The DoA Obsidian Dervish

Harakiem

Harakiem

Ascalonian Squire

Join Date: Jun 2006

Team Legacy

A/

I've found that replacing the Obsidian Flesh Warrior with an Obsidian Dervish in GoA groups to be just as, if not more effective, so I'm going to post the dervish build here, any comments would be appreciated:

stats:
12 earth magic
10+1 earth prayers
8+4 mysticisim

stoneflesh aura
obsidian flesh {e}
armor of earth
glyph of concentration
grasping earth
mystic regeneration
conviction
vital boon

equipment:
armor +10^enchant on all armor pieces
a 20% encant mod +5e weapon
a +12e req. earth focus, preferably with +armor and +health mods

the usage of this build is actually pretty natural for a dervish (very similar to 55 monk type of play. just upkeep your enchants whenever they're available and keep conviction up. A few suggestions for the optional slot are grasping earth or ward against melee, or possibly glyph of concentration. This build can be used in the GoA, and is quite survivable (0 damage from almost everything, and 10pips of health regen. be sure to let your enchants expire though, because if you overlap them, it'll screw your energy over (which is usually not a problem).

EDIT:vital boon can be upkept as a nice health boost. you may wish to use that.
EDIT:after a few runs not rezing anyone, I've decided that taking the sig is a joke, and glyph of concentration is necessary to get off stoneflesh aura in some areas.

Kiji

Kiji

Ascalonian Squire

Join Date: Jan 2007

Mo/W

whoa. this is what i needed to get my dervish working in DoA. thks, i'm def going to try this.

General DS

Frost Gate Guardian

Join Date: Sep 2006

pie land

Fate Worse than Death

W/

Interesting build, IMO I would have Stoneflesh aura in there somehow, with 12 earth magic, is removes 25 damage, a good chunk if you ask me. and again, much like when factions came out, there were lots of assassins, mostly nubs, but some good. same thing with dervishes, mostly nubs, but some good. and this seems to be one of the good

Paperfly

Paperfly

Krytan Explorer

Join Date: Jun 2006

It looks workable - worth taking if there are no OF warriors around - but I honestly think it's not quite as good as the warrior option. The Earth Prayers skills aren't up to Strength's standards (and the regen on Mystic borders on meaninglessness against the damage numbers you'll see in DoA)... So that leaves you with two bonuses: Four natural pips of regen and the gain from Mysticism.

...Which isn't nothing, but since you're going to spend most of the time under Balth's Spirit it's more of a luxury than a necessity.

Dr Strangelove

Dr Strangelove

Furnace Stoker

Join Date: Dec 2005

Wasting away again in Margaritaville

[HOTR]

Eles are pretty naturally the best OF tanks. The problem is that most of the eles are already used as nukers, while a whole class (warriors) has not so much to do. Good warriors, as a general rule, are better at managing aggro than good eles. Thus, you get OF warriors tanking.

Abyss1

Abyss1

Frost Gate Guardian

Join Date: May 2006

Holland

Newbies 'R Us [NRU]

A/E

Actually the regen of a dervish provided by mistyc regen can provide alot more counter then any other regen spell out there, and I have seen dervishes used for tank reasons to great success. However some of the warrior health boost skills just aren't there but if you are bonded right it really doesn't make a difference.

Harakiem

Harakiem

Ascalonian Squire

Join Date: Jun 2006

Team Legacy

A/

Quote:
Originally Posted by General DS
Interesting build, IMO I would have Stoneflesh aura in there somehow, with 12 earth magic, is removes 25 damage, a good chunk if you ask me. and again, much like when factions came out, there were lots of assassins, mostly nubs, but some good. same thing with dervishes, mostly nubs, but some good. and this seems to be one of the good stoneflesh is the first skill on the bar

FatherofGod

Ascalonian Squire

Join Date: Nov 2006

Yeh, a W/E OF tank still would work much better, a warrior tank also has +50 armor because naturally max armor is 80 for each piece where as for a dervish it's 70 and dervishes do not get the health bonus skills such as Signet of Stamina and Endure Pain. It really depends where your fighting I guess, i you decided to go to Stygian or City you could use a dervish but probably not for gloom because of the cave or for foundry. But a dervish could be used as a backup replacement.

Harakiem

Harakiem

Ascalonian Squire

Join Date: Jun 2006

Team Legacy

A/

actually, armor is calculated per piece, so if you're calculations were correct, it would only be 10 armor anywho, and with a radiant insignia (while under enchants, as this build calls for) you have 80 armor anyways and as stated above, vital boon can be used as a health boost.

powercozmic

powercozmic

Lion's Arch Merchant

Join Date: Aug 2005

The Cosmic Ocean

DVDF

Me/

Quote:
Originally Posted by Harakiem
actually, armor is calculated per piece, so if you're calculations were correct, it would only be 10 armor anywho, and with a radiant insignia (while under enchants, as this build calls for) you have 80 armor anyways and as stated above, vital boon can be used as a health boost. sounds interesting. wonder if my guild will be happy to let my dervish tank for a change.

Spadas Datum

Lion's Arch Merchant

Join Date: Jun 2005

N/Mo

This build will be able to work in most of the four area. But I'm especially concerned about the gloom. I usually do 2 areas in a row or 4 areas in a row and find that gloom has the most interrupts. It's especially crucial in the cave to be able to chain obsidian and sb without break. Once you get hexed with earth tormentors around, it's usually gg, dead. So, maybe instead of using sliver armor which only lasts for 10 seconds and has a recharge of 30 seconds, it's better to take mirage cloak. It doesn't have any recharge time and has a 1/4 cast and lasts for 10 seconds as well. You should also definitely bring glyph of concentration. As for res sig, don't bother with it. The tank should be the first to go down and should not be bothered to have a sig. I also think having veil of thorns to cripple the foes can help the nukers when they do meteor. As for your attributes, I think having 16 in earth prayers is better and 3 in mysticism. The 12 hp/4 energy every time enchantments end isn't that great in my opinion.

Paperfly

Paperfly

Krytan Explorer

Join Date: Jun 2006

Quote:
Actually the regen of a dervish provided by mistyc regen can provide alot more counter then any other regen spell out there
Indeed. But that's because you shouldn't be using regen spells to counter degen in the first place. It's much more efficient to either (a) strip whatever's causing the degen or (b) wait till the health goes down a bit and then use direct healing.

Remember that degen alone takes a full 25 seconds to kill someone at 500 health, even if maxed out.

...In other words, your counters to degen are Heal Party/Light of Deliverance, Divert Hexes and Extinguish on other members of your party. There's nothing efficient enough to be worth taking on a D/E. If anything, I'd dump Regen for Vital Boon to serve the same role as Endure Pain in Warrior builds.
Quote:
actually, armor is calculated per piece, so if you're calculations were correct, it would only be 10 armor anywho, and with a radiant insignia (while under enchants, as this build calls for) you have 80 armor anyways and as stated above, vital boon can be used as a health boost. Warriors usually shift to a "while enchanted" shield when not actively casting. That's a total of 96 base armour, +20 versus Physical (plus whatever insignia the war's packing, though that's usually a set of Radiants), and +5 Absorption vs. Physical. Not counting boosts from skills, of course.

@ Spadas: There's still better options for all that in Earth Magic (not Prayers!) without having to redistribute stats. Ward Against Melee, Ward Against Foes/Grasping Earth and Kinetic Armor all spring to mind.

@ Dr Strangelove: Seconded! About the only problem is that eles are a bit more vulnerable when DP'd (a tank's natural state, natch). You can sometimes save a warrior who's had his enchantments stripped, but an elementalist will die pretty much instantly. Still, it's not a big deal if you've got a handy Glyph of Sacrifice Rebirther and a sufficiently patient group.

Karlos

Karlos

Master of Mallyx

Join Date: Oct 2005

The Kaizen Order [Kaiz]

E/Me

Yup, you need glyph of concentration if you want to guarantee you can get off Obsidian Flesh, especially against the Stygian Fiends in the Veil and the spirit and Sanity Tormentors (the worst) in the Gloom. The Sanity will daze you... So it'll all be down hill from there.

Narfolik

Ascalonian Squire

Join Date: Jan 2007

I think wind prayers could be usefull there

Mystic Healing: if OF has 8 ench or more with 12 Wind Prayers its party heal for 70 every 3 sec

Dwaynas Touch: self heal, nothing else to say

Harakiem

Harakiem

Ascalonian Squire

Join Date: Jun 2006

Team Legacy

A/

anywho, I ran this build again last night, and made a few improvements with it. I've also discovered that chocking gas is murder and level 28 touchers really suck.

Quote:
Originally Posted by Paperfly
Warriors usually shift to a "while enchanted" shield when not actively casting. That's a total of 96 base armour, +20 versus Physical (plus whatever insignia the war's packing, though that's usually a set of Radiants), and +5 Absorption vs. Physical. Not counting boosts from skills, of course.. and with conviction, a dervish has base level 104 armor, given a war still has 20vs physical, but in the long run it evens out. (you also neglected to mention that the absorbition is only 20%chance). I ran this build through city and veil last night with absolutely no problems tanking.

Edit: Removed a baseless accusation.

Spadas Datum

Lion's Arch Merchant

Join Date: Jun 2005

N/Mo

Quote:
Indeed. But that's because you shouldn't be using regen spells to counter degen in the first place. It's much more efficient to either (a) strip whatever's causing the degen or (b) wait till the health goes down a bit and then use direct healing.

Remember that degen alone takes a full 25 seconds to kill someone at 500 health, even if maxed out.

...In other words, your counters to degen are Heal Party/Light of Deliverance, Divert Hexes and Extinguish on other members of your party. There's nothing efficient enough to be worth taking on a D/E. If anything, I'd dump Regen for Vital Boon to serve the same role as Endure Pain in Warrior builds.
Well, I would think it's a matter of preference and I feel that having mystic regen will give the dervish a self heal as opposed to relying on the monks for constant condition removal. Mystic is pretty spammable. Also, in gloom especially, the amount of conditions while tanking is constantly applied no matter how much spamming the monk dish out and they will run into energy problem, if not they will have to run back and forth just to cast, which to me is a waste of time when all the degen can be countered by mystic regen. It's a rather spammable skill and with only 1/4 cast time, it's not a bad idea. Also, it can serve as an extra skill that the interrupt catches along with another spell cast that the dervish performs, which then allows the dervish a higher chance of getting glyph of concentration off. I hope you understand what I mean there.

Quote:
There's still better options for all that in Earth Magic (not Prayers!) without having to redistribute stats. Ward Against Melee, Ward Against Foes/Grasping Earth and Kinetic Armor all spring to mind. Well, it's again a matter of preference. Ward against melee takes 10 energy, and has a recharge time of 20, and cast of 1. Now, even with 12 earth magic, that's 18 seconds. Also, it's only in the area you are standing in and the effect of 50% evasion is for melee only. This doesn't consist of spears/bows, which is most troublesome in gloom. But with mirage cloak, although it cost 15 energy, it's cast is 1/4 and no recharge. It also affects all incoming attack. It can also serve as another spammable enchantment to cover up sb/obsidian in foundry where despairs titans uses chilbains. Although I do think ward against foes is better to keep foes around you. In this instance with the dervish tanking, it would be better to have veil of thorns because it will last 21 seconds with a recharge of 20, unlike ward a foes, 18/20. Veil can act as another enchantment to cover up. Grasping isn't bad but ward against foes is better then that because in certain area, foes will keep coming and having a constant ward up or having a constant veil up will prove better. Also, certain creatures there can remove hex, for instance, heart tormentor with blessed light. Kinetic armor would work good on an ele tanking but again, with a dervish, the energy pool would likely be less and also, it's not to its fullest potential as with an ele in 16 earth magic. Dervish can stick with conviction. If you want to use all those earth magic skills, then just stick with ele primary tanking, cause that is where it will work best. That I won't argue with.

Karlos

Karlos

Master of Mallyx

Join Date: Oct 2005

The Kaizen Order [Kaiz]

E/Me

Kinetic Armor stinks. Too much hassle trying to keep an eye on it when Armor of Earth is cheaper, faster to cast and recharges faster.

MisterB

MisterB

Furnace Stoker

Join Date: Oct 2005

Planet Earth, Sol system, Milky Way galaxy

[ban]

W/

Quote:
Originally Posted by Harakiem
and with conviction, a dervish has base level 104 armor, given a war still has 20vs physical, but in the long run it evens out. (you also neglected to mention that the absorbition is only 20%chance). I ran this build through city and veil last night with absolutely no problems tanking. Three things:

First point no longer relevant, or necessary. Removed.

Your comparison of a warrior's base level armor without ANY skills to your Dervish with Conviction is not exactly valid. Just for fun, a warrior could also be wearing Sentinel armor and a +7warding weapon(on a weapon switch when not casting enchants)for a base AL of: 116 physical/123 elemental, or just 116/103 with the weapon swap and Glad's/Radiant, all before anything on the skillbar.

No, the -5 absorption is 100% chance(while enchanted) -3 from Superior Absorb, and a -2(enchanted) shield.

Congratulations on successfully tanking the Domain of Anguish. Player skill is more important than the class for this, whether it be Ele, Warrior, Dervish, or something else in the future. A good player can overcome their classes' weakness, and all three have them(weknesses).

Karlos

Karlos

Master of Mallyx

Join Date: Oct 2005

The Kaizen Order [Kaiz]

E/Me

Well said.

Harakiem

Harakiem

Ascalonian Squire

Join Date: Jun 2006

Team Legacy

A/

gotta agree with everything said there.

anywho, if someone besides me has gotten a group with this builds and has any improvements they think could help the build, please feel free to post them.

Karlos

Karlos

Master of Mallyx

Join Date: Oct 2005

The Kaizen Order [Kaiz]

E/Me

Not sure if you're aware, but the build is posted on the wiki. Here is the talk page for the build, in which you'll find my suggestion for protecting Glyph of Concentration (which is Spardas' idea).

http://gw.gamewikis.org/wiki/Build_t...sidian_Dervish

Harakiem

Harakiem

Ascalonian Squire

Join Date: Jun 2006

Team Legacy

A/

I'm well aware of that, since I was the one who put it there.

Not sure about pious concentration, because in gloom you end up dazed (which means everything interrupts, and removes an enchant). Most tanks do okay without it, and the cave in gloom is the only place I've had ANY problems running this build, but if the bonder and SB do their job right, it's no big deal.

Kind of sucks how hard that cave is though, you have to have an expert group to get through it, with TS/Vent. I suggest doing gloom than foundry without zoning, since that garuntees everyone 2 titan gems, and foundry's easy if your group makes it through the cave in gloom.

Thom Bangalter

Thom Bangalter

Grindin'

Join Date: Dec 2005

MO

E/Mo

extend enchantments?

Harakiem

Harakiem

Ascalonian Squire

Join Date: Jun 2006

Team Legacy

A/

that'd strip your enchants ever 20 seconds, completely destroying the build, unless I'm reading the skill description wrong.

FG2_Eli

Ascalonian Squire

Join Date: Feb 2007

just some ideas ...
what about veil of thorns instead of grasping earth and armor of sanctity (instead of convinction or vital boon(if u are playing with symbosis that will not hurt much)) for even more damage reduction...
and fleeting stability i'd say for the margonite warriors and stygians to avoid interrupts due to knockdown(or someone who keeps av/sv on you)
i knew the dervish would be able to tank there - nice build

Harakiem

Harakiem

Ascalonian Squire

Join Date: Jun 2006

Team Legacy

A/

I'd say drop vital boon for armor of sanctity, but grasping earth or ward against foes really comes in handy in foundry... fleeting stability could probably go in if you were in a veil group, since KD's can be a real problem there.... Symbiosis is like awsome with this build, but don't run it in foundry or you'll never kill the dervish bug things.