Dwaynaway - A HM build with minimal skill needed.

LexTalionis

Lion's Arch Merchant

Join Date: Apr 2011

Hello everybody! I believe this build is strong enough and simple enough to play that it is worthy of sharing with everyone. Please do try it out! I hope you will like it.

Dwaynaway

UPDATE UPDATE (17th May): I'd like to thank everyone for their feedback, support, and personal build variations; which I have used in my efforts to improve the viability of Dwaynaway. I realise the information I've published in this OP is kind of completely outdated, so I'm making an attempt to consolidate the major changes to Dwaynaway that have occurred since the start of this post.
If there is great concern about aggro, there is no actual need to go using Avatar of Dwayna dervishes as a melee class. Avatar of Dwayna dervishes can mainheal more or less effectively when set on passive, although they do little or no DPS when doing so. I've made in-depth posts on page 3 (This being the most important one.) discussing this and the viable enchantments (thanks to AI) for this setup. You do not need 2 Dervishes to heal if using this healer, but you do need special considerations if using Remove Enchantments (Preferably Aegis Chains, Dwayna's Sorrow or micromanagement).
If not putting points in Scythe Mastery, strongly consider Grenth's Aura.
Please note that skills relying on physical damage do not work with Avatar of Dwayna dervishes when they are using attacking builds. This is because Avatar of Dwayna makes all dealt physical damage holy.
Avatar of Dwayna dervishes can work GREAT with Order of Undeath and minions, although party movement speeds tend to suffer (as is usual with minions)
The build is extremely flexible. Experiment! Don't get tied down to the same skills all the time - this isn't the game for it!
UPDATE: After some concerns about the DPS, I'm happy to report that you can switch out VEIL of Thorns (thanks, Shanaya) and/or a copy of Signet of Pious Restraint for Banishing Strike and/or Whirling Charge, both of which increase DPS by quite a bit (Banishing far more than Whirling Charge)


Note this picture is technically outdated. Only use it as a guideline.

Disclaimer: This build is not guaranteed to save you from over-aggroing. Very little in Guild Wars will with the exception of specialised tank builds and good player micromanaging, which is contrary to the point of this build.

Preamble: The concept of Dwaynaway is extremely simple. Soul Twisting reduces damage on your entire Team to very small packets, and Avatar of Dwayna churns out ridiculously frequent packets of small healing. I'm pretty confident that it's viable for any class and any player, as it is basically a 7 hero build and disregards the contribution of the player. It was born out of necessity as my connection is horribly unreliable and there are nights where I am incapable of accomplishing much without it thanks to rubberbanding, frequent disconnects and a latency of over 1000.

The team is extremely defensive and can handle most areas in HM quite easily with a minimum of micromanagement (mostly precasting Shelter on very dangerous elementalist or mesmer groups). I have tested it in all three campaigns and a little of the DoA. (But not the City HM because I suck and have very little experience with Guild Wars' elite content) In fact, it requires so little micromanagement that I wrote this entire post while alt tabbed from Guild Wars, vanquishing Morostav Trail for screenshots (and disconnecting 3 times). I'm a Guild Wars player with a terribly unstable connection from a malicious ISP, so I have to compensate by building strong teams.

Please note that this build violates some common-sense laws in Guild Wars as it uses verboten concepts like frontline heroes and Blood is Power.

Team Essentials:
Although the above image shows the "safest" way of running Dwaynaway, it is by no means the fastest nor the only way.

The basic structure:2 Avatar of Dwayna Dervishes as shown above - the actual Flash enchantments on them are highly customisable. 1 Splinter Weapon Ritualist. 1 Soul Twisting Ritualist. 2 Mesmers for shutdown and damage. 1 Blood is Power hero (whatever you want, BiP is very easy to fit in a build)
Here is an example of what a variation of it can do. Several skills are different and this version does not use Minions since I normally can't stand babysitting them. Dwaynaway is a guideline and NOT a rule and you should feel free to experiment!



The current build can also be found at
http://www.gwpvx.com/User:Nanashi

mortenya

mortenya

Frost Gate Guardian

Join Date: Jan 2008

Oregon, USA

rddt

Rt/

are you running scythe or staff on the dervish heroes?

also, how fast is this build at killing groups? it looks like there is very little damage overall, but then sometimes they are surprising. it looks interesting, i'll give the dervish heroes a try for sure.

LexTalionis

Lion's Arch Merchant

Join Date: Apr 2011

Aha! A very good question. I run Scythes, as Splinter Weapon is responsible for a lot of the damage. 2 Dervish Heroes can actually do rather a lot of balling up, especially when everything is snared with Cripple+Burden.

Staves/Wands have the bonus that the BiP hero will hit them with BiP, but to be honest, Dervishes very rarely EVER have energy problems because Mysticism is... how should I say? Freaking overpowered.

I've experimented and it's perfectly viable to run D/R with Volley (Marksmanship at 0, just like Scythe Mastery), but if you use any Flash Enchantments with "Nearby" effects, the heroes will tend to run into range anyway. This build actually takes advantage of Hero AI to split up your team and make it slightly less vulnerable to AoEs (but it is not foolproof).

I've already said, but this defensive build isn't going to win any awards for speed. It's reasonably fast on large clumps, but it's flexible, so you can put damage on the BiP Necromancer (as in the Morostav Screenshot). Assuming the player is any good at inflicting damage, the build might actually be quite fast. (Please note my skillbar has absolutely nothing except Fall Back and Incoming on it, neither of which were used in battle.) Almost anything short of running around and casting Iron Mist/Aneurysm on enemies is bound to help the speed of the build.

Edit: The main strengths are that Avatar of Dwayna is exceedingly difficult to counter and extremely good bait for hexes. Hexes do nothing to them, blindness and blocking hurts your DPS, but doesn't stop Flash Enchantment AoE nor your healing, nor your Mesmers. You can put Foul Feast on the BiP if blind is really lowering your DPS. Experiment!

Cors Seel

Academy Page

Join Date: Jun 2009

Belgium

OHL

A/E

I guess it should work, nice concept

But i think the build can use some improvements.

Backfire is a bad choice. Mobs are down due to PI or they cast spells slower because of Shared Burden. And you also have some rupt skills so backfire isn't going to do much damage. The second mesmer has illusion and domination skills. Make him a illusion or a domination mesmer, not a bit of both. I would change guilt by power drain or waste not want not or drain enchantment. These provide much better e-management. And i'm not sure if only 1 "e-management skill" on each bar will give the mesmers enough energy to spam all the way.

If you fix e-management on the mesmer heroes you could probably change your bip necro for an other hero of your choice.

About the dervish: The 2nd signet is signet of pious restraint? I feel signet of pious light > signet of pious restraint so why would u need 2 signets?
You should use as many short recharge flash enchantments as possible to abuse dwayna's power. And do they use sand shards correctly? I guess they frequently remove it with the signets.

LexTalionis

Lion's Arch Merchant

Join Date: Apr 2011

Quote:
Originally Posted by Cors Seel
View Post
I guess it should work, nice concept

But i think the build can use some improvements.

Backfire is a bad choice. Mobs are down due to PI or they cast spells slower because of Shared Burden. And you also have some rupt skills so backfire isn't going to do much damage. The second mesmer has illusion and domination skills. Make him a illusion or a domination mesmer, not a bit of both. I would change guilt by power drain or waste not want not or drain enchantment. These provide much better e-management. And i'm not sure if only 1 "e-management skill" on each bar will give the mesmers enough energy to spam all the way.

If you fix e-management on the mesmer heroes you could probably change your bip necro for an other hero of your choice.

About the dervish: The 2nd signet is signet of pious restraint? I feel signet of pious light > signet of pious restraint so why would u need 2 signets?
You should use as many short recharge flash enchantments as possible to abuse dwayna's power. And do they use sand shards correctly? I guess they frequently remove it with the signets. Sure it could use improvements! It's modular - If you don't like certain things, feel free to change them! They might actually have more synergy with your main class that way. The build posted above is just semi-optimal assuming your main class isn't going to do anything other than call targets.

I was finding the need for an increased rate of teardowns and Pious Restraint has a very nice side effect that makes clumping easier and protects your backline. Flash Enchantments other than Lyssa don't really matter, they're there to be taken down, but all you need is one good swing with Sand Shards up to do a hell of a lot of damage.

Also, I play a primary mesmer, so as an aside: (ahem)

Backfire isn't half bad. The energy cost is normally prohibitive (you have BiP), but in a build where I'm going to be lagging out half the time, nothing says "I hate you, monk/ritualist, go and die" quite as well as Backfire, heroes don't cast it on things without spells, and it works well on Dervishes, which are frequently uninterruptible. I wish Heroes used PI every time it was up, but they don't. As I've noted on the wiki, feel free to replace it with Panic or Energy Surge or whatever, it's not set in stone.

Waste not Want Not is overrated and conditional energy management. It requires a very heavy investment into Inspiration to even return 7 net energy, otherwise it'll return 5-6 every 12 seconds, which is frankly not enough to warrant a slot (when I want mesmers to be killing things). PDrain is there because it's an interrupt and it has a nice side effect. Don't underestimate BiP.

BiP lets you do amazing acts of bar compression and most Necromancer Elites aren't really much better. It's 20 or 25 energy over 12 seconds for the cost of 1 energy and a chunk of health that's quite irrelevant thanks to the huge amounts of party healing and Dervish Infuse Health.

jensyea

jensyea

Lion's Arch Merchant

Join Date: Nov 2009

The Underworld

Mo/

Thanks lex! seems like a proper fun build to dust kahmu off and see how razah handles a scythe I'll change alot but definetely use the concept. good work

Mashiyu

Frost Gate Guardian

Join Date: Mar 2010

E/

Interesting idea, I'll give it a try if I have connection problems^^

I have only one question: Why do you remove your character name, but not the names of your merch heros? :P

mortenya

mortenya

Frost Gate Guardian

Join Date: Jan 2008

Oregon, USA

rddt

Rt/

razah? why not just use melonni?

SongOf

Academy Page

Join Date: Dec 2007

nice build Lex, no major suggestions here because I use something similar (will post later)

I wish we could see more all-in-one builds like yours

Chthon

Grotto Attendant

Join Date: Apr 2007

It seems that this build is fit for its purpose -- function effectively even when the player is disconnected. The one thing I foresee might cause you trouble is a lack of concentrated damage for dealing with the few, but highly annoying potent monster healers.

mugen

mugen

Academy Page

Join Date: May 2005

I like the "player afk" concept - i will try with a 5 dervish version -
btw totally agree about bip = good

in a lot of build i ve tried, heroes (specialy mesmer & the defense rit) are easily going out of mana in many situations .. even viru ele with half bar of energy managment skills can run out of mana .. with bip it rarely never/happens making the teams far most effective.

If you kill very fast big balls of monsters // bip can be useless .. but in other situations bip is helping a lot. Damage & party defense.

Julia Gg

Academy Page

Join Date: Apr 2008

N/Mo

Great build Kills Margonite's in a snap Thanks Lex 2 thumbs up

Kunder

Desert Nomad

Join Date: Nov 2010

I've been playing around with an AoD hero-based build. Its not really all that similar, but its close enough in general idea and setup that I don't think it deserves a separate thread.



I chose D/P with spears because it keeps the dervs in a much better position to heal the entire party. They aren't using attack skills and I don't really trust the AI to get in the right position for Sand Shards all that often anyways. It also lets you use sup mysticism runes on them, because being a midliner with nearly 100 armor and immunity to hexes means you definitely aren't the one in danger of dying, which further increases healing output.

MMs are standard OoU fare. I found that with the dervs healing you could actually disable the vamps and AoD healing alone kept the minions up perfectly fine with almost no BotM needed in battle and making the OoU sac irrelevant. Which was nice, to say the least. I have to highly discourage MBing builds since half the fun of AoD is that it heals the minions too, which directly benefits MMs while not helping or hurting MBers. The low level minions eat up your ST's spirits like mad too...

Next two characters are fairly normal. Moar Splinter weapon > PvE mobs. I bet the mesmer can be improved a bit, it feels somewhat funky at the moment even though its performing fine. I'm also on the fence about switching it out for an orders, but I figure some kind of spell damage is best to throw in for general usage.

ST rit is IMO completely optional for the 95% of PvE that doesn't include elite missions or a few HM dungeons. But it is a fall back for players who aren't confident in their positioning, because otherwise your entire spike prevention depends on having the minions take the hit. Only take Shelter because all you need is spike prevention, union/displacement is just redundant pressure relief. If you don't want ST, go with another mesmer, an orders necro, or even another spear chuckin' derv.

The build is fairly nice in and of itself, but I made it specifically for my AP MoP necro who is going through EotN at the moment. The 2 Derv-thralls ready to spam my MoPed target instantly with IAS-ed spears buffed by splinter weapon and EBSoH and extra deep wound on top is like heaven. Nevermind what the minions are doing to it, of course...

LexTalionis

Lion's Arch Merchant

Join Date: Apr 2011

@Kunder

That's actually a fairly interesting concept - you focus on AoD's ability to keep minions up and alive in the middle of high pressure.

Question though: How well does it perform against elementalists and mesmers in HM? You're not running much caster disruption. Maybe it's not necessary, I'm rather paranoid. One splinter weapon user is usually enough to keep it up on two targets, but I guess you're using an extra for minions.

I'll have to do tests with channeling, it's one of those overlooked skills.

By the by, scythes are fine for party healing as long as you keep Dervish heroes on "Defensive" mode. This ensures they'll never run out of earshot range of you, unlike melee henchmen which are locked on "aggressive".

Edit: Doing further testing with Dwaynaway today - Please note that if you do use Banishing Strike, you might need to use energy management like Eremite's Zeal or Meditation and decrease the rate of teardowns by removing pious restraint. Damage jumps quite dramatically though.

mortenya

mortenya

Frost Gate Guardian

Join Date: Jan 2008

Oregon, USA

rddt

Rt/

been running these dervish heroes today while questing, i like it, provides easily enough healing. i'm running quests in EotN normal mode, so i haven't tried HM yet. i'm running my own flavors on everything else, but using the heroes like they were while i'm doing Pious teardown. i'll see about trying banishing strike, though right now, for normal mode i don't really need more damage, i added extra condition and hex removal since i'm just like that.

thanks for this, i'd been trying to find decent builds for my derv heroes, these are better than any other teardown build i tried. i'm actually considering running one as melandru so i can just ignore extra condition removal.

@kunder: have you watched your Necro heroes to see if they're casting "Find Their Weakness!"?

Boogersnot

Frost Gate Guardian

Join Date: Jul 2008

IGN: Cosmic Rit

Rt/

I just tested this in Sparkfly, which I would think is a pretty diverse area except for hexes.
The only time I wiped was when I aggroed the warrior boss, angorodons, and raptors. xD

Pretty insane build so far.

Ah, and all I had was AP, Assassin support, YMLAD, and FH

Elnino

Elnino

Wilds Pathfinder

Join Date: May 2008

In a house

Proof Of A Nets Laziness[HB]

A/W

@Kunder: Are you're derv heroes staying at range from foes? I've noticed that they tend to walk up into melee range to use the enchantments that deal initial damage/condition even if they are using spears. With skills like Heart fo holy flame, armor of sanctity and I'm guessing Mirage cloak too, they use those skills at melee range and will remain at melee range.

Also, I think you can swap out channeling for another skill. I highly doubt that the mesmer will be in the area of enough foes to make that skill worthwhile.

shanaya

shanaya

Frost Gate Guardian

Join Date: Nov 2005

Scouts of Tyria

R/

Quote:
Originally Posted by LexTalionis View Post

UPDATE: After some concerns about the DPS, I'm happy to report that you can switch out Aura of Thorns and/or a copy of Signet of Pious Restraint for Banishing Strike and/or Whirling Charge, both of which increase DPS by quite a bit (Banishing far more than Whirling Charge)
Uh, surely you mean 'Veil of Thorns'? I don't see 'Aura of Thorns' in the build.

Quote: Originally Posted by LexTalionis View Post
Preamble: The concept of Dwaynaway is extremely simple. Soul Twisting reduces damage on your entire Team to very small packets, Surely you mean 'Shelter' reduces damage on the entire team. 'Soul Twisting' reduces the energy cost and recharge time of binding rituals.

Anyway, I've tried the build on my vanquishing/mapping ranger and it looks very good indeed so far. Well done for trying something a bit different.

Daesu

Daesu

Furnace Stoker

Join Date: Oct 2008

It is a pretty safe build. Some things I noticed:

1. Your derv heroes tend to run out of energy. Perhaps this is easily solved by swapping out certain skills.

2. If you using this with a melee character, try flagging or your mesmer heroes would tend to die first.

LexTalionis

Lion's Arch Merchant

Join Date: Apr 2011

@Shanaya:
Well, when I said "Soul Twisting" I kinda meant a catchall for the usual protective ST build which always includes Shelter and sometimes Union and Displacement. You're correct though, and also absolutely correct about the flash Enchantment name - it should be Veil of Thorns.

@Mortenya:
Melandru isn't that good, if you have a lot of trouble with conditions, I'd suggest putting Foul Feast on the BiP user OR putting on Spirit's Gift on either of the ritualists.

Here's a quick build for BiP if conditions (Blind) are really bad:
N/Rt 12+1 Blood Magic, 8+1 Soul Reaping, 12 Restoration
Blood is Power, Blood Bond, Spirit Light (or Ghostmirror), Mend Body and Soul, Recovery OR Protective was Kaolai OR Life (pick two), Signet of Lost Souls, Death Pact Signet OR Foul Feast. Most of the time, Dwayna healing is going to make you laugh at degen from conditions, so Spirit's Gift can cover the annoying bit (cleaning up after battle).

Note that if you run this BiP, your healing will be complete overkill, so take some restoration off your SoS ritualist and put in things like Lamentation or maybe Spirit Rift instead.

@Daesu: Energy is a problem occasionally (especially with banishing strike), so taking Eremite's Zeal is recommended if it's a huge hassle. Make sure Mysticism is at 15 (use two major runes, Earth and Mysticism). If you're willing to micromanage (contrary to the point of the build, I know), Eremite's Zeal or Meditation for energy management isn't needed at all. If your dervishes get low on energy, just hit them with Blood is Power - problem solved! Banishing Strike's damage increase (when combined with Sand Shards and Splinter) is really kind of unbelievable. Also, thank you so very much about the comment with melee players! I don't run one normally, so tips like that are appreciated.

If melee is a huge problem with killing Mesmers, I'm currently using a ST/Protection hybrid with Protection at 6 and Aegis, Shield of Absorption and Spirit Bond. Shadowsong is really nice too, but can interfere with keeping Shelter up. Of course, I have to try something retarded and nonconformist so I'm currently testing Heart of Shadow on my backline, my theory is that it's the fastest way of getting the AI out of AoEs.

Thanks for trying the build everyone, I'm glad it's working for you guys. I'll do my best to make the core idea better.

Kunder

Desert Nomad

Join Date: Nov 2010

Quote:
Originally Posted by LexTalionis View Post
@Kunder

That's actually a fairly interesting concept - you focus on AoD's ability to keep minions up and alive in the middle of high pressure.

Question though: How well does it perform against elementalists and mesmers in HM? You're not running much caster disruption. Maybe it's not necessary, I'm rather paranoid. One splinter weapon user is usually enough to keep it up on two targets, but I guess you're using an extra for minions.
For everything short of bosses or elite areas, you can generally just tank through it even without the ST rit as long as you spread out decently. In other cases, thats where the ST comes in. Keep in mind that shelter works to keep minions alive just the same as it does players. At least 2 or 3 nukes should always bounce harmlessly off the party, past that you have to hope something is dead, otherwise occupied, or unable to concentrate the firepower with other enemies.

Quote: Originally Posted by LexTalionis View Post By the by, scythes are fine for party healing as long as you keep Dervish heroes on "Defensive" mode. This ensures they'll never run out of earshot range of you, unlike melee henchmen which are locked on "aggressive". In perfect situations, but things always change in battle and they can easily get out of range of your backline. Besides, if they stand right next to me they get EBSoH, which makes their spears more damaging than scythes anyways.

Quote: Originally Posted by mortenya View Post
@kunder: have you watched your Necro heroes to see if they're casting "Find Their Weakness!"? They cast it very often for me. Not having energy is a problem at times, though. Make sure Fall Back is disabled and manually used, else they waste a ton of energy hitting that in the middle of battle.

Quote:
Originally Posted by Elnino View Post
@Kunder: Are you're derv heroes staying at range from foes? I've noticed that they tend to walk up into melee range to use the enchantments that deal initial damage/condition even if they are using spears. With skills like Heart fo holy flame, armor of sanctity and I'm guessing Mirage cloak too, they use those skills at melee range and will remain at melee range. I'm not seeing that happen. It might be (pure speculation) because my flash enchantments are all 1s, and the hero only runs up to an enemy after they cast the enchantment to wait for it to go off and do damage.

LexTalionis

Lion's Arch Merchant

Join Date: Apr 2011

Quote:
Originally Posted by Kunder
View Post
In perfect situations, but things always change in battle and they can easily get out of range of your backline. Besides, if they stand right next to me they get EBSoH, which makes their spears more damaging than scythes anyways. I've tested Dwaynaway extensively for 2 weeks and I can say that this has never EVER happened, not even when my Dervishes are madly trying to flee an AoE that got dumped on top of them and the way back to my party was bodyblocked by minions (in that case, they'll stand there and suck up all the hits and possibly die on the spot). Defensive setting more or less hard-wires their AI to cancel whatever the heck they're doing the instant they get out of earshot (lit: abandon their posts) and run back to you. The bad behaviour of non-hero henchmen like Devona or Little Thom et al. is because they're permanently set on "Aggressive", where they don't have this "drop whatever you're doing and stop chasing the target out of range" limitation and will happily run 3 aggro bubbles away to close a height gap or get behind a wall and aggro 5 enemy groups on the way.

It's interesting you don't seem to have the melee range problem with spears - I've also tested dervish AI in the GtoB with bows and there seems to be a point at which (it's not consistent, it can be from 10 seconds to a full minute) the AI will decide to run into nearby range so they can hit things with Flash Enchantment AoEs (if the flash enchant has an AoE effect). I'll try spears sometime, but half the point of scythes is so that they WILL spread out and bodyblock stuff rushing to your backline. It lowers the damage you take from AOEs, which makes Shelter last longer, and clumps foes nicely.

Anyway, I just wanted to say that I liked your synergy with minions and Dwayna Healing + the life penalty from Order of Undeath. I don't really like minions myself, but that's just a taste issue and I can definitely see it working.

Update on Mesmer resilience: Heart of Shadow didn't work out too well, but I took a leaf out of PvP and stuck Dark Escape on the Mesmers and I'm rather impressed with the results. I'll have to do a few more AoE heavy areas.

Kunder

Desert Nomad

Join Date: Nov 2010

Quote:
Originally Posted by LexTalionis View Post
I've tested Dwaynaway extensively for 2 weeks and I can say that this has never EVER happened, not even when my Dervishes are madly trying to flee an AoE that got dumped on top of them and the way back to my party was bodyblocked by minions (in that case, they'll stand there and suck up all the hits and possibly die on the spot). Defensive setting more or less hard-wires their AI to cancel whatever the heck they're doing the instant they get out of earshot (lit: abandon their posts) and run back to you. The bad behaviour of non-hero henchmen like Devona or Little Thom et al. is because they're permanently set on "Aggressive", where they don't have this "drop whatever you're doing and stop chasing the target out of range" limitation and will happily run 3 aggro bubbles away to close a height gap or get behind a wall and aggro 5 enemy groups on the way.
They might not get out of range of you personally, but I find that its very easy for them to get out of range of other heroes. If an enemy melee is on a backline caster and they run back while the derv runs the other way towards the front, they can get out of earshot quickly

Quote:
No it doesn't mean anything. Everyone knows his build is for advanced warriors, requires flagging, has less prots and more damage oriented than most meta builds. How can you even compare safer but slower killing Dwaynaway (i.e. with minimal skill needed) with Jack's build that requires skill? It is a whole different category.

I have tried both builds and let me just say that the typical battles using Jack's build don't last long at all, unlike those using Dwaynaway. His doesn't need AoU as much as the more defensive builds.

Quote:
Originally Posted by LexTalionis View Post
It's interesting you don't seem to have the melee range problem with spears - I've also tested dervish AI in the GtoB with bows and there seems to be a point at which (it's not consistent, it can be from 10 seconds to a full minute) the AI will decide to run into nearby range so they can hit things with Flash Enchantment AoEs (if the flash enchant has an AoE effect). I'll try spears sometime, but half the point of scythes is so that they WILL spread out and bodyblock stuff rushing to your backline. It lowers the damage you take from AOEs, which makes Shelter last longer, and clumps foes nicely I went in and set them on the master of damage for 10 mins straight, and they still stood right next to me afterwords. Its possible that the faster attack of spears + IAS occupies them more. I handle body blocking with 22 minions, myself

LexTalionis

Lion's Arch Merchant

Join Date: Apr 2011

If it's the faster attack speed, that's very very interesting. I might be able to abuse that if I require position control over the AoE capabilities of the dervish, like in the DoA. Thanks for the heads up, I'll be sure to check it out!

Also: As far as the earshot thing, I don't really think it's an issue at all. If a hero gets under pressure, dervishes usually run back into range to cast Infuse or Signet of Pious Light. Secondly, they're nearly always under "Stand your ground!" from my ritualist, even though he kites like Benjamin Franklin.

LexTalionis

Lion's Arch Merchant

Join Date: Apr 2011

I understand about Flash Enchantments only, it's probably a perfectly viable approach, especially since Whirling Charge is so good by itself I just can't resist Signet of Pious Light though - I'm like "Healing Burst? Ahahahaha, pfft. I have a 184 health Healing Burst that costs 0 energy" (to be fair, it's got a 1 second longer recharge and a 0.25 second longer cast time, but the heal is stronger than healing burst, it's not a spell and the AoE hits all allies instead of party members)

mugen

mugen

Academy Page

Join Date: May 2005

i like this build / Gratz
running a small variation in doa, it's nice. I ll post a screen if i can finish

LexTalionis

Lion's Arch Merchant

Join Date: Apr 2011

Good luck! I'd love to see those screenshots!

(I know the NM of the DoA is manageable with a heavily modified Dwaynaway, I've done it myself, but the Foundry is a bit difficult, since you have to micro Dervish aggro bubbles for the third room - ended up dumping one Dervish for a UA healer which was less likely to aggro more things in the third room. If you need help with NM, just ask - I can go dig through my old screenshots.)

Daesu

Daesu

Furnace Stoker

Join Date: Oct 2008

Instead of bringing Aegis and SoA on your ST rit, it makes more sense for them to be brought by a necro hero and have your ST rit bring AoU instead to extend the life of both your Shelter and Displacement.

Both Boon of Creation and Ghostly Haste can be stripped, while soul reaping can't.

LexTalionis

Lion's Arch Merchant

Join Date: Apr 2011

@Daesu
Look, you. Protection Prayers are perfectly viable on the ST ritualist as long as you have enough energy management (BiP is enough). There is absolutely no need to shove everything onto a necromancer just because "Soul Reaping is good". Bar compression doesn't work like that and with Soul Twisting, there's no urgent need for Protection Prayers - they're just a backup that fit conveniently onto the 4 or so free slots any Soul Twisting Ritualist has (where using other spirits is off-limits since you want to prioritise Shelter).

I've never been in this theoretical zone with the strip-monster that somehow manages to prioritise stripping the enchantments off my ST ritualist when I have 2 dervishes prominently running around and tons of other enchantments all over the place. If I was going to stop using enchantments just because they were strippable, I wouldn't even touch Protection Prayers in the first place.

I know you're on a crusade to prove that AoU is great and indispensible, but could you keep it to that thread?

edit: Sorry, overreacted a little, but seriously speaking, in Dwaynaway, the only Protection Prayers skill that causes energy problems is Spirit Bond thanks to its spammable nature. The problem is it's pretty good though, so if I'd ever consider using a protection Necromancer, it'd be for that skill.

@mugen: Congratulations! Do be careful at the Foundry though, that's one of the areas with so much damage running around that they can spike you through Dwaynaway's heals. I'm not particularly good at that area, but it's usually the Fury that gets me (I keep trying to split pull it, since the wiki says it's possible).

EFGJack

EFGJack

Lion's Arch Merchant

Join Date: Mar 2010

Finland

Pros At Inactivity [bleh]

W/

The Wiki article is correct. The Fury's group is a linked spawn but if you fish long enough you can get a monster or two chase you miles away while the rest of the group runs off. Often they follow you easier when you are below 20% percent. How I did it on my first time I found out their leashpoint and just kept pulling them to that spot and when they turn back I chased them and kept repeating this over and over again until something broke off from the group. I know a better way to deal with this now but this was when the 7H patch was new, anyway - give it a go sometime.

mugen

mugen

Academy Page

Join Date: May 2005

i may try with a pet on a Dervish. rez-ing a pet a few times make some formation going weird (for example tomb king / act2 / the 7 driders camping... after a few attempt one can follow the pet when he run back to you)

yeah i have, but i dont know where to use it ... i want a attack skill cause paragon fire / and ireally need the regen aura / with or without make a huge difference for me. Dying to often without

LexTalionis

Lion's Arch Merchant

Join Date: Apr 2011

@Daesu: God, you're petty. I was trying to be civil and even offered a few concessions, but apparently you still don't understand; so let me phrase this bluntly. I used to run AoU. I don't anymore because I found out don't need it and I get better performance with other skills. Whether mugen uses it or not is irrelevant to me: EFGJack runs all 3 spirits but he doesn't use AoU in his 7H bar, does that prove anything?

I AM NOT YOU. I can function without AOU and I don't notice its absence. But perhaps you need it, so if you want to run it, RUN IT ALREADY. I still won't find it necessary. I'm not going to imply that you're a worse player for needing nor using it because people are different and frankly I have better things to do!

Chthon

Grotto Attendant

Join Date: Apr 2007

Quote:
Originally Posted by EFGJack View Post
The Wiki article is correct. The Fury's group is a linked spawn but if you fish long enough you can get a monster or two chase you miles away while the rest of the group runs off. Often they follow you easier when you are below 20% percent. How I did it on my first time I found out their leashpoint and just kept pulling them to that spot and when they turn back I chased them and kept repeating this over and over again until something broke off from the group. I know a better way to deal with this now but this was when the 7H patch was new, anyway - give it a go sometime. Please do tell.

Daesu

Daesu

Furnace Stoker

Join Date: Oct 2008

Quote:
Originally Posted by LexTalionis View Post
@Daesu: God, you're petty. I was trying to be civil and even offered a few concessions, but apparently you still don't understand; so let me phrase this bluntly. I used to run AoU. I don't anymore because I found out don't need it and I get better performance with other skills. Whether mugen uses it or not is irrelevant to me: EFGJack runs all 3 spirits but he doesn't use AoU in his 7H bar, does that prove anything?
I AM NOT YOU. I can function without AOU and I don't notice its absence. But perhaps you need it, so if you want to run it, RUN IT ALREADY. I still won't find it necessary. I'm not going to imply that you're a worse player for needing nor using it because people are different and frankly I have better things to do! I don't understand why you have to be so upset just because you disagree with something I said. As far as I know, nobody has ever flamed you for not using AoU. I have tried both with and without AoU and I have a different conclusion from you. I have not used caps on you so I dont see why you need to lose your cool before I do. If we can't debate this out with proper analysis, then we would just agree to disagree on our choices of skills to bring along then, so chill.