PvP Wounding Strike Dervish
Firebolt145
My guild doesn't really do PvP so just today I've started running around in RA (for the first time). I did a quick look on PvXwiki for a Wounding Strike build and was surprised to find that it was the only 'great'-rated build for Dervishes.
Here is the build:
Scythe Mastery 12 + 1 + 1
Mysticism 8 + 1
Wind Prayers 8 + 1
[Wounding Strike][Mystic Sweep][Enchanted Haste][Attacker's Insight][Heart of Fury][Resurrection Signet]
This build was rated 'Great' for RA, where you NEVER seem to get a reliable monk on your team. I tried it a couple times with Faithful Intervention, Crippling Sweep/Chilling Victory/Victorious Sweep filling in the blanks but I just kept dying before I could do anything.
Next I tried the build that I had for PvE Wounding Strike.
Scythe Mastery: 12 + 1 + 3
Mysticism 10 + 2
Earth Prayers 8 + 1
[Wounding Strike][Mystic Sweep][Victorious Sweep][Mystic Regeneration][Zealous Renewal][Conviction][Faithful Intervention][Resurrection Signet]
I would switch the runes for Mysticism and Earth but usually in PvE I run an Avatar build hence need Mysticism. I don't have money to start playing around with multiple armor.
Upon starting this build, I won 8 games in a row (though with much better teammates, I must admit) and won more often after that. It just seems as though in a place where you can't count much on teammates, this build is a lot better as you can preserve yourself much better.
I don't know why I'm posting this, this topic is sort of a hey-try-this-in-RA-if-you're-dying and also an any-advice-people? Maybe if people support my build I'd post it up in PvXwiki, there is a distinct lack of PvP Dervish builds there. :/
Thanks for listening to me ramble.
Here is the build:
Scythe Mastery 12 + 1 + 1
Mysticism 8 + 1
Wind Prayers 8 + 1
[Wounding Strike][Mystic Sweep][Enchanted Haste][Attacker's Insight][Heart of Fury][Resurrection Signet]
This build was rated 'Great' for RA, where you NEVER seem to get a reliable monk on your team. I tried it a couple times with Faithful Intervention, Crippling Sweep/Chilling Victory/Victorious Sweep filling in the blanks but I just kept dying before I could do anything.
Next I tried the build that I had for PvE Wounding Strike.
Scythe Mastery: 12 + 1 + 3
Mysticism 10 + 2
Earth Prayers 8 + 1
[Wounding Strike][Mystic Sweep][Victorious Sweep][Mystic Regeneration][Zealous Renewal][Conviction][Faithful Intervention][Resurrection Signet]
I would switch the runes for Mysticism and Earth but usually in PvE I run an Avatar build hence need Mysticism. I don't have money to start playing around with multiple armor.
Upon starting this build, I won 8 games in a row (though with much better teammates, I must admit) and won more often after that. It just seems as though in a place where you can't count much on teammates, this build is a lot better as you can preserve yourself much better.
I don't know why I'm posting this, this topic is sort of a hey-try-this-in-RA-if-you're-dying and also an any-advice-people? Maybe if people support my build I'd post it up in PvXwiki, there is a distinct lack of PvP Dervish builds there. :/
Thanks for listening to me ramble.
poasiods
I'd also like to suggest a form of snare seeing I've always had a very annoying time chasing down monks as a dervish.
Something I see quite often is [Vital boon] + [signet of pious light] combo for ~300 health spike heal. [wild blow] couldn't hurt to cut through monk stances.
Something I see quite often is [Vital boon] + [signet of pious light] combo for ~300 health spike heal. [wild blow] couldn't hurt to cut through monk stances.
Firebolt145
Quote:
Originally Posted by jiggles
Pvp isnt about who can survive the most on their own, its about who can kill stuff quicker than everything else. So drop like all your conviction and mystic regen.
I tried that, but whenever I see my health bar going down and no one around to heal me I can't help but miss them. :/
So...basically you guys are saying the build that the PvXwiki build is best? Off the top of my head then... How's this:
Scythe Mastery: 12 + 1 + 3
Mysticism: 9 + 2
Wind Prayers: 7 + 1
Fire thingy: 6
[Wounding Strike][Mystic Sweep][Crippling Sweep][Attacker's Insight][Enchanted Haste][Conjure Flame][Heart of Fury][Resurrection Signet]
Or:
[Wounding Strike][Mystic Sweep][Wild Blow][Attacker's Insight][Enchanted Haste][Conjure Flame][Heart of Fury][Resurrection Signet]
I'm tempted to use Wild Blow instead of Crippling Sweep as I will already have Enchanted Haste on to chase kiters, and Wild Blow will definitely help against monk stances.
EDIT: I must say though, looking at these bars makes me shudder at the thought of having no self-preservation skills.
EDIT2: Just realised my second bar is impossible. First bar auto-wins then?
So...basically you guys are saying the build that the PvXwiki build is best? Off the top of my head then... How's this:
Scythe Mastery: 12 + 1 + 3
Mysticism: 9 + 2
Wind Prayers: 7 + 1
Fire thingy: 6
[Wounding Strike][Mystic Sweep][Crippling Sweep][Attacker's Insight][Enchanted Haste][Conjure Flame][Heart of Fury][Resurrection Signet]
Or:
[Wounding Strike][Mystic Sweep][Wild Blow][Attacker's Insight][Enchanted Haste][Conjure Flame][Heart of Fury][Resurrection Signet]
I'm tempted to use Wild Blow instead of Crippling Sweep as I will already have Enchanted Haste on to chase kiters, and Wild Blow will definitely help against monk stances.
EDIT: I must say though, looking at these bars makes me shudder at the thought of having no self-preservation skills.
EDIT2: Just realised my second bar is impossible. First bar auto-wins then?
Bobulation
2nd bar is kooler
Firebolt145
Just set up a PvP char with first bar. Got good teammates and went on a 10 kill streak in RA, went to TA, destroyed one team then finally lost. I'm pretty happy. Thanks guys.
Icy The Mage
triple classing woot. D/W/E
Firebolt145
For those annoying monk stances (and people unable to triple-class) how's this bar?
[Wounding Strike][Mystic Sweep][Wild Blow][Attacker's Insight][Enchanted Haste][Heart of Fury][Harrier's Grasp][Resurrection Signet]
I'm not sure about the Harrier's Grasp, any suggestions?
[Wounding Strike][Mystic Sweep][Wild Blow][Attacker's Insight][Enchanted Haste][Heart of Fury][Harrier's Grasp][Resurrection Signet]
I'm not sure about the Harrier's Grasp, any suggestions?
-Lotus-
no need for IMS and snare. attackers insight is kinda a waste of energy to. I would just drop wind prayers...
Firebolt145
You're trolling, right?
-Lotus-
Quote:
Originally Posted by Firebolt145
You're trolling, right?
I'm giving you advice, good advice. no need to be rude.
Firebolt145
Lotus - Didn't mean to sound rude, sorry. Your suggestion was just against the flow of everyone else's so I was surprised.
Darkside - I only have Nightfall.
Something I notice a lot in RA is burning condition... Because of this I'm slightly tempted to go /E for [Conjure Frost] and [Frigid Armor], which also gives a nice boost in armor. Not sure how I can fit them in though.
Maybe:
[Wounding Strike][Mystic Sweep][Attacker's Insight][Enchanted Haste][Conjure Frost][Frigid Armor][Heart of Fury][Resurrection Signet]
Darkside - I only have Nightfall.
Something I notice a lot in RA is burning condition... Because of this I'm slightly tempted to go /E for [Conjure Frost] and [Frigid Armor], which also gives a nice boost in armor. Not sure how I can fit them in though.
Maybe:
[Wounding Strike][Mystic Sweep][Attacker's Insight][Enchanted Haste][Conjure Frost][Frigid Armor][Heart of Fury][Resurrection Signet]
Sirius-NZ
Usual reason for Attacker's Insight is the 10-energy attacks I think. Means you can spike a lot more often.
May not be overly popular, but you might be able to get away with that bar and still have a third attack if you used [[Whirling Charge] for bar compression... Heart of Fury is a better IAS though, and Enchanted Haste has much better uptime.
May not be overly popular, but you might be able to get away with that bar and still have a third attack if you used [[Whirling Charge] for bar compression... Heart of Fury is a better IAS though, and Enchanted Haste has much better uptime.
iVendetta
Firebolt, I run the exact same build as you in RA (me being a D/W). And I have the same problem.
In RA, its very hard to predict outcomes. The build itself is quite solid, but it is due to the lack of monks. Sometimes I am killed by a mere Hex or when I become burdened with conditions.
Since most RA battles are particularly short, if you find you need a crucial skill but you have no room, you could drop out the [Resurrection Signet] for something else.
In RA, its very hard to predict outcomes. The build itself is quite solid, but it is due to the lack of monks. Sometimes I am killed by a mere Hex or when I become burdened with conditions.
Since most RA battles are particularly short, if you find you need a crucial skill but you have no room, you could drop out the [Resurrection Signet] for something else.
Tyla
Quote:
Originally Posted by -Lotus-
no need for IMS and snare. attackers insight is kinda a waste of energy to. I would just drop wind prayers...
Attackers' Insight allows more spiking - if you can use your skills more, you can kill more efficiently.
Having a snare and IMS will further increase crits, although if you said Harriers' Grasp was shit you'd be right.
Having a snare and IMS will further increase crits, although if you said Harriers' Grasp was shit you'd be right.
-Lotus-
Quote:
Originally Posted by iVendetta
Quote:
Attackers' Insight allows more spiking - if you can use your skills more, you can kill more efficiently.
Having a snare and IMS will further increase crits, although if you said Harriers' Grasp was shit you'd be right. 8 skills, thats all you get. that means you need to eliminate bad and redundant skills.
Attacker's insight imo is virtually always a waste of time and bar-space. othere might disagree with that, but the only place it ends up being close to useful is when you are using 10-energy skills like chilling victory(and don't get me started on that one). it's just not worth the time/energy for 5-energy skills.
snares and IMS both do virtually the same thing: they help you keep up with whatever you are trying to kill. when you only have 8 skill slots you don't really have space to take both of them.
Having a snare and IMS will further increase crits, although if you said Harriers' Grasp was shit you'd be right. 8 skills, thats all you get. that means you need to eliminate bad and redundant skills.
Attacker's insight imo is virtually always a waste of time and bar-space. othere might disagree with that, but the only place it ends up being close to useful is when you are using 10-energy skills like chilling victory(and don't get me started on that one). it's just not worth the time/energy for 5-energy skills.
snares and IMS both do virtually the same thing: they help you keep up with whatever you are trying to kill. when you only have 8 skill slots you don't really have space to take both of them.
Tyla
Quote:
Originally Posted by -Lotus-
Quote:
You're kidding me, right? If you're playing your cards right you're going to be spiking on recharge. That means you're going to be hard on energy. And Attackers' Insight throws away all energy problems on a Derv bar that isn't shit.
Quote:
snares and IMS both do virtually the same thing: they help you keep up with whatever you are trying to kill. when you only have 8 skill slots you don't really have space to take both of them.
Snares can be used defensively, too. Keep in mind that as a Dervish you can hit up to three targets. Harriers' Grasp under this condition allows you to snare up to three targets assuming you get someone badly positioned. With CripSweep you'll have to be more selective, but if your Monk's kiting towards you you could assist them by cripping the person attacking them. Speedboosts and speed reduction skills aren't all about killing. Dervs may be one-dimensional but it doesn't mean you should say "screw it, pop those bastards anyway" without thinking about defensive usage too - infact, you could always go for an Assassin, slowing that down in the meantime helping your Monk kite away, considering how obscenely overpowered Palm Strike is, especially in a random enviroment. If you're using an elemental weapon as a secondary you could go for Warriors too if you feel like a bit of linebacking. Firebolt145
Currently in RA I'm running this build:
Originally Posted by Tyla
[Wounding Strike][Mystic Sweep][Wild Blow][Attacker's Insight][Enchanted Haste][Heart of Fury][Faithful Intervention][Resurrection Signet] I'm getting varying results. Success seems to be heavily and annoyingly dependent on my teammates on this case - For example I absolutely NEED a healer on my team against damage over time because I have no self heal (FI doesn't proc on DoA). Quote: The only skill that's redundant from the selection is Harriers' Grasp, and possibly Wild Blow which I'll probably swap out for Bull's or another skill to help push a spike.
I was thinking about taking Bull's instead but Wild Blow just is so useful against blocking monks.
Oh, and I only have NF, so no sins for me. Flipping hate those Palm Strikers anyway. superraptors
best defence is offense, so drop all that mystic regen convition nonsense and replace them with something more offensive
[Wounding Strike][Mystic Sweep][chilling victory][Attacker's Insight][signet of mystic speed][Heart of Fury][Faithful Intervention][Resurrection Signet] can swap faithful for a conjure ________ Teen Younger |