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Old Feb 11, 2011, 05:18 AM // 05:18   #81
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Originally Posted by mrmango View Post
This is pretty damn awesome. Where is all the QQ?
Personally I think the update notes were missing the one thing I wanted most: dervishes now all wear pants.

The preview looks interesting, I don't think we'll know how effective it will be until it hits. The more combo-like style of game-play they are bringing in sounds good and adrenaline is also an interesting idea. The removal of stop-start enchanting process will finally give the class the chance to explore how it plays (it was never going to be a usable with such a focus on the old enchanting ways).

I'm not sure how I feel about the condition spreading nature of the class, aside from AoE blind or single target deep wound and dazed, conditions aren't that useful in PvE. Things die too quickly with the more efficient builds.

I was expecting something big and they did say the update was going to be an overhaul and introduce a new mechanic, so I'm not too surprised. It will be really interesting to actually play the dervish once it hits. There's nothing in there I dislike and a lot of things I do like so I'm looking forward to it.
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Old Feb 11, 2011, 05:52 AM // 05:52   #82
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I played a dervish for a while and I'm gonna miss some of the old builds. Dervishes needed a little help, but I'm gonna miss the nostalgia I get from some of my old skill combinations.
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Old Feb 11, 2011, 06:07 AM // 06:07   #83
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Did I just miss something?

So, after the update...will Warriors/Sin/other still be better than Dervish at using scythes and doing scythe spikes? That's what I want answered first! All these updates looks like they will help Dervish a lot with extra damage, but if it helps all other professions equally well, then Dervish will again get the back-seat. Weren't they going to tie the number of scythe hits with Mysticism? Seriously, ANET WTF....please give scythes more meaningful roles when used from a Dervish's perspecitive (who has been trained specifically for it) compared to some other profession Dervish-wannabe.

Rest of the updates look promising.

/End rant.

Last edited by mage767; Feb 11, 2011 at 06:10 AM // 06:10..
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Old Feb 11, 2011, 06:20 AM // 06:20   #84
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Originally Posted by mage767 View Post
Did I just miss something?

So, after the update...will Warriors/Sin/other still be better than Dervish at using scythes and doing scythe spikes? That's what I want answered first! All these updates looks like they will help Dervish a lot with extra damage, but if it helps all other professions equally well, then Dervish will again get the back-seat. Weren't they going to tie the number of scythe hits with Mysticism? Seriously, ANET WTF....please give scythes more meaningful roles when used from a Dervish's perspecitive (who has been trained specifically for it) compared to some other profession Dervish-wannabe.

Rest of the updates look promising.

/End rant.
chill out on the five hour energy bottles they still haven't said what they're doing to scythes.
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Old Feb 11, 2011, 06:28 AM // 06:28   #85
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Originally Posted by ruk1a View Post
chill out on the five hour energy bottles they still haven't said what they're doing to scythes.
Sorry, I don't need artificial crap to feel high, but thanks for the offer.
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Old Feb 11, 2011, 06:39 AM // 06:39   #86
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Seems like a lot of good things will come out of this update, but I'm really disappointed in how Mysticism was basically made into Expertise for Dervish enchantments. An Expertise-like primary is much too passive for enjoyable gameplay in my opinion.

I guess Mystpertise fit the direction they wanted to go, oh well it's not like I play anymore...

EDIT: I'm also curious to see what they do with scythes as it seems many of these skills might still be abusable by non-Derv primaries.

I'd also like to see if they make the scythe damage change retroactive.

Last edited by shoyon456; Feb 11, 2011 at 06:43 AM // 06:43..
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Old Feb 11, 2011, 07:00 AM // 07:00   #87
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I stopped reading after...

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Originally Posted by Derv preview
These restrictions exist because permanent avatars would simply be too strong. We realized that we needed to rework these skills so that it's viable to maintain them permanently.

/sighs....
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Old Feb 11, 2011, 07:08 AM // 07:08   #88
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I'm happy to hear that flash enchantments are exactly what I thought they would be! The whole stopping to re-cast enchantments was a major annoyance for me when I played my dervish. Looks like I may have to dust off Yasmina's scythe collection in the future!

Not sure about how I feel about Lyssa's Haste. It sounds like it could be fun if you're the dervish... not so much for everyone else.
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Old Feb 11, 2011, 07:11 AM // 07:11   #89
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Originally Posted by shoyon456 View Post
I'd also like to see if they make the scythe damage change retroactive.
Meaning that warriors/sins/rangers lose all the xp they gained while using a scythe because all the mobs didn't *actually* die? You're hoping for a scythe damage retcon?
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Old Feb 11, 2011, 07:17 AM // 07:17   #90
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Quote:
Originally Posted by mage767 View Post
Did I just miss something?

So, after the update...will Warriors/Sin/other still be better than Dervish at using scythes and doing scythe spikes? That's what I want answered first! All these updates looks like they will help Dervish a lot with extra damage, but if it helps all other professions equally well, then Dervish will again get the back-seat. Weren't they going to tie the number of scythe hits with Mysticism? Seriously, ANET WTF....please give scythes more meaningful roles when used from a Dervish's perspecitive (who has been trained specifically for it) compared to some other profession Dervish-wannabe.

Rest of the updates look promising.

/End rant.
Funny, since every attack we've been shown except Reap Impurities is actually a teardown skill.

So if other professions want to spec out their bars to carry 2-3 Dervish enchantments to fund their 3-4 attack skills, by all means, let them kill themselves
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Old Feb 11, 2011, 07:18 AM // 07:18   #91
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Originally Posted by MithranArkanere View Post
I prefer just 'Flash', thank you.
It sounds WAAAAY better.
Look:
http://www.youtube.com/watch?v=LfmrHTdXgK4
Don't tell me it doesn't sound good, eh?

And it has a nice bonus: While you can say that paragons go around without pants yelling at people, you'll be able to say that Dervishes go around with skirts Flashing at people, which gives us a very nice GW joke that Thorn could tell.
Well, I can't argue with Queen, now can I?
But more King Thorn jokes? I'll blame you if this comes to pass.

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Originally Posted by NerfHerder View Post
But, can any combination of new skills out DPS a ZV Derv? Thats the real question.
I'm operating under the assumption that the current ZV build will no longer exist if they're changing 90% of derv skills.

Quote:
Originally Posted by mage767 View Post
Did I just miss something?

So, after the update...will Warriors/Sin/other still be better than Dervish at using scythes and doing scythe spikes? That's what I want answered first! All these updates looks like they will help Dervish a lot with extra damage, but if it helps all other professions equally well, then Dervish will again get the back-seat.
Assuming these buffs are enchant-dependent, which they seem to be so far, warriors and their 2pip e-regen aren't going to be benefiting.

Rangers were never better with scythes than dervs to begin with, and making potent skills into adr attacks or enchants takes them out of Expertise's ambit.

That leaves sins. They've got 4pips and crit strikes is at least as good as what the new mysticism sounds like. So.... a-net is just going to have to make sure that key skills get moved into mysticism.
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Old Feb 11, 2011, 07:22 AM // 07:22   #92
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Originally Posted by jimbo32 View Post
Meaning that warriors/sins/rangers lose all the xp they gained while using a scythe because all the mobs didn't *actually* die? You're hoping for a scythe damage retcon?
Haha, I think you know that I mean that all the gold max scythes people have will change to the new standard and not become worthless overnight

Kinda similar thing happened when staves were changed way back when. It kind of sucked because I came back from a break then to discover that all of my supposed "max" stuff was actually subpar.
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Old Feb 11, 2011, 07:30 AM // 07:30   #93
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Avatar of Balthazar: Elite Form. (10...74...90 seconds.) You have increased armor, gain adrenaline faster, and whenever you lose a Dervish enchantment, nearby foes are set on fire for a short time. This skill is disabled for 45 seconds.


If that is true, can us paragons get our soldiers fury, and aggresive refrain without the -20 armor? IDC ABOUT setting stuff on fire
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Old Feb 11, 2011, 07:35 AM // 07:35   #94
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Quote:
Originally Posted by I am Judge View Post
Avatar of Balthazar: Elite Form. (10...74...90 seconds.) You have increased armor, gain adrenaline faster, and whenever you lose a Dervish enchantment, nearby foes are set on fire for a short time. This skill is disabled for 45 seconds.


If that is true, can us paragons get our soldiers fury, and aggresive refrain without the -20 armor? IDC ABOUT setting stuff on fire
Sure, if you do D/P.

Avatar of Balthazar is Mysticism
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Old Feb 11, 2011, 07:37 AM // 07:37   #95
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I don't like Shadow Form and I fear that the new Dervish will find many builds that can make use of it, since their new Pious line only strips Dervish enchantments.
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Old Feb 11, 2011, 07:52 AM // 07:52   #96
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I haven't really looked too closely yet, but Flash Enchantments are pretty exciting to me. I can't wait to test things out and see what still works and what doesn't and what's improved.
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Old Feb 11, 2011, 08:08 AM // 08:08   #97
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Interesting notes and thanks for showing they did something on it at least.... It sounds it's going to be fun testing out new mechanics..

However , i will be the one to introduce a little QQ : i don't believe it will change anything concerning RA and HA metas( even for GvG , i still have some doubts)..
But well , i guess this was PvE based anyway and that's still a great job anyway.
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Old Feb 11, 2011, 08:13 AM // 08:13   #98
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interesting....

but i think after the update imma have to run from derv mobs for a bit till i relearn the class
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Old Feb 11, 2011, 08:17 AM // 08:17   #99
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Originally Posted by Malchior Devenholm View Post
Sure, if you do D/P.

Avatar of Balthazar is Mysticism
See that is what is wrong with this. Why would they insist on taking the Paragon's soldiers fury to -20 ar, then totally coming out with something else to over power even what they had before they took it off of one class while buffing it further to be +armor, and inflict burning?

Do they (anet or test krew) see these type of things? Or contradict previous skill changes only to re-implement them somewhere else to suggest that playing a D/P will have its advantages over playing P/ ?

Already sy will be spammed indefinite with Avatar of Balthazar. As well as the numerous other things such as a IAS with 2 interrupts/ hammer skills. And that is just a combination if you wanted to use a hammer.

Throw in spear mastery, another interrupt and various conditions that can be spammed such as barbed spear/blazing spear not to mention the affects of these enchants now causing 'fire' so their is your condition spreader+ various other combinations.

I know there are several other combinations for a paragon to play, but in the event of pugging most area's unfortunately, only thing most paragons would know is how to imbagon. Now without any form of solid aoe, and a weaker IAS + Adrenaline gain compared to what the derv (may) be it's even less likely to see most paragon's running around.

Not to mention also if their choice was to in any way implement a less value to Shadow Form farmers now it seems several of the attacks will not 'strip' the enchant and make it even more popular.

It took me about 30 mins of reading just what this update may or may not be to have a soloable uw bar... only thing I am wondering is what 'run' skill I would like to use so as not to 'trot'.

And don't get me wrong, not QQ'ing... I'll still play a paragon over a derv any day... Just find it amusing that they do something like give a -20 armor to a skill only to implement another one that has better benefits through an update... and it seems like it wasn't even questioned?

Last edited by I am Judge; Feb 11, 2011 at 08:26 AM // 08:26..
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Old Feb 11, 2011, 08:29 AM // 08:29   #100
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So you assume AoB can upkeep SY! even though they did not state the magnitude of added adren gain by AoB? You also somehow made a solo UW build even though the energy cost, cast time (well, except for flash enchantments), recharge, and explicit skill mechanics of most the skills mentioned in this preview were not mentioned?

Lol. Less melodrama please.
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