Quote:
Originally Posted by Satinka

Hello,
I just registered to post this and maybe it’s a little over the top. That’s what came to my mind, because everyone is talking about enchantment juggling.
Mysticism
Whenever an Enchantment ends, you gain 1 Health for each rank of Mysticism and 1 Energy for every 3 ranks of Mysticism.
Whenever an Enchantment ends prematurely, it is reapplied for 5% of its remaining duration for each rank of Mysticism.
Lets say you have 10 points in Mysticism. You attack some foes and your monk casted Protective Spirit on you. It still lasted 12 seconds as you activate Pious Assault. Now you gain 3 energy and 10 health, but also Protective spirit will be reapplied for 6 seconds (10 x 5% x 12).
Your idea is slightly broken the way it is right now. You can pretty much be enchanted perpetually or at least multiple times with certain enchantments that weren't meant to be able to be used multiple times in a short amount of time, you'd have to have a massive cross class rebalanced to address the issue. Enchantments that come to mind are RoF and Eternal Aura as mentioned but there is a lot more. here goes, Divine Intervention, Watchful Healing, Restful Breeze, Life Sheath, Shield Guardian, Spirit Bond, Balthazar's Pendulum, Holy Wrath, Judge's Intervention and Reversal of Damage, for monk enchantments. Sand Shards, Vital Boon, Watchful Intervention and Guiding Hands for dervish enchantments. Assassin's Remedy, Feigned Neutrality, Way of the Fox, Way of the Lotus and Fox's Promise for assassin enchantments. Illusion of Haste, Auspicious Incantation, Arcane Echo and Echo for mesmer enchantments, that's all I can think of right now. You'd have either change all these skills or make mysticism exclude it's effect on each and every single of these spells which sounds ridiculous.
Quote:
Originally Posted by Lillium

@saint666;
Your ideas are just bad in my opinion. No need to attack me for having an opinion that you don't agree with. The skills you happened to pick are some of the more useful skills that dervishes have, which ruins more than it creates. Attacks in mysticism, however, is a good idea. Given they should be directly related to enchantments in some way.
It's just my opinion that your opinions are bad, no need to feel offended, I'm just little blunt at pointing why your opinions are bad. So which skills are some of the better ones? Wounding Strike? Yes it's a great skill for Dervishes, it's even greater on Assassins. Pious Assault is great? decent maybe, at 10 energy it great at stripping monk prots and managing energy by triggering the awwwwesome energy gain from mysticism. Heart of Holy Flames is great? for what, wasting energy and tickling monsters? Aura of Holy might is great? Yes it's fantastic for warriors and assassins right now. Heart of Fury is great, for not being a maintainable IAS? Thanks for being vague and general, I'm just gunna take it as you have no idea what you're talking about.
Quote:
Originally Posted by Lillium
The energy gain from mysticism does not need to be your main energy fuel on a dervish. He has energy management skills and 4 pips of regen. Use them. However, even when you have a dervish running completely without self enchants or mysticism skills you usually find them dropping a few points into mysticism. Why? Because other people will cast enchantments on you, and its not much, but the little boost is nice. Not something you expect some orders necro, monk, or gimmick to spam enchants to fuel you. But it does still give the attribute function when you are not directly using it. Much more like strength, fast casting, energy storage, or soul reaping.
Hey guess what, most classes have 4 pips of regeneration, and the sad thing is they can do what a dervish can do just as well or bad, cause the best dps builds for a dervish doesn't even involve mysticism, cause you're right mysticism is not the main driver of dervish builds. Maybe you didn't know this but, mysticism was meant to be the main source energy for dervishes, being a primary attribute and all, but of course not the only source. You're free to blow your elite on ZV or waste 1-2 slots on e-management instead of taking more utility or DPS skills which is mainly where dervs are inferior to the other melees, it up to you. For dervishes to be self sufficient at what it was supposed to be good at, mysticism has to give enough energy, if mysticism is giving more energy it cannot receive energy from other ppl casting enchantment on you, it's just a balance issue that you don't seem to understand. Of course it great getting free energy for doing nothing but gaining 8 energy every 2 seconds with RoF spammed on you is severely broken. You'd have to limit the energy gain from other ppl to a lower potency, as well as lowering the energy gain from yourself to balance it out, and then we're are back where we started. Guess what if ppl don't feel like spamming enchantments on you, you get nothing, so instead of hoping to get a small energy gain from someone else here and there why not put it all in you're own hands. Mysticism has a really great synergy with other party members using enchants (specifically on you), yeh just not when you're using them yourself. You can run Dervs without enchantments of course, just like para's without shouts, Monks without monk spells, Rits without weapon spells/rituals, rangers without ranger/attack skills, just don't expect them to be as good.
Quote:
Originally Posted by Lillium
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