch skill is just fine. The only time it is used is in a party wipe where I still made it and I do not care what their health is or it's range. I use it because I needed it unlocked and the Dervish needed a hard rez. None of the others met that requirement - so once more the Paragon Rez solved more of my requirements than anything else. Not to mention your description for how much health it restores is incorrect (5% per party member within earshot so all but the first have more than 5%).

Quote: 2) Reapers sweep. Uh, no. Melandru+Wearying is great, and there's no reason not to use it. Reaper's is more of a PvP than PvE skill. You're not spiking anyone. It has 8sec recharge and u need to wait for target to get below 50%. Geez. For every single creature in PvE? No. Just take Melandru and spam Wearying, it's the only attack skill you need then since it has 2sec recharge. Melandru has about a 60 second cool down while I have two useless slots. If I happen to not wipe everything in 60 seconds (common in late end areas) I can do almost nothing for the next 60. I clear the domain of pain in about 2/3 the time with what I wrote vs the Melandru combination.

I don't give a flip about the deep wound I want the +40. Besides I've never found Deep Wound to be a terribly useful PvE condition - mobs drop too quickly for it to matter, 4.5 seconds vs 5 seconds is irrelevant.

At my attribute points spread AoM and Wearying strike have 59 second up, 61 seconds down - a two minute cycle. So over those two minutes (assuming constantly spamming the strike while AoM is up) is 930 extra damage (60 second of AoM up, 31 damage every two seconds during that, 60 second down time). My combination (same assumption - 120 min cycles but I can spam them the whole cycle) gives me 1530 extra damage. Still get the deep wound so those cancel, and in mine I also gain quite a bit of health. If the monk hench wouldn't bother trying to strip the weakness from you you could continue to spam Wearying strike and keep about the same over all damage (when you factor in the weakness on the normal attacks), as is the hench or hero does and they waste quite a bit of energy.

Short duration fights with large gaps between them really favor the AoM build. Long duration or dense groups where you do not need to wait for AoM to recharge mine has the higher damage. One can add an attack skill to use while AoM is down to get the AoM damage back higher, but I find my tanking ability to be severely reduced by doing so - especially in torment or other higher end areas. Since I'm currently farming Lightbringer points that tends to be important.

Quote:
Well it's interesting how you recognized yourself and got concerned... How come some others didnt feel as endangered? Go back to school some more - armchair psychology doesn't work well. One can trade passive aggressive taunts back and forth all day - for instance: If it really helps your boost your self esteem to think you are the vastly superior gamer I'm willing to allow you to believe that. I'm always willing to help out a fellow gamer who has trouble in life.

Of course, the reality is you said something that obviously isn't correct that applies to one of the builds that I run. It shouldn't take much thought to realize that accusing people who run no secondary of being slow is going to make people who don't use a secondary irritated. That tends to be how I "recognized myself".

Interestingly enough, you were supposed to show how adding a secondary and replacing a skill or two to makes it better. I didn't see that. I saw making fun of my rez (with an incorrect skill description) and hitting one of two skill that people always do. In fact, there has already been a thread over this in this forum.

I'm waiting for the build with changing the secondary and making one much better.

Servant of Kali

Servant of Kali

Jungle Guide

Join Date: Jan 2006

Me/

Quote:
Originally Posted by strcpy
I use it because I needed it unlocked and the Dervish needed a hard rez. None of the others met that requirement
If you're going to use that argument then you can as well put Mending in there and say "uh i had no other skills, so you cant tell my build is bad, because it suits my needs and meets my requirements". Irrelevant.

So, if you want to use Signet of Return, sure, np. It's good on attacker with little energy, but if you want optimal setup then it's Rebirth in PvE. It's the ultimate PvE rez because in a lot of areas enemy can block your dead party members and u cant rez then with Return, they will get instantly killed again.

Besides, even if you use Signet of Return, it's still a skill from another profession, so it proves my point.

Quote:
Melandru has about a 60 second cool down Yes but it gets better with higher mysticism, whereas Reapers Sweep doesnt get better with higher scythe, it still has same recharge.

Melandru indeed has some cool down but so does Reapers. 8 sec recharge in PvE means that u wont be able to use it on every enemy (with Melandru u could) as they will usually die fast in most game areas. So, Reapers technically has like... 70%+ downtime, technically speaking. Melandru has 50% or less, so you do the math. Also, in those game areas where you kill slower, and Reapers might be more useful, in those areas regen is less important because dmg is usually dealt in spikes. If you're getting hit, you're getting hit heavily and probably killed by the time regen does the job. So, all in all...

Quote: Besides I've never found Deep Wound to be a terribly useful PvE condition - mobs drop too quickly for it to matter, 4.5 seconds vs 5 seconds is irrelevant. Mobs die a lot quicker with deep wound, you should test it more and you'll see. I was suprised myself.

Quote: as is the hench or hero does and they waste quite a bit of energy. No. A necro hero can spam Draw Conditions and it will remain at full energy. Remedy Signet can solve the problem easily as well. But even without all that, Melandru+Wearying still beats Reapers IMO.

Besides, you conveniently forgot that Melandru makes you immune to conditions, which means you aint blind (and blind is used by some pve mobs), which means you hit more. A lot of kournans and others do cripple, which means you move slower which means you hit less since you cant reach your targets fast. Im not even mentioning all the other conditions.

Battlefield isnt always about ideal conditions. Nor do monks remove conditions instantly.

Quote:
but I find my tanking ability to be severely reduced by doing so If you intend on tanking, D/Mo has solid dmg and 10x better tanking than your build in Torment for instance.

Quote:
Of course, the reality is you said something that obviously isn't correct that applies to one of the builds that I run. Says someone whose build uses secondary profession skill (rez). Great.

Quote:
Interestingly enough, you were supposed to show how adding a secondary and replacing a skill or two to makes it better. I didn't see that. Of course you didnt see that. If you saw that, you wouldnt create that first post anyway.

Str0b0

Desert Nomad

Join Date: Feb 2006

North Carolina

N/Me

Quote:
Originally Posted by Servant of Kali
Very well. First, Faithul Intervention is bad. I dont think it's worth skill slot. You can't cast it midcombat, and you cant cast it on teammates. Watchful Intervention is 2x better, in my experience.

Damage of the build is a bit low. Chilling Victory is a must for PvE Dervish. Well, not a must, but it does tons of dmg.

There, that's for start.

Also, your health regen wont mean much in Torment when you get hit hard by casters etc. Having prot spirit on yourself helps tons, and it means you dont have to rely on the tank in your team (if any), and in most cases enemy mobs spread dmg and there is no holding of aggro anyhow. Prot spirit was helping me tons. Still, all of this is optional.

Im not saying it's a bad build (i dont like when everyone uses the same), but i'd still try somehow to use Chilling Victory if possible (not sure instead of what, and with Reap you may not have energy for it). Thank you for your constructive criticism. I disagree with you on Faith Intervention. Call me selfish but I don't really look to myself as a party healer. That's the monk's job so I don't care if it can't be cast on others. It's there for spike protection and nothing else. If I lose it, which rarely happens but does with the odd ele boss, then it's a warning for me to get out reset my enchants and then get back into the fight. It also provides an extra enchant for mystic regen. I tried running chilling victory and while it does more damage in the initial blow than Mystic sweep the 10 energy cost and the 10 second cool down versus Mystic Sweep's 5 energy cost and 4 second cool down means I can actually hand out more damage with Mystic sweep, since I always have at least 3 enchants on me, than I can with Chilling Victory since I can use Mystic sweep twice as often. I'm just now getting into Torment but I've noticed, and perhaps I'm not correct and am just seeing things, but I've noticed that with 5 enchants up I can have two or three degen effects on me, -2 or -3 pip effects, and still maintain almost max regen. I know you can only have like 10 regen at a time but it's almost like the extra regen is held in reserve versus any degen you might recieve. If I have trouble in Torment I'll give you other suggestion a try but between Faithful intervention and Mystic regeneration I think I can handle heavy caster flack without too much difficulty. I find I can "hold aggro" well enough. The AI makes it impossible to hold the attention of a whole mob anymore but with the aura of thorns snare I can generally keep them close enough or slow enough that they don't pose an immediate threat to my party members and stay within range of my scythe long enough for a few good hits. Your suggestions are worthwhile though and I will keep them in mind if I encounter any problems along the way with this build. Thanks again.

Servant of Kali

Servant of Kali

Jungle Guide

Join Date: Jan 2006

Me/

I have actually used Faithful intervention a lot of times. I thought it's quite neat, but after a while i got more fond of Watchful

As for Chilling Victory, there are some hidden benefits as well For instance, your attack can be blocked or evaded, but cold dmg still kicks in (awesome against archers w stances etc).
Since you're using Reap Impurities (longer recharge) Mystic might be better, dunno. I use Chilling as my longer recharge attack It comes down to preferance, whether u need more survival or dmg.
And, you're not really going to deal more dmg with Mystic i think... since Chilling does quite a lot of dmg especially if enemies are grouped. This should be tested, it's hard to tell from theory.

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I think I can handle heavy caster flack without too much difficulty. find I can "hold aggro" well enough. Dunno... those Spikes can hurt sometimes as well as some casters. But it's hard to tell all from theory, i know that in Torment prot spirit meant a lot to me, and while warriors and other dervishes were dying i was alive and smacking. Then again, if what u use is good enough, and you like playing with that combo, there is really no reason to change.

Str0b0

Desert Nomad

Join Date: Feb 2006

North Carolina

N/Me

Well honestly I'm thinking of Swapping out mystic sweep for Victorious sweep, same cost, same cooldown, approximately the same damage bonus(-5 points on Victorious) but it will be another heal once the enemies take some damage thereby increasing the survivability of the build. I might be proven wrong once I get into Torment proper and have to fall back on Prot spirit, at the very least you've given me some options should the build start to fail in any respect.

strcpy

strcpy

Desert Nomad

Join Date: Jul 2005

One of Many [ONE]

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Originally Posted by Servant of Kali
If you're going to use that argument then you can as well put Mending in there and say "uh i had no other skills, so you cant tell my build is bad, because it suits my needs and meets my requirements". Irrelevant.
Last time I checked, mending doesn't rez. To note the logic went: I wanted a hard rez for playing with hench. I only use it for party wipes if I survive - therefore range, cost, recharge, and health gained is irrelevant. So, any rez will work - I personally prefer a hard one. I had all the monk and ritualist ones already unlocked and didn't the Paragon one. Therefore the dervish learned it. If I happen to decide to re-roll any of my characters at some point they will probably use a different rez again, Rebirth, flesh of my flesh, restore life, ressurect, etc are all just as good as the other for my use. I tend just to pick one.

Unless you know something I do not, mending will not remotely fit those requirements. But hey, I'm the dumb one here who doesn't know much about the game.

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Besides, even if you use Signet of Return, it's still a skill from another profession, so it proves my point.
How so? Sunspear rebirth signet is also OK (it is half a dozen of one, six of another - hard or soft rez both work equally well in the way I play), it also makes it way there often. So does rebirth and flesh of my flesh. I don't really care. Signet of Return isn't a part of the build - it fits the role of "rez". If you can not figure it out, here:

What's better? I normally run the following
d/any

15 scythe
11 earth
11 myst

Reapers Sweep
Victorious Sweep
Armor of Sanctity
conviction
Mystic regeneration
heart of fury
mystic vigor
rez

Tada!

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Melandru indeed has some cool down but so does Reapers. 8 sec recharge in PvE means that u wont be able to use it on every enemy (with Melandru u could) as they will usually die fast in most game areas. So, Reapers technically has like... 70%+ downtime, technically speaking. Melandru has 50% or less, so you do the math. Also, in those game areas where you kill slower, and Reapers might be more useful, in those areas regen is less important because dmg is usually dealt in spikes. If you're getting hit, you're getting hit heavily and probably killed by the time regen does the job. So, all in all...
That is ...interesting... math. I posted hard numbers based on the full life cycle of the skill combinations. How did you arrive at 70% "downtime" for Reaper's sweep? There is no such thing as "downtime" for attack skills, there is damage per time unit (average damage per time unit for variable damage). Enchants, forms, hexes, and duration spells have downtime.

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Mobs die a lot quicker with deep wound, you should test it more and you'll see. I was suprised myself. I have played long enough to see. For the vast majority of mobs it is irrelevant - or at least shortens their life span by so little it is irrelevant. Deep Wound is a pressure condition, enemy AI doesn't feel pressure. The only exception to that is bosses and a few mobs with really high HP and the only time Deep Wound matters is that is in effect when it dies. It still doesn't help in the slightest to have it in the beginning (unless you are running a spike build - good luck on that one with computer AI). I also find Deep Wound quite nice on several Farming Builds.

Quote: No. A necro hero can spam Draw Conditions and it will remain at full energy. Remedy Signet can solve the problem easily as well. But even without all that, Melandru+Wearying still beats Reapers IMO. Draw Conditions (a monk spell) costs 5e and has a 2 second recharge. In either case (I assume you picked a necro because of soul reaping and you are assuming you are so godly with that skill that you are keeping it's energy full?) they will not remain at full energy if you are spamming Wearying Strike every two seconds. If they were keeping it off you for a useful amount of time they would be doing nothing else. While it's DPS is pretty decent it isn't near devoting another character entirely to keeping you good, nor is it good enough for you to go through with weakness on you (though weakness doesn't effect bonus damage). While the computer AI will not complain (they will happily fail miserably), I shudder to think of a group if you spam Wearying Strike while outside of Melandru's form.

Remedy Signet is a 4 second recharge and takes another skill slot up. I can not believe that you are seriously saying that Wearying Strike is so good that it is worth another skill slot to spam a skill that does nothing but remove the condition it applies to you. And if I were to bother with that I would rather think you would go with one that spreads weakness to foes.

Quote: Besides, you conveniently forgot that Melandru makes you immune to conditions, which means you aint blind (and blind is used by some pve mobs), which means you hit more. A lot of kournans and others do cripple, which means you move slower which means you hit less since you cant reach your targets fast. Im not even mentioning all the other conditions. Umm, what? Who said anything about blind or cripple? I said that using Wearying strike outside of Melandru will apply weakness to you when you use it. Its DPS is only good if you are spamming it, thus every two seconds you apply weakness to yourself. Weakness sucks for a melee damager (what said build is). Hech and Hero AI spam condition removers as you get conditions applied to you, if you play with computer AI you will drain their energy. Thus one should not use Wearying strike outside of Melandru's form and you have about a 60 second time period where you can not use the skill (of course, you pointed out I can really bump up mysticism and have a longer duration, but then I do not have enough in Scythe Master to really output damage). I can't really figure out what you thought I meant.

Given that, over the full cycle (two minutes long) Melandru+Wearying does less damage than two minutes of spamming Reapers and another damage spell (I choose victorious sweep, others work also). You have said nothing to contradict that.

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Battlefield isnt always about ideal conditions. Nor do monks remove conditions instantly. The hench/hero monks come pretty close. It is not their highest priority, but doing this makes it such that they will not have any down time to regen energy. And yes, mine use energy management spells.

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If you intend on tanking, D/Mo has solid dmg and 10x better tanking than your build in Torment for instance. Build please. Interested to see 10x better tanking. Nor do I find a d/mo to be the top tank, much prefer d/e or a d/w. But then, they usually require quite a bit more maintenance (something this particular build was made to avoid).

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Says someone whose build uses secondary profession skill (rez). Great. As I said above, I just picked a rez. Insert Sunspear or rez Signet.

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Of course you didnt see that. If you saw that, you wouldnt create that first post anyway. That's a really poor attempt to avoid doing what you said you could do. Allow me to refresh what you said you could do:

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Let's put it this way: I havent seen a single Dervish build yet, which would not have been better with the addition of one or more secondary Dervish skills. You know as well as anyone changing a rez from a signet to a hard one doesn't fall into that boast. Not only does it not fall into the technical meaning of that single line, but it doesn't fall into the longer meaning you supplied in later posts. Really, do you in anyway think this makes you sound better? Do what you promised or either admit you can not or just ignore this and pretend it never happened.