Damage Dealing build
MrFinklestein
I need a damage dealing build because im getting tired of the Mirror of ice scythe build
karunpav
http://www.pvxwiki.com/wiki/Build:D/..._Strike_Spiker
Go nuts.
Go nuts.
Evilsod
...theres a Mirror of Ice build?
If you want to do some real damage you need to get yourself a Smiter/Prot hero with Judges Insight and Strength of Honour and couple it with Avatar of Lyssa and Aura of Holy Might with Eremite's/Mystic. My HM records stand at ~350-400 for normal and ~650 for Undead.
Edit: Jesus PvX wiki is full of crap... never looked before but how in gods name are you suppose to manage energy when you have an effective 1 regen while using Storm Djinns Haste on top of 0 real energy management for your 3 attack skill spam.
If you want to do some real damage you need to get yourself a Smiter/Prot hero with Judges Insight and Strength of Honour and couple it with Avatar of Lyssa and Aura of Holy Might with Eremite's/Mystic. My HM records stand at ~350-400 for normal and ~650 for Undead.
Edit: Jesus PvX wiki is full of crap... never looked before but how in gods name are you suppose to manage energy when you have an effective 1 regen while using Storm Djinns Haste on top of 0 real energy management for your 3 attack skill spam.
MrFinklestein
I am not looking for anything to do with heroes i just want a solid dervish that can kick some ass...my build isnt exactly mirror of ice cuz i dont have [skill]Mirror of Ice[/skill] but it gets me by i just want something different
MrFuzzles
[skill]heart of fury[/skill] has to be one of the better unconditional IAS'es in the game, and the burning (note the "nearby" radius) is just an added bonus.
I rarely leave home without it on my damage builds.
I rarely leave home without it on my damage builds.
Coloneh
try something generic.
[skill]Reaper's Sweep[/skill][skill]Mystic Sweep[/skill][skill]Eremite's Attack[/skill][skill]Mending Touch[/skill][skill]Mystic Regeneration[/skill][skill]Mystic Vigor[/skill][skill]Conviction[/skill][skill]Rebirth[/skill]
[skill]Reaper's Sweep[/skill][skill]Mystic Sweep[/skill][skill]Eremite's Attack[/skill][skill]Mending Touch[/skill][skill]Mystic Regeneration[/skill][skill]Mystic Vigor[/skill][skill]Conviction[/skill][skill]Rebirth[/skill]
MrFuzzles
I spy 4 defensive skills
I consider "damage" builds to be those where you either have someone else healing you, or don't need heals in the first place. Obviously it really depends on where you're gonna take it. You're not going to have much luck assuming you'll get a monk in RA or something. Unless you try syncing with one <.<
I consider "damage" builds to be those where you either have someone else healing you, or don't need heals in the first place. Obviously it really depends on where you're gonna take it. You're not going to have much luck assuming you'll get a monk in RA or something. Unless you try syncing with one <.<
Cathode_Reborn
Use Aura of Holy Might (pve faction skill) - makes crit hits do massive damage. Avatar of Lyssa is one of the best elites in pve if you're going for damage. Wearying Strike + Signet of Malice still never leaves my bar.....there's not much use for Avatar of Melandru in pve so I juse use that combo. Heart of Fury is also really good.
Prob with Dervs in pve is that some of the best ways to increase your damage are through enchantments, and some pve areas have alota enchantment hate.
Prob with Dervs in pve is that some of the best ways to increase your damage are through enchantments, and some pve areas have alota enchantment hate.
Evilsod
Quote:
Originally Posted by Cathode_Reborn
Prob with Dervs in pve is that some of the best ways to increase your damage are through enchantments, and some pve areas have alota enchantment hate.
Its not that bad. Mostly you can use Eternal Aura as a cover enchantment anyway since it just recharges the rest of your derv enchantments for if they get removed. The only really irritating ones are the Chilblains spam from Mandragor Imps (which is incredibly annoying) and Lingering Curse spam from Charr and Rend/Gaze which are very rare (i know other things use these skills but they're the main ones).
MrFinklestein
ive been running this lately and was wanting some opinions
[skill]Eremite's Attack[/skill] [skill]Chilling Victory[/skill] [skill]Victorious Sweep[/skill] [skill]Reaper's Sweep[/skill] [skill]Faithful Intervention[/skill] [skill]Mystic Regeneration[/skill] [skill]Conviction[/skill] [skill]Sunspear Rebirth Signet[/skill]
[skill]Eremite's Attack[/skill] [skill]Chilling Victory[/skill] [skill]Victorious Sweep[/skill] [skill]Reaper's Sweep[/skill] [skill]Faithful Intervention[/skill] [skill]Mystic Regeneration[/skill] [skill]Conviction[/skill] [skill]Sunspear Rebirth Signet[/skill]
Coloneh
4 attack skills is overkill. you wont use more than 3. try adding in some enchant removal/support/enchant removal/Ias/Speed boost/whatever
Faithful Intervention is alright, but i would switch it with something like vital boon or mystic vigor.
and if you arent using a secondary go for a perma rez. my personal favorite is death pact signet. 120 seconds isnt very long at all.
but its pretty good overall. im kinda a perfectionist.
Faithful Intervention is alright, but i would switch it with something like vital boon or mystic vigor.
and if you arent using a secondary go for a perma rez. my personal favorite is death pact signet. 120 seconds isnt very long at all.
but its pretty good overall. im kinda a perfectionist.
Evilsod
Yes you will... i use Lyssa's Assault, Mystic, Eremite's and Wild Blow/Victorious Sweep almost constantly. Wild Blow makes for a very strong hit when you considering how much damage a critical hit from a scythe does.
Wounding Strike > Reapers Sweep
Wounding Strike > Reapers Sweep
MrFinklestein
Lets say i get rid of an attack spell which one is least needed? I put faithful intervention in because it gives me an everlasting enchantment that makes mystic regen give me 6 regen. i was going to put in a rez i just don\t have any good ones at the moment and i really dont want to use flesh of my flesh i wil probably replace an attack skill for an IAS skill
Coloneh
lets not turn this into another reaper's vs wounding thread. its pointless. neither side will listen to the other at all.
and lyssa's assault is a waste of a slot.
I would take out chilling victory. its got alot of power but its pretty heavy on the energy and it has a 10 second recharge.
and lyssa's assault is a waste of a slot.
I would take out chilling victory. its got alot of power but its pretty heavy on the energy and it has a 10 second recharge.
MrFinklestein
I am planning on taking that out and putting in [skill]Heart of Fury[/skill]. I am also going to use [skill]death pact signet[/skill]. I was wondering what kind of scythe mods would be best. Ive been thinking about vampiric snathe and a fortitude grip.
Coloneh
I have a vampiric scythe and done really like it that much. the damage it adds is nice but i find a few build energy heavy and i think i would prefer a zealous scythe if that helps.
Fortitude is alright, but i prefer defense mods on lower armor classes. they are cheaper anyways.
Fortitude is alright, but i prefer defense mods on lower armor classes. they are cheaper anyways.
Evilsod
Quote:
Originally Posted by Coloneh
and lyssa's assault is a waste of a slot.
Why is it? Its an attack skill, gains you a bit of energy and ties in nicely with the recharge from eternal aura.
Never saw the use of a fortitude mod for a Dervish... i mean the class revolves around enchantments, 20% enchantments mod is by far the best.
Never saw the use of a fortitude mod for a Dervish... i mean the class revolves around enchantments, 20% enchantments mod is by far the best.
MrFinklestein
i put in [skill]death pact signet[/skill] today and i simply love it...except when a tard i rez decides not to get away from danger when he is about to die... only happened once though
Coloneh
Quote:
Originally Posted by Evilsod
Why is it? Its an attack skill, gains you a bit of energy and ties in nicely with the recharge from eternal aura.
Never saw the use of a fortitude mod for a Dervish... i mean the class revolves around enchantments, 20% enchantments mod is by far the best. it adds under 20 damage every 8 seeconds and you gain at most 1 energy. waste of a slot.
and 20% mods are useful, but you also have to consider enchantments ending gives you energy. do you really want them along longer?
Never saw the use of a fortitude mod for a Dervish... i mean the class revolves around enchantments, 20% enchantments mod is by far the best. it adds under 20 damage every 8 seeconds and you gain at most 1 energy. waste of a slot.
and 20% mods are useful, but you also have to consider enchantments ending gives you energy. do you really want them along longer?
CoonerTheRed
If you're going with Death Pact, why not try out a build I keep meaning to try (but haven't!)
[skill]Wounding Strike[/skill][skill]Mystic Sweep[/skill][skill]Eremite's Attack[/skill][skill]Splinter Weapon[/skill][skill]Heart of Fury[/skill][skill]Faithful Intervention[/skill][skill]Conviction[/skill][skill]Death Pact Signet[/skill]
It might be interesting to replace Conviction with [skill]Vampirism[/skill] as well...
Vampiric/Zealous of Fortitude/Shelter is my standard, but I rarely use enchant-heavy builds...
[skill]Wounding Strike[/skill][skill]Mystic Sweep[/skill][skill]Eremite's Attack[/skill][skill]Splinter Weapon[/skill][skill]Heart of Fury[/skill][skill]Faithful Intervention[/skill][skill]Conviction[/skill][skill]Death Pact Signet[/skill]
It might be interesting to replace Conviction with [skill]Vampirism[/skill] as well...
Vampiric/Zealous of Fortitude/Shelter is my standard, but I rarely use enchant-heavy builds...
Coloneh
that is just a less-than-mediocre build thats been used since NF came out. except your version is even worse because it dosnt have nightmare weapon.
MrFinklestein
There isnt really any need for [skill]Splinter Weapon[/skill] cuz the scythe already hits multiple enemies.
CoonerTheRed
@Coloneh
you'll note I didn't say it was perfectly tweaked, never been done before, or the most powerful build ever. But then MrFinkelstein didn't ask for those standards either. If you're only looking for builds that meet those standards, use the same old boring builds you've always used. Then again, if you're looking to play the game to have fun, try loosening up a bit. Or just go back to mindless flaming...
@Mr F.
As I understand it, Splinter would trigger on all of those multiple targets that you hit with a scythe, and all adjacent targets would be hit. So in one swing where you attacked three targets, you'd do one scythe damage plus two splinter damages to each of the three targets, making for a nice AoE spike. Since you do so many attacks at once, you burn the splinter in one and a third scythe swings... a second rit weapon skill isn't a bad idea at all. Adding nightmare sounds like a nice suggestion.
you'll note I didn't say it was perfectly tweaked, never been done before, or the most powerful build ever. But then MrFinkelstein didn't ask for those standards either. If you're only looking for builds that meet those standards, use the same old boring builds you've always used. Then again, if you're looking to play the game to have fun, try loosening up a bit. Or just go back to mindless flaming...
@Mr F.
As I understand it, Splinter would trigger on all of those multiple targets that you hit with a scythe, and all adjacent targets would be hit. So in one swing where you attacked three targets, you'd do one scythe damage plus two splinter damages to each of the three targets, making for a nice AoE spike. Since you do so many attacks at once, you burn the splinter in one and a third scythe swings... a second rit weapon skill isn't a bad idea at all. Adding nightmare sounds like a nice suggestion.
MrFuzzles
Yeah. Splinter triggers once for every foe it hits. It makes for some really awesome aoe spam against melee crowds, assuming you have someone to rebuff splinter since it will run out after 2 swings.
Here's a shot of me just testing it out somewhere in vabbi. That was just from one swing.
Here's a shot of me just testing it out somewhere in vabbi. That was just from one swing.
Evilsod
Quote:
Originally Posted by Coloneh
it adds under 20 damage every 8 seeconds and you gain at most 1 energy. waste of a slot.
and 20% mods are useful, but you also have to consider enchantments ending gives you energy. do you really want them along longer? 1? I think you need to run it at 16 Scythe...
Why the hell would i want my enchantments to end earlier? I'm only gonna be recasting them anyway... doesn't benefit me in any way at all.
And yes Splinter works 3 times if you hit 3 foes. Warmongers Weapon works nicely vs multiple casters too.
and 20% mods are useful, but you also have to consider enchantments ending gives you energy. do you really want them along longer? 1? I think you need to run it at 16 Scythe...
Why the hell would i want my enchantments to end earlier? I'm only gonna be recasting them anyway... doesn't benefit me in any way at all.
And yes Splinter works 3 times if you hit 3 foes. Warmongers Weapon works nicely vs multiple casters too.
CoonerTheRed
Quote:
Originally Posted by MrFuzzles
Yeah. Splinter triggers once for every foe it hits. It makes for some really awesome aoe spam against melee crowds, assuming you have someone to rebuff splinter since it will run out after 2 swings.
Here's a shot of me just testing it out somewhere in vabbi. That was just from one swing. great, thanks for posting that screenie... very cool!
really need to test this out...
Here's a shot of me just testing it out somewhere in vabbi. That was just from one swing. great, thanks for posting that screenie... very cool!
really need to test this out...
Coloneh
Quote:
Originally Posted by CoonerTheRed
you'll note I didn't say it was perfectly tweaked, never been done before, or the most powerful build ever. But then MrFinkelstein didn't ask for those standards either. If you're only looking for builds that meet those standards, use the same old boring builds you've always used. Then again, if you're looking to play the game to have fun, try loosening up a bit. Or just go back to mindless flaming...
Quote:
Originally Posted by Evilsod
1? I think you need to run it at 16 Scythe...
Why the hell would i want my enchantments to end earlier? I'm only gonna be recasting them anyway... doesn't benefit me in any way at all. I dont use superior runes. espically not on low armor melee characters. and try reading what Mysticism does. i didnt say that enchanting mods are bad. i said that you need to consider the reduced energy flow Mysticism (Primary) : Whenever an Enchantment ends on you, you gain 1 Health for each rank of Mysticism and 1 Energy for every 3 ranks of Mysticism. MrFuzzles
Quote:
Originally Posted by Coloneh
and lyssa's assault is a waste of a slot.
[skill]Lyssa's Assault[/skill][skill]Attacker's Insight[/skill] (Remember that AI now works for the next 1...3 attack skills)
imo. Coloneh
so that is gaining 5 energy(plus other attack skills) for 2 slots. and you have to invest in wind prayers. waste of 2 slots.
MrFuzzles
God forbid should someone use wind prayers already :/ Everyone's so fixated on earth these days.
Assuming you get 3 hits out of AI; you spend 5 energy and can do 3 lyssa's assaults for free from which you gain 3...10 energy each. If you have a little mysticism you'll get a few points of extra energy on the third attack skill. Marverick
Just use a Zealous Scythe and spam Mystic Sweep + Eremite's Attack and you won't need to use LA or anything for energy...
Splinter Weapon on a primary Derv isn't really worth it, better to have another rit with 14 or more channeling to put it on you. Evilsod
Quote:
Originally Posted by Coloneh
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Yes... 90 armour if you have a few enchantments up, with the optional 114 armour if you take along Conviction. Yup, very low, i see your point.
and try reading what Mysticism does. i didnt say that enchanting mods are bad. i said that you need to consider the reduced energy flow Mysticism (Primary) : Whenever an Enchantment ends on you, you gain 1 Health for each rank of Mysticism and 1 Energy for every 3 ranks of Mysticism. Holy shit, so thats what it does! If only i had known. /sarcasm You use, say... Mystic Regeneration. 20 seconds later it ends and you gain 4 energy, you then instantly recast the skill. Net loss - 36 energy per 120 seconds. Or, you cast Mystic Regeneration. 24 seconds later it ends and you gain 4 energy, you then instantly recast the skill. Net loss - 30 energy per 120 seconds. Right so... what am i missing here? Unless you somehow run 18 Mysticism you don't actually gain energy from having shorter enchantments. Oh come on Attackers Insight is a stupid skill. There is no reason to ever run it above 5 Wind Prayers. Which means your pretty much stuck with it at 4 Wind Prayers since that works out best stat-wise. No Dervish attack skill costs more than 10e, buffing it to 3 charges is a huge waste of attributes. Stormlord Alex
Quote:
Originally Posted by Evilsod
Oh come on Attackers Insight is a stupid skill. There is no reason to ever run it above 5 Wind Prayers. Which means your pretty much stuck with it at 4 Wind Prayers since that works out best stat-wise. No Dervish attack skill costs more than 10e, buffing it to 3 charges is a huge waste of attributes.
Actually, when I saw the AI buff... I just thought "As if Archer's Signet didn't fail hard enough already..."
Can't see why a dervish would want to waste 2 slots when he could just swing a zealous scythe instead... MrFuzzles
Quote:
Originally Posted by Evilsod
buffing it to 3 charges is a huge waste of attributes.
That's assuming you're buffing windprayers *just* for AI, though. I've started using it quite a bit on my wind builds since the buff and I'm not going to try and argue that it's the omgbestever, but I wouldn't call it a waste of slot.
Darkside
Quote:
Originally Posted by Cathode_Reborn
Use Aura of Holy Might (pve faction skill) - makes crit hits do massive damage. Avatar of Lyssa is one of the best elites in pve if you're going for damage. Wearying Strike + Signet of Malice still never leaves my bar.....there's not much use for Avatar of Melandru in pve so I juse use that combo. Heart of Fury is also really good.
Prob with Dervs in pve is that some of the best ways to increase your damage are through enchantments, and some pve areas have alota enchantment hate. Tried wearying strike + signet of malice after I read your post...ex combo! Not sure why I never thought of it myself. I always kept thinking; "sucks that you need to use Avatar of Melandru just to be able to spam Wearying Strike without penalty." Evilsod
It does sort of ruin the flow of things stopping to cast signet of malice halfway through killing something. Especially if they'd die quicker by just hitting them again than the deep wound would do.
Darkside
Quote:
Originally Posted by Evilsod
It does sort of ruin the flow of things stopping to cast signet of malice halfway through killing something. Especially if they'd die quicker by just hitting them again than the deep wound would do.
Not sure why they added that penalty to the skill it's not like it would be that overpowering. It would just be the "it" skill that all dervish's run around with lol.
Coloneh
no. it would be very overpowered. have you seen wounding strike?
Darkside
Quote:
Originally Posted by Coloneh
no. it would be very overpowered. have you seen wounding strike?
I guess my sarcasm was lost on you...
jesh
Quote:
Originally Posted by Marverick
Splinter Weapon on a primary Derv isn't really worth it, better to have another rit with 14 or more channeling to put it on you.
While a ritualist with a high spec is nice, it's often not available to a PuG. In any case, all the copies of Splinter Weapon you can get are usually worth it. The effect lasts for a very short period of time, and your whole party can benefit from being buffed by it.
I like having at least 2 chars with Splinter Weapon in my groups. A dervish has 4 pips of regen and is as good as any other char to use Splinter Weapon. |