dervish second profession?
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If this is you first character im going to say take monk as a secondary. Its always nice to be able to heal yourself. Depends on what build you are playing, d/w warrior is also a good secondary. But i would suggest any profession that has enchantments, since they go well with mystic regeneration.
I went elementalist initially but now switch between warrior and ranger. I primarily use dervish skills and when grouping with others go warrior and add Wild Blow (critical, breaks stances) and when running with heroes go ranger with each hero having a pet and only 1 hero with Revive Animal (keep it disabled so you choose when and where to use it).
Those 4 pets and perhaps an MM really make for a strong team. If you team up with a guildies who also has 4 pets then it is a steamroller team.
Those 4 pets and perhaps an MM really make for a strong team. If you team up with a guildies who also has 4 pets then it is a steamroller team.
I am also starting a new dervish and would like to know what's the best secondary atleast to start out with. I am assuming monk for reusable res. Because with war, all you'd need to do is wait until you can switch, then buy wild blow. I don't really know any other secondaries where there are a whole lot of must have skills for pve.
I dont run a secondary for main pve play with my dervish.
http://gw.gamewikis.org/wiki/Build
/any_Mystic_Renewal
This build pretty much obliterates any enemys that get chucked at you (im currently in vabbi and had no probs so far) and with a couple of healing heroes you dont even need to cast the mystic vigor and vital boon enchantments unless your getting swamped by mobs.
And you can aquire all the skills for this build early on you dont even need the elite skill i have only used it once in a battle so far.
Things may change as i get further with my derv and a secondary might be handy, but for now its not needed.
http://gw.gamewikis.org/wiki/Build
/any_Mystic_RenewalThis build pretty much obliterates any enemys that get chucked at you (im currently in vabbi and had no probs so far) and with a couple of healing heroes you dont even need to cast the mystic vigor and vital boon enchantments unless your getting swamped by mobs.
And you can aquire all the skills for this build early on you dont even need the elite skill i have only used it once in a battle so far.
Things may change as i get further with my derv and a secondary might be handy, but for now its not needed.
N
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Here's my take on what I know.
D/N: Skills like Mark of Pain and Weaken Armor are pretty useful to help a dervish take out targets. And there is the obvious Plague Touch.
D/Mo: Vow of Strength and Judge's Insight you can gain increased damage with constant 20% armor penetration. That and skills like Live Vicariously are useful for a Dervish scythe user.
D/Me: Mesmer stances can be used well with a Dervish. Dip a few points into inspiration and you can make use of Channeling for great energy management.
D/Rt: Weapon spells can add to a Dervish performance when using a scythe.
D/N: Skills like Mark of Pain and Weaken Armor are pretty useful to help a dervish take out targets. And there is the obvious Plague Touch.
D/Mo: Vow of Strength and Judge's Insight you can gain increased damage with constant 20% armor penetration. That and skills like Live Vicariously are useful for a Dervish scythe user.
D/Me: Mesmer stances can be used well with a Dervish. Dip a few points into inspiration and you can make use of Channeling for great energy management.
D/Rt: Weapon spells can add to a Dervish performance when using a scythe.
P
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I have a D/Mo and I find that combo works very well.
D/Rit works too, but you need Factions and you cannot start off as a D/Rit.
D/W - IAS, Wild Blow, Interupt, easy to get Watch Yourself up always.
D/Me - interupts, e-management, arcane echo, stances
D/E - glyphs, defensive spells (like wards), conjure
D/P - shouts and echos
D/A - teleportation, hexes, enchants, but you need Factions too
D/N - Orders, Plague Touch, Barbs, Mark of Pain
D/R - IAS, Apply Poison, stances, Melandru's Resilience (e)
D/Mo - Reversal of Fortune, Rebirth, hex removals, condition removals, loads of useful enchantments
Hope this small list helps.
D/Rit works too, but you need Factions and you cannot start off as a D/Rit.
D/W - IAS, Wild Blow, Interupt, easy to get Watch Yourself up always.
D/Me - interupts, e-management, arcane echo, stances
D/E - glyphs, defensive spells (like wards), conjure
D/P - shouts and echos
D/A - teleportation, hexes, enchants, but you need Factions too
D/N - Orders, Plague Touch, Barbs, Mark of Pain
D/R - IAS, Apply Poison, stances, Melandru's Resilience (e)
D/Mo - Reversal of Fortune, Rebirth, hex removals, condition removals, loads of useful enchantments
Hope this small list helps.
