Dervish Update
reaper with no name
The idea has been tossed around before.
By me.
By me.
Nechrond
Quote:
Originally Posted by reaper with no name
The idea has been tossed around before.
By me. Toss it harder this time. We can actually back each other up on this one instead of disagreeing all the time.
By me. Toss it harder this time. We can actually back each other up on this one instead of disagreeing all the time.
reaper with no name
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 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
Quote:
Originally Posted by reaper with no name
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
^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.
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
Hugh Manatee
G E A R S
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...
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
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
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
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
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
Nilator
Quote:
Originally Posted by belshazaarswrath
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.
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
Quote:
Originally Posted by Nilator
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
Quote:
Originally Posted by belshazaarswrath
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
Quote:
Originally Posted by Nilator
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
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.
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.
belshazaarswrath
Quote:
Originally Posted by reaper with no name
Quote: Originally Posted by reaper with no name 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
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.
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.
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
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.
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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:
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That's just basic stuff they need to do. Also taking off the holy damage from AoHM would be cool...Quote:
"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.
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.