And on to the build:
1xThe 1 hp Orders Necro
Necromancer/Dervish
Blood Magic 12+1+3
Soul Reaping 5+3
Wind Prayers 11
Low HP Runed Armor is necessary; normal armor may be necessary in some areas, such as the Foundry in doa, and should be brought according to the situation. A staff of enchanting is good as well.
[Awaken The Blood][Cultist's Fervor][Dark Fury][Order Of Pain][Masochism][Mystic Healing][Breath Of The Great Dwarf][Faithful Intervention]
First off, THE ONLY POINT TO FAITHFUL INTERVENTION IS A LONG LASTING ENCHANTMENT. Sorry, had to make that caps or the first 5 posts would all be flames telling me how stupid I am. Basically, the usage is similar to the 1 hp bip necro: you sac yourself down to 1 hp using superior runed armor. Once that is accomplished, keep up awaken, cultist's, masochism, and dark bond. Stay as far back from battle as possible; unlike the 1 hp bip necro, all of your spells are party range, so stay back, anything will kill you with your measly 1 hp. Use Dark Fury and Order Of Pain; however, it is important to make sure that the orders go down before they go back up again, so that the dervs get the energy gain out of them (more on that later), and yet to keep that window open for as small a frame as possible. In order to accomplish this, it will probably be necessary to start casting before the order ends, but also not too soon so as to prevent the order from going down. This will likely require some practice, but I'm sure a rhythm will eventually be found; half casting time mods are not advised. Spam Mystic healing whenever possible between orders for a free lower powered Heal Party to six of your party members (making mystic heal 5 party members versus six is Faithful Intervention's only purpose, though one it fills quite well with its long duration); Breath Of The Great Dwarf fills the same purpose, and can be cast in between two mystic healings for some quick party wide healing. If the party is in serious trouble, you could also abandon casting orders altogether and just spam mystic healing, though this should only be done in emergencies, such as multiple deaths, as it would take away much of the punch of the team. Thanks to Rhamia Darigaz for coming up with Faithful Intervention for the permanent enchantment.
2xArcane Weapon Derv
Dervish/Monk
Mysticism 12+1+2
Protection Prayers 12
Full Windwalker's Armor, a staff of enchanting.
[Arcane Zeal][Watchful Intervention][Faithful Intervention][Great Dwarf Weapon][Reversal Of Fortune][Imbue Health][Aegis][Extinguish]
This dervish is gains energy from the orders necro, both through the extra enchantments for arcane zeal and the mysticism bonus for the orders ending (assuming the necro is doing their job correctly). You should keep up faithful, watchful, and arcane on yourself at all times. You should keep Great Dwarf Weapon on the frontline dervishes at all times; the 2 people running this build should agree before hand which two dervs they will apply it to, so as to reduce confusion. You should alternate Aegises as well for extra blocking most of the time. Use Watchful Intervention on other members as necessary. Imbue Health is good for a large emergency heal. Extinguish it good to reduce widespread important conditions such as blind, as left alone it will kill your team. Spam Reversal Of Fortune.
2xSave Yourselves derv
Dervish/Warrior
Scythe Mastery 12+1+1
Mysticism 12+1
Full Windwalker's Armor and a Furious Scythe of Defense with +15% damage while enchanted.
[Avatar Of Dwayna][Eternal Aura][Whirlwind Attack]["Save Yourselves!"][Eremite's Attack][Mystic Sweep][Victorious Sweep][Heart Of Fury]
This build uses the orders necro's Dark Fury combined with the scythe's aoe attack to spam SY! while at the same time getting the most out of the order damage buff and Great Dwarf Weapon with the same aoe attacks whith Whirlwind Attackto spice things up even more. Also uses the energy gained from the ending orders to power the constant spam of the three attack skills. Uses Avatar of Dwayna combined with the skill spamming to keep the player basically free of all hexes while at the same time providing significant self healing. Keep up Avatar of Dwayna with Eternal Aura; while it might seem nice to try to hit a mob of foes with 100 armor-ignoring Eternal, keep your enemies in mind; if you're facing heavy interrupts, it would probably be good to sacrifice some of the extra damage and use right before actually engaging. Make sure to call blind, as SY! spam is very important. * Not sure if two of these are actually necessary, but I thought it was better to be redundant than lacking.*
1xWild Blow Derv
Dervish/Warrior
Scythe Mastery 12+1+1
Mysticism 12+1
Full Windwalker's Armor and a Vampiric Scythe of Defense with +15% damage while enchanted.
[Avatar Of Dwayna][Eternal Aura][Whirlwind Attack][Wild Blow][Eremite's Attack][Mystic Sweep][Aura Of Holy Might][Heart Of Fury]
Same as the SY! derv, but with Wild Blow instead as stance removal. Thanks to -Lotus- for the ideas on improving this one.
1xScan Derv
Dervish/Warrior
Scythe Mastery 12+1+1
Mysticism 12+1
Full Windwalker's Armor and a Vampiric Scythe of Defense with +15% damage while enchanted.
[Avatar Of Lyssa][Eternal Aura][Radiant Scythe][Asuran Scan][Eremite's Attack][Mystic Sweep][Aura Of Holy Might][Heart Of Fury]
This player should focus on priority targets, using Asuran Scan and high damage output to quickly take them down. Thanks to -Lotus- for the ideas on improving this one.
1xMonk
Unfortunately, monks are not my strong point, one of the things you guys can help me with. Definitely needs some condition removal, though the 4 frontline dervs will take care of any hexes on themselves, so hex removal, if necessary at all, would only be needed for the monk and arcane dervs. Since there is already a good deal of healing, I would think some kind of prot would perhaps be good, but I'll leave it to the experts. Edit-It has been suggested, among other things, that perhaps the new [Unyielding Aura] be used for the monk, and I'm inclined to put this down as the monk's elite tentatively, as the good instant rezzing capabilities among other things make room on the dervs' bars for an extra skill as opposed to the rez sig that was there initially. Thanks to -Lotus- for this idea.
Please comment, and if you have a good group of friends/guildies to try this out with (I don't unfortunately
