24 Feb 2008 at 03:11 - 3
#1:
Buy the midgrade armor at Kamadan (35 I think for a Dervish). It's a HUGE difference in your durability. Only upgrade when it's a big difference (15 to 35, 35 to 50, 50 to 70 for example, 35-41 isn't that big a deal), but it's not a waste of money in general, and makes a HUGE difference in your durrability (Like cut damage you take in half or more the moment). Don't use any health detrimental armor enchantments at a low level either.
#2: Many Dervish Enchantments have an initial effect (often some offensive or defensive effect), some have an effect for the duration, and most have an effect when they end.
Eternal Aura for example, initialy does damage to nearby foes (Foes within melee range), and when it ends, recharges your skills. So, any skill that ends an enchantment (Like Pious Assault), will engage the end effect.
Now, I've not brought a Dervish that far, but I've played a bit with the Hero Dervish, and had success with her and had little trouble with my dervish.
Suggestions on skills and attributes:
1) Usually I only use 3 sets of attributes. Spreading out to 4 can be rough. However, for a young Dervish, that may be hard.
2) Multiples of 3 in Mysticism are your friend, due to energy recharging when enchantments end. You should be able to keep it easily at 3 to start.
Skills I've used and liked:
Mysticism:
[skill]Heart of Holy Flame[/skill] - Good vs Undead especialy, and things vulnerable to fire, and a Mysticism skill
Wind Prayers:
[skill]Grenth's Fingers[/skill] - Good vs Cold Vulnerable creatures, and the cripple at the end is nice as well.
[skill]Whirling Charge[/skill] - Increases speed and attack speed, but requires you to be enchanted (fairly easy to do)
Earth Prayers: (Tried doing without these, but this one is highly usefull, even with low levels of Earth Prayers)
[skill]Vital Boon[/skill] - Extra max health for survivability, and healing when it's over so you don't die if your health is too low. Also, it's easy to cover it so you always have an enchantment, or use it to cover one of the other two enchantments listed if you need to do cold or holy damage.
Scythe Mastery: (Pick any 3)
[skill]Crippling Sweep[/skill] - Good for crippling, but can be replaced with other skills that cause crippling. Dervishes are highly useful to casters as tanks due to being able to cripple and let casters flee melee attackers.
[skill]Chilling Victory[/skill] - Very good cold and potential area damage.
[skill]Mystic Sweep[/skill] - Cheep, recharges fairly quickly, and you should usually have at least 1 enchantment on you.
[skill]Pious Assault[/skill] - Good for ending enchantments, and deep wounds are very useful to prevent healing and a good first strike.
Other:
Res Signet (Use the Sunspear version of this if your Sunspear rank is 3 or better)
Those are all skills you can get now without having to unlock them. That build has worked fairly well for me. Vital Boon is Vital though, and highly usefull.
Alterinitively, you could swap out the Wind Prayer skills and replace them with:
[skill]Aura of Thorns[/skill] - You already have it, and it causes crippling and bleeding. A good enchantment to cycle with Pious Assault.
And maybe [skill]Zealous Renewal[/skill], Eternal Aura, a 4th attack or other Earth skill.
You won't move or attack as fast, but you'll be survivable, cause multiple conditions, have 3 enchantments to swap between/pile on, 3 attacks to swap between, a utility skill (or other attack/enchant), and a res.
In general, the above (3/3/1/1) is a good guideline for a general build for my experience. Less enchantments results in you not always having at least 1, less attacks means you're waiting for recharges, and more attacks can lead to energy issues.
Also, make sure you have a healer. Healer enchantments that get piled on you have some additional functionality for you.
Now, I'll admit this is more henchmen functionality, but with the above build, my dervish is perhaps my most durable henchman.