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Old Mar 03, 2012, 04:12 AM // 04:12   #1
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Default Experimental Derv Build

So I've been working on this build for about a week now. I've gotten it close to where I want it:

<Faithful Intervention> <Eternal Aura> <Onslaught> <For Great Justice> <heart of fury> <aura slicer> < Radiant Scythe> <Chilling Victory>

It's still not perfect, good for a nice spike shot. I find its weak to some ranged mobs, conditions (blindness is the main one there), and mobs who don't bleed also throw it off. Any suggestions, critiques or general comments?
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Old Mar 03, 2012, 11:13 AM // 11:13   #2
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First critique; don't use the first two skills.
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Old Mar 03, 2012, 03:01 PM // 15:01   #3
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Why run /W and not take Save Yourselves?

Faithful intervention is a gimped skill for a Dervish...if you want a skill that actually reduces damage go with conviction,,,

You have 3 Adrenal attacks on your build,, one is to gain energy + Heart of Fury which is also Adrenal.... Even with FGJ up you won't hit Your goal of your Adrenal TOTAL cost. and once it's down your basically auto attacking for next to nothing damage.
Might i suggest that U base your attacks and enchantments around a simple idea....When Adrenalin is low you should have at least 2 skills that cost energy that you can can spam to get adrenalin back up. And when adrenalin is up stop spamming the skills that cost you energy. This way as a Derv you wont need FGJ up at all.. and you could just play as normal.

I suggest you look here just for general ideas ..: http://www.gwpvx.com/Special:PrefixIndex/Build/

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My " general" idea on how to improve this build would be....OgGjkyqKLSXFabYXIYWgTXcfxgA
( copy and paste too http://www.gwpvx.com/Special:PvXDecode)

Last edited by Not New; Mar 03, 2012 at 03:33 PM // 15:33..
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Old Mar 03, 2012, 06:24 PM // 18:24   #4
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Only had the first two enchants in there so i didn't have to keep an eye on enchant timers, but open too new suggestions for those too. I've tried mystic twister but it seems to break the flow of the build, as for "save yourselves" Ill have to give it a shot. I didn't think about any lux or kurz skills at all.
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Old Mar 04, 2012, 02:18 AM // 02:18   #5
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Keeping an eye on enchantments would be a great skill to learn and would greatly benefit you in many of the better dervish builds out there.

Faithful Intervention and Eternal Aura are indeed pretty bad. Eternal Aura is a skill I really want to like, but I'm going to agree with its suggested removal from your build idea.

I used Mystic Twister before the dervish update. It's was nice at time to hit foes all over at the time. There's better stuff these days.
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Old Mar 04, 2012, 05:24 PM // 17:24   #6
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Quote:
Originally Posted by Cuilan View Post
Eternal Aura is a skill I really want to like, but I'm going to agree with its suggested removal from your build idea.
.
Yeah Eternal Aura SEEMS like a great skill....when I first saw the new version I was like "A skill that can directly counter putting a Sup rune on a melee class.. FINALLY !.. O_o it rez 's me after i die? Awesome !!!!

Unfortunately in practice.. it does not fit on any build which could be made meta. It does however fit in nitch roles.. like when My Derv tanks. Or a Derv goes a bonder...they are surprisingly good at building energy if they don't have to damage at the same time.

And that's what I love (and hate) about the Dervish...
You can tank.. but can't damage
You can damage.. but your squishy
U can be a self sustaining energy battery (for prots and other very nitchy builds)...But U cant damage ..or tank while doing it.

~~end rant~~
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Old Mar 04, 2012, 09:53 PM // 21:53   #7
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Eternal Aura is a wasted skill slot for a tank role. Increasing your armor or health just makes the other party members in your group more appealing for attacks. Tanks builds are a wasted slot party slot in groups because that squishy damage dealer can tank while not being useless.

Last edited by Cuilan; Mar 04, 2012 at 11:35 PM // 23:35..
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Old Mar 05, 2012, 01:49 AM // 01:49   #8
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Quote:
Originally Posted by Cuilan View Post
Eternal Aura is a wasted skill slot for a tank role. Increasing your armor or health just makes the other party members in your group more appealing for attacks. Tanks builds are a wasted slot party slot in groups because that squishy damage dealer can tank while not being useless.

Tanking is not useless...but you are right.. the more health U have the worse U can ball and hold aggro, mobs soon walk away from you in search of better targets. To Counter this as a Dervish I usuially bring cripple and lots of it. For instance I almost always bring Tryptophan Signet and crippling Sweep. just to keep them in check. Just one of those cases that show SF is WAYYY to powerful. No other class can come anywhere near as good as a Sin when tanking is concerned for that reason.

The other obvious choice is taking Avatar of Balthazar, Mirage Cloak and Veil of Thorns. (mystic Regen should be a given)
That way you can keep the armor but have lower health. Wielding a healing staff that gives +20 energy helps them keep targeting you as well. Now all you have to do is convience the noob SoS not to pull your aggro until they all start targeting you.
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Old Mar 05, 2012, 04:45 AM // 04:45   #9
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Quote:
Originally Posted by Not New View Post
You can damage.. but your squishy
Offtopic:

VoStrength, Sand Shards, Vital Boon+any teardown (for spike healing after initial ball), Conviction.

Conviction is one of the best mitigating skill for a Derv.

On topic: I've used Eternal Aura a few times where it's been handy. Mostly in oldschool, freeroam/crapway UW clears. Just walk into the middle of the party wipe, or near the biggest grouping of people, and either tear it or die.

All-in-all though, once Avatars were updated to be kept up constantly without the use of Eternal Aura, EA lost a lot of it's value.
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Old Mar 06, 2012, 03:18 PM // 15:18   #10
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Why onslaught AND heart of fury??

I'd say keep hof and get a better elite
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Old Mar 09, 2012, 04:46 AM // 04:46   #11
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Quote:
Originally Posted by Vernphos View Post
Why onslaught AND heart of fury??

I'd say keep hof and get a better elite
My focus on the build was to swing as fast as possible, while being able to sustain dps with adrenaline skills, onslaught + for great justice to keep adrenaline flow moving, and onslaught + HoF to keep speed up, plus the low adren cost of HoF means even if I have to basic swing for a bit I can jump right back into the rhythm after 4 swings. same kinda reason i don't include something like mystic twister in the build, It doesn't build adren since its a non-physical and the pause to cast throws off the speed. At this point I'm mainly looking into new enchants that'll help the flow as well as alt adren attks.

----------

Quote:
Originally Posted by Korain View Post
Offtopic:

VoStrength, Sand Shards, Vital Boon+any teardown (for spike healing after initial ball), Conviction.

Conviction is one of the best mitigating skill for a Derv.

On topic: I've used Eternal Aura a few times where it's been handy. Mostly in oldschool, freeroam/crapway UW clears. Just walk into the middle of the party wipe, or near the biggest grouping of people, and either tear it or die.

All-in-all though, once Avatars were updated to be kept up constantly without the use of Eternal Aura, EA lost a lot of it's value.
Agree with you about EA, mainly added it in first draft for basically a second chance if the party wiped. That being said replacing it wouldn't be a problem :/
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