Dervish Update

reaper with no name

reaper with no name

Desert Nomad

Join Date: Apr 2009

FaZ

D/

Quote:
Originally Posted by Haggis of Doom
View Post
The Dervish needs an update for two reasons:

1. Their primary function, frontline enchantment juggler, sucks.

2. Warriors and Assassins use the scythe better.

Since the Dervish's primary function is that of a frontline caster, reason #2 wouldn't be a problem if their primary function was good (yes, people would still bitch about it, but they will always bitch about something so :P). See it this way: an Assassin can get better DPS than any caster while wanding due to Critical Strike, yet no one cares because wanding is not the casters' primary function and it sucks anyways.

The proper way to go about this whole Dervish problem is to, thus:

1. Make enchantment juggling worthwhile.

2. Nerf scythes so that it's still good but not better than other melee weapons, if we care about scythe-wars and scythe-sins - I don't. (We don't want it to suck as bad as wanding, since we still have an entire attribute line of skills for it)

Looking at this thread, it's plain that the player base don't want things to be done the proper way.

Who do we have to blame for powercreep and bad game mechanics? The one problem with this line of thinking is that the scythe was originally designed to be intimately linked to enchantment juggling.

If we want to go about making enchantment juggling viable, the scythe will have to be part of it. The trick is, how to make enchantment juggling with the scythe competitive? Even if pure scythe builds were nerfed (which would be very difficult, I'd imagine), there's still the question of how to make enchantment juggling powerful enough to justify the attribute points, skill slots, and energy costs.

It's certainly possible (especially if these new flash enchantments don't have cast times or aftercast delays, as some suspect), but it'll still require a lot of work. We'd need to be spamming and removing enchantments constantly, just to get a level of damage that would qualify as reasonable (assuming, of course, that the enchantments and/or removal attacks provide enough damage). If these new flash enchantments aren't spammable enough, well, then the concept is pretty much screwed.

And if they are spammable enough to make the playstyle competitive, then we've still got energy to worry about (but that should be where mysticism comes in; ideally it should make it possible to get back about as much energy from enchantment juggling as it costs, much like how necromancers can get enough energy from the death of a minion to summon a new one).

Also, I bet my dervish can get more damage with a wand than your sin with my super-secret Vow of Strength wanding build!

NapTooN

NapTooN

Ascalonian Squire

Join Date: Dec 2010

I don't know if the "AoE" nature of the scythe is the reason why other classes abuse it, but if it is, just do the following:

Turn the scythe into a weapon that normally only hits 1 enemy, then add this to Mysticism:

"For every 3rd Rank in Mysticism, you hit 1 additional foe with your scythe".

So all the people that say: "I don't want to use many points in Mysticism to play my Dervish" would only need Rank 6 (not that much) in Mysticism to get the old hit-3-enemies-scythe from before, people that invest up to 15 Ranks, can hit up to 6 enemies.


I like the idea of the reapplication of Enchantments but i would change it a bit to keep possible abuse as small as possible. My full Mysticism text would be the following: (old text about Energy and Health gain [maybe a bit improved as well]) For every 3rd Rank in Mysticism, you hit 1 additional foe with your scythe. If a Dervish-Enchantment on you is removed by another skill, it has a 5% (+3% for each Rank in Mysticism) chance of being reapplied for it's initial energy cost.

With Mysticism 15 you would have a 50% chance of a reapplication if your Dervish-Enchantment was stripped or removed by a Scythe attack or other Dervish-Skills. I'm not sure about the energy cost part, but i think it's the only way to prevent this mechanic from abuse.

Bandwagon

Bandwagon

Lion's Arch Merchant

Join Date: Jan 2010

D/

Quote:
Originally Posted by NapTooN
View Post
I don't know if the "AoE" nature of the scythe is the reason why other classes abuse it, but if it is, just do the following:

Turn the scythe into a weapon that normally only hits 1 enemy, then add this to Mysticism:

"For every 3rd Rank in Mysticism, you hit 1 additional foe with your scythe".

So all the people that say: "I don't want to use many points in Mysticism to play my Dervish" would only need Rank 6 (not that much) in Mysticism to get the old hit-3-enemies-scythe from before, people that invest up to 15 Ranks, can hit up to 6 enemies.


I like the idea of the reapplication of Enchantments but i would change it a bit to keep possible abuse as small as possible. My full Mysticism text would be the following: (old text about Energy and Health gain [maybe a bit improved as well]) For every 3rd Rank in Mysticism, you hit 1 additional foe with your scythe. If a Dervish-Enchantment on you is removed by another skill, it has a 5% (+3% for each Rank in Mysticism) chance of being reapplied for it's initial energy cost.

With Mysticism 15 you would have a 50% chance of a reapplication if your Dervish-Enchantment was stripped or removed by a Scythe attack or other Dervish-Skills. I'm not sure about the energy cost part, but i think it's the only way to prevent this mechanic from abuse. Tbh, linking scythe effectiveness to Mysticism (an attribute that would be chosen to be linked just because of the fact its the Dervish primary attribute) feels very "game-y", as in it was simply added for mechanical reasons. I think if they wanted to distinguish Dervish Scythe vs other-scythe they could make it so that you need 13+ scythe mastery to hit 3 targets (while anything less hits 2 targets). Obviously cons can get around this for non primaries, but its not like scythe was or will be used in SCs (where cons are actually widely used and required) to the extent that Hundred Blades + swords are today (this "MIGHT" change based on how powercreep'd the new derv skills are).

Also, linking a % chance for an ability to activate (were not talking weapon mods, were talking about skills and primary attribute functionality) is really hard to balance, as they have to account for the fact that while the reapplications of enchants are triggering, the dervish is a power house, but while the enchants aren't reapplying, they are lackluster. % chance makes it so that the player is less in control of his/her character and more at the mercy of RNG.

fr.aodhan

Frost Gate Guardian

Join Date: Aug 2010

D/Mo

Quote:
Originally Posted by NapTooN View Post
If a Dervish-Enchantment on you is removed by another skill, it has a 5% (+3% for each Rank in Mysticism) chance of being reapplied for it's initial energy cost.

With Mysticism 15 you would have a 50% chance of a reapplication if your Dervish-Enchantment was stripped or removed by a Scythe attack or other Dervish-Skills. I'm not sure about the energy cost part, but i think it's the only way to prevent this mechanic from abuse. I considered a mechanic like this and the numbers are ridiculous. Consider that many enchantments have damage on the front and end. You will get very powerful spikes from the Dervish which may, in fact, not stop spiking for a much longer time than intended.

For fun, consider Mystic Sandstorm on a bar with the PvE enchantments (which will end up doing a lot of armor-ignoring damage and reset the Sandstorm) and Pious Renewal, which will mitigate the energy loss.

NapTooN

NapTooN

Ascalonian Squire

Join Date: Dec 2010

Quote:
Originally Posted by reaper with no name View Post
Where were you when I put this idea up for discussion in Sardelac so many months ago?
I never read in Sardelac since i registered here


Quote: Originally Posted by fr.aodhan View Post
I considered a mechanic like this and the numbers are ridiculous. Consider that many enchantments have damage on the front and end. You will get very powerful spikes from the Dervish which may, in fact, not stop spiking for a much longer time than intended.

For fun, consider Mystic Sandstorm on a bar with the PvE enchantments (which will end up doing a lot of armor-ignoring damage and reset the Sandstorm) and Pious Renewal, which will mitigate the energy loss. It was just a rough idea of course, balancing is not my job . Easy way to stop this from happening: change it to "When a Dervish-Enchantment is removed from you by an enemy, it has a X% chance of reapplication..." If you do it like that, you can even increase the numbers so you have 100% at Myst 15.

reaper with no name

reaper with no name

Desert Nomad

Join Date: Apr 2009

FaZ

D/

Quote:
Originally Posted by NapTooN View Post
It was just a rough idea of course, balancing is not my job . Easy way to stop this from happening: change it to "When a Dervish-Enchantment is removed from you by an enemy, it has a X% chance of reapplication..." If you do it like that, you can even increase the numbers so you have 100% at Myst 15. Suggested that one too.

b0nkuz

Ascalonian Squire

Join Date: Mar 2010

D/

i actually quite enjoy playing my derv and with a decent scythe build it does plenty of damage. i would say enchant juggling is where the update is most needed.

i however do not like the way assassins and wars can do more damage with a scythe. this is due to there being problems with those classes not the derv. i think changes like warriors endurance endurance to only effect warrior attack skills and way of the master being either nerfed or just plain removed from the game.

wars have armor penetration and 3 primary weapons, seriously gtfo of our weapon.
assassins have crits because daggers do less damage, why they can apply it so well to other weapons is beyond me

i would point out some of these points have already been raised but i think they need restating

saint666

Frost Gate Guardian

Join Date: Jan 2007

LOL

A/

nah man, it's scythes that are broken. The fact that a broken class like the Dervish can get good dps off it is a problem, the scythe is so broken even eles/necros swinging that thing can get good dps off it. Spear chucking warrior/bow using sins? They are kinda crappy if you asked me, way inferior to their primary weapons. You can literally auto swing someone/three to death with a scythe.

Sankt Hallvard

Guest

Join Date: Dec 2006

Quote:
Originally Posted by Xsiriss View Post
not pass the brainstorming stage? They betetr be for god's sake we should be seeing it within this month...at this rate we'll not see all those updates. But yeh probably some half assed buff or buff with subsequent nerf to destroy multiclassing even more. Ahhahaha. "within this month"... Even if you had said within this YEAR you would have been wrong. Bimonthly updates, man.

D H U U U M

Academy Page

Join Date: Jun 2010

kiss

D/

for me all what i wish is having a good attack skils that deal alot of damge///dhuum avatar and some skills that will allow the derv to do speed clears like sf ^^

also its good to make derv apply death plenty with some skills

b0nkuz

Ascalonian Squire

Join Date: Mar 2010

D/

Its not scythes that are broken and even though the dervish is not as good as it perhaps could be, they are not broken. The things that are broken are the absurd critical rate of scythe sins coupled with the massive energy gain they get from it.

Also what is broken is zealous vow and warriors endurance. Both give way too much energy when coupled with a scythes aoe abilities. Zealous vow definitely needs a change but if it isnt, it should be moved to mysticism so every class cant just run around with a scythe and kill every one.

The fact that all melee weapons can kill so quickly is the insane buffs that they receive. soh is clearly op which is shown by the huge damage difference it has with it pvp counterpart. You can the still buff that further with aohm(only for scythes) or ootv/oop and then can buff further with weapons spells such as splinter or gdw. The fact that so much synergy is possible is the problem. All of the buffs put together do more damage than then scythe.

saint666

Frost Gate Guardian

Join Date: Jan 2007

LOL

A/

If it's not scythes that are broken, explain to me why it's the only weapon that can hit over 100 dmg from auto attacking and on multiple enemies, that's only from Asuran scan and AoHM. Scythes are the only weapon where skill damage actually play second fiddle to weapon damage. You gotta ask why other crit/WE builds are inferior compared to crit/WE scythe, scythes are the only good weapons, others suck? 41 damage on 3 targets = 123 damage on auto swing, what other weapon can do that. Don't even compare crit sword/WE sword with crit scythe/WE scythe.

For scythes, lower max, higher min damage, and chance of hitting 2 adjacent foes based on Scythe Mastery rank.

Sankt Hallvard

Guest

Join Date: Dec 2006

If the enemy balls up for the scythe aoe effect they deserve to be punished imo.

b0nkuz

Ascalonian Squire

Join Date: Mar 2010

D/

most of the time you dont get three targets balled up, it usually just one or two but if you can always get three gratz. You should also take into effect the added armor of hm. you wont hit 41 unless you crit with auto swings against a 80al foe which is mostly what hm is. single target. yes it is more than other weapons but only because of its aoe nature. if you run a decent sword build on war or daggers on sin you will get a similar single person dps as a scythe dervish

saint666

Frost Gate Guardian

Join Date: Jan 2007

LOL

A/

It must just be me, I can hit 50s on 80 al dummy, 61 on crit. I'm hitting 100s with auto swings on 80al dummy non crit, with just AoHM and asuran scan. Dagger crits for 24 on 80al, sword crits for 31 on crit. Non crit scythe damage is higher than crit damage for most weapons. Sword/dagger builds are skill/energy intensive intensive, if you are not spamming attacks you are not doing damage. Daggers get punished by blinds/blocks especially hard because of chain mechanics. With scythes auto swing for the win. It's the skills for daggers/swords that make them good, while scythes are good because the are scythes. With daggers you need death blossom, with WE sword you need power attack if you want good dps, with scythe you can just auto attack ftw. You can spam protectors strike with 0 strength and get good dps off it, try that with daggers or sword. The absurd max damage is the main reason why the scythe is broken. You can crit all day on a sword for 31 damage it's not all that impressive at all, 14ap on an 17 damage isn't impressive either, that's why daggerwars/swordsins are relatively even, even daggerrangers come close, most of their damage come from their skills and the one with the runes wins. Really what is the problem with daggerwars/swordsins, none, but only with scythes?

The fact is that, you can hit multiple enemies at the same time, but most people just don't bother to, cause enemies die too fast anyways, you have the choice. You have an aoe attack by just equipping a scythe without even wasting a slot. Not saying scythes shouldn't hit multiple enemies, that's it's flavour, but not without investment. The chance should scale with Scythe Mastery, just like Dagger.

Khomet Si Netjer

Khomet Si Netjer

Krytan Explorer

Join Date: Apr 2007

The Angelic Guard

P/

Quote:
Originally Posted by saint666
View Post
If it's not scythes that are broken, explain to me why it's the only weapon that can hit over 100 dmg from auto attacking and on multiple enemies, that's only from Asuran scan and AoHM. Scythes are the only weapon where skill damage actually play second fiddle to weapon damage. You gotta ask why other crit/WE builds are inferior compared to crit/WE scythe, scythes are the only good weapons, others suck? 41 damage on 3 targets = 123 damage on auto swing, what other weapon can do that. Don't even compare crit sword/WE sword with crit scythe/WE scythe.

For scythes, lower max, higher min damage, and chance of hitting 2 adjacent foes based on Scythe Mastery rank. Scythes are not broken because without PvE skills, scythe dps is in line with other weapons. If you set up the most powerful dervish hero build you can imagine it will have a hard time outshining Hundred Blades, Dragon Slash, Death Blossom spam, etc. So the problem isn't the scythe or the dervish profession, it's the PvE skills. As other have pointed out already, AoHM works on any profession, so when you add in the advantages of other professions' primary attributes they end up being better than the dervish.

As proof of this point, consider how many people run around with teams of 3 hero dervishes to provide awesome damage. Oh yeah... without the PvE skills they are not that awesome.

Xenomortis

Xenomortis

Tea Powered

Join Date: May 2008

UK

N/

Quote:
Originally Posted by Khomet Si Netjer
View Post
Scythes are not broken because without PvE skills, scythe dps is in line with other weapons. Without any skills, the weapon with the highest damage potential in the game hits AoE.
Yeah, that's pretty broken already.

That doesn't mean it's necessarily overpowered.

saint666

Frost Gate Guardian

Join Date: Jan 2007

LOL

A/

Quote:
Originally Posted by Khomet Si Netjer
View Post
Scythes are not broken because without PvE skills, scythe dps is in line with other weapons. If you set up the most powerful dervish hero build you can imagine it will have a hard time outshining Hundred Blades, Dragon Slash, Death Blossom spam, etc. So the problem isn't the scythe or the dervish profession, it's the PvE skills. As other have pointed out already, AoHM works on any profession, so when you add in the advantages of other professions' primary attributes they end up being better than the dervish.

As proof of this point, consider how many people run around with teams of 3 hero dervishes to provide awesome damage. Oh yeah... without the PvE skills they are not that awesome. Who runs around with melee heros period. Try running around with hero assassins, they make great corpse for mms lol. PVE skills amplifies the power of the weapon, but 75% of 17 dmg is not = 75% of 41, sorry 107% for scythes. Given the energy, any profession can use swords/daggers/bows/hammers etc and have the same pve buffs to but are still comparable. Pve skills make decent weapons better, but great weapons absurd. crits/ap, +%dmg have an exponential effect on weapon damage, that means scythes actually gets more out of it than any other weapon. Most other weapons base their damage on skill dmg which have way less variation than weapon damage. Dragon slash, Death Blossom, Hundred blades, without these skills daggers and swords suck, even with pve skills. You don't even need attacks with scythes. Dervishes are better off with Scythes with lower max damage, and better attack skills and enchantments to go with them. Wouldn't it be better if you have attacks/enchantments that add +40dmg and while keeping scythes the same? No, it wouldn't.

dasmitchies

Lion's Arch Merchant

Join Date: Nov 2007

Sacred Forge Knights

W/P

Dervish update will never come. Scythes are not broken. They are simply the best melee weapon in the game for PVE due to the mechanics of enemy AI. Nerfing Scythes doesn't make dervishes more playable. Enchantment juggling was a failure because it is too Energy and time intensive. I like Dervish armors and the attack animations are good but the class was poorly thought out at inception due to Anets fear of players having uber-power as with Sins and Rits. PVE balancing of any class is ridiculous because my PVE doesn't affect yours. And here we are arguing over vaporware again.....

saint666

Frost Gate Guardian

Join Date: Jan 2007

LOL

A/

yes, scythes are the best melee weapons in the game, they leave other melee weapons in the dust. But isn't it due of it's high damage and aoe, what does monster AI have to do with it. Lowering scythes max damage and raising it's min damage doesn't effect dervishes at all, they will still get the same average damage. All it does is bring the potential damage of different classes closer. It would also make scythes more reliant on skill damage rather than just weapon damage, which I think is a good direction.

Catchphrase

Frost Gate Guardian

Join Date: Apr 2009

Quote:
Originally Posted by saint666
View Post
Not saying scythes shouldn't hit multiple enemies, that's it's flavour, but not without investment. The chance should scale with Scythe Mastery, just like Dagger. Ineffective, other professions who would wish to abuse scythe would most likely have Scythe Mastery at 12 anyways; this is not similar to the case of how A/Ws abuse Backbreaker.

Irregardless of whether the max damage is lowered or its inherent AOE capability removed, scythes are still basically 'axes on steroids' especially when you achieve critical hits with it. Likewise, it suffers the worst from weakness condition as compared to other weapons.

I just hope in addition to putting adrenaline as requirement to some of scythe attack skills, perhaps they could also add health sacrifice as the alternative cost whilst eliminating energy cost to skills instead. This compliments with the stupendous amount of healing from dervish skills and also acts as limitation against mindless spamming of attack skills.

saint666

Frost Gate Guardian

Join Date: Jan 2007

LOL

A/

Quote:
Originally Posted by Catchphrase
View Post
Ineffective, other professions who would wish to abuse scythe would most likely have Scythe Mastery at 12 anyways; this is not similar to the case of how A/Ws abuse Backbreaker.

Irregardless of whether the max damage is lowered or its inherent AOE capability removed, scythes are still basically 'axes on steroids' especially when you achieve critical hits with it. Likewise, it suffers the worst from weakness condition as compared to other weapons. 100%/16=6.25% per rank

At rank 12 you get 75%, so dervishes would have 25% over other classes, at least I think it's not too shabby. I was thinking 19 min-31 max, which is comparable to Hammers, I can't say I've seen too many people using hammers.

Rites

Rites

Krytan Explorer

Join Date: Dec 2010

Deep in the belly of Texas

R/

lmao

how about GW being redone so that you can't use any weapons EXCEPT for weapons from your primaries? geez

one of the best things about GW in my opinion was its openness as far as character weapons, which of course causes skill abuse by peeps that know how to think.

seriously the only way to stop weapon skill abuse and make it so that an assassin primary can't outdo a warrior or a derv with their own weapons is to lock weapon choices per primary class. of course if ANet decided to do this, there would be even more QQ.

NapTooN

NapTooN

Ascalonian Squire

Join Date: Dec 2010

Quote:
Originally Posted by Rites View Post
lmao

how about GW being redone so that you can't use any weapons EXCEPT for weapons from your primaries? geez

one of the best things about GW in my opinion was its openness as far as character weapons, which of course causes skill abuse by peeps that know how to think.

seriously the only way to stop weapon skill abuse and make it so that an assassin primary can't outdo a warrior or a derv with their own weapons is to lock weapon choices per primary class. of course if ANet decided to do this, there would be even more QQ. Great Idea, would turn Illusionary Weaponry into the worst Elite Skill in the game, because the profession it belongs to can't use melee weapons.

Rites

Rites

Krytan Explorer

Join Date: Dec 2010

Deep in the belly of Texas

R/

Quote:
Originally Posted by NapTooN View Post
Great Idea, would turn Illusionary Weaponry into the worst Elite Skill in the game, because the profession it belongs to can't use melee weapons.
i take it you don't know how to comprehend very well?

read my WHOLE post again and TRY to understand what I put up there

Xenomortis

Xenomortis

Tea Powered

Join Date: May 2008

UK

N/

Quote:
Originally Posted by saint666 View Post
100%/16=6.25% per rank

At rank 12 you get 75%, so dervishes would have 25% over other classes, at least I think it's not too shabby. I was thinking 19 min-31 max, which is comparable to Hammers, I can't say I've seen too many people using hammers.
http://wiki.guildwars.com/wiki/Damag...#Weapon_Damage

Rank already plays a factor in weapon damage. The increase however drops off with ranks above 12.

reaper with no name

reaper with no name

Desert Nomad

Join Date: Apr 2009

FaZ

D/

Quote:
Originally Posted by Rites
View Post
lmao

how about GW being redone so that you can't use any weapons EXCEPT for weapons from your primaries? geez

one of the best things about GW in my opinion was its openness as far as character weapons, which of course causes skill abuse by peeps that know how to think.

seriously the only way to stop weapon skill abuse and make it so that an assassin primary can't outdo a warrior or a derv with their own weapons is to lock weapon choices per primary class. of course if ANet decided to do this, there would be even more QQ. Actually, this would go a long way towards balancing the game, and the only people that would care would be the people abusing things. It will never happen, but it would be a quick and dirty solution.

Andrew Almond

Andrew Almond

Ascalonian Squire

Join Date: Jun 2007

Alaska

Legal Licensed Contract Killers

D/A

anet should introduce more derv skills, perhaps avatar of dhuum or maybe an elite scythe attack that can shadowstep .bsides arent the gods suppose to be enchanting these fellas? give them more enchant options in mysticism so other classes dont abuse them, maybe a summon saltspray in the mysticism class to make up for any slack

Bandwagon

Bandwagon

Lion's Arch Merchant

Join Date: Jan 2010

D/

Quote:
Originally Posted by Andrew Almond
View Post
anet should introduce more derv skills, perhaps avatar of dhuum or maybe an elite scythe attack that can shadowstep .bsides arent the gods suppose to be enchanting these fellas? give them more enchant options in mysticism so other classes dont abuse them, maybe a summon saltspray in the mysticism class to make up for any slack They might rewrite skill functionality, but they certainly won't add new skills in the dervish update.

Random Namos

Ascalonian Squire

Join Date: Dec 2010

Mu Tants

D/

Quote:
Originally Posted by Bandwagon View Post
They might rewrite skill functionality, but they certainly won't add new skills in the dervish update.
Yes they do!

Quote:
After these two consecutive updates to GvG, we are planning to take a short break from targeted updates and focus our balance efforts on the new Dervish skills. update December 2010

Kaleban

Kaleban

Jungle Guide

Join Date: May 2005

Hot as hell Florida

[Wckd]

Me/

Ok, here's how to "fix" the Dervish:

1. Mysticism - Retain the ending health/energy gain for all enchantments from any profession, add a Expertise-like percentage cost reduction to all Dervish skills.

2. Aura of Holy Might - retain the holy damage on cast and end, change the damage type to physical, give it the 4+1/2 mechanic just like CA or TNTF and linked to Mysticism, with a self-renewal when hitting more than one foe.

3. "Flash" enchants - convert most if not all Dervish enchants to zero-cast/zero-aftercast, retain the condition causing of most, up the damage, and add a tertiary effect that enchants your weapon while active with, say a 2...7...11 damage bonus that aggregates with other enchants (so with three active damage enchants, you're getting 6...21...33 additional damage per scythe swing). This tertiary weapon effect fails to apply with less than 4 Mysticism. The weapon augment is also theme based, so that the additional damage from an Earth enchant is Earth or Fire, and a Wind Enchant does Lightning or Cold. Also, either make several enchants end on number of attacks made, or add a few multifunction skills that simultaneously strip all enchants ala Mystic Sandstorm, with varying effects.

4. Avatars - Get rid of the ridiculous disable, change the active portions of the skills to better coincide with the god's milieu, and adding some sort of "aura" that affects either the entire party, allies in a specified area of effect, or even enemy affecting auras. Grenth for example could cause enemies attack speeds to decrease based on Mysticism investment, which would follow the "cold" theme (similar to the Paladin's Holy Freeze from D2). Lyssa could grant 1 to 2 pips energy regen to the party, while Dwayna could grant 1 to 4 pips health regen. Melandru could grant a "thorns" effect such that any enemy striking a party member would take reflective damage. Balthazar could grant adrenaline gain bonuses, and immunity to shout canceling skills like Vocal Minority.

I don't really expect any of these changes to occur, but if they were, it would change the Dervish from a third rate melee character no one wants, to a Hybrid caster/melee like he was originally envisioned that brings good damage and excellent utility. You can see that with most of the enchants that it was conceived that a Dervish would be de-buffing foes constantly, with the old D/A Derv Bomber closely approximating that, although poorly.

With the above changes, the Dervish could still do respectable melee damage without relying on skill spamming Mystic Sweep, Eremite's Attack and Protector's Strike with Zealous Vow, and instead focus on making each and every swing hit really hard, while utilizing all the varied enchantments to their fullest effect.

The Baphomet

The Baphomet

Lion's Arch Merchant

Join Date: Jan 2009

CST / UTC -6

In Memorium [iBot]

W/P

Nerf WS pvp again. Keep it as is in pve. Now all dervs can roll through pve.

Really, does anything need to be buffed in pve?

Cuilan

Cuilan

Forge Runner

Join Date: Mar 2008

Me/

Quote:
Originally Posted by The Baphomet View Post
Nerf WS pvp again. Keep it as is in pve. Now all dervs can roll through pve.

Really, does anything need to be buffed in pve? Reaper's Sweep is superior to Wounding Strike with extra damage, but neither are useful in PvE for dervish because how awful the rest of the bar is (energy, damage, casting, etc).

ensoriki

ensoriki

Forge Runner

Join Date: Aug 2006

Canada bro.

A/D

Enchantments need less recharge.
Mysticism should have an expertise effect for enchantments.
Mysticism doesn't do it's job very well, it's based on the enchantments ending but getting those enchantments up in the first place is tiresome with the limited energy pool.

Mednes

Mednes

Ascalonian Squire

Join Date: Jan 2011

P/

Quote:
Originally Posted by Bandwagon
They might rewrite skill functionality, but they certainly won't add new skills in the dervish update.

Yes they do!
_________________________________________________
But if they give the dervs new skills hey would have more than paragons, and that would be unfair.

Franksalot

Franksalot

Academy Page

Join Date: May 2009

CROW

D/

Quote:
Originally Posted by Mednes View Post
Quote:
But if they give the dervs new skills hey would have more than paragons, and that would be unfair.
paragons are gonna have a rework to, so if they did add new skills could be adding to paragon as well later on.

Quote:
"These will NOT include major changes to the Dervish (and in particular scythes), non-“Imbagon” Paragons, and the smiting line for the Monk. All of those are things we’ve been considering for major updates of their own." http://wiki.guildwars.com/wiki/Feedb...#Mesmer_in_PvE

not saying i think is gonna happen, just that it could without being unfair to paragons... least in the long run. But tbf if more skills is what it takes to improve the dervish the way they want, i don't see why they wouldn't derv's and para's already have an "unfairly" small skill pool.

Archangel.Arcanis

Pre-Searing Cadet

Join Date: Feb 2011

No more classes are getting an overhaul like Derv or Mes. John said that on his talk page a few days ago. They have multiple releases this month that he has talked about and those will likely be the Derv. preview & update as well as another possible update or preview for something like Embark beach.