Signed for the way Arkantos put it, ak:
atr 0-5 = 1 target
atr 6-11 = 2 targets
atr 12-14 = 3 targets *
atr 15-17 = 4 targets
atr 18-19 = 5 targets
atr 20 = 6 targets
* Meaning a /D could hit 3 targets but at a decent dent to other atributes. altho i wouldnt mind putting the 3target limit at 13, making it a 2 target max for '/D ...
Still, people say this wouldnt solve anything, and personally i think the sollution to a fix would be the curves for the Scyth mastery are build up, meaning they
are to powerfull at 9-12 attributed points.
On the other hand, i like this idear in this setup, as it gives dervishes a EoA effect on their scyth mastery which would give it an other purpose next to, enchanment juggling and bombing at melee range, healing a tad... The more i think of this, perhaps the discussion shouldn't be what needs to be done to fix something, that some say isnt even broken (appart from the /D, outclassing D/ problem, which i just assume to be there, from posts here) ... but to define what a Dervish should be doing, ak what his role should be in a team, and from that come up with what needs to be done to support this role ... 'we' could have this discussion here on the board, but more important would be for A-net to have this discussion, so they can take the appropriate actions to come up with skills to support this defined role(s) ...
From what i understand a dervish to be is a melee range, medium caster; meaning it is build to survive melee range more easily then traditional casters, but at the cost of not being able to cast as powerfull as one, also, being more of a caster it is not meant to deal as much melee damage as true melee classes (war & sin), but instead accomplishes about the same amount of damage through its casts ... or ... does this medium damage to multiple targets, together with bombing ... be it direct damage casts, shadow damage, earth damage, bombing conditions, and doing the same with the use of applying or removing Enchantments from themselves or on/from allies or on/from foes.
I understand that a subrole would be to support the melee classes at melee range by, juggling enchantments (removing or applying them to their allies, or removing/applying them to foes, and also use them to their own benefit) ... i can see them use small, medium heals at melee range to further support melee fighters (relieve healing for casters), and/or heal casters b4 taking over agro from foes attacking those casters ... seeing at melee range conditions are plentyfull, it could also be juggling conditions like it does with enchantments (ak apply them, remove them from allies; toss them back to foes - at the cost of loosing enchantments) ...
Seeing hexes are there also, it might be able to bumb hexes from allies at the cost of loosing enchantments ( QQ - sux being a necro, but it wouldnt be fair to leave this out just so i wont be affected.)
It could do with an Interupting swipe(s), as all melee weapon attributes seem to have such a skill...
It could do with some form of a snare enchantment, so it can protect casters from melee fighters that do pass through the melee front
Im pretty sure that with these roles/subroles there are plenty skills to come up with, some better then others depending on the situation that arises ... and plenty of builds that would be usefull in both PvE and PvP ... Aslong as the damagecurve of these skills is balanced for /D<12>D/ a dervish would be fun to play with, just as any other class out there ?