Dervish Update

reaper with no name

reaper with no name

Desert Nomad

Join Date: Apr 2009

FaZ

D/

The idea has been tossed around before.


By me.

reaper with no name

reaper with no name

Desert Nomad

Join Date: Apr 2009

FaZ

D/

The problem is that it wouldn't actually help anything.

Enchantment juggling would still suck, and you'd still need zealous vow to spam scythe attacks (well, unless you can get one enchantment to end on you every second or so, which I don't consider realistic).

belshazaarswrath

belshazaarswrath

Krytan Explorer

Join Date: Mar 2006

AMP

Quote:
Originally Posted by reaper with no name View Post
AoG would only be slightly better than Orders (and require both an elite slot and a PvE slot to boot), most conditions are worthless in PvE, and how many areas will involve the entire party getting stacked with hexes?
Orders is strippable, requires life sac, lasts a short amount of time and is in blood magic...

Here are some ideas I'm having for changes in a few elite skills.

Onslaught 5 1/4 10
Enchatment: For 8...15 seconds you move and attack 50% faster.

Vow of Strength 5 1/4 10
Enchantment: For 20 seconds you deal 5...25% more damage. If your health drops below 25% this enchantment ends and you gain 20...130 health.

or

For 20 seconds your scythe attacks knock down foes for 2 seconds.

Ebon Dust Aura 5 1/4 30
Skill: For 30 seconds whenever an enchantment ends on you all adjacent foes are blinded for 5 seconds and take 10...60 earth damage.

Grenths Grasp 5 1/4 10
Enchantment: For 20 seconds if you have a cold weapon your attack skills deal 5...30% and cause cripple for 5 seconds.


Thoughts?

Hugh Manatee

Hugh Manatee

Jungle Guide

Join Date: May 2007

Nice But Deadly[nice]

N/

^terrible, way broken. Every thing but the dervish would use those skills... Picture axe warriors with that onslaught or grenth's, and anything with that ebon would make half the classes in the game null.

About the party wide avatar buff, just no. In the past, they've tended to nerf down passive partywide buffs like LoD, OoV ect. They just need to make the effects of the avatars not suck which is hard to thematically do. In PvP you can't have a godlike character running around permabuffed (I remember my old guild used to run dervs in gvg, if you could controll the stand, you could have an almost perma avatar because of the constant morale, we had a good flagger), and you wouldn't blow your elite skill on something that's only up for a minute or so, and in pve there's maybe 2 or 3 of the 5 that are useful to semi-useful, and mostly for farming.

Here's what they do to the cast time/duration/recharge of avatars regardless of the effect/cost, Duration 20 seconds, recharge 25 seconds cast time 3 seconds, all fail with mysticism <8 or something close to that. This way, you get more avatar time, but not the long stretches of uberness followed by a stretch of uselessness(unless you suck enough to try to form up next to a non-stupid ranger with d-shot). You'd have to find a smart place to re-buff. This is more or less what they did to the warrior stances, shorten duration, shorten recharge, overall you get more use if you use it skillfully.

Edit: about the effects, If they do like i put above:

Balthazar: 25% IMS+IAS and 10% armor penetration on attack skills. Pure offense, just like the shrine blessings.
Dwayna: +30 armor, +6 regen, and hexes and condition expire 50% faster(dwayna's the defense form, her shrine bless reflects this)
Lyssa: +30 energy and your attack skills interrupt foes(technically lyssa had the hex reducing shrine bless but this is thematically better and more fun)
Grenth: Steal +10 life when you hit with attack skills, conditions you inflict last 50% longer.(the shrine has conditions expiring, but this works better for the player because of...)
Melandru: gain +150 health and +30 armor vs elemental damage, your attack skills inflict bleeding(and/or maybe poison or crip).

And about the mysticism energy, it's not the refund that's the issue, it's the up front costs of buffs that drain your ammo so you can't attack.

Here's a crazy idea.... what if they made some of the derv enchants and attacks adrenaline based instead of energy based? This could help nerf some derv skills for caster secondaries(like mirage cloak, eles would have to stop and wand if they wanted defense or would have to get pounded first). They might have to re-purpose a few skills as adrenal buffs, but there's lots of stuff that they could do that to. Maybe even tweak mysticism to give adrenaline on enchant end(maybe 1 strike for every 3 points if the costs were just right) . Think about it, heart of fury as an adrenal IAS skill. Maybe they tweak some of the scythe skills away from energy(since that's basically why rangers and sins can spam those skills, it's cause they're free), if Wounding strike cost like 8a, but a derv could somehow get that juice with it's mysticism and adrenal buffing skills that's slow down all the derv secondaries, but not the derv.

belshazaarswrath

belshazaarswrath

Krytan Explorer

Join Date: Mar 2006

AMP

Quote:
Originally Posted by Hugh Manatee View Post
^terrible, way broken. Every thing but the dervish would use those skills... Picture axe warriors with that onslaught or grenth's, and anything with that ebon would make half the classes in the game null.
Ok then add Mysticism requirements. Problem solved.

Hugh Manatee

Hugh Manatee

Jungle Guide

Join Date: May 2007

Nice But Deadly[nice]

N/

Quote:
Originally Posted by belshazaarswrath
View Post
Ok then add Mysticism requirements. Problem solved. still broke, 50% ias is way to much for any weapon especially a scythe, a derv could spam RoF and keep a whole party blinded, the first VoS would make you damn near invincible while dealing way insane damage on a weapon that already has insane damage, the second makes every other KD look redundant, and the grenths wouldn't work for the same reason VoS req #1 wouldn't. And moving any of these to myst or adding myst reqs would a few fun-but-not-broke /D type builds.

belshazaarswrath

belshazaarswrath

Krytan Explorer

Join Date: Mar 2006

AMP

Quote:
Originally Posted by Hugh Manatee
View Post
still broke, 50% ias is way to much for any weapon especially a scythe, a derv could spam RoF and keep a whole party blinded, the first VoS would make you damn near invincible while dealing way insane damage on a weapon that already has insane damage, the second makes every other KD look redundant, and the grenths wouldn't work for the same reason VoS req #1 wouldn't. And moving any of these to myst or adding myst reqs would a few fun-but-not-broke /D type builds. I checked wiki and it doesn't seem like IAS skills go that high. So I guess that would have to be 33% regardless. In any case tie that to mysticism and there you go.

By party do you mean balled mob? These changes aren't for PvP if that wasn't obvious. And yea it's a powerful damage mitigator but it'd make enchantment juggling and bombing more effective. Maybe make it an enchant so it can be stripped and then make it so mystic sandstorm ignores it when you use that skill? I dunno. If it's strippable it would be less of a threat but still encouraging people to juggle enchants.

VoS currently deals considerably more damage than I put in there it is just too conditional to be very useful. You could modify the exact amount however you want since no change is set in stone. Also how does it make you invincible? Does faithful intervention make you invincible?

Dervishes as of right now have no KD skills. So what exactly is this skill overshadowing? You certainly can't mean they're overshadowing the KD kings (Warriors). They have earth shaker. And Yeti's smash. And a whole damn attribute line dedicated to knocking things down more or less. But if this skill bothers you so much how bout a conditional? Only knocks down foes with a condition...or with over 50% health?

Grenths Grasp as it is now is totally useless. It is actually outshined by a non elite skill in the same damn line. I don't see my change as being overpowered at all on this one. You have to have a cold weapon to start. It only adds 20% at maximum (which is a little more than a 15% weapon mod and a lot less than AOHM). And it adds cripple for a short period of time. Plus it only works on attack skills.


I'm not saying my changes are perfect. And I'm not an accept my skill just as it is or leave it kind of person. It doesn't have to be static.

I do think that these skills would give the Dervish a competitive edge. And to be honest I think these ideas are a lot less powerful than some suggestions I've been seeing (permanent unstrippable 20 life stealing for the party, constant condition removal for the party ect). I also think that these functionalities fall into what these skills should be like.

G E A R S

Academy Page

Join Date: Mar 2007

E/Mo

i like ur idea of Ebon Dust Aura

Dervs are supposed to enchant jungle but other than pious w/e and arcane orders ( i feel i butchered those names) we have nothing that reward us for doing such.

The cost of having like 3+ Enchants in our bar is ridiculous. Right now any enchant worth casting is worth keeping on and not ending it early.

Also give dervs away to tank plz...

G E A R S

Academy Page

Join Date: Mar 2007

E/Mo

Had an idea

Grenth's Grasp (PvE)- 5 1/4 15 (enchant)

Ur Next 1-3-5 Attacks cause cripple and heal party members for 15-20-33% of the damage caused

so if u hit 3 targets each for 150 u heal all party members for XX%(150) x3

G E A R S

Academy Page

Join Date: Mar 2007

E/Mo

Had an idea

Grenth's Grasp (PvE)- 5 1/4 15 (enchant)

Ur Next 1-3-5 Attacks cause cripple and heal party members for 15-20-33% of the damage caused

so if u hit 3 targets each for 150 u heal all party members for XX%(150) x3

belshazaarswrath

belshazaarswrath

Krytan Explorer

Join Date: Mar 2006

AMP

Quote:
Originally Posted by G E A R S
View Post
i like ur idea of Ebon Dust Aura

Dervs are supposed to enchant jungle but other than pious w/e and arcane orders ( i feel i butchered those names) we have nothing that reward us for doing such.

The cost of having like 3+ Enchants in our bar is ridiculous. Right now any enchant worth casting is worth keeping on and not ending it early.

Also give dervs away to tank plz... That was my reasoning...and Dervs can already tank. In earth prayers they have some of the most solid defensive skills in game. They just aren't eles or sins so people don't do it.

Nilator

Nilator

Jungle Guide

Join Date: Dec 2005

Mo/

Quote:
Originally Posted by belshazaarswrath View Post
Onslaught 5 1/4 10
Enchatment: For 8...15 seconds you move and attack 50% faster.

Thoughts? lol @ 50% ims and 50% ias in one skill that is maintainable.

belshazaarswrath

belshazaarswrath

Krytan Explorer

Join Date: Mar 2006

AMP

Quote:
Originally Posted by Nilator View Post
lol @ 50% ims and 50% ias in one skill that is maintainable. Cool you didn't read the post after that. A winnar is you!

Nilator

Nilator

Jungle Guide

Join Date: Dec 2005

Mo/

Quote:
Originally Posted by belshazaarswrath
View Post
Cool you didn't read the post after that. A winnar is you! Changing it to Mysc doesn't change the fact that your suggestion was a maintainable 50% ims & 50% ais.

belshazaarswrath

belshazaarswrath

Krytan Explorer

Join Date: Mar 2006

AMP

Quote:
Originally Posted by Nilator
View Post
Changing it to Mysc doesn't change the fact that your suggestion was a maintainable 50% ims & 50% ais. No that's not what I'm talking about. I should have said posts. There is no such thing as a 50% IAS. It's capped at 33%. I didn't know that until after I posted that. So as of right now that suggestion is pretty much out.

reaper with no name

reaper with no name

Desert Nomad

Join Date: Apr 2009

FaZ

D/

IAS and IMS only go up to 33%. And even if they could go higher, I'd still be dubious of the benefits. Never mind the havoc it would wreak on PvP.

Vow of Strength already does less damage than Zealous Vow (yes, even if the enemy never has a condition...go figure). Reducing the damage further wouldn't help. Plus, the skill is in Earth Prayers, making it easily abusable by dervish secondaries.

Perma blind in PvE would be overshadowed by Sneak Attack, which already does the same thing for a scythe user. In PvP it would be broken.

Knockdowns every two or three seconds are broken.

Bel's Grenth's Grasp change wouldn't be overpowered enough to be useful to the dervish in PvE (snares are generally inferior to direct, concentrated damage). Gears' would technically give the dervish an odd "healing melee" niche (which would certainly be unique), but I think that the profession would still be overshadowed by it's competition, since the skill would be in Wind Prayers.

The avatar suggestions I see are just as useless (and in some cases like that Grenth one, even more useless) than the current ones. Remember, you are sacrificing a ton of damage to take that avatar; the benefits had better damn well be something that the party can't do without. And sadly, the only benefits to the party that I can really think of that would be worth that much damage loss would have to be party-wide. So, for the avatars, it's pretty much either party-wide buffage or uselessness, unless you get every avatar to deal +30 damage or so and offer a utility benefit.

Nechrond

Lion's Arch Merchant

Join Date: Oct 2009

Netherlands

Utrecht Usurpators

D/

Quote:
Originally Posted by reaper with no name
View Post
The problem is that it wouldn't actually help anything.

Enchantment juggling would still suck, and you'd still need zealous vow to spam scythe attacks (well, unless you can get one enchantment to end on you every second or so, which I don't consider realistic). Enchantment juggling wouldn't suck if the enchantments actually had big effects. The best way to balance this out would probably be to increase their costs, and if Mysticism scaled with the cost of the enchantment, this would make them spammable on Dervs only.

Of course, there are tons of other options. Some enchantments could simply have an attack as an initial effect (the way Vampiric Spirit has a targeted spell as initial effect) - or, alternatively, some attacks could enchant the user with a minor effect, making them cheaper (through Mysticism) for the Derv than for secondary scythers.

belshazaarswrath

belshazaarswrath

Krytan Explorer

Join Date: Mar 2006

AMP

Quote:
Originally Posted by reaper with no name View Post
IAS and IMS only go up to 33%. And even if they could go higher, I'd still be dubious of the benefits. Never mind the havoc it would wreak on PvP.
None of my suggestions are for PvP. That's just silly.

Quote: Originally Posted by reaper with no name View Post Vow of Strength already does less damage than Zealous Vow (yes, even if the enemy never has a condition...go figure). Reducing the damage further wouldn't help. Plus, the skill is in Earth Prayers, making it easily abusable by dervish secondaries. Are you comparing them skill to skill? I don't see how that can be. If you stack up AOHM with my Vow of Strength a customized +15% scythe and SoH you'll be dealing extraordinary damage per hit I'm sure. That's without even adding attack skills to the equation.

Quote: Originally Posted by reaper with no name View Post
Perma blind in PvE would be overshadowed by Sneak Attack, which already does the same thing for a scythe user. In PvP it would be broken. Eh? Do you not see what I'm trying to do with this skill? It's for enchant juggling/bombing. Sneak Attack has no place in anything like that and can only blind 3 people at a time.

Quote:
Originally Posted by reaper with no name View Post
Knockdowns every two or three seconds are broken. Then warriors are broken?

Quote:
Bel's Grenth's Grasp change wouldn't be overpowered enough to be useful to the dervish in PvE (snares are generally inferior to direct, concentrated damage). And this gives you both. It doesn't have to be the best skill in the whole game to be usable. Snare the foe now so you don't have to chase him later.

reaper with no name

reaper with no name

Desert Nomad

Join Date: Apr 2009

FaZ

D/

Quote:
Originally Posted by belshazaarswrath View Post
None of my suggestions are for PvP. That's just silly.


Are you comparing them skill to skill? I don't see how that can be. If you stack up AOHM with my Vow of Strength a customized +15% scythe and SoH you'll be dealing extraordinary damage per hit I'm sure. That's without even adding attack skills to the equation.


Eh? Do you not see what I'm trying to do with this skill? It's for enchant juggling/bombing. Sneak Attack has no place in anything like that and can only blind 3 people at a time.

Then warriors are broken?

And this gives you both. It doesn't have to be the best skill in the whole game to be usable. Snare the foe now so you don't have to chase him later. They aren't? Then I apologize profusely.

What's 40% of 60? Well, add that to 60 and you won't get 100, which is about what a zealous vow dervish can get against a 100 AL foe. I've done more in depth math before. I didn't include SoH though. However, I think that would actually benefit a zealous vow dervish more due to the higher average attack speed (when buffs come into the picture, it's all about the number of packets). And once again, powerful skills in Earth or Wind Prayers practically scream to be abused by secondaries. As strange as it may seem, keeping those skills weak (or double linked to mysticism, at least) is actually better for the dervish in the long run.

Hammer Warriors can't hit multiple foes with every attack. That's not to say that I think the concept you have can't work, however. In fact, the mental image of dervishes causing AoE knockdowns when a long-recharge PBAoE enchantment goes off seems downright cool to me. But that's a whole 'nother subject...

Enchantment juggling isn't useful right now. Adding blind to it wouldn't help that. Or is this just meant to be something that would be part of an enchantment juggling buff? That would be different (and would indeed be a good idea).

The essential problem with snares is that if the party is doing it's job correctly, they provide absolutely no benefit. That monster should be dead before he can run away to begin with.

PvE is a format that rewards damage and defense. There are multiple ways to do these, yes (defense can take forms as varied as prot, healing, minions, blind, and knockdowns, for example), but unless you can provide some combination of them that no other class can, you'll be left in the outpost. This is exactly what the rit and mesmer buffs gave us, and it's the only thing that will help the dervish.

belshazaarswrath

belshazaarswrath

Krytan Explorer

Join Date: Mar 2006

AMP

Quote:
Originally Posted by reaper with no name View Post
What's 40% of 60? Well, add that to 60 and you won't get 100, which is about what a zealous vow dervish can get against a 100 AL foe. I've done more in depth math before. I didn't include SoH though. However, I think that would actually benefit a zealous vow dervish more due to the higher average attack speed (when buffs come into the picture, it's all about the number of packets). And once again, powerful skills in Earth or Wind Prayers practically scream to be abused by secondaries. As strange as it may seem, keeping those skills weak (or double linked to mysticism, at least) is actually better for the dervish in the long run.
The entire build brings forth this kind of damage. Not just that single skill though. You add the 30% from VoS and the 25%(?) from AoHM. Then add damage from attack skills. Throw in some Asura Scan and you've got even more damage. Maybe have a monk throw SoH on you? All those damage boosts will add up to big damage. There's the 42 base attack damage. Then you get about 67 from SoH. Then you can basically multiply that by 2 since asura scan and the two other buffs will take you to 105% damage. So you're dealing 124 with base attacks. If you deal say +20 damage with some scythe attack you're gonna be dealing 164 damage. If you can do this once every second and a half that's nothing to scoff at. Wit ha decent IAS it's even better.


Quote:
Originally Posted by reaper with no name View Post
Hammer Warriors can't hit multiple foes with every attack. That's not to say that I think the concept you have can't work, however. In fact, the mental image of dervishes causing AoE knockdowns when a long-recharge PBAoE enchantment goes off seems downright cool to me. But that's a whole 'nother subject...
This isn't per attack. It's per attack skill. Big difference. And earthshaker buffed with some adren support can keep a decent sized group on the ground for awhile. Then there's the fact that warriors have stonefist insignias which makes KD last that much longer.

Also in PvE everything can't get knocked down. So I really don't see it as overpowered. Plus it makes sense with the wording for Vow of Strength to knock people down. It fits nicely in my opinion.


Quote:
Originally Posted by reaper with no name View Post
Enchantment juggling isn't useful right now. Adding blind to it wouldn't help that. Or is this just meant to be something that would be part of an enchantment juggling buff? That would be different (and would indeed be a good idea). Adding blind PLUS damage on every enchants end would help juggling a lot. It'd basically make even the most worthless enchant have a decent end effect. But they would obviously need to overhaul all of earth prayers along with changing this skill for it to be completely useful.

Quote:
Originally Posted by reaper with no name View Post
The essential problem with snares is that if the party is doing it's job correctly, they provide absolutely no benefit. That monster should be dead before he can run away to begin with. Well in WiK content the melee classes always like to run behind my frontline to attack my backline. A snare would make it that much more difficult. But be honest my change is infinitely better than the skills current functionality. This elite gets beaten by another non elite skill in the same attribute line. That's unacceptable. This skill is the amity of the Dervish. So yea maybe it does even more juice. I just can't think of what to add.

Quote:
Originally Posted by reaper with no name View Post
PvE is a format that rewards damage and defense. There are multiple ways to do these, yes (defense can take forms as varied as prot, healing, minions, blind, and knockdowns, for example), but unless you can provide some combination of them that no other class can, you'll be left in the outpost. This is exactly what the rit and mesmer buffs gave us, and it's the only thing that will help the dervish. I understand. I think some of my changes give Dervishes these things. Just assume all my changes have a req of 4-8 in myst and some downside if you don't meet that req.


Also I kind of want to see changes for the non avatar mysticism elites out there. It would be cool to see peoples ideas on this.

NerfHerder

NerfHerder

Wilds Pathfinder

Join Date: Apr 2010

Most of these are for PvE only.

Pious Renewal. 5e 1/4c 10r. For 15 seconds, each time you cast a Spell, you gain 0...3...4 Energy and 0...15...20 Health, for each Dervish Enchantment on you.

ER gave the Ele an interesting niche and another role to fill if needed. This skill change is basically an ER rehash for Dervishes. If Enchantment Juggling comes back, this could be a nice elite for that purpose.

Vow of Silence. 5e 1/4c 10r. For 0...7...9 seconds, you cannot be the target of enemy Spells. Ends if you use an Attack Skill.

Moved duration down to keep from being exploited. If Sins are still allowed to have Shadow Form I dont see why a Dervish cant have this. The main purpose would be to allow the Dervish to become a more viable tank, to ball up mobs for a caster spike.

::misplaced skills rant below::

Zealous Vow should be moved to Mysticism*(no change to functionality) and Arcane Zeal should be moved to Wind Prayers. Possibly with Arcane Zeal getting a functionality change to reflect whatever the hell Wind Prayers are supposed to do. On that note, Wind Prayers should decide what it wants to do. Besides having a loose affiliation with cold damage(not as good as lightning), movement(useless and crippling is better in Earth prayers), Grenth(no lifestealing included), and Dwayna(doesnt Mysticism already cover healing?) I cant figure it out. Earth Prayers is about defense, conditions, and Earth damage. Mysticism is about energy, Holy damage, and self healing. So Mystic Regeneration should also be moved to Mysticism. I suggest swapping Imbue Health with Natural Healing and making Mysticism about self healing and Wind Prayers about healing others. Also give Wind Prayers some lifestealing in the grenth skills instead of crippling and change damage type to lightning on the non grenth skills.

And of course, AoHM should be tied to Mysticism.

*I think reaper suggested the ZV move at one point.

Nechrond

Lion's Arch Merchant

Join Date: Oct 2009

Netherlands

Utrecht Usurpators

D/

Quote:
Originally Posted by NerfHerder View Post
Most of these are for PvE only.

Pious Renewal. 5e 1/4c 10r. For 15 seconds, each time you cast a Spell, you gain 0...3...4 Energy and 0...15...20 Health, for each Dervish Enchantment on you.
Pious Renewal. For 5 less energy and 50% longer than you'd expect, you are enchanted with Arcane Zeal only more so, and you're also almost in Avatar of Dwayna form. ORLY? Arcane Zeal has the ER rehash thing covered. If you don't think Arcane Zeal is good enough, just cut the cost and/or activation time.

Quote:
Vow of Silence. 5e 1/4c 10r. For 0...7...9 seconds, you cannot be the target of enemy Spells. Ends if you use an Attack Skill.
Good thing you said it'd be PvE-only. This PWNs Shadow Form by a wide margin. But yeah, it'd boost Derv popularity, meaning the new skills would actually get tested. I support this one.
Quote:
Zealous Vow should be moved to Mysticism* Forcing Zealous Vow Dervs to spec Mysticism and robbing them off their Wind Prayers skills - Assassins don't need it in the first place.
Quote: Works for me.


Quote:
Arcane Zeal should be moved to Wind Prayers Robbing it of its inherent synergy with the attribute it's in and cutting its flexibility in half...
Quote:
Incoherent novella about Wind Prayers Wind Prayers is the utility attribute. The fact that it tries to do multiple things at once just allows more flexibility in builds. Some of the skills are weak, but I like the fact that you can get Featherfoot Grace, unblockable hits, energy management, party healing and self healing without spreading your attribute points as thin as gossamer. DISCLAIMER: No, I wouldn't put them all on one bar, but it's nice that you only need a few spare attribute points to pick up all the utility you want.
Quote:
And of course, AoHM should be tied to Mysticism. Only for duration.

reaper with no name

reaper with no name

Desert Nomad

Join Date: Apr 2009

FaZ

D/

Quote:
Originally Posted by belshazaarswrath View Post
The entire build brings forth this kind of damage. Not just that single skill though. You add the 30% from VoS and the 25%(?) from AoHM. Then add damage from attack skills. Throw in some Asura Scan and you've got even more damage. Maybe have a monk throw SoH on you? All those damage boosts will add up to big damage. There's the 42 base attack damage. Then you get about 67 from SoH. Then you can basically multiply that by 2 since asura scan and the two other buffs will take you to 105% damage. So you're dealing 124 with base attacks. If you deal say +20 damage with some scythe attack you're gonna be dealing 164 damage. If you can do this once every second and a half that's nothing to scoff at. Wit ha decent IAS it's even better.



This isn't per attack. It's per attack skill. Big difference. And earthshaker buffed with some adren support can keep a decent sized group on the ground for awhile. Then there's the fact that warriors have stonefist insignias which makes KD last that much longer.

Also in PvE everything can't get knocked down. So I really don't see it as overpowered. Plus it makes sense with the wording for Vow of Strength to knock people down. It fits nicely in my opinion.



Adding blind PLUS damage on every enchants end would help juggling a lot. It'd basically make even the most worthless enchant have a decent end effect. But they would obviously need to overhaul all of earth prayers along with changing this skill for it to be completely useful.


Well in WiK content the melee classes always like to run behind my frontline to attack my backline. A snare would make it that much more difficult. But be honest my change is infinitely better than the skills current functionality. This elite gets beaten by another non elite skill in the same attribute line. That's unacceptable. This skill is the amity of the Dervish. So yea maybe it does even more juice. I just can't think of what to add.


I understand. I think some of my changes give Dervishes these things. Just assume all my changes have a req of 4-8 in myst and some downside if you don't meet that req.


Also I kind of want to see changes for the non avatar mysticism elites out there. It would be cool to see peoples ideas on this. VoS builds don't have enough energy to do much in the way of attack skills. Maybe one every 4 seconds or so. That'll add maybe 10 dps max, even with all the buffs. Zealous Vow builds have higher attack speeds than VoS.

Hey, you said "scythe attacks", not "scythe attack skills"!

Fine. I have no objections. But I still don't see how that will help, honestly. The dervish can either be better at knockdowns than the warrior, or not. If it's not (which is what you seem to indicate), I don't see the class being used for that purpose.

If you can get enchantment juggling to provide damage that rivals scythes, then blindspam might become useful. But keep in mind that perma blind isn't really much better than SY (less effective against melee, but it is a buff rather than a debuff and affects caster damage). So the usefulness of the class would still be questionable at best.

As far as party defense goes, snares are at the bottom of the effectiveness scale. If you're going to take the time and attribute points for a snare, you'd technically be better off spending them on some other, more active, form of defense, such as blindness (as in your other idea), weakness, or SY. Active stuff like that would fit far better. Hey, what about daze? I'm not trying to say that your idea of giving the dervish a damage boost plus something defensive in the same elite isn't a good strategy (it's a great idea), I just have issue with snares as being that something.

Arcane Zeal is an absolutely crappy ER that is only useful for Orders (and even then, the fact that you have lower blood magic and need to burn your elite makes the dervish an inferior choice). Not sure what you could do with that other than a complete functionality change. Oh well, no big loss. It's only good for a build that is already done better on another profession anyway.

Pious Renewal requires enchantments to be ending on you all the time. I do have a crappy but fun build that uses the latter for enchantment juggling (though again, it absolutely sucks). Maybe if that skill added something useful? Like what if it did, say, 40 holy damage each time an enchantment ended on you? Of course, in practice that idea probably wouldn't work because of scatter, but most of my more off-the-wall ideas are like that. Come to think of it, this might be a better fit for bel's EDA idea, because it would provide energy while blinding things while encouraging dervishes to do what they were designed to do.

If all the changes are double-linked to mysticism, then good. I don't have to worry about secondary abuse when analyzing these things.

Moving zealous vow on it's own won't solve anything, because warriors can still use WE. Now, if WE was nerfed into uselessness at the same time, THEN we'd be good (at least as far as not being completely redundant).

If Vow of Silence were like that, it would be roughly as powerful as the old SF, because dervishes would just take offensive spells for damage from their secondary and use Earth Prayers to tank physicals. Very bad idea.

belshazaarswrath

belshazaarswrath

Krytan Explorer

Join Date: Mar 2006

AMP

Quote:
Originally Posted by reaper with no name View Post
Fine. I have no objections. But I still don't see how that will help, honestly. The dervish can either be better at knockdowns than the warrior, or not. If it's not (which is what you seem to indicate), I don't see the class being used for that purpose.
Not really worse. Just different. I mean ele's and assasins both have knockdown and they aren't useless.

This would have a much simpler set up for knocking down than say earth shaker. No intricate adrenaline gain just one enchantment.

Quote:
Originally Posted by reaper with no name View Post If you can get enchantment juggling to provide damage that rivals scythes, then blindspam might become useful. But keep in mind that perma blind isn't really much better than SY (less effective against melee, but it is a buff rather than a debuff and affects caster damage). So the usefulness of the class would still be questionable at best.
Why are you comparing this skill to Save Yourself?

Quote:
Originally Posted by reaper with no name View Post As far as party defense goes, snares are at the bottom of the effectiveness scale. If you're going to take the time and attribute points for a snare, you'd technically be better off spending them on some other, more active, form of defense, such as blindness (as in your other idea), weakness, or SY. Active stuff like that would fit far better. Hey, what about daze? I'm not trying to say that your idea of giving the dervish a damage boost plus something defensive in the same elite isn't a good strategy (it's a great idea), I just have issue with snares as being that something.
Originally Posted by reaper with no name View Post
Moving zealous vow on it's own won't solve anything, because warriors can still use WE. Now, if WE was nerfed into uselessness at the same time, THEN we'd be good (at least as far as not being completely redundant). That's a bad idea. That skill is a good and and useful skill on wars even without scythes. Leave warriors alone. And leave zealous Vow as it is. It's probably the only skill on the Dervish that's pretty much good as is. I think it should be used by sins for DAGGER builds on occations because cross class synergy isn't actually a bad thing.

Quote:
Originally Posted by reaper with no name View Post
If Vow of Silence were like that, it would be roughly as powerful as the old SF, because dervishes would just take offensive spells for damage from their secondary and use Earth Prayers to tank physicals. Very bad idea. Not really. You'd have to be speccing fairly high into mysticism to start. Shadow form made ALL attacks and attack skills miss as well as screwing up spells. You needed 3 skills to maintain shadow form and there was a 0% chance that any melee would hurt you. This skill would require 3+ skill slots and STILL would have you getting attacked which has it's downsides. This version of VoS is more like the current obsidian flesh. Which is for all intents and purposes a good tanking skill and not much else.

reaper with no name

reaper with no name

Desert Nomad

Join Date: Apr 2009

FaZ

D/

Quote:
Originally Posted by Nechrond View Post
I know you only care about PvE, but this skill is actually good in AB, which is, to me, the best part of the game. Maintainable infinite energy for cheap spells = yes please. This allows Dervs to be far better pressure healers than Monks. Hands off, unless we're talking about a clear buff. Dervs have actually found a niche here, don't take it away from us.

DISCLAIMER: Monks are still better at spike healing, and will always outperform Dervs at party size 6+. But not all relevant parts of the game are party size 6+.
It's not that I don't care about PvP (though, admittedly, I don't care as much about it as PvE), but rather that I don't know as much about it, and I don't like to talk about things I don't know much about. You don't see me talking about what the best mesmer bars are, do you?

So fine. I'll leave your skill alone. I honestly didn't have any ideas for it, anyway.

Quote:
Originally Posted by belshazaarswrath View Post

Why are you comparing this skill to Save Yourself?

Not really. You'd have to be speccing fairly high into mysticism to start. Shadow form made ALL attacks and attack skills miss as well as screwing up spells. You needed 3 skills to maintain shadow form and there was a 0% chance that any melee would hurt you. This skill would require 3+ skill slots and STILL would have you getting attacked which has it's downsides. This version of VoS is more like the current obsidian flesh. Which is for all intents and purposes a good tanking skill and not much else. Because both prevent damage to the party in ways that can be measured (blindness = melee being 90% less effective).

Conviction and Armor of Sanctity. There. Now you have almost nothing to fear from melee.

But all this talk about knockdowns has made me think. Maybe that's what AoB should do. Since really, the skill seems intended to make you more like a warrior, perhaps it should offer knockdowns with attack skills? It would certainly be more useful than a 33% IMS.

Also, funny little thing I came to realize. Of the three classes (Paragon, Necromancer, Dervish) that cannot inflict knockdowns on enemies without PvE skills, the Dervish is the only one that can inflict knockdowns on itself.

NerfHerder

NerfHerder

Wilds Pathfinder

Join Date: Apr 2010

My main reason for wanting a few things moved to Mysticism, is for Dervishes to actually spec into it in the first place. I cant think of many good builds that dont require a high spec into ones primary atrribute, and thats because your primary attribute should be what makes your profession stand out form the rest. This could also be fixed by buffing Mysticism/and its related skills or you can change the funtionality to something better. Assassins dont need ZV because Crit strikes is superior. I would like to see Dervishes get some milage out of thier own primary sttribute. The reason I mention it it that Mysticism seems like the energy attribute for Dervs, maybe Anet has other ideas.

Wind Prayers dont offer much in PvE. To me its not worth speccing into. And, what little utility it has in PvP keeps getting nerfed for some reason.

I could see AoB being changed to +40AR, +33% IAS and your attack skills cause KD. That could be fun.

belshazaarswrath

belshazaarswrath

Krytan Explorer

Join Date: Mar 2006

AMP

Quote:
Originally Posted by saint666 View Post
having a buff that make all your attack skills kd when you mindlessly spam them is terribly broken. Do you know why you can't self buff with GDW?
You mean the skill that makes you KD and gives you extra damage and is not elite?


Quote:
Originally Posted by saint666 View Post
400-500 aoe damage with every 5 seconds is too much, eles that were designed to aoe can't even come close. 200-300 aoe per 5 seconds is a good balance imo considering the amount of dmg that's already possible with a scythe. The enchantments should do aoe when it's stripped by an attack skill only after it hits. If not you'd have a melee class thats immune to all melee counters, massive dmg with an infinite amount of energy, and more DWG-like mindless in DoA. No it isn't. Dervishes can do it now. And so can sins. And so can warriors. With an IAS and 1 sec attack skills you're dishing out over 100 damage per skill and you're shooting one out approximately once per second. Which ends up being more than 500 dmg. Of course you need to have a proper build.

The comparison to ele's doesn't work because

A. Ele's are ranged so won't be dealing the same damage as an up close class.

B.Ele's are weak in hard mode when it comes to AoE anyway. A Mes makes them look stupid in comparison.

I agree that the attack should hit. I didn't even think about them being able to work if the attack didn't hit.

Although enchants are pretty damn easy to strip. So with that being a weakness along with the every day anti melee crap it might be too easy to counter. But if it's dealing big numbers when successful I'd say it's worth it.
yes the pve skill that requires another human player to cast on you if they feel like it and not one that you can slap on and have 100% dmg reduce on anything you hit whenever you want.

Quote: Originally Posted by belshazaarswrath View Post
No it isn't. Dervishes can do it now. And so can sins. And so can warriors. With an IAS and 1 sec attack skills you're dishing out over 100 damage per skill and you're shooting one out approximately once per second. Which ends up being more than 500 dmg. Of course you need to have a proper build. no melee chars can deal 500 AOE dmg per 5 seconds. Melee have about 100-120 single target dps and the casters are already QQing how op they are, you want to extend that to true AoE? Death blossom can achieve 200 or so AoE in 5 seconds, Hundred blades itself is unimpressive unless you have a MoP caller and scythe attacks are limited to 3 targets. If Enchantment Juggling was made viable it would be true AoE, you think having 100 maintainable AoE dps combined with massive single target dps is balanced? DwG is already destroying DoA with minimal effort, think harder.

It's unstrippable. VoS is not.
It adds damage. (this) VoS does not.
It activates on every attack. VoS does not.
It's non elite. VoS is not.

So what if you have to have another person in your party cast it on you? Are parties with more than one person really rare in high end PvE nowadays? And it's not whenever you want. It comes into effect whenever your attack skill successfully hits. Blind? No hit. Some kind of missing hex? No Hit. Blocking? No Hit. Also it's strippable...

Quote:
Originally Posted by saint666 View Post
no melee chars can deal 500 AOE dmg per 5 seconds. Melee have about 100-120 single target dps and the casters are already QQing how op they are, you want to extend that to true AoE? Death blossom can achieve 200 or so AoE in 5 seconds, Hundred blades itself is unimpressive unless you have a MoP caller and scythe attacks are limited to 3 targets. If Enchantment Juggling was made viable it would be true AoE, you think having 100 maintainable AoE dps combined with massive single target dps is balanced? DwG is already destroying DoA with minimal effort, think harder.
Abusing scythes you can deal around 100+ damage per 1.13 seconds (assuming you're using an IAS and proper buffs) to 3 foes in front of you. Over the course of 5 seconds that's at least 400 damage.

Also I'm not talking about the Dervish being able to deal hueg amounts of Scythe damage along with the AoE. Not like 500 damage from enchantments plus 100 from your scythe. Like 500 damage including the scythe damage. So more like you're dealing 500 to 3 foes and something like 200 to the rest. I dunno. This idea as of now is just an idea. I don't even have ideas for skills yet. But in any event the idea of huge damage in one instant rather than big damage attack spamming would at least differentiate the Dervish from everyone else.

Oh and when is something not destroying DoA with minimal effort?

Quote:
Originally Posted by saint666 View Post
If enchantment Juggling was made viable, then mysticism would be reworked so it actually covered the cost of the enchants and the recharge on the enchantments would be dramatically reduced. All that would happen if your short recharge enchantments get stripped would be providing more fuel for you to recast them again. If it were not susceptible to anti melee then what would be able to stop it/a team from steam rolling everything with 100 aoe dps each that you suggested? Yea but generally if your enchantment get stripped it's not just stripped. Generally after a big strip you now have degen, some conditions and lots of lost health. Then you have to wait 5 seconds to recast all these enchants...which will be getting stripped as you begin to recast them. Then you can get dazed which makes it even more difficult to recast. That in addition with general anti melee balances the shit out quite nicely if you ask me.

Quote:
Originally Posted by saint666 View Post
Buff energy management for mysticism for maintainable attacks and enchantment juggling, reduce the recharge offensive dervish enchants and rebalanced effects and damage. Make dervish attacks better synergize with enchant stripping. The end result should be 200-300 AoE dmg/5seconds+conditions, around 100 single/three target dps. I could live with that.

reaper with no name

reaper with no name

Desert Nomad

Join Date: Apr 2009

FaZ

D/

Actually, because of Asuran Scan, scythes deal almost twice as much damage to the primary target as they do to the adjacent targets.

I think what he's saying dervishes should have is exactly what I suggested when I listed what would be necessary for enchantment juggling to be useful (powerful, spammable enchantments fueled by a buffed mysticism that are removed by attacks powerful enough to actually justify the time taken to do all of that). The problem is, again, Anet is unlikely to make those kinds of changes, because they'd just look at the numbers and say "too overpowered" without actually comparing it to what attack skill spam currently does.

Of course, if they actually did compare it to attack skill spam they would then say "Holy RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GOing crap attack skill spam is overpowered! We need to nerf it!"

And then scythes would be useless.

NerfHerder

NerfHerder

Wilds Pathfinder

Join Date: Apr 2010

I think balthazaar meant PBAoE when he said AoE. Im all for making enchantment juggling viable. But for it to be even considered viable,(as has been said before)PBAoEs would need a omgwinbutton buff. After cast delays would need to be removed, casting time would need to be removed or something rediculous like 1/8 of a second, would all need to cost 5e, last a maximum of 5 seconds, have a maximum recharge of 5 seconds, and deal 100 holy damage when cast and when it ends. If you had 5 skills like that on your bar, you might be able to compete with an attack spammer.

Right now I would be happy if they just tied AoHM to Mysticism, reduced the recharge or increased the duration of Heart of Fury and dropped the energy to 5, and gave Mysticism a buff.

Even though I promote AoHM being tied to Mysticism, keep in mind an Assassin w/o AoHM can do almost the same amount of damage a Derv with Zealous Vow and AoHM can do and still use Wounding Strike.

I was thinking a change to Mysticism to read like this:

"Whenever you cast a Dervish Enchantment and when it ends, you gain 1 Health for each rank of Mysticism and 1 Energy for every 3 ranks of Mysticism."

Or

"Whenever an Enchantment ends, you gain 1 Health for each rank of Mysticism and 1 Energy for every 3 ranks of Mysticism. Energy gain is doubled when a Dervish Enchantment ends."

Or

"Whenever an Enchantment ends, you gain 1 Health for each rank of Mysticism and 1 Energy for every 3 ranks of Mysticism. You gain 1 energy with each successful strike."

To me the health isnt important, Zealous Vow builds prove that energy is whats matters.

reaper with no name

reaper with no name

Desert Nomad

Join Date: Apr 2009

FaZ

D/

Quote:
Originally Posted by NerfHerder
View Post

Even though I promote AoHM being tied to Mysticism, keep in mind an Assassin w/o AoHM can do almost the same amount of damage a Derv with Zealous Vow and AoHM can do and still use Wounding Strike. This encouraged me to do some math. I used Reaper's Sweep instead of Wounding Strike (because it helps the sin more).

The dervish has a 2-5 dps advantage in this hypothetical scenario (I assumed that both sides had their last PvE slot unused, since any benefits that could be gained from that would be equal on both). Negligible. Meanwhile, the sin still gets the armor of critical agility and synergy with physical buffs.

So (and I hate to say this), AoHM alone may not be the magic bullet we've been looking for. Strictly speaking, making it primary dervish only would give the dervish a niche in the game (because dervishes would be the best scythe user that can use SY), but it isn't exactly an ideal solution.

So, once again, we have to go to another thing the dervish really needs: Better IAS! Make HoF maintainable!

*scurries off to redo the math with this new information*

And making HoF maintainable along with making AoHM dervish-only would give the dervish a 5-13 dps advantage over the scythe sin. Make of that what you will.

(And in case you're wondering why it's not one number, I have to consider whether attack skills are being spammed as they recharge in the middle of autoattacks or not).

belshazaarswrath

belshazaarswrath

Krytan Explorer

Join Date: Mar 2006

AMP

Quote:
Originally Posted by NerfHerder View Post
After cast delays would need to be removed, casting time would need to be removed or something rediculous like 1/8 of a second, would all need to cost 5e, last a maximum of 5 seconds, have a maximum recharge of 5 seconds, and deal 100 holy damage when cast and when it ends. If you had 5 skills like that on your bar, you might be able to compete with an attack spammer.
Not all of them would have to be holy damage (that'd be stale...). Maybe like 140 earth damage? 120 cold damage? Diversity is interesting. Really it's all just up close nukes.

Quote:
Originally Posted by NerfHerder View Post
Right now I would be happy if they just tied AoHM to Mysticism, reduced the recharge or increased the duration of Heart of Fury and dropped the energy to 5, and gave Mysticism a buff. That's just basic stuff they need to do. Also taking off the holy damage from AoHM would be cool...



Quote: Originally Posted by NerfHerder View Post
"Whenever an Enchantment ends, you gain 1 Health for each rank of Mysticism and 1 Energy for every 3 ranks of Mysticism. Energy gain is doubled when a Dervish Enchantment ends."

Or

"Whenever an Enchantment ends, you gain 1 Health for each rank of Mysticism and 1 Energy for every 3 ranks of Mysticism. You gain 1 energy with each successful strike." Ends on you correct? Whenever an enchantment ends in general is better than Soul Reapings original functionality.