Profession: Dervish/Ritualist
Name: Toshiro nuker? *shrug*
Type: PvE
Category: Tank/Nuker
Weapons: Suli's Scythe or similar (15^50, Zealous, Scythe +1 20%)
Armor: Survivor on all Sigs, Minor Scythe, Wind, and Myst, Minor Vitae, Sup Vigor
Attributes:
11 Channeling
11+1+1 Scythe Mastery
3+1 Wind Prayers
8+1 Mysticism
Skills Set
1: [wiki]Attacker's Insight[/wiki] (Wind Prayers) [next 2 attacks -9 energy]
2: [wiki]Chilling Victory[/wiki] (Scythe Mastery) [+18, 54 cold]
3: [wiki]Heart of Holy Flame[/wiki] (Mysticism) [42 holy, fire 3 secs]
4: [wiki]Farmer's Scythe[/wiki] (Scythe Mastery) [+18 dmg]
5: [wiki]Lyssa's Assault[/wiki] (Scythe Mastery) [+18 dmg, +11 energy]
6: [wiki]Avatar of Balthazar[/wiki] {Elite} (Mysticism) [58 secs]
7: [wiki]Eternal Aura[/wiki] (Sunspear) [88 holy]
8: [wiki]Ancestor's Rage[/wiki] (Channeling) [103 lightning]
Summary: This build was sort of a slow evolution based on my own needs from the traditional AoB build. At this point, the only skill still on the bar from that build is AoB.
Method of use: I will use numbers corresponding to the numbered list above, to save typing.
Prep: 6
Fight Entry: 1
Once in range, use 8 as often as the cooldown allows. 7 as soon as possible to reset 6, then while 7 and 1 are up, use 5 then 2 to restore energy. Then use 3, followed by 4. By then 7 will drop and reset 1-6, and you can again hit 1,5,2,3, then 4 (assuming grouped mobs), all the while hitting 8 for extra damage when its cooldown is up. With Zealous weap + using 1 to cast 5 free, you should almost never run out of energy (I've had whole groups constantly asking me to hold for energy sometimes because I forget and I was still ready to go), and the only thing that should slow you down is cooldowns and interrupts. Because you keep 3 up all the time by spamming it for damage, 5 will always give the energy gain, so even if you cannot get 1 for free use of 5, you can still gain energy from it.
Notes & Concerns:
The high health on this build combined with AoB makes it strong for tanking regardless of how useful the skills are given different fights, and AoE attacking of Dervishes help to pull things together for tanking and party AoE. Good for rushing into fights first to bundle. I've had times where I was tanking 10 things at once (2 bosses, 8 trash), and two healers have little problem keeping me up. This build also does impressive spike damage to crowds given the right situations, generating as much as 500+ damage to 3+ targets within the first volley of the skill combo. With a Zealous Scythe, it's no problem at all maintaining full 25 energy 90% of the time, especially with an enchantment healer (such as prot healers). I would imagine varying the scythe will have minimal impact.
Counters:
-Disenchants at the wrong moment (basically disenchanting 1 and 7 at the wrong time can slow you down, but hardly stops you)
-Interrupts (especially when using AoB again in a longer fight, or getting Eternal Aura up to reset AoB/etc)
-Blinds
Variants:
-Replace AoBalthazar with AoDwayna for extra tanking capacity, since Holy Flame adds holy damage anyways.
-Replace Lyssa's Assault with an enchant eater such as Twin Moon Sweep.
-Replace Farmer's Scythe with Mystic Sweep, Victorious Sweep, Zealous Sweep, or Ermite's Attack, depending on situation.
-Replace Ancestor's Rage with a Res for group assist, Wild Blow for stance breaking, or some other secondary profession skill for support.
-Replace Ancestor's Rage as stated and up Wind Prayers, then replace Heart of Holy Flame with Grenth's Fingers (gives cold damage, crippes, just a little variance for a little less damage).
Credit: Me as well as my guildie Xae, who helped me find certain skills such as Ancestor's Rage.
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