Thoughts on this build?

myukis

Ascalonian Squire

Join Date: Oct 2007

The Nethrezim

D/W

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.

John Panda

John Panda

Krytan Explorer

Join Date: Mar 2007

in my house

The Arctic Maruarders [TAM]

A/

[skill]Heart Of Fury[/skill]
[skill]Onslaught[/skill]

myukis

Ascalonian Squire

Join Date: Oct 2007

The Nethrezim

D/W

That could also be a good variant, replace AoB with Onslaught, replace Ancestor's Rage with Heart of Fury. The only downsides are that you would lose the spike damage of Ancestor's Rage in certain situations as well as the armor from AoB. But upping wind would give you more attacks from Attacker's Insight, and the 33% attack might increase your overall damage in certain situations.


Oh and before this turns into a whole AoB is junk thread, understand that I'm talking in PvE only, and tanking is taken into account (which is acknowledged as the "only moderately useful thing" AoB has to offer by itself, the armor). Yeah, I could duplicate the rest of its ability (I already do duplicate the holy damage), but then I'd have to lose damage skills from swapping out buttons, and cast spells more often in combat to keep it up. But I'll acknowledge for the sake of avoiding the argument that there are downsides to just punking out and using AoB instead of trying to find a replacement.

And I suppose you could also replace AoB with AoMelandru for condition avoiding and extra hp for tanking, however the problem is that AoM costs 25 energy, which is the max pool with no morale boost in this build, meaning you'd use all your mana to cast it, and if you have penalty you can't cast it at all. This can be fixed by replacing some of those survivor insignias with radiants, or hp runes with attunement. Downside is you hurt your tanking capacity, and turn into a pure damager. Not tanking makes condition immunity a little less useful if you ask me.

Marverick

Marverick

Forge Runner

Join Date: Aug 2006

R/

Drop Channeling Magic, one or two hits from your Scythe will do as much damage as Ancestor's Rage without wasting attribute points. Have a Rit do the channeling.

Lack of [skill]Heart of Fury[/skill] in a damage build = failure.

jesh

jesh

Forge Runner

Join Date: May 2005

San Diego, CA

Penguin Village

Mo/

Myukis.. you can easily swap to a +10-20 energy staff to cast Melandru.

I find Ancestor's Rage to be easily outshone by Splinter Weapon.
Try 15 Scythe, 10 Channeling and whatever's left in Mysticism, then use Splinter Weapon instead.
There's 3 reasons I take a Rt secondary. Death Pact Signet, Splinter Weapon, and that one skill that lets me get Razah really easy. The spirit replacer thingy.

Oh and Marverick is right.. IAS is mandatory in most damage builds.

Dean Harper

Dean Harper

Jungle Guide

Join Date: Dec 2005

USA

The Killer Clan Musketeers [TKCM]

Me/E

lose AoB, its worthless...

Str0b0

Desert Nomad

Join Date: Feb 2006

North Carolina

N/Me

Drop Aob for AoL. Drop channeling and wind prayers for earth prayers. Pump earth to regain your tanking ability via earth prayers enchants. Lyssa can easily duplicate the damage output of Ancestors rage by the spikes. Energy will be buffed and your zealous scythe should keep you happy. Drop Heart of holy flame and replace it with Heart of fury, all the burning goodness with a 33% IAS boost which keeps the spikes coming from Lyssa at a faster rate. If you absolutely must have channeling then I would say use splinter weapon over ancestors rage.

myukis

Ascalonian Squire

Join Date: Oct 2007

The Nethrezim

D/W

Your suggestions remove holy damage completely from the build. It also completely nerfs the usefulness of Attacker's insight and its ability to give me big hitting melee attacks for free (one of which generates me mana). And the burning from Heart of Holy Flame, if this build is played right, never happens. You should spam HHF when its cooldown comes up to do the 42 holy damage, not wait for it to wear off for a couple seconds of burning. Admittedly the burning is a total of 42 damage, but so is the initial burst from HHF, and burning could be removed before it ends, or stacking with some other degen to where it is wasted degen. Also 42 every 15 seconds is better than 42 then 33 seconds later another 42. At best, it would be equal damage, so the only benefit is the lack of mana cost, which this build doesn't have a problem with.

Lyssa can also be done with this build for more damage in certain situations, you are correct on that one. However you lose the armor from AoB, and only gain energy you won't use.

Without losing much of the mana holding capacity of this build, you could swap AoB with either AoD (for healing/hex removal) or AoL (plus to damage on skill usage), and replace Ancestor's with Heart of Fury.

Additionally, if you're convinced that it's not worth using Rit for increased nuke, you could dump the channeling points into wind and get Mystic Twister for up to 3 targets of 100 cold damage. Personally any number is better than 3, and 3 more damage if nothing else, not to mention 66% of the cooldown and half the mana cost, meaning an overall 2x more damage per mana, and 1.5x more damage per time.


One final note... there's two reasons I keep all of the AoE nukes instead of going pure melee. Firstly, blinds nullify melee. I'd have to dump damage spells to give myself condition removal, or get Avatar of Melandru as suggested, which poses minor magic problems (tho admittedly not as bad as I expressed earlier, since I overlooked the +energy item possibility). Second reason though is that sometimes things just plain have high armor, spam block chance skills, or otherwise drag down melee damage in general. My response to that is keep flat nukes available as a backup.

Great suggestions coming in though, definitely giving me alot more variant ideas than I already had, and obviously alot of suggestions will come to replace AoB, and I welcome them.

myukis

Ascalonian Squire

Join Date: Oct 2007

The Nethrezim

D/W

Swapped AoB with AoL and Ancestor's Rage with Heart of Fury, then maxing Scythe/Mysticism. The result was the same and sometimes more overall damage, but I completely lost control of the fights, to where I was only tanking the one thing that was my current target, instead of most of the fight. After a while I finally engaged a larger group, and when I finally did get aggro I went down considerably easier... to where such a fight would normally be 50% or higher chance of me living through the beating to where I was almost guaranteed to go down.

But, altogether I'd say the damage was bumped up, provided I don't get blinds. Some of the fights seemed slower, but the ones that were faster were obviously faster. So definitely a build to consider when I don't have to tank. Thanks for the ideas, will keep testing the variants suggested.

Tyla

Emo Goth Italics

Join Date: Sep 2006

Quote:
Originally Posted by myukis
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. A:nukers are actually fire eles with meteor shower
B:dervs are damage dealers not tanks
C:avatar of balthazar,lyssas assault and heart of holy flame?AoB sucks in general,but with heart of holy flame youve got holy dmg buffs twice...lyssas assault sucks in general
D:attackers insight sucks,dont touch it
E:enchants+20% for derv>scythe +1

myukis

Ascalonian Squire

Join Date: Oct 2007

The Nethrezim

D/W

A: nuker, at least to the sense I've been led to believe with regards to GW, equates to DPS'er from other MMO's, as in anyone who does dps as their primary contribution
B: While warriors in general are better at tanking, they aren't the only ones capable of doing it.
C: Lyssa's generates mana and keeps it so I have enough to have ALL my skills on cooldown. HHF is to generate the 42 holy damage AoE, NOT for the holy damage buff. The only purpose it serves as an enchantment is so that something is up when I use Lyssa's for mana. And AoB, well we won't even get into that. It has its uses, and in general I understand that 95% of these boards think its total crap, purely because it's used so much.
D: Attacker's insight makes attacks free, which contributes to the overall generation of mana and the end result of having all skills on cooldown with plenty of mana available for when they come out.
E: If you followed the progression of the skills throughout the combo, you'd realize the only enchant that actually stays up intentionally is HHF, which as you said is worthless with AoB. I completely agree with you, and its only purpose to me is a nuke. That said, keeping it up longer is dumb, especially when I'm spamming it everytime the cooldown drops, which means I reapply it 15 seconds before its innate duration runs out. Attacker's and Ancestor's are both ate up quickly for their effects, and Eternal Aura you want to end quicker so you get the skill reset from it, so longer durations would be silly.

And this is how I reply to someone who doesn't pose a valid argument and just says everything sucks.

~ Dan ~

Forge Runner

Join Date: Dec 2006

D/

Quote:
Originally Posted by myukis
And the burning from Heart of Holy Flame, if this build is played right, never happens. You should spam HHF when its cooldown comes up to do the 42 holy damage, not wait for it to wear off for a couple seconds of burning.
In addition to what others said.. Do you know what your primary attribute does?

EDIT: also:

Quote: Originally Posted by myukis A: nuker, at least to the sense I've been led to believe with regards to GW, equates to DPS'er from other MMO's, as in anyone who does dps as their primary contributio A nuker in guildwars would be someone who "nukes" basically. Simple as. They lay down massive AoE damage to obliterate whoever is retarded enough to stand in it.. This is not a Dervish.


Quote: B: While warriors in general are better at tanking, they aren't the only ones capable of doing it. Although true, tanking is not needed in 95% of the game.

Quote: C: Lyssa's generates mana and keeps it so I have enough to have ALL my skills on cooldown. HHF is to generate the 42 holy damage AoE, NOT for the holy damage buff. The only purpose it serves as an enchantment is so that something is up when I use Lyssa's for mana. And AoB, well we won't even get into that. It has its uses, and in general I understand that 95% of these boards think its total crap, purely because it's used so much. Zealous Sweep > Lyssa's Assault. And taking an enchantment just to do 42 holy damage is a joke, right? 95% of these boards don't thinks AoB is crap because it's used so much. We know it's crap because it is.


Quote:
D: Attacker's insight makes attacks free, which contributes to the overall generation of mana and the end result of having all skills on cooldown with plenty of mana available for when they come out. Seeing as you stated you don't let enchantments end, i'm not surprised you have energy management issues. If you are really want energy to spam attacks, use Zealous Vow. That skill is like the only good reason to invest in Wind Prayers.


Quote:
E: If you followed the progression of the skills throughout the combo, you'd realize the only enchant that actually stays up intentionally is HHF, which as you said is worthless with AoB. I completely agree with you, and its only purpose to me is a nuke. That said, keeping it up longer is dumb, especially when I'm spamming it everytime the cooldown drops, which means I reapply it 15 seconds before its innate duration runs out. Attacker's and Ancestor's are both ate up quickly for their effects, and Eternal Aura you want to end quicker so you get the skill reset from it, so longer durations would be silly Which means you are using an enchant to do 1 scythe's swing of damage every 15 secs whilst draining your energy by not letting it end, so that you have to build half your bar around e-management.

Conclusion: This build sucks.

myukis

Ascalonian Squire

Join Date: Oct 2007

The Nethrezim

D/W

A few things to note.

First off, I don't believe the choice "dps'er" was available when picking the build. The next best choice was nuker, so I labeled it that. Thanks for making your point about nukers, and I was never under any illusion to the matter, however of the times that I've said in GW "need more dps'ers" when forming a group, 80% of those times at least one person asked what dps'er means.

Secondly, the only enchant in THIS build that does not end is HHF. All of the others end just fine, and give me the mana for it. And I'll concede that Zealous Vow is nice, but I'm getting use out of Attacker's Insight without investing a ton of points in wind (just the excess points actually), and it's an elite which means my only elite is just energy management. Using Zealous Vow in a different build that is based on wind may make more sense, but this build is something on its own. And Zealous Sweep is a nice skill, I'll admit. Probably better than Lyssa's in most cases, so I'll concede that is probably a suitable replacement, and I'm not sure why I passed over it.

Finally, spamming HHF to keep the mana up is not "draining my energy." I am doing it because I have the extra energy to do it, plain and simple. Now a good idea might be that instead I could do Heart of Fury as suggested to get more melee damage out of it faster. That would be a good trade off, provided no blinding.

I'll admit there's better ways to do damage in general, however my thoughts are that it can be more beneficial to have a backup plan to cover your bases in the event of a problem.

I'll experiment a bit later though using Heart of Fury instead of HHF, and replace Lyssa's with Zealous Sweep, and Attacker's Insight with another melee attack. We'll see how the mana holds out.

~ Dan ~

Forge Runner

Join Date: Dec 2006

D/

Quote:
Originally Posted by myukis
First off, I don't believe the choice "dps'er" was available when picking the build. The next best choice was nuker, so I labeled it that. Thanks for making your point about nukers, and I was never under any illusion to the matter, however of the times that I've said in GW "need more dps'ers" when forming a group, 80% of those times at least one person asked what dps'er means.
Refer to it as Damage Dealer.

Quote:
Secondly, the only enchant in THIS build that does not end is HHF. All of the others end just fine, and give me the mana for it.
But there is no need. The whole point of Mysticism is your source of energy management by letting enchants end, rather than dedicate half your bar to it. If your not using it as your e-management, your doing something wrong.

Quote:
And I'll concede that Zealous Vow is nice, but I'm getting use out of Attacker's Insight without investing a ton of points in wind (just the excess points actually), and it's an elite which means my only elite is just energy management. Using Zealous Vow in a different build that is based on wind may make more sense, but this build is something on its own. Zealous Vow doesn't require much spec to get 3-4 energy return per hit. Hit 3 foes, thats 9-12 energy every 1.2 secs or so. Bingo! It's great for attack spamming builds, not just wind prayer based bars. Is it just me, or would an attack spamming build be labelled as "damage dealer"?

Quote:
Finally, spamming HHF to keep the mana up is not "draining my energy." I am doing it because I have the extra energy to do it, plain and simple. Now a good idea might be that instead I could do Heart of Fury as suggested to get more melee damage out of it faster. That would be a good trade off, provided no blinding. Please give me your reasoning as to why you even chose HFF in the 1st place!! It does, 42 holy damage. Like.. wow. You can hit high 80s - 100+ vs squishies. Mystic sweep and the like hit for 40 or so on warriors. Why the hell would you want to waste all this excess energy, on a skill doing nothing. It's not like everyone lives outside Bergen Hot Springs, so Holy Damage is irrelevant.

I really don't get the point in your build. You've built most of your bar up as e-management, creating as you said, alot of free energy, which you are then throwing away on a useless skill. As someone else said, Ancestor's rage is a nono. You get plenty of damage from the scythe. And you were saying how using Zealous Vow means you have dedicated your elite slot to e-management (which isn't it's purpose anyway). Well, wth is your elite doing?! To me it seems like a random bunch of skills thrown in, not particularly synergizing well with each other.

CoonerTheRed

Academy Page

Join Date: Mar 2007

da Big Apple

The Amazon Basin

D/

I think I see what you're trying to get at here. You're looking for something that can gather aggro nicely, live through the initial swarming, then use AoE scythe/communing skills to put out good damage. That said, I'm not seeing it with this build. Note, not all dervish builds need enchantments for energy management, but since this build already wants to take advantage of enchantments (Ancestor's being a 1 second enchantment), this build should. Also, while tanking is not necessary everywhere in PvE, that's exactly why a dervish makes a good "aggro-gatherer" for most of PvE -- dervishes can both gather aggro and dish out nice damage at the same time in areas where a true tank is not needed.


Completely theoretical, but something like this might work:

12 + 1 Scythe mastery (no sup rune for someone who needs to stay alive solo for a while)
10 + 1 + 1 Mysticism (4e per enchant)
8 Channeling

Avatar of Dwayna {E} -- self-heal and hex-removal, this alone can keep you alive in all but the nastiest of situations.
Eternal Aura
Ancestor's Rage -- nice AoE damage for the aggro-gatherer, plus it's practically free (5e - 4 from ending).
Weapon of Aggression -- 1/4 second cast, 10 second IAS on a 10 second recharge skill... perma-IAS.
Zealous Renewal -- energy gain, another enchant, and allows you to cast the 10e Aggression every 10 seconds.
Farmer's Scythe -- with good aggro and some skill in positioning, this is downright spammable.
Zealous Sweep -- again, depends upon good aggro and positioning, but this is great damage and free.
Res Sig/Skill

Combined, we've got a sturdy dervish with nonstop IAS and enough energy to spam both attacks and AoE lightning damage. I'm not even sure Zealous Renewal is necessary with a Zealous scythe, but it might be since WoA is 10e every 10 seconds. If not, swap it for Aura of Holy Might.

Note that Splinter+Heart of Fury may do more than WoAggression + Ancestors, but I like the perma-IAS of WoA. Seems worth a shot, especially as it opens up your scythe suffix for Fortitude or Defense over Enchanting.

myukis

Ascalonian Squire

Join Date: Oct 2007

The Nethrezim

D/W

Great suggestion, Cooner. I like the look of that build. And I think you do get where I'm going. Honestly I'm still somewhat in the dark as to how aggro works in GW, but I do know if I do an initial burst of huge damage before anyone else gets started, I pretty much keep aggro. You seem to be following that trend with your practically completely separate build suggestion.

I think I've gleaned about as much as I can hope for from this thread, alot of great ideas for alternate skills and even alternate builds. Enough to keep me going on the idea for a month or so perhaps before I get bored and come up with some other hairbrained gimmick.

jesh

jesh

Forge Runner

Join Date: May 2005

San Diego, CA

Penguin Village

Mo/

Quote:
Originally Posted by myukis
Firstly, blinds nullify melee. I'd have to dump damage spells to give myself condition removal, or get Avatar of Melandru as suggested, which poses minor magic problems (tho admittedly not as bad as I expressed earlier, since I overlooked the +energy item possibility). Second reason though is that sometimes things just plain have high armor, spam block chance skills, or otherwise drag down melee damage in general. My response to that is keep flat nukes available as a backup. Ancestor's Rage isn't armor ignoring. Melee attacks are. Put Wild Blow on Meloni for stances and take condition removal on your monks.

Tanking is really just not needed, as others have stated. If you really want enemies to stick with you, try using crippling skills. Most of the time I'll play gw with 5 rangers in my party, and 3 casters. Usually 1 ranger has Broadhead Arrow and Pindown with Epidemic. Works for me. Aura of Thorns is a dervish alternative.

As for 'nuking' and 'dpsers'.. whatever. All classes can do damage.
There are 2 types of damage in most any game. Spikes and pressure.
A ranger spreading 10 degeneration to 8 targets is pressure.
A warrior with Eviscerate is a spike, even though technically the ranger's DPS may be higher.

*Of course* dervishes can do both, even AoE. Splinter Weapon with Aura of Holy Might and permanent Lyssa is downright scary.
No ele can put out the kind of damage a quick Mystic+Eremite's can do with those buffs, not in 3/4s of a second.
Your build comes nowhere close. These people aren't trying to be harsh, they're trying to help you.







If you want my suggestion, just try Lyssa with both Eternal Aura and Aura of Holy Might. With her energy you can keep up all enchants easily, which is hard with other elites. Also noteworthy is that Eternal Aura does 80ish armor ignoring damage and allows you to keep up Heart of Holy Flame, one of the best IAS skills in the game, 95% of the time.
Her damage is second to none, especially when you can land Mystic and Eremite's on a skill. Splinter Weapon makes it better, but Protector's Strike works too.