Thoughts on Mysticism or How I Learned to Love the Primary Dervish
Kaleban
So I started a Dervish after having used an Assassin as my primary since Factions came out.
I've since learned all the horror stories of how Dervish(es?) are less effective as a primary with their own weapon than other characters, such as Rangers, Assassins and Warriors.
Being something of a purist I find it impossible to play a scythe wielding 'sin, a dagger using ranger, etc., etc.
And from my own play experience, I've come to a few obvious conclusions about the class, and of course welcome any feedback if my ideas are wildly off base.
1. Aura of Holy Might - it makes no sense that a skill like this should function as a normal skill, whereas a skill like Critical Agility functions off of the Sin's Critical Strikes. It should be changed to function exactly like CA, but based off of Mysticism.
2. Mysticism - the primary benefit of this attribute is extremely impotent when compared to that of the Paragon, so much so that it makes me wonder if it was ever truly playtested. Indeed, based on the difference in how shouts/chants and enchantments work, it feels like ANet mixed up the primary attribute functionality. Since enchants generally last longer than shouts (for example compare "Go For the Eyes" with any enchant), it would make more sense that Mysticism would grant the health/energy bonus when an enchant is cast on the Dervish, either by him/herself or from another source, rather than waiting for them to end. Especially given that the Dervish is a frontline melee combatant, it makes no sense that he must constantly cast enchants while trying to maintain a decent attack rate, when the Paragon can insta-cast shouts and chants while maintaining a high attack rate from the midline. So basically, switch the functionality of Leadership/Mysticism.
Alternatively, grant an energy bonus when an enchant is cast (either self targeted, on another or by another), and grant a health bonus when an enchant ends. Whichever way it is handled, I believe the energy bonus should be on the front end of enchanting, not the back end. This would give greater utility to skills like Zealous Renewal, which might incentivize Dervishes to use lesser utilized skills in a more broad role.
3. Scythes - I like the wide damage range, however, I think it is slightly rediculous given that the Scythe is the only weapon with an inherent AoE effect, that ANY class can utilize it. This should be changed in one of two ways:
A. - Only Dervishes are able to utilize the ability to strike 3 targets at once or...
B. - Link the number of targets able to be hit adjacent to your target to Mysticism, say 1 adjacent target for every 4 levels in Mysticism. So at 0 to 4 Mysticism, a Scythe would only hit the target, 5 to 9 1 adjacent target, 10 to 13 2 adjacent targets, and 14 and up 3 adjacent targets (for a total of 4).
The only reason I can see this as being unfair is the comparison to Dagger Mastery giving a chance to Double Strike to any profession, but that's only a percentage chance whereas Scythes hit adjacent no matter what, so that mitigates the argument somewhat.
4. Enchantment Cycling - if the functionality of Mysticism cannot be changed so that energy gain is frontloaded, and the concept of a Dervish is a warrior focused on the maintaining of enchants, then the way Dervish enchantments work needs to be changed. Either recharges need to be changed to be much shorter, so that the skills that work by removing enchants can be used more often, or, and this is my personal opinion, Mysticism enchants when cast by a Dervish need to "recycle" (much like CA for sins or Aggressive Refrain for Paragons) whenever any enchant ends on the Dervish. Obviously, this would require some rebalancing of certain skills, notably Heart of Fury (perhaps inflicting Dazed so that a Dervish would have to choose when to end it, or Cracked Armor).
5. Skill Rebalancing - Some skills just make no sense. Take the Avatar of Grenth and compare it to Fox's Promise. AoG is a Form that requires the target to be enchanted to work (i.e. stance tanks could circumvent it), attacks do cold damage, negating the benefit of physical curses like OoP, and lasts for 90 seconds at 16 Mysticism, so a 30 second cooldown. FP on the other hand, is an enchant that lasts for 21 seconds at 16 CS (although with CS usually running at 13, that gives 18 seconds, but take into account an enchanting mod, and the duration exceeds the recharge), does not modify the damage type, and works no matter what, as long as one does not miss (i.e. Blind).
So FP costs less, can last indefinitely (given a high CS attribute, nearly a necessity), and works universally against both enchanted and stanced foes. The only downside is that it works only with dagger attacks, while AoG works with any weapon, but seeing as how the prevalence of blocking leans towards stance tanking/blocking, AoG is largely useless. Also, its much easier for an enemy to identify AoG than FP, given the visual effect.
These are just a few of my observations, and its not enough to dissuade me from playing the Dervish, but it certainly is disheartening.
I've since learned all the horror stories of how Dervish(es?) are less effective as a primary with their own weapon than other characters, such as Rangers, Assassins and Warriors.
Being something of a purist I find it impossible to play a scythe wielding 'sin, a dagger using ranger, etc., etc.
And from my own play experience, I've come to a few obvious conclusions about the class, and of course welcome any feedback if my ideas are wildly off base.
1. Aura of Holy Might - it makes no sense that a skill like this should function as a normal skill, whereas a skill like Critical Agility functions off of the Sin's Critical Strikes. It should be changed to function exactly like CA, but based off of Mysticism.
2. Mysticism - the primary benefit of this attribute is extremely impotent when compared to that of the Paragon, so much so that it makes me wonder if it was ever truly playtested. Indeed, based on the difference in how shouts/chants and enchantments work, it feels like ANet mixed up the primary attribute functionality. Since enchants generally last longer than shouts (for example compare "Go For the Eyes" with any enchant), it would make more sense that Mysticism would grant the health/energy bonus when an enchant is cast on the Dervish, either by him/herself or from another source, rather than waiting for them to end. Especially given that the Dervish is a frontline melee combatant, it makes no sense that he must constantly cast enchants while trying to maintain a decent attack rate, when the Paragon can insta-cast shouts and chants while maintaining a high attack rate from the midline. So basically, switch the functionality of Leadership/Mysticism.
Alternatively, grant an energy bonus when an enchant is cast (either self targeted, on another or by another), and grant a health bonus when an enchant ends. Whichever way it is handled, I believe the energy bonus should be on the front end of enchanting, not the back end. This would give greater utility to skills like Zealous Renewal, which might incentivize Dervishes to use lesser utilized skills in a more broad role.
3. Scythes - I like the wide damage range, however, I think it is slightly rediculous given that the Scythe is the only weapon with an inherent AoE effect, that ANY class can utilize it. This should be changed in one of two ways:
A. - Only Dervishes are able to utilize the ability to strike 3 targets at once or...
B. - Link the number of targets able to be hit adjacent to your target to Mysticism, say 1 adjacent target for every 4 levels in Mysticism. So at 0 to 4 Mysticism, a Scythe would only hit the target, 5 to 9 1 adjacent target, 10 to 13 2 adjacent targets, and 14 and up 3 adjacent targets (for a total of 4).
The only reason I can see this as being unfair is the comparison to Dagger Mastery giving a chance to Double Strike to any profession, but that's only a percentage chance whereas Scythes hit adjacent no matter what, so that mitigates the argument somewhat.
4. Enchantment Cycling - if the functionality of Mysticism cannot be changed so that energy gain is frontloaded, and the concept of a Dervish is a warrior focused on the maintaining of enchants, then the way Dervish enchantments work needs to be changed. Either recharges need to be changed to be much shorter, so that the skills that work by removing enchants can be used more often, or, and this is my personal opinion, Mysticism enchants when cast by a Dervish need to "recycle" (much like CA for sins or Aggressive Refrain for Paragons) whenever any enchant ends on the Dervish. Obviously, this would require some rebalancing of certain skills, notably Heart of Fury (perhaps inflicting Dazed so that a Dervish would have to choose when to end it, or Cracked Armor).
5. Skill Rebalancing - Some skills just make no sense. Take the Avatar of Grenth and compare it to Fox's Promise. AoG is a Form that requires the target to be enchanted to work (i.e. stance tanks could circumvent it), attacks do cold damage, negating the benefit of physical curses like OoP, and lasts for 90 seconds at 16 Mysticism, so a 30 second cooldown. FP on the other hand, is an enchant that lasts for 21 seconds at 16 CS (although with CS usually running at 13, that gives 18 seconds, but take into account an enchanting mod, and the duration exceeds the recharge), does not modify the damage type, and works no matter what, as long as one does not miss (i.e. Blind).
So FP costs less, can last indefinitely (given a high CS attribute, nearly a necessity), and works universally against both enchanted and stanced foes. The only downside is that it works only with dagger attacks, while AoG works with any weapon, but seeing as how the prevalence of blocking leans towards stance tanking/blocking, AoG is largely useless. Also, its much easier for an enemy to identify AoG than FP, given the visual effect.
These are just a few of my observations, and its not enough to dissuade me from playing the Dervish, but it certainly is disheartening.
Crippie its Tom
Avatar's aren't terribly useful in PvP and since the mystic sweep/ermite/shadowstep nerfs, I haven't seen a high end guild use an avatar. In PvE avatars do see some use, and I have an AoG build using daggers that makes the 17 lifesteal brutal. Scythes are fine, their low attack rate and high damage spread makes up for the ability to hit adjacent targets. Honestly, that part isnt a problem when you think about it. Rarely are scythes chosen over another weapon for the purposes of hitting more than one target (only the WS dervish is used in PvP really, and that's not for hitting multiple opponents).
Aura of might doesn't need to be changed, it's already a great skill (Better than CA IMO, as the +%dmg is huge).
As to your enchantment cycling, this would have to replace mysticism to be fair, and do so in a way that would not inhibit the use of dervish enchantments to other classes.
Mysticism could use a buff, but deffidelty not a switch with leadership (last time I checked dervishes had no shouts/chants).
Aura of might doesn't need to be changed, it's already a great skill (Better than CA IMO, as the +%dmg is huge).
As to your enchantment cycling, this would have to replace mysticism to be fair, and do so in a way that would not inhibit the use of dervish enchantments to other classes.
Mysticism could use a buff, but deffidelty not a switch with leadership (last time I checked dervishes had no shouts/chants).
Cuilan
Mysticism I don't mind, but it's the (lack of) skills and how some skills feel they're under the wrong attribute. Nearly all the builds I've seen don't flow well.
GourangaPizza
My biggest peeve playing my dervish is to often break my momentum having to recast my enchantments whenever they end. On the other hand, I would definitely like to see the concept of dervish being able to recycle their enchantments being expanded on. What Anet can do is:
Reduce the duration of dervish enchantments.
Include an inherent function to some of the enchantments (e.g. HoF) for their durations to be renewed and trigger mysticism should they be stripped prematurely.
Buff or rework the skills which self strips enchantments to equal out the advantages and disadvantages of being enchanted and disenchanted. The skill effects do not have to be damage dealing or health gain, it could mimic the effects like the elementalist glyphs (e.g. next enchantment cast instantly or at higher attribute levels).
I think avatars should remains untouched as they are just one trick pony gimmicks which require the whole skill bar to revolve around it in order to be effective. Although the easiest way to see dervish becoming 'popular' is through buffing avatars, it avoids the addressing the issues which are making dervish weak and just create another gimmick like Anet did to sins with CA and SF.
Reduce the duration of dervish enchantments.
Include an inherent function to some of the enchantments (e.g. HoF) for their durations to be renewed and trigger mysticism should they be stripped prematurely.
Buff or rework the skills which self strips enchantments to equal out the advantages and disadvantages of being enchanted and disenchanted. The skill effects do not have to be damage dealing or health gain, it could mimic the effects like the elementalist glyphs (e.g. next enchantment cast instantly or at higher attribute levels).
I think avatars should remains untouched as they are just one trick pony gimmicks which require the whole skill bar to revolve around it in order to be effective. Although the easiest way to see dervish becoming 'popular' is through buffing avatars, it avoids the addressing the issues which are making dervish weak and just create another gimmick like Anet did to sins with CA and SF.
ajc2123
I think Mysticism is kinda akward actually. While builds that utilize when enchantments end are fun, I always find (this is just me) that if I put everythign in Scythe Mastery and either earth or wind prayers is better as a Primary dervish. This is kind of the same problem where Ritualists ignore (and still do) Spawning power.
Kinda sad.
Meta Speaking (In PvE at least)
Warriors ALWAYS use strength
Monks ALWAYS use Divine Favor
Assassins almost ALWAYS use Critical Strikes
Rangers ALWAYS use expertise
Paragons ALWAYS use Leadership (for energy and nice skills mind you)
Necros ALWAYS use Soul Reaping
Mesmers rarely use Fast Casting (I do just because I love speed)
Ritualists Rarely use Spawning power
Dervishes are kind 50/50 when it comes to their primary.
I think if you were to make Mysticism activate upon the arrival of an enchantment other than the ending of one, then you can control it much better, and not require enchantment ending skills to take full effect of them.
I would personally Like to see a change with Fast Casting first, but I think dervishes just need a tad of tweaking.
Kinda sad.
Meta Speaking (In PvE at least)
Warriors ALWAYS use strength
Monks ALWAYS use Divine Favor
Assassins almost ALWAYS use Critical Strikes
Rangers ALWAYS use expertise
Paragons ALWAYS use Leadership (for energy and nice skills mind you)
Necros ALWAYS use Soul Reaping
Mesmers rarely use Fast Casting (I do just because I love speed)
Ritualists Rarely use Spawning power
Dervishes are kind 50/50 when it comes to their primary.
I think if you were to make Mysticism activate upon the arrival of an enchantment other than the ending of one, then you can control it much better, and not require enchantment ending skills to take full effect of them.
I would personally Like to see a change with Fast Casting first, but I think dervishes just need a tad of tweaking.
paddymew
Mysticism only works with Orders, otherwise, it's just a way to spam Patient Spirit on yourself for free. It needs to be reworked.
Chthon
From reading the OP it sounds less like you've learned to love the primary dervish, and more like you've learned that primary dervishes stink and need a buff.
Kaleban
@Crippie - The part about the scythes is that I think only Dervishes should be able to take full advantage of the AoE ability, so that you don't see Scythesins/wars anymore, which are just gimmick builds taking advantage of what to me is an exploit in the class.
AoHM DOES need to be changed so that other classes cannot use it, just like it would be silly for a Warrior or Ranger to try to use Critical Agility. As it stands now, the Paragon, Monk, and Sin Sunspear skills are all tied to the primary attribute, why not AoHM? At least then it would discourage even more rediculous builds like Scythe Sins and Wars.
The enchantment cycling idea wouldn't replace Mysticism, just the way it functions. As to the switch with Leadership, I didn't mean literally, I meant functionality.
@Cuilan - I agree its a bit rediculous that there are so many Elites in Mysticism, with most of them being useless except for gimmick builds, and the normal skills also being relatively of less marginal utility than Wind or Earth Prayer buffs. Perhaps if they implemented actual enchantment cycling with an expansion of skill offerings in Mysticism, we'd see a revival of the Dervish.
@Chthon - Not at all! Actually DESPITE all my ranting I still love the Dervish class and play it frequently, only second to my assassin whom I've had for 42 months lol. That's why I made that post, is that I see a great deal of potential for the class, with just a little re-working and balance, the Dervish would be even more fun!
AoHM DOES need to be changed so that other classes cannot use it, just like it would be silly for a Warrior or Ranger to try to use Critical Agility. As it stands now, the Paragon, Monk, and Sin Sunspear skills are all tied to the primary attribute, why not AoHM? At least then it would discourage even more rediculous builds like Scythe Sins and Wars.
The enchantment cycling idea wouldn't replace Mysticism, just the way it functions. As to the switch with Leadership, I didn't mean literally, I meant functionality.
@Cuilan - I agree its a bit rediculous that there are so many Elites in Mysticism, with most of them being useless except for gimmick builds, and the normal skills also being relatively of less marginal utility than Wind or Earth Prayer buffs. Perhaps if they implemented actual enchantment cycling with an expansion of skill offerings in Mysticism, we'd see a revival of the Dervish.
@Chthon - Not at all! Actually DESPITE all my ranting I still love the Dervish class and play it frequently, only second to my assassin whom I've had for 42 months lol. That's why I made that post, is that I see a great deal of potential for the class, with just a little re-working and balance, the Dervish would be even more fun!

Crippie its Tom
yeah i kind of knew you didnt mean literally... but again, unless the derv decided to pack aegis and the like or they changed his skillset, not a useful switch.
and as a sidenote, the title should have been Dr Mysticism or: How I Learned to Stop Worrying and Love the Primary Dervish
XD
and as a sidenote, the title should have been Dr Mysticism or: How I Learned to Stop Worrying and Love the Primary Dervish
XD
Bloody Dominator
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Aura of Holy Might - it makes no sense that a skill like this should function as a normal skill, whereas a skill like Critical Agility functions off of the Sin's Critical Strikes. It should be changed to function exactly like CA, but based off of Mysticism

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Dervish armor gives +25hp - and they are the only profession that gets an innate +hp bonus from their armor without adding insignias or runes.
Most of the people on GWG really hate the dervish and want it to disappear, not become useful.
pfff, why would they want that, dervs are awesome? screw them then FireWhale
linking scythe hits to mysticism would make scythes unusable for all other profs. This is not what anet should be promoting. Otherwise all dervs shouldn't be running AoG dagger builds, no bow sins, no spear warriors. It's a very greedy and completely polarizing idea.
Bloody Dominator
mmm, true, but dervs or any other proff shouldn't be outclassed in the use of their own weapon by another prof. Definetly not to the extend that the other prof makes the derv and his scythe (practically)useless and unwanted. Like now with all them scythe sins and scythe warriors.
![]() FireWhale
personally I think a buff to the earth prayer and wind prayer lines would be a suitable way to help dervs do damage. The only problem, as many people have stated, is that casting enchants in the midst of battle interrupts the flow of the attack.
TBH I haven't played a derv for a while (I deleted it a while ago for a ranger). I haven't had the chance to evaluate how the latest buffs affect the class but I like the direction (especially with the earth and wind stance changes). If only the enchants could somehow be made more powerful without making it OP to other classes...maybe a mysticism/damage link or something. shoyon456
Hmmm, I think the number of enemies hit should be kept inherent to the scythe. Its useless in PvP and inconsistent in PvE.
Mysticism and AoHM are the big problems. Wind prayers and Earth prayers have already been buffed to the point of stupidity (see new conviction), but wind and earth can be used by ALL professions. The Dervish is still outclassed. My proposals: AoHM - tied to Mysticism Sand Shards - Change area of effect from nearby to adjacent, reduce damage, and make it armor ignoring. Alternatively, increase damage but keep the nearby AoE (this skill is useless in HM PvE). Arcane Zeal - reduce to 5 energy Avatar of Melandru - at the very least, bring the energy cost down to 20 for PvE only Extend Enchantments - When you cast it, you dont loose all enchantments. Still loose them on ending though. Heart of Fury - Reduce recharge to 20 or 25 s Imbue Health - Same effect, but if target healed ally was enchanted you gain 1..5 energy. Meditation - Reduce casting time to 1/2 or 3/4 s Since I mention it in a sec, Zealous Vow energy return should be reduced. Change to Mysticism: The main problem here is the failure of enchant cycling. So while it would be impractical to completely get rid of it because the class was based on it, change the effect to something along the lines of "Every time you use an attack *Skill* you gain 1...3 energy (1 every 5 ranks) for every enchantment on you, and everytime an enchantment ends on you, you gain 1...15 health (1 per rank as it is now)." This would put less emphasis on the cycling, but still make enchantments integral. Doubt many will like it though, as it is a drastic difference to the current mysticism and people dont like drastic change, particularly anet. The other foreseeable problem is the combination of this effect with Zealous Vow. Neky
I kinda agree with bit of this and bit of that, but I think it won't happen.
Derv's enchants were supposed to be better than the other ones with those 2 effects; upon cast and upon end. It is still time/energy consuming to recast the enchants. Still, derv is teh best ![]() Ferminator
*sigh* i will say it again. If you tie AoHM to mysticism, the many dervishes who dont use mysticsm wont be able to use AoHM. It is a good idea but it is easily flawed because mysticsm is unnecessary for energy management in builds like zealous vow. I for one barely use mysticsm anyway.
EDIT: this also goes for the idea of tying the amount of foes u can hit with the scythe to mysticsm. some dervishes dont use their primary attribute! Neky
Then mysticism mechanics should be changed. I never saw a ele with 0 energy storage, and yet my derv is at 0 mysticism.
Gennadios
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Originally Posted by Kaleban
![]() 3. Scythes - I like the wide damage range, however, I think it is slightly rediculous given that the Scythe is the only weapon with an inherent AoE effect, that ANY class can utilize it. This should be changed in one of two ways:
A. - Only Dervishes are able to utilize the ability to strike 3 targets at once or... B. - Link the number of targets able to be hit adjacent to your target to Mysticism, say 1 adjacent target for every 4 levels in Mysticism. So at 0 to 4 Mysticism, a Scythe would only hit the target, 5 to 9 1 adjacent target, 10 to 13 2 adjacent targets, and 14 and up 3 adjacent targets (for a total of 4). I'm all for wild stretches of plausibility here, but how the GOREDENGINE does it make sense to tie the number of enemies a scythe can hit to Mysticism instead of Scythe Mastery? The only acceptable nerf would be something that was done to Death Magic. Limit the number of adjacent targets that can be hit at r12 to 2. Force the need for a scythe rune to give full effect. Problem solved. The major gimpage of the derv comes from the way Mysticism functions. After applying the cocktail of enchants just to keep themselves from being torn apart, the derv is then expected to wade into combat with barely any energy and e-only attacks. If anything Mysticism should drop the cost of enchants, kind of like an expertise for Rangers. Cuilan Cerozero
Having played assassin for a few months I decided to start a dervish and I quickly found out playing dervish is no picnic. You're expected to fight while juggling enchantments which is not an easy feat for someone who came to dervish from playing assassin which is rewarded with free energy just for attacking. I often fell flat on my face because of lack of energy in the beginning but have since figured the class out more or less.
The one big problem the dervish has is it's mysticism, it sucks. The other one is everyone can use the scythe better and after reading this thread I decided to register with guild wars guru and post some of my ideas. Mysticism - Have it also raise the attack speed of scythes (or any weapon) and maybe give a movement speed buff or armor buff (like wind-walker armor) depending on level and number of enchantments. With faster attack and movement speeds might give the dervish a reason to pair it's mysticism with the adrenal weapons for once and maybe some dagger shenanigans. -or- Mysticism - Make enchantments last longer, put the energy gain on the front end and somehow make them harder to strip. (this could spawn some kind of unholy SF dervish or something worse.) I also like the idea recycling enchantments and lowered cost of enchantment ideas. I thought I was the only one that thought that the dervish was underpowered. Hi Im Sunny
As I've been playing a dervish for almost 3 years as a primary now, heres what I think;
Dervishes were MEANT to be 50/50; healing/damage. However, i find the main problem not to be in the skills but in the armor. For example; true casters such as mesmer/monk/necro etc. dont need armor, because they don't generally tank; they stand at a distance. Same goes for ele's and rangers, except they get the additional bonus of elemental armor considering they use touch skills on the enemy as well. On the other hand, dervishes/warriors are complete tankers, yet only warriors have an armor buff. I personally think it would be great if they added at least SOME form of buff as a standard for all dervish armor; perhaps add 30 health for each piece, or something like that. And for all those who try and argue in favor of assassins and how they have to be up close and personal as well, I can only say that they have the option of using range skills, while the dervish has no ranged skills to use. For the AoHM argument; I dont have factions, and i probably never will. I will say, though, that i can dish out around 400 damage every 3 seconds in bursts to warriors, even without AoHM. Dervishes don't need AoHM, then just need to utilize more damage dealing skills; Vow of Strength was great, until it was nerfed. IMO, dervish skillsets are a bit lacking. Although dervishes deal out massive damage and have plenty of self mantain enchants, the only practical solid heal they have (in earth prayers, anyways) heals for a max of 126, yet it has a 1 second cast. Even an ele's small amount of healing is better suited for survival than that! Also, even interrupters in NM PvE can interrupt a 1 second cast. What dervishes REALLY need is a shorter casting time for all of their skills. Take pious restoration, for example. It USED to be great, because it allowed for practically 0 energy healing with a 1/4 second cast, and a heal for ~90 health AND 3 hexes removed every 3 seconds. Now, however, it has a 1 second cast and an 8 second recharge, yet it allows for only an increase in 60 health, while otherwise staying the same. Time to get back to what i really wanted to say. Dervishes are great tankers and damage dealers, even if their healing ability is a bit lacking. The true problem lies not in the quality of their skills, but the quantity. The number of good skills they have can almost be counted on your fingers. In fact, I'll write down my list for you; Armor of sanctity, conviction, ebon dust aura, mystic restoration, signet of pious light, vital boon, vow of strength, faithful intervention, heart of fury, imbue health, Vow of silence, mystic sweep, reapers sweep, victorious sweep, wounding strike, dwanyas touch. Conclusion; Anet, GET YOUR HEAD IN THE GAME. Dervishes, the survivors of guild wars, can hardly survive as well as a necro. It's nearly impossible to even solo some of the easier areas in the game, such as kourna. They only have 2 regen skills, 2 solid heals, and 2 solid defensive skills. for gods sake, the only decent changes made to skills went to armor of sanctity and reapers sweep! Stop wasting time fixing canned builds and start spending more time buffing up those classes who need it! Giga_Gaia
I agree with tying AoHM to Mysticism, to actually ENCOURAGE the use of the class' primary attribute. Those buffs to wind/earth prayers were a poor attempt to balance the class because it gave other classes more tools to abuse (Mind Blast Ele's) while still leaving the poor Dervs behind in the dust.
Heck, I would even love to see mysticism trigger when casting an enchant and when it ends as well. The energy gain from using the many costly enchantments, as it stands right now, takes far too long to reap its benefits (waiting for it to end), and is far too little, especially when compared to Soul Reaping or Critical Strikes, where the amount of energy you can gain is absurd. Lopezus
While most proposed changes to mysticism would bring smile to my primary dervish i want to add that it would certainly bring some unmentioned consequencess. Generally it's like this : mysticism bonus is pretty weak while enchants are quite powerful (including all professions skills ie. RoF,PS..), so after buffing mysticism we would very soon see solo derv - "true enchantment king" builds that maybe even multiple enchant removal couldn't bring down.
_Nihilist_
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Originally Posted by Hi Im Sunny
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I think people sort of underestimate the power of windwalker insignias... a dervish has the armor of a warrior, while enchanted. I wouldn't mind dervs starting at 70 armor, with 10 from blessed or up to 20 from windwalkers, that's potentially quite nice.
Max Dervish Armor is 70AL.
I wouldn't mind AoHM scaling with Mysticism like Critical Agility, Seed of Life, and "There's Nothing to Fear!" scale with Critical Strikes, Divine Favor, and Leadership. Considering the description of the Dervish ("Scythe-wielding, hooded, Holy Warrior" is a close approximation from ANet's original snippet iirc) it would make sense that a primary Dervish would be able to utilize the skill's effect to greater effect than any other profession (then again, how many times has ANet allowed skills to be [ab]used by a secondary better than a primary?
).
I wouldn't mind AoHM scaling with Mysticism like Critical Agility, Seed of Life, and "There's Nothing to Fear!" scale with Critical Strikes, Divine Favor, and Leadership. Considering the description of the Dervish ("Scythe-wielding, hooded, Holy Warrior" is a close approximation from ANet's original snippet iirc) it would make sense that a primary Dervish would be able to utilize the skill's effect to greater effect than any other profession (then again, how many times has ANet allowed skills to be [ab]used by a secondary better than a primary?

CoonerTheRed
Quote:
Originally Posted by _Nihilist_

Max Dervish Armor is 70AL.
This is what I get for posting while caffeinating instead of post-caffeinating...
I was thinking derv armor is fine where it's at, because it has as much type-independent armor as a warrior as long as you're enchanted (Blesseds), so I wrote the comment about underestimating windwalkers. And then I looked up warrior and was reminded of their 20 to phys, so started thinking that a derv with enchants should be able to do an extra 10 over a warrior's standard armor with enchants, and for some reason thought that required an increase to derv's standard armor. Then I got all confused and wrote something. Then I went back to drinking coffee.
Next time I'll drink the coffee before finishing the post.
But yeah, a derv's armor is fine as long as you have enchants in the party (when i actually need the big armor, my derv almost never goes below 4: Aegis, prot spirit, AoHM, HoF). Their energy, their use of their profession-centered skill type (enchants), and their damage relative to other professions damage with scythes all need some work.
I was thinking derv armor is fine where it's at, because it has as much type-independent armor as a warrior as long as you're enchanted (Blesseds), so I wrote the comment about underestimating windwalkers. And then I looked up warrior and was reminded of their 20 to phys, so started thinking that a derv with enchants should be able to do an extra 10 over a warrior's standard armor with enchants, and for some reason thought that required an increase to derv's standard armor. Then I got all confused and wrote something. Then I went back to drinking coffee.
Next time I'll drink the coffee before finishing the post.

But yeah, a derv's armor is fine as long as you have enchants in the party (when i actually need the big armor, my derv almost never goes below 4: Aegis, prot spirit, AoHM, HoF). Their energy, their use of their profession-centered skill type (enchants), and their damage relative to other professions damage with scythes all need some work.
Owik Gall
I remember one major update like around September of 09 where they made a few derv skill changes and buffs, yet no comment on mysticism. This problem has gone on way before then and still they haven't decided to do something with mysticism. Either they intentionally want to keep it as it is, or just plain ignore it. I'm guessing for the former. Past observations of Anet leads me to believe that they are stubborn at keeping what they've originally made and staying with their ideals of how they think ppl should play the game when in reality ppl play it differently.
What's abuse-able will be abused and what sucks, sucks.
Also about that update I mentioned, that is when they buffed Armor of Sanctity to inflict weakness around in addition to receiving less damage from foes with conditions. That was perfect for Dervishes, but anet had to nerf it to 15 secs instead of 5 because it was easily maintainable. This kind of shows the point I mentioned in other Derv complaint threads: Dervs can be made as either industructable, or useless. Never in between. Though I take back at what I said that it's a hopeless class b/c players can make use of it, despite it being outside anets intentions for it's use.
What's abuse-able will be abused and what sucks, sucks.
Also about that update I mentioned, that is when they buffed Armor of Sanctity to inflict weakness around in addition to receiving less damage from foes with conditions. That was perfect for Dervishes, but anet had to nerf it to 15 secs instead of 5 because it was easily maintainable. This kind of shows the point I mentioned in other Derv complaint threads: Dervs can be made as either industructable, or useless. Never in between. Though I take back at what I said that it's a hopeless class b/c players can make use of it, despite it being outside anets intentions for it's use.
_Nihilist_
Quote:
Originally Posted by CoonerTheRed
But yeah, a derv's armor is fine as long as you have enchants in the party (when i actually need the big armor, my derv almost never goes below 4: Aegis, prot spirit, AoHM, HoF). Their energy, their use of their profession-centered skill type (enchants), and their damage relative to other professions damage with scythes all need some work.
The thing is that it's not the Dervish mechanics that are crappy, it's the Assassin and Warrior mechanics that allow a broken weapon (the Scythe) to perform at levels above and beyond the originally intended function. Since this thread is about Dervs though, I'm not going to get into all the specifics, though I might start a Thread in the general Campfire that details all of that info.
Nechrond
Will you guys stop trying to change mysticism already? I love it the way it is, thanks.