What makes a good Dervish?
TarcellaCella
Hey
Umm, i was just wandering, what makes a person a good Dervish? I have one, who's almost finished Nightfall lol, so i'm not foreign to it as such, it's just i'm used to being a monk so being a melee character is a little weird to get used to i suppose.
So any of you pro Dervishes out there mind telling me what makes a good Dervish?
Umm, i was just wandering, what makes a person a good Dervish? I have one, who's almost finished Nightfall lol, so i'm not foreign to it as such, it's just i'm used to being a monk so being a melee character is a little weird to get used to i suppose.
So any of you pro Dervishes out there mind telling me what makes a good Dervish?
~ Dan ~
well, as most ppl know dervishes are built around enchantments, and alot of thought needs to go into each enchantment picked for a specific, build. they should compliment each other, add conditions, or provide defense/healing. 1 important thing to remember is how u stack them.. knowing which is the most important enchantment must be applied 1st, so that others cover it, thus making it harder to be stripped.
another important point while attacking is to make sure vs melee, and casters if possible, is to ball them up. the scythe is able to hit 3 foes at a time, providing enormous healing from sks such as mystic vigor. even with low armour, mystic vigor combined with regen can provide a pretty gd tank, hitting 3 targets can give u the healing needed to keep going.
a pretty smiple tip but key in any build is mysticism. u must hit the break points needed for the energy gain, and any excess points should be dumped into other attributes, or otherwise are pretty much wasted.
gl and i hope this helps, dan *hint hint*
another important point while attacking is to make sure vs melee, and casters if possible, is to ball them up. the scythe is able to hit 3 foes at a time, providing enormous healing from sks such as mystic vigor. even with low armour, mystic vigor combined with regen can provide a pretty gd tank, hitting 3 targets can give u the healing needed to keep going.
a pretty smiple tip but key in any build is mysticism. u must hit the break points needed for the energy gain, and any excess points should be dumped into other attributes, or otherwise are pretty much wasted.
gl and i hope this helps, dan *hint hint*
ArKaiN
This is what makes a good dervish:
If you're in the middle of a bunch of foes, and someone asks "Jesus Christ, is your hero using SS with curses 30?", then you're doing a good job.
If you're in the middle of a bunch of foes, and someone asks "Jesus Christ, is your hero using SS with curses 30?", then you're doing a good job.
TarcellaCella
lol thank you, DAN! XD ^_^ nah that was really helpful, should've come to you first *smacks head*
i think its safe to say i've earned the title of "Plonker (10)" XD
But, if anyone else has lil suggestions, PLEASE! add i'd like my dervish to actually kill something without too much aid from ppl... like i've seen dan do O.o
i think its safe to say i've earned the title of "Plonker (10)" XD
But, if anyone else has lil suggestions, PLEASE! add i'd like my dervish to actually kill something without too much aid from ppl... like i've seen dan do O.o
TarcellaCella
Quote:
Originally Posted by ArKaiN
This is what makes a good dervish:
If you're in the middle of a bunch of foes, and someone asks "Jesus Christ, is your hero using SS with curses 30?", then you're doing a good job. LOL thanks ^^
If you're in the middle of a bunch of foes, and someone asks "Jesus Christ, is your hero using SS with curses 30?", then you're doing a good job. LOL thanks ^^
Moa Bird Cultist
Fast reactions are probably the most important aspect of playing as a dervish.
Str0b0
A good dervish considers a few things while designing a build, the first step in being a good dervish. One is it survivable? Can you wade into a mob and come out still standing, can you be the last one standing and save a party wipe? Survivability for a dervish is all about enchantments. The staples are Conviction and Mystic Regeneration. Secondly you want to consider damage output. It does no good to try to tank anymore. The AI doesn't stand for it. You have to be able to take down targets. The scythe has huge damage if used properly and some dervish skills provide direct damage,i.e. Mystic Sandstorm. Try to pick attack skills with a manageable cost. You don't do your party any good if you can't consistently attack. Thirdly you should examine what benefits you can give your party members. Many dervish enchantments produce effects when they end or when they are applied. Since the AI likes to blow past your front line now and attack the squishies conditions like blindness and cripple can really save the day.
Once you get the build ironed out then you have to get into the mindset of playing the dervish. Since you started as a monk this isn't going to be as bad as you thought, indeed it's a good deal easier. One of the keys to the dervish is the status bar. You have to watch this constantly. You should be aware when an enchantment is about to expire, and for god's sake let it expire on it's own so you reap the Mysticisim benefits, and be ready to reapply it. A slow reaction time on a vital enchantment can leave you and your 70AL getting hammered by huge damage. Choose your targets well. Dervishes have the only natural AoE weapon in the game so why waste it on just one lonesome monster. Melee mobs still like to stack the odds against casters. They tend to gang up. Find the middle and let them all have it with one sweep of your scythe. Be concious of the monk and other support casters. Many dervish skills strip an enchantment for a benefit. I have found that nothing ticks a monk off more than you stripping off the protection enchantment they just blew energy putting on you. Be aware of your status bar and the enchantments you have on you. Finally, and this can be said for all classes really, plan accordingly. While there are some good all around utility builds you should be prepared to alter your build to suit the environment. Dervishes are very versatile damage dealers with the ability to do massive damage and apply conditions, but why bring an enchantment that causes bleeding when you know you're going to be in an area with lots of foes that have no flesh and are therefore immune? If the other benefits of the enchantment do not outweigh the loss of DoT damage in this hypothetical instance then you should probably consider bringing along another enchantment instead. Dervishes are potent forces of destruction if properly prepped and utilized. If you follow and refine these basic guidelines you'll be a pro dervish in no time.
Once you get the build ironed out then you have to get into the mindset of playing the dervish. Since you started as a monk this isn't going to be as bad as you thought, indeed it's a good deal easier. One of the keys to the dervish is the status bar. You have to watch this constantly. You should be aware when an enchantment is about to expire, and for god's sake let it expire on it's own so you reap the Mysticisim benefits, and be ready to reapply it. A slow reaction time on a vital enchantment can leave you and your 70AL getting hammered by huge damage. Choose your targets well. Dervishes have the only natural AoE weapon in the game so why waste it on just one lonesome monster. Melee mobs still like to stack the odds against casters. They tend to gang up. Find the middle and let them all have it with one sweep of your scythe. Be concious of the monk and other support casters. Many dervish skills strip an enchantment for a benefit. I have found that nothing ticks a monk off more than you stripping off the protection enchantment they just blew energy putting on you. Be aware of your status bar and the enchantments you have on you. Finally, and this can be said for all classes really, plan accordingly. While there are some good all around utility builds you should be prepared to alter your build to suit the environment. Dervishes are very versatile damage dealers with the ability to do massive damage and apply conditions, but why bring an enchantment that causes bleeding when you know you're going to be in an area with lots of foes that have no flesh and are therefore immune? If the other benefits of the enchantment do not outweigh the loss of DoT damage in this hypothetical instance then you should probably consider bringing along another enchantment instead. Dervishes are potent forces of destruction if properly prepped and utilized. If you follow and refine these basic guidelines you'll be a pro dervish in no time.
~ Dan ~
Quote:
Originally Posted by Str0b0
One of the keys to the dervish is the status bar. You have to watch this constantly. You should be aware when an enchantment is about to expire, and for god's sake let it expire on it's own so you reap the Mysticisim benefits, and be ready to reapply it.
heh yea.. figured that. as enchants are so important to dervish, having the effects monitor in your face as much as possible is priceless (as long as you can still see what your doing).
Ishtar Serket
Strobo pretty much covered it. Put up your enchants right before you enter battle, go in and use your attacks. Generally bring one attack or skill that ends an enchantment immediately if you need a quick heal or more energy (Sig of Pious Light works well). Like he said though its important to let enchants end naturally. If you never let enchants end on you in battle, you should seriously consider deleting your derv and making another class with derv as secondary since in that case you're wasting mysticism's great energy management feature when you constantly 'refresh' enchants.
XvArchonvX
Imo, a dervish's specialty is dealing pressure damage. When played in PvE, a dervish will also serve as a tank due to the way AI works. In PvP, a dervish can focus more on damage and utility rather than pure defense since they are fighting actual humans who won't just mob the first enemy in range. Because of this, a general rule is to spec in Earth Prayers for PvE (Mystic Regeneration is your friend) and Wind Prayers for PvP.
A scythe by itself will usually provide pretty decent dps by itself, especially in PvE where you are more likely to be hitting multiple foes at once. Because of this, it's not as important to fill up on attack skills to make yourself worthwhile.
In addition to choosing good defensive skills, make use of certain enchantments as cover enchants to protect yourself from any stripping you may encounter. To do this, put your most important enchantments on first, and least important last since they get stripped in order of last one to be applied.
Hope that helps.
A scythe by itself will usually provide pretty decent dps by itself, especially in PvE where you are more likely to be hitting multiple foes at once. Because of this, it's not as important to fill up on attack skills to make yourself worthwhile.
In addition to choosing good defensive skills, make use of certain enchantments as cover enchants to protect yourself from any stripping you may encounter. To do this, put your most important enchantments on first, and least important last since they get stripped in order of last one to be applied.
Hope that helps.
Zodiak
Quote:
Originally Posted by Str0b0
The staples are Conviction and Mystic Regeneration.
Actually the staples to being a dervish are
[skill]Faithful Intervention[/skill] [skill]Mystic Regeneration[/skill] [skill]Conviction[/skill]
also i dont carry Convictions most of the time.
[skill]faithful intervention[/skill]
Will save your butt and you will thank it for doing so more times then you can count. It is one of the ultimate spike preventions.
It also serves the dual purpos, as a Buffer Enchantment that will last UNTIL Triggering, which means this will ALWAYS be on you untill it triggers. This is used as one of the enchantments for Increased Regeneration from Mystic Regeneration
Its also worth Noting that a Dervishe's Mysticism Attribute should be set to 12 or 15, for the energy gain from ending enchantments to be of use. 16 in Mysticism is simply waisted.
[skill]Faithful Intervention[/skill] [skill]Mystic Regeneration[/skill] [skill]Conviction[/skill]
also i dont carry Convictions most of the time.
[skill]faithful intervention[/skill]
Will save your butt and you will thank it for doing so more times then you can count. It is one of the ultimate spike preventions.
It also serves the dual purpos, as a Buffer Enchantment that will last UNTIL Triggering, which means this will ALWAYS be on you untill it triggers. This is used as one of the enchantments for Increased Regeneration from Mystic Regeneration
Its also worth Noting that a Dervishe's Mysticism Attribute should be set to 12 or 15, for the energy gain from ending enchantments to be of use. 16 in Mysticism is simply waisted.
Anarion Silverhand
Quote:
Originally Posted by Zodiak
Its also worth Noting that a Dervishe's Mysticism Attribute should be set to 14 or 15, for the energy gain from ending enchantments to be of use.
No.
I can think of numerous builds where your mysticism rank would be below 10. Often your 4 pips of energy regen is enough for you to keep your enchantments up. When I run energy heavy builds my mysticism never jumps above 12, as you'd be gaining good energy from Zealous Renewal if you're packing it.
I can think of numerous builds where your mysticism rank would be below 10. Often your 4 pips of energy regen is enough for you to keep your enchantments up. When I run energy heavy builds my mysticism never jumps above 12, as you'd be gaining good energy from Zealous Renewal if you're packing it.
Marverick
Why is Mystic Regeneration a staple?
I run 16 Scythe (12+4), 12 Mysticism (11+1) and 6 Earth Prayers for Conviction + Vital Boon if a cover enchantment is necessary. There is no need for Mystic Regeneration; Heart of Fury and Mystic Vigor is more than enough healing.
For me, Mystic Sweep, Heart of Fury, Conviction are pretty much in every single build, and Reaper's Sweep/Chilling Victory for areas where mobs use Call to the Torment.
Quote:
I run 16 Scythe (12+4), 12 Mysticism (11+1) and 6 Earth Prayers for Conviction + Vital Boon if a cover enchantment is necessary. There is no need for Mystic Regeneration; Heart of Fury and Mystic Vigor is more than enough healing.
For me, Mystic Sweep, Heart of Fury, Conviction are pretty much in every single build, and Reaper's Sweep/Chilling Victory for areas where mobs use Call to the Torment.
Quote:
If you're in the middle of a bunch of foes, and someone asks "Jesus Christ, is your hero using SS with curses 30?", then you're doing a good job. That pretty much sums it up, meh.
Str0b0
Because Mystic Regen offsets DoT easily. Mystic Vigor is great but if you get hit with multiple degen effects while being attacked then you'll wish you had Mystic Regen. I tried to run just with Mystic Vigor once and Heart of Fury and between phantasm, wells, and bleeding along with attackers it can be too much for mystic vigor to handle.
ArKaiN
I almost always take mystic regen, but the skills that I have in almost every single build are Eremite's Attack and Mystic Sweep. They allow you to dish out so much damage in so little time the recharges almost don't matter.
neomartian
Why do everyone always ignore one of scythe attack's most uber skill?
i.e. Wounding Strike. At level 12(+4) scythe attack, its 21 seconds of deep wound and bleeding.
Combined with Reaping Impurities, you get a free 83 points heal every 8 seconds with +26 dmg.
Basically, derv is about creative use of attacks and enchantment to get the best synergy from the class. It gets more interesting when you throw in a few secondary prof skills. Physical resistance? Virulence? Epidemic? Wild blow? Lyssa with range/dagger attacks? or even an enchantment-centric build using Vow of Strength?
Currently, I am learning how to use Mirage Cloak (10 seconds of 50% chance of blocking in coming attacks with zero recycle time) and finding out a good way to generate 15 energy every 10 seconds to sustain the recasting cost. Would appreciate if anyone could provide me with some means to do it. (Currently using zealous renewal to sustain the spell)
i.e. Wounding Strike. At level 12(+4) scythe attack, its 21 seconds of deep wound and bleeding.
Combined with Reaping Impurities, you get a free 83 points heal every 8 seconds with +26 dmg.
Basically, derv is about creative use of attacks and enchantment to get the best synergy from the class. It gets more interesting when you throw in a few secondary prof skills. Physical resistance? Virulence? Epidemic? Wild blow? Lyssa with range/dagger attacks? or even an enchantment-centric build using Vow of Strength?
Currently, I am learning how to use Mirage Cloak (10 seconds of 50% chance of blocking in coming attacks with zero recycle time) and finding out a good way to generate 15 energy every 10 seconds to sustain the recasting cost. Would appreciate if anyone could provide me with some means to do it. (Currently using zealous renewal to sustain the spell)
~ Dan ~
Quote:
Originally Posted by neomartian
i.e. Wounding Strike. At level 12(+4) scythe attack, its 21 seconds of deep wound and bleeding.
problem being your almost always enchanted, meaning all you will get from that skill is the deep wound. why not use reaper's sweep for that, or wearying strike + plague touch? bit of a wasted elite spot imo.
Str0b0
Quote:
Originally Posted by neomartian
Why do everyone always ignore one of scythe attack's most uber skill?
i.e. Wounding Strike. At level 12(+4) scythe attack, its 21 seconds of deep wound and bleeding.
Combined with Reaping Impurities, you get a free 83 points heal every 8 seconds with +26 dmg. Well you're just going to get deep wound nine times out of ten unless you can find a way to run a dervish with no enchantments or to strip them before using the skill. I used to run Reap Impurities with my EDA build but then I figured out that it's very high cost for not such a great return. Honestly I won't run an attack skill that costs more than 5e since I discovered wild blow and it's brand of nastiness. In fact the only two attack skills I have on my EDA bar are Victorious Sweep and Wild Blow. Both cost 5e return good damage and because of their low cost and relatively fast recharge I can spam them, thus keeping my opponents blinded.
i.e. Wounding Strike. At level 12(+4) scythe attack, its 21 seconds of deep wound and bleeding.
Combined with Reaping Impurities, you get a free 83 points heal every 8 seconds with +26 dmg. Well you're just going to get deep wound nine times out of ten unless you can find a way to run a dervish with no enchantments or to strip them before using the skill. I used to run Reap Impurities with my EDA build but then I figured out that it's very high cost for not such a great return. Honestly I won't run an attack skill that costs more than 5e since I discovered wild blow and it's brand of nastiness. In fact the only two attack skills I have on my EDA bar are Victorious Sweep and Wild Blow. Both cost 5e return good damage and because of their low cost and relatively fast recharge I can spam them, thus keeping my opponents blinded.
neomartian
Actually, it largely depends on your playing style.
I rely heavily on pressure build using combination of Wounding Strike + Mark of Rodgort. (i.e. Deep wound + Burning). With this, I could afford not to do any enchantment stripping to keep pressure on the enemy. This also means I have energy to run skills like Reap Impurities for additional dmg + self heals. Also, by consistently applying Deep Wound, I could be ensure that I am fighting my enemy or monster at 80% of its health.
Anyway, I am a lazy person, my Mark of Rodgort will burn my enemy for 3 seconds which is exactly the time needed for Wounding Strike to recharge. In this way, I am consistently ensuring that the enemy is burning.
BBQ time!!!!
I rely heavily on pressure build using combination of Wounding Strike + Mark of Rodgort. (i.e. Deep wound + Burning). With this, I could afford not to do any enchantment stripping to keep pressure on the enemy. This also means I have energy to run skills like Reap Impurities for additional dmg + self heals. Also, by consistently applying Deep Wound, I could be ensure that I am fighting my enemy or monster at 80% of its health.
Anyway, I am a lazy person, my Mark of Rodgort will burn my enemy for 3 seconds which is exactly the time needed for Wounding Strike to recharge. In this way, I am consistently ensuring that the enemy is burning.
BBQ time!!!!
neomartian
Quote:
Originally Posted by dan-the-noob
problem being your almost always enchanted, meaning all you will get from that skill is the deep wound. why not use reaper's sweep for that, or wearying strike + plague touch? bit of a wasted elite spot imo.
Refer to my previous post for the reason of my choice of skills.
Van vincing
well alot of ppl thought bout lyssa wif daggers, but if u fink bout it scythe cud ocassionally deal dmg to 3 targets, and also has a high dmg. Daggers dun always get double strike, n the dmg cannot deal more than 50 even if u hit a caster. All scythe needs is eremites, mystic sweep and heart of fury, and thts all u need to kill everyone
~ Dan ~
Quote:
Originally Posted by neomartian
Refer to my previous post for the reason of my choice of skills.
reap impurities + wounding strike + mark of rodgort = 30e? if you don't use any enchantments, therefore no e-management from mysticism (waste of derv primary then?), where does your energy come from?
Van vincing
Also remember that there are 2 options u cud pick for enchantments. Are your benefits from enchantments, or the end of enchantments (bomber). Dun ever try to put those 2 together and attempt to only erase the one u want to erase, because thts too risky and it won't work
MBP
ok i've been trying these suggestions on my derv...mystic regen, faithful intervention and conviction
and then some low energy cost scythe attacks that don't remove enchantments(eremites attack, mystic and cripple sweeps)being that someone said mysticism works better if the enchants run out on their own; with reaper's sweep for the elite
i use attributes of 15 scythe (11+1+3) 12 myst (11+1) and the remaining in earth with a perfect ancient scythe(15^50, 20/20, 30hp) but i'm still having trouble with the energy management aspects with only 25 energy i'm barely being efficient...is Lyssa's assault a good way to go maybe?
have any tips for better rune management or weapon use? or even an exact skill setup with runes and weapons would be extremely helpful
and then some low energy cost scythe attacks that don't remove enchantments(eremites attack, mystic and cripple sweeps)being that someone said mysticism works better if the enchants run out on their own; with reaper's sweep for the elite
i use attributes of 15 scythe (11+1+3) 12 myst (11+1) and the remaining in earth with a perfect ancient scythe(15^50, 20/20, 30hp) but i'm still having trouble with the energy management aspects with only 25 energy i'm barely being efficient...is Lyssa's assault a good way to go maybe?
have any tips for better rune management or weapon use? or even an exact skill setup with runes and weapons would be extremely helpful
Van vincing
get zealous for ur scythe, its hell alot more useful on scythe than any other class, ull notice ur gaining 3 energy per hit often in pve
Str0b0
Try adding a +20% enchant mod to your scythe. It helps immensely. You can use zealous but I find you don't need it if your enchants last just that extra bit longer. It stretches out your Mysticism gain into longer intervals but it gives your natural regen more of a chance to recover. you've got +4 energy regen and that's not too shabby.
Marverick
Zealous isn't bad although I use Vamp for damage as I don't really have energy problems. But if you're playing an attack spammer, then Zealous is pretty much required, or some external form of e-management.
20% enchanting is great and also helps with e-management due to not casting enchantments as often.
15^50, 20/20, and +30hp all suck for Dervs in PvE.
You have too many attack skills; two or three is enough as Dervish attack skills recharge quickly. I typically use Mystic Sweep, Victorious Sweep (swap to Chilling Victory in RoT), and Wounding Strike (swap to Reaper's Sweep in RoT).
Mystic Regeneration isn't worth it without 13 Earth Prayers. And no Heart of Fury on a weapon build......
20% enchanting is great and also helps with e-management due to not casting enchantments as often.
15^50, 20/20, and +30hp all suck for Dervs in PvE.
You have too many attack skills; two or three is enough as Dervish attack skills recharge quickly. I typically use Mystic Sweep, Victorious Sweep (swap to Chilling Victory in RoT), and Wounding Strike (swap to Reaper's Sweep in RoT).
Mystic Regeneration isn't worth it without 13 Earth Prayers. And no Heart of Fury on a weapon build......
MBP
ok thanks guys i'll try zealous and enchanting scythes
..is eyes of the forgotten a good scythe to go with?
i really don't want to take apart my pretty perfect scythe...maybe i'll try a W/D build so i can still use it
ohhh...and what is RoT by the way?
..is eyes of the forgotten a good scythe to go with?
i really don't want to take apart my pretty perfect scythe...maybe i'll try a W/D build so i can still use it
ohhh...and what is RoT by the way?
Ishtar Serket
RoT stands for Realm of Torment. Different tactics are employed there because you need to be able to do a lot of damage to one enemy fast when they use the Call to the Torment skill (I hate that skill).
As for particular weapon, a weapon that increases enchants by 20% is good as is any scythe that causes 15% more damage when you're enchanted. Because of that I use Dwayna's Grace most of the time (it has both of those features plus 20/20 sundering). And I second the use of Wild Blow, its a great skill since it guarantees a critical strike and considering its low energy and has no negative (adrenaline doesn't mean anything to a derv with only that war skill).
As for particular weapon, a weapon that increases enchants by 20% is good as is any scythe that causes 15% more damage when you're enchanted. Because of that I use Dwayna's Grace most of the time (it has both of those features plus 20/20 sundering). And I second the use of Wild Blow, its a great skill since it guarantees a critical strike and considering its low energy and has no negative (adrenaline doesn't mean anything to a derv with only that war skill).
Zodiak
Here is the definate answer when it comes to a scythe for a dervish
Vampiric / Zealous 9-41 / 15% damage while enchanted / 20% Longer Enchantments / CUSTOMIZED
I also chose Vampiric because dervishes have good energy and the tripple hit from a dervish is just so unfair (lol) with a Zealous or Vampiric mod, thats +15 dmg under alot of circumstances, bringing your damage from 9-41 to 24-56 per hit.
Customizing your main scythe is a BIG THING, since dervishes have tremendous spiking power, and having that 20% additional is a BIG THING and a must have.
If your one of those people who doesnt like customzing gold or green weapons, get a crafted or collector weapon, throw on those inscriptions / mods and then CUSTOMIZE it, I can stress that enough.
I also disagree heavily with the comment that Mystic Regeneration isnt worth using unless you have 13 in Earth Prayers. Under 90% of circomstances, a Dervish SHOULD have 3 or more Enchantments on him, giving him +3 Health Regeneration per enchantment for +9 health Regen total, even more if he has 4.
These three being very common.
[skill]faithful intervention[/skill][skill]mystic vigor[/skill][skill]mystic regeneration[/skill]
The next thing I can say is Speed Buff. Take advantage of a Dervishes power and then increase its damage output, get a Speed Buff. A Dervish is lucky enough to have one of the longest lasting damage speed increasing skills
[skill]heart of fury[/skill]
Which lasts for an insane amount of time (20 seconds) as far as speed buffs go, plus for 10 Energy, you get a 20 second speed buff and a side effect of it setting everything on fire for X time when it ends. Depending on your rank in Mysticism, it may only end up costing you 6-5 Energy for using it and it recharges quickly.
Since your bare scythe does so much damage, with the enchantments needed to keep you alive and a speed buff if you chose, you really only need 2 or 3 attack skills as mentioned to be an awesome damage dealer
I have enjoyed playing Dervish since the Nightfall Trial weekend and still do. It is one awesome profession
- Zodiak
Vampiric / Zealous 9-41 / 15% damage while enchanted / 20% Longer Enchantments / CUSTOMIZED
I also chose Vampiric because dervishes have good energy and the tripple hit from a dervish is just so unfair (lol) with a Zealous or Vampiric mod, thats +15 dmg under alot of circumstances, bringing your damage from 9-41 to 24-56 per hit.
Customizing your main scythe is a BIG THING, since dervishes have tremendous spiking power, and having that 20% additional is a BIG THING and a must have.
If your one of those people who doesnt like customzing gold or green weapons, get a crafted or collector weapon, throw on those inscriptions / mods and then CUSTOMIZE it, I can stress that enough.
I also disagree heavily with the comment that Mystic Regeneration isnt worth using unless you have 13 in Earth Prayers. Under 90% of circomstances, a Dervish SHOULD have 3 or more Enchantments on him, giving him +3 Health Regeneration per enchantment for +9 health Regen total, even more if he has 4.
These three being very common.
[skill]faithful intervention[/skill][skill]mystic vigor[/skill][skill]mystic regeneration[/skill]
The next thing I can say is Speed Buff. Take advantage of a Dervishes power and then increase its damage output, get a Speed Buff. A Dervish is lucky enough to have one of the longest lasting damage speed increasing skills
[skill]heart of fury[/skill]
Which lasts for an insane amount of time (20 seconds) as far as speed buffs go, plus for 10 Energy, you get a 20 second speed buff and a side effect of it setting everything on fire for X time when it ends. Depending on your rank in Mysticism, it may only end up costing you 6-5 Energy for using it and it recharges quickly.
Since your bare scythe does so much damage, with the enchantments needed to keep you alive and a speed buff if you chose, you really only need 2 or 3 attack skills as mentioned to be an awesome damage dealer
I have enjoyed playing Dervish since the Nightfall Trial weekend and still do. It is one awesome profession
- Zodiak
Marverick
Get an Ebon Scythe as well; it can be used for Ebon Dust Aura builds and also does more damage to Warriors.
Eyes of the Forgotten isn't that great... +health is unnecessary, 15^50 < 15^enchant.
Even a W/D build will benefit more from a Vamp 15/stance or 15^50 of Defense.... Defense > Fortitude for Dervishes and Warriors. You don't want too much health or mobs won't attack you, and you want mobs to attack you instead of your monk in the back.
Sundering sucks in PvE.
Zodiac, it really depends where you want to focus. If you want survivability, then Mystic Regeneration is fine, but I normally find 104 armor and +18x per hit enough to survive and go full damage with the rest of my bar. The 10e hurts midbattle when you need to renew it, and when you're keeping 4 enchantments up you spend a lot less time attacking.
Of course if you need to tank for the party, Mystic Regeneration is useful.
Eyes of the Forgotten isn't that great... +health is unnecessary, 15^50 < 15^enchant.
Even a W/D build will benefit more from a Vamp 15/stance or 15^50 of Defense.... Defense > Fortitude for Dervishes and Warriors. You don't want too much health or mobs won't attack you, and you want mobs to attack you instead of your monk in the back.
Sundering sucks in PvE.
Zodiac, it really depends where you want to focus. If you want survivability, then Mystic Regeneration is fine, but I normally find 104 armor and +18x per hit enough to survive and go full damage with the rest of my bar. The 10e hurts midbattle when you need to renew it, and when you're keeping 4 enchantments up you spend a lot less time attacking.
Of course if you need to tank for the party, Mystic Regeneration is useful.
MBP
thanks guys...i've been trying these strats and they seem to work well..i guess i'll put my perfect scythe up for sale since it doesn't really work that much...either that or i'll throw it on melonni
zodiac- your strategy appealed the most to me...would you mind telling me your exact skill bar and rune set up so i can use it to it's fullest?
zodiac- your strategy appealed the most to me...would you mind telling me your exact skill bar and rune set up so i can use it to it's fullest?
~ Dan ~
Quote:
Originally Posted by MBP
..is eyes of the forgotten a good scythe to go with?
definitely used it ever sinced i completed nf, zealous mod for hitting 3 targets is priceless, and the other mods are pretty helpful too.
Zodiak
Quote:
Originally Posted by MBP
thanks guys...i've been trying these strats and they seem to work well..i guess i'll put my perfect scythe up for sale since it doesn't really work that much...either that or i'll throw it on melonni
zodiac- your strategy appealed the most to me...would you mind telling me your exact skill bar and rune set up so i can use it to it's fullest? Well when it comes to Dervishes, unfortunatly builds arent revolutionary, this is what I use, its preatty standard.
D/Mo
Healing Prayers: 8
Scythe Mastery: 11 (9+2)
Earth Prayers: 8 (7+1)
Mysticism: 15 (11+1+3)
You can use one of these variants
[skill]live vicariously[/skill][skill]faithful intervention[/skill][skill]mystic regeneration[/skill][skill]mystic vigor[/skill][skill]mystic sweep[/skill][skill]victorious sweep[/skill][skill]reaper's sweep[/skill][skill]rebirth[/skill]
[skill]vigorous spirit[/skill][skill]faithful intervention[/skill][skill]mystic regeneration[/skill][skill]mystic vigor[/skill][skill]mystic sweep[/skill][skill]victorious sweep[/skill][skill]reaper's sweep[/skill][skill]rebirth[/skill]
Some dervishes prefer to go more offensive, some more defensive. I like being able to stay there and take all the damage they can possibly throw at me (granted there are no mesmers, or they dont strip everything at once). If going more offensive, consider something like this.
Remove attributes from Healing and put them in Scythe Mastery, to something around 13
[skill]balthazar's spirit[/skill][skill]faithful intervention[/skill][skill]mystic regeneration[/skill][skill]mystic vigor[/skill][skill]mystic sweep[/skill][skill]victorious sweep[/skill][skill]reaper's sweep[/skill][skill]rebirth[/skill]
[skill]faithful intervention[/skill][skill]mystic regeneration[/skill][skill]mystic vigor[/skill][skill]mystic sweep[/skill][skill]heart of fury[/skill][skill]victorious sweep[/skill][skill]reaper's sweep[/skill][skill]rebirth[/skill]
Either way, no matter what build you decide on, you will concentrate on a few "Core" skills and have alternate enchantments or attacks
I DO however bring Heart of Fury most of the time and pay attention to what was said about the perfect Dervish scythe
zodiac- your strategy appealed the most to me...would you mind telling me your exact skill bar and rune set up so i can use it to it's fullest? Well when it comes to Dervishes, unfortunatly builds arent revolutionary, this is what I use, its preatty standard.
D/Mo
Healing Prayers: 8
Scythe Mastery: 11 (9+2)
Earth Prayers: 8 (7+1)
Mysticism: 15 (11+1+3)
You can use one of these variants
[skill]live vicariously[/skill][skill]faithful intervention[/skill][skill]mystic regeneration[/skill][skill]mystic vigor[/skill][skill]mystic sweep[/skill][skill]victorious sweep[/skill][skill]reaper's sweep[/skill][skill]rebirth[/skill]
[skill]vigorous spirit[/skill][skill]faithful intervention[/skill][skill]mystic regeneration[/skill][skill]mystic vigor[/skill][skill]mystic sweep[/skill][skill]victorious sweep[/skill][skill]reaper's sweep[/skill][skill]rebirth[/skill]
Some dervishes prefer to go more offensive, some more defensive. I like being able to stay there and take all the damage they can possibly throw at me (granted there are no mesmers, or they dont strip everything at once). If going more offensive, consider something like this.
Remove attributes from Healing and put them in Scythe Mastery, to something around 13
[skill]balthazar's spirit[/skill][skill]faithful intervention[/skill][skill]mystic regeneration[/skill][skill]mystic vigor[/skill][skill]mystic sweep[/skill][skill]victorious sweep[/skill][skill]reaper's sweep[/skill][skill]rebirth[/skill]
[skill]faithful intervention[/skill][skill]mystic regeneration[/skill][skill]mystic vigor[/skill][skill]mystic sweep[/skill][skill]heart of fury[/skill][skill]victorious sweep[/skill][skill]reaper's sweep[/skill][skill]rebirth[/skill]
Either way, no matter what build you decide on, you will concentrate on a few "Core" skills and have alternate enchantments or attacks
I DO however bring Heart of Fury most of the time and pay attention to what was said about the perfect Dervish scythe
MBP
much appreciated thanks zodiac..i think i'm gonna make 1 of each of your scythes...1 vampiric and 1 zealous
should i always have myst at 15? and are the attribute points i get from nightfall enough or do i need to go to prophecies too?
and 1 more thing...(i know i'm helpless...lol) but could you suggest what insignias to use and other runes in addition to the attribute runes?
should i always have myst at 15? and are the attribute points i get from nightfall enough or do i need to go to prophecies too?
and 1 more thing...(i know i'm helpless...lol) but could you suggest what insignias to use and other runes in addition to the attribute runes?
TarcellaCella
WhoA! That's a lot of replies! O.O I never thought there'd be so many, and they all helped tremendously ^_^
I was trying to get some research going about dervishes because when they first came out, people didn't know how to use them i suppose which is why i heard a lot of people saying, "they suck!" Then i guess people gave em a go and now obviously they're REALLY strong (excluding mine for now lol).
So all this has really, really helped! ^_^ Thank you!!
I was trying to get some research going about dervishes because when they first came out, people didn't know how to use them i suppose which is why i heard a lot of people saying, "they suck!" Then i guess people gave em a go and now obviously they're REALLY strong (excluding mine for now lol).
So all this has really, really helped! ^_^ Thank you!!
Zodiak
Quote:
Originally Posted by MBP
much appreciated thanks zodiac..i think i'm gonna make 1 of each of your scythes...1 vampiric and 1 zealous
should i always have myst at 15? and are the attribute points i get from nightfall enough or do i need to go to prophecies too?
and 1 more thing...(i know i'm helpless...lol) but could you suggest what insignias to use and other runes in addition to the attribute runes? Mysticism at 15 assures that your 5 energy enchantments will be free to you once they end.
Whatever you chose to put into this, make sure its a factor of 3, so run 12 or 15. There is a good point for running 12 in Mysticism, debating that you get 4 energy back for ending enchantments instead of 5, but your energy regen taking care of the missing 1. But many valuable skills you will be using are tied into the Mysticism line, so at 15 it increases and extends those.
If you chose not to put points into Healing Prayers then bump your scythe to 13, even higher towards 16 if you opt not use your superior rune for Mysticism and go for Scythe Mastery then instead.
It is worth mentioning that [skill]conviction[/skill] is another popular and handy skill.
The Wind Prayers line is mostly used for Running purposes as far as I know it
should i always have myst at 15? and are the attribute points i get from nightfall enough or do i need to go to prophecies too?
and 1 more thing...(i know i'm helpless...lol) but could you suggest what insignias to use and other runes in addition to the attribute runes? Mysticism at 15 assures that your 5 energy enchantments will be free to you once they end.
Whatever you chose to put into this, make sure its a factor of 3, so run 12 or 15. There is a good point for running 12 in Mysticism, debating that you get 4 energy back for ending enchantments instead of 5, but your energy regen taking care of the missing 1. But many valuable skills you will be using are tied into the Mysticism line, so at 15 it increases and extends those.
If you chose not to put points into Healing Prayers then bump your scythe to 13, even higher towards 16 if you opt not use your superior rune for Mysticism and go for Scythe Mastery then instead.
It is worth mentioning that [skill]conviction[/skill] is another popular and handy skill.
The Wind Prayers line is mostly used for Running purposes as far as I know it
Servant of Kali
Quote:
Originally Posted by TarcellaCella
The Dervish code:
I have no armor; the enchantments are my armor.
I have no slow attack speed; heart of fury is my attack speed.
I have no spike susceptibility; watchful intervention is my anti-spike.
I have no pressure; my scythe is my pressure.
I have no spike; overwhelming onslaught is my spike.
I have no downtime; lack of battle awareness is my downtime.
I have no law; Dharma is my law.
I have no purpose; "lila" is my purpose.
I have no principle; attunement to the flow of the Force is my principle.
I have no castle; faith is a fortress to me.
I have no home; in the depths of my being I make my home.
I have no parents; the earth and the sky are my parents.
I have no weaknesses; lack of skill is my weakness.
I have no enemy; inexperience is my enemy.
Van vincing
nice, but whts up with the castle,home,parents and principle thing
Servant of Kali
Added for the flavor
(the original non-paraphrased version:
http://www.judoinfo.com/warrior.htm <= keep in mind that the eng translation varies among different websites, but it should give a general idea)
(the original non-paraphrased version:
http://www.judoinfo.com/warrior.htm <= keep in mind that the eng translation varies among different websites, but it should give a general idea)