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A guide for dervishes, kind of small, but start adding and I'll add it to the thread, Time to make a good thread for beginners to get aquainted and Pro's to share ideas. Ideas that need to be added:
~General play strategies
~Builds
~What you see needs to be added
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Marverik
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Table Of Contents
1.1 The Dervish
1.2 The Attributes
1.3 The Equipment
2.1 The Secondary Professions
3.1 The Strategies
3.2 The Things to Watch for
4.1 The Builds
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1.1The Dervish (Taken from http://gw.gamewikis.org/wiki/Dervish )
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The Dervish is a close range fighter wielding a scythe capable of hitting multiple opponents and utilizing enchantments to deal damage, cause conditions, and protect and heal itself. Many of its abilities strike multiple foes, allowing it to be a fierce combatant on the battle field.
Dervish Guide For All Of Us, By All Of Us!
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Mysticism: The Energy management and primary attribute of the Dervish. You gain 1 HP and 1 Energy(per 3 levels) everytime an enchantment ends on you. This is also the attribute for Form Spells ( a noted characteristic of the Dervish). Try to keep Breakpoints with your mysticism (every 3, 6, 9, 12, and 15. for the +energy)
Scythe Mastery: The attack spells of the Dervish are in this line. Most spells apply conditions or extra damage if under the effects of an enchantment ( or many ) You want 15 to 16 Scythe Mastery in PvE, depending on how much of a health freak you are, ALWAYS.
Earth Prayers: This line is mostly enchants/buffs for you that increase defense or deal Earth-based Damage.
Wind Prayers: Wind Prayers are for increased Move and attack speed. Also has a few damaging spells and can help the Dervish deal cold damage.
1.3Equipment
The standard dervish wields a Scythe which has 9-41 for its max, and 4-6 as it's minimum. Scythes, like Axes, can also have a higher minimum damage of 10 as long as the maximum damage is lower than 41. The weapon itself has a inherit property in which it can strike up to 3 Adjacent targets on every swing. You do not have to be a dervish to do this, you just have to wield the weapon. It will trigger on Auto-Attacks and Attack Skills. The armor goes up to 70 a piece at max. Warriors and paragons top that with 80 (+20 to phys dmg if you are a Warrior) and you match AL of a Ranger or Assassin. The armor gives a base energy of 35 with 4 pips (arrows) of regen.
2.1Secondary Professions:
There are many choices to pick and be a good dervish, the professions and some of their uses;
~Warrior: Gives the ability to several stances and shouts to help bring buffs to yourself and teammates besides enchanting. Quote:
~Monk: Quote: Apart from Mending Touch please don't run anything from this class... ~Mesmer: Most farming builds I've seen use this as their secondary for spells such as: Symphathetic Visage and Physical Resistance.
~Elementalist: Most notably, the Flame/Storm djinn's haste and Conjure {element} spells seem to be a popular choice, low cost PBAoE's could also be used.
~Necromancer: Quote: Withering Aura is useful on a D/N in heavy melee areas. ~Assassin: Mosly for shadow arts spells such as Shadow stepping some notable spells: Quote: Signet of Malice and Dash which are probably the main reason /A is used ~Ritualist: Used mainly because of it's weapon spells which could be a important skill for some builds.
~Paragon: Shouts and Chants could help your party if you choose to be supportive.
3.1Strategies:
Some basic strategies.
Try casting enchantments in the opposite order you want them taken off of. By casting Vital spells first and placing meaningless ones, or ones like Vital Boon that heal you when it is stripped, last help protect and help you. Before casting your enchantments again, please let them expire so you can get the mysticism +HP & +MP.
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You want an IAS at all times. 33% IAS is equivalent to 50% more swings, and thus 50% more damage. Even if it is up for only 2/3 the time, like a 12 spec'd Heart of Fury, it still adds a significant damage increase. Some commonly used IAS's are Heart of Fury, Flail (only in PvE), Frenzy (only in PvP), Weapon of Aggression Quote:
You can't be serious about using a 15e preparation on a class with only 25 base energy... your scythe does way more damage than that silly degeneration will ever accomplish.Quote: |
No... just no.
~Assassin: Mostly for shadow arts spells such as Shadow stepping or regen/self heals.
You forgot [skill=text]Signet of Malice[/skill] and [skill=text]Dash[/skill] which are probably the main reason /A is used... Assassin self heals leave much to be desired, in case you haven't noticed most 'Sins spec into other class lines for a self heal. Quote:
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