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Old Dec 06, 2006, 05:18 PM // 17:18   #21
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To OP (and everyone else) the template codes for the builds:
Force of Nature:
A6NyKmys6wcDwibCM7t8KfFAA

Untainted Goddess
A6QyKmuPD7OMXxNBm9mXfvlX0I

Balthazar's Champion
AaMyKmys6EUguib2r4V/6eFAA

Save the one line in a plain text document & name the file whatever you want, just add .txt to it. Then move it to \Guild Wars\Templates\Skills\
http://gw.gamependium.com/tools/builds/template/ can show & build templates.
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Old Dec 06, 2006, 06:59 PM // 18:59   #22
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I don't really use heart of fury all that much, i find that either ermites and or mystic sweep however are needed. Think about it this way, those attacks grant an extra attack +damage every 4.75 seconds. At an attack speed of 1.75 you get 2.71 attacks in that time. Heart of fury adds .9 attacks, ermites or mystic sweep grant 1. The activation abilities also have some nice conditional + damage, and can be used in between swings for some burst damage.

If you have to chose between the two, go with an activation time attack over heart of fury or go both. They may be more energy intensive, but they are constantly usable.
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Old Dec 06, 2006, 07:13 PM // 19:13   #23
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I think you need to clarify that you're talking about PvE here. Wind prayers > earth in PvP because the strong snares, utility, and an excellent run speed stance in the form of harrier's haste are priceless.
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Old Dec 06, 2006, 07:40 PM // 19:40   #24
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Nice, well thought out post. Too bad it wasn't here a week ago

Its probably well known but i'll say it anyway. My Mesmer has taught me to be open minded on skill use. A skill bar need not be set in stone, and may need to be changed for certain areas.

Thanks for the time and effort Lordhelmos
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Old Dec 06, 2006, 08:24 PM // 20:24   #25
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Great post, and is helping me immensily. One thing however, are you absolutley positive that recasting doesn't end it?

Now I know enchantments probably work differently, but on my war when I go axes I run Battle Rage. When that stance ends you lose all adrenaline. If you use Battle Rage again before it ends, you lose all adrenaline. As far as I know, it would work the same with enchantments. If you reapply it, then the old one 'ends' and the new one 'begins'.

I'll have to wait and see, I just started my Dervish character. But it sounds like this would be the case.
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Old Dec 06, 2006, 09:05 PM // 21:05   #26
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Quote:
Originally Posted by furbat
I thought wow, I have never tried onslaugt + ermites + mystic. So I tried it. Bad bad bad build. Whiring + Onslaugt + ermites + mystic = 0 energy very fast. Whats the point of a faster recharge if you have to E.
You have to synergize onslaught and whirling so they end up ending at about the same time, or else yes, you will run out of energy. The usage of the build I pointed out should be:

Onslaught -> Mystic or Eremite -> Lyssa's -> Whirling, then continue using mystic and eremite, using Lyssa whenever possible. You have to have rhythm in the build. Trust me, it works; I use it often, and it works just as well, if not better, than an earth spiking build. Part of the build is that with Lyssa's assault, including regen during the animation and all, you will gain about 6 energy after the attack, not to mention having done a little bit more damage; the recharge of Lyssa's Assault is shortened too, which results in more net energy.
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Old Dec 07, 2006, 12:56 AM // 00:56   #27
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Quote:
Originally Posted by Cowmonaut
are you absolutley positive that recasting doesn't end it?
Lordhelmos was correct. You need the enchanments to end to gain the "end" benefit. When you recast an enchantment before it ends it just starts the timer over. Although if it was an enchantment that has an affect upon casting that part will activate.

Last edited by Icepic; Dec 07, 2006 at 01:01 AM // 01:01..
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Old Dec 07, 2006, 07:19 AM // 07:19   #28
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Cool post. Something sto add.

On Mysticism…

Its worth noting that when fighting undead, Heart of Holy Flame makes them melt like butter on a hot pan.

Personally, I think that Faithful Intervention is mainly good for lower-level areas and new-to-the class players that don’t want to over-manage their enchants. At higher levels, and in Pvp, you need to take a lot more utility spells.

And Pious Haste is the run speed skill to go with if you are not putting anything into wind.

And I agree with above poster about Heart of Fury…its not as necessary if you are taking Mystic Sweep or Eremite’s Attack. Its great to combine these sure. But you may have other goals in the build.

On Scythe mastery,
Rending Sweep takes an enchant off of a hexed foe. A good, but conditional PvP skill.

On Earth Prayers…

Mystic Regeneration tops at 8 Earth Mastery. Its one of the best healing-over-time skills in the game… and only require 8 in Earth. This is helpful to know because if you want to go 12 in Mysticism, but don’t want to use a Superior AND a Major rune, you can go 15 Scythe, 12 Myst, 8 Earth and still have unbelievable healing. Vital Boon + Pious Sig still give out a decent amount of health at Earth lvl 8.

I prefer Aura of Thorns to Crippling Sweep in PvP because it adds an enchant and bleeding, although it is much more difficult to use. You can Mystic Regen>Vital Boon>Avatar of Melandru>Aura of Thorns>Wearying Strike>Mystic Sweep> Signet of Pious Like . This works out to give you +6 regen, then immune to conditions, then +9 regen and cripples enemies, then hit for +30 + deep wounds, then another +30 damage, then a 80hp heal +your opponent is bleeding, covering up deep wounds.

Staggering force works well with Ebon Dust Aura because it turns your weapon into an earth weapon . So does Dust Cloak, but I think that is redundant.

OH…and Aura of Thorns works well with Armor of Sanctity, causing you to gain up to 20 damage protection from the foes that are suffering from conditions.
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Old Dec 07, 2006, 03:28 PM // 15:28   #29
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Quote:
Originally Posted by ogami_ito
(...)
On Earth Prayers…

Mystic Regeneration tops at 8 Earth Mastery. Its one of the best healing-over-time skills in the game… and only require 8 in Earth. This is helpful to know because if you want to go 12 in Mysticism, but don’t want to use a Superior AND a Major rune, you can go 15 Scythe, 12 Myst, 8 Earth and still have unbelievable healing. Vital Boon + Pious Sig still give out a decent amount of health at Earth lvl 8.(...)
Actually at 13 earth its +4 regen per enchantment but thats overkill unless you use a tank build that only uses a few enchantments. 15 Scythe, 12 Myst, 8 Earth is a good point spread.
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Old Dec 08, 2006, 02:46 AM // 02:46   #30
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^^^ Thank you for that correction. Yes...that would be overkill unless you were going for only 2 enchants. And...why would you go 13 in Earth and only use 2 enchants?

Ah... there is a point to that actually. If you expect to be facing -10 degen, you need as much regen as possible.
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Old Dec 08, 2006, 08:07 AM // 08:07   #31
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This guide has helped alot with my PvP Testing of a Dervish, Using an offenive build using Avatar of Dwayna,I combined Heart of Fury and Zealous renewal together, then used the 5 energy attacks, once I got back the enegy after 20 seconds I used Chilling victory for suprise damage. I'm still in testing, but any advice on PvP Devishes would be nice.
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Old Dec 08, 2006, 08:30 AM // 08:30   #32
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<3 Helmos. More dervish love in pugs plix!

Edit: About secondaries.. paragon is really a good idea. With 6 points in command and GFTE, coupled with Heart of Fury and Mystic/Eremite's you have a near-constant +50% critical buff. If you hit 3 60-AL targets with GFTE on, 3 enchantments on and Reaper's Sweep you'll be dealing upwards of 115 damage on all three. If one of em crits, they all do. Btw, did I mention GFTE+Vital Boon+Twin Moon Sweep when you're facing 2 adjacent mobs = constant crits?

Last edited by Etrik; Dec 08, 2006 at 08:58 AM // 08:58..
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Old Dec 08, 2006, 01:24 PM // 13:24   #33
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@OP:

I was skimming and saw you recommend "Windwalker" insignias.

Those are inferior in nearly every way to Blessed insignias, which provide +10AL with only one enchantment.

Please consider changing your recommendation

[EDIT: Upon further reading I see you've mentioned taking a sup and a major. Considering the extra HP perhaps 2 majors would be managable but It's generall a bad idea to be losing 100+ max health before even entering combat, IMO. I run major on hat and rest minors, if anyone gives a damn.]

On a further note, I feel that the Dervish's talents are somewhat wasted on trying to duplicate/"one-up" a warrior's tankability, instead of trying to pump out as much damage/conditioning as possible.

What's all this talk of Dervish hate in PvE ? Kinda wishing I hadn't stormed mercilessly through the majority of nightfall on mine and become horrifically bored with it so I could see.><

Last edited by Amok Affinity; Dec 08, 2006 at 01:35 PM // 13:35..
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Old Dec 08, 2006, 02:10 PM // 14:10   #34
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Why use + armor for gloves at all? Seems like a waste to me, although I guess health/energy don't matter much either.
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Old Dec 08, 2006, 03:46 PM // 15:46   #35
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Quote:
Originally Posted by Amok Affinity
On a further note, I feel that the Dervish's talents are somewhat wasted on trying to duplicate/"one-up" a warrior's tankability, instead of trying to pump out as much damage/conditioning as possible.
Thank you.
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Old Dec 08, 2006, 04:42 PM // 16:42   #36
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Quote:
Originally Posted by Amok Affinity
On a further note, I feel that the Dervish's talents are somewhat wasted on trying to duplicate/"one-up" a warrior's tankability, instead of trying to pump out as much damage/conditioning as possible.

What's all this talk of Dervish hate in PvE ? Kinda wishing I hadn't stormed mercilessly through the majority of nightfall on mine and become horrifically bored with it so I could see.><
Agree with you on both points. Why play the dervish as a self sufficient tank, like a warrior that needs half of his skill bar for protecting himself, when you can play him as major damage dealer and leave the keeping alive part to your monks. The hero monks do a great job at that. It's like some fantasy of being invulnerable and standing your ground on your own that comes more from games like Diablo and do not really fit the GW model.
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Old Dec 08, 2006, 08:29 PM // 20:29   #37
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I've been watching and trying the Wind Prayers PvP build lately, and it works well if you have a team and proper healers. In random arena where noone thinks of anything but themself, the build is rubbish and you'll die quickly. For team fights it's a powerhouse.

Mystic Sweep
Wild Blow
Optional third attack, I use Disrupting Blow
Harrier's Grasp
Flightfoot (or whatever it's called)
Optional third enchantment, I go with Faithful Intervention
Avatar of Grenth
Res Signet
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Old Dec 08, 2006, 08:41 PM // 20:41   #38
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Wind Prayers build I use is something like...

Reaper's Sweep, Mystic's Sweep, Harrier's Grasp, Featherfoot Grace, Vital Boon, Mending Touch, Pious Restoration, and a ress signet. (Replace ress signet with Banishing strike for ABs).

Like the build mentioned above, it's really designed for a team setup, not so much for soloing.

Attributes are something like... 9 mysticism, 5 earth prayers, at least 7 wind prayers, all the rest in scythe and protection prayers.
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Old Dec 08, 2006, 09:36 PM // 21:36   #39
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Like all classes, with a dervish you have to build for your conditions. Dervish can be built great with survival or they can be built to be AoE monster. However as I play a Dervish more, its hard to find that medium of balance between the two. It has gotten to the point where I never enter the same area with the same skillbar, which I see as a refreshing thing because playing a dervish forces you to think about your conditions and the minimum level of survival skills you will need. You have to play a dervish skillfully because if you mismanage enchantments or mobs, unlike a warrior there isnt some 100AL vs. physical safety net to save you. You will end up taking alot of damage in a short amount of time.

I designed the above guide as a focus on more PvE and the survivability of a Dervish, because lets be honest. If you aren't playing with heros, PuGs have a very unforgiving atmosphere. If you do decide to try to play into the advanced offensive builds of a dervish without first understanding the basics of how to keep yourself alive, your just adding to the dervish hate.

I think it is sad that people dont have patience, especially monks. Many monks aren't going to have alot of patience dealing with a dervish in the party sucking healing energy into a black hole because of a weak self defense. Dervish are great offensively, but as a PuG, unless you are playing with a trusted guild or your heros will not be willing to take the steps to prot a weak 70 AL dervish that sacced all his defensive options to deal the most amount of DPS possible to a mob.

It is kind of a sad state of affair and why I do like the hero system so much. I find that most players barely pug at all, except for those rare moments where your heros arent leveled enough to handle the task.

For a new dervish, starting with defensive knowledge is a good place to begin. Call it conformity.

Last edited by Lordhelmos; Dec 08, 2006 at 09:39 PM // 21:39..
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Old Dec 08, 2006, 11:19 PM // 23:19   #40
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I'm starting to love my PvP Dervish build, I got 7 wins in RA with only 3 people (Me + another Dervish + a Warrior, the 4th was an A/W who was leeching all the way through). The ability to Hit more than 1 person is very good in PvE and PvP in my view.
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