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Old Dec 09, 2006, 12:08 AM // 00:08   #41
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Wouldnt it be effective if you had essence bond and balthazar's spirit on you all the time? (Just a thought...?)
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Old Dec 09, 2006, 01:45 AM // 01:45   #42
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I see your point Lord Helmos. A beginner will have to deal with dervish bashing from pugs so he has to be more defence oriented. My first secondary in Istan was a monk mostly to be able to put Protective spirit and RoF on me. At lower levels you cannot afford the attribute spread needed for an earth based self defence and the protection line worked well.

However, I mostly PvEd with heroes + henchies. Those will never question your build or your behavior In the end I found it fun to go into the mission with 4 monks (2 heroes and 2 henchies - obviously overkill) and only offence on my skill bar - ....that's definetely not something I would recommand for a PuG. I did storm Tyria and the Fire Islands like that though with almost no deaths and I found it pleasant to go berserk in the middle of the enemy mobs without worrying about your red bar. It's something you have to experience once when you (stupidly) aggro a bunch of about 20 level 20+ Grawl in the southern shiverpeaks and survive without a scratch - it feeds the Wammo in you .

BTW - I forgot to say it is a very nice guide. A good lecture for anyone starting a dervish.

Last edited by Earendil; Dec 09, 2006 at 01:47 AM // 01:47..
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Old Dec 09, 2006, 05:31 AM // 05:31   #43
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Well Blessed and Wildwalker are both good but I perfer something different.

I actually used Sentry's (+10 while in stance) because I'll have conviction up all the time and I'll get an armor bonus even if someone disenchants me.
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Old Dec 09, 2006, 07:31 AM // 07:31   #44
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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.

Personally, i just dont see much in wind worth taking. If you need haste, take pious haste. At 12 myst its 9 seconds of runspeed with a 12 sec cool down, only 5 e. If you want IAS take heart of fury. First you get mana back at the end, its more sustainable than whirling charge, second the 20% enchant mod effects it.

Going wind means you arent taking anything from earth, also for self healing earth can be run at 8 for mystic regen. None of the healing in wind is imo very good, save for pious healing for hex renewal. You also need 12 or so in wind for selfhealing that is subpar to mystic regen at 8 earth.

Guiding hands, harriers grasp/haste, whirling charge, attackers insight, zealous vow are all cool spells. But i find that mystisim is the line to go. If the mysticism line didn't cover everything in wind save hex removal already maybe wind would be better. For a pure dervish, or D/W for wildblow, I really like 12 myst 15 scythe and 9 earth.

Lyssas is your energy management, just dont spam the hell out of attacks, or at least watch your energy pool.
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Old Dec 10, 2006, 01:41 AM // 01:41   #45
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Lyssa's Assault isn't e-manegement, except very lousy one at 12+ Scythe Mastery. If you're talking about Lyssa's Haste, it's not good e-management during battle either in PvE. Mobs bunch up > you don't run.
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Old Dec 11, 2006, 06:53 PM // 18:53   #46
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Ok ive been playing with the skills on my Dervish and found this build to be pretty effective in PvP.

Zealous Renewal
Mystic Vigor
Faithful Intervention
Ebon Dust Aura
Armor of Sanctity
Mystic Sweep
Wearying Strike
Plague Touch


First: cast Faithful Intervention
As encounter the enemy cast Ebon Dust Aura and Mystic Vigor. This should keep you alive and protected from physical attks. While engaged cast Zealous Renewal and Armor of Sanctity for Energy Management and Dmg Reduction. Attk with Wearying Strike then Plague Touch and follow up with Mystic Sweep. By now your enchantments should be ending but Zealous Renewal will fix the energy Prob and repeat.
This Build works great against tanks and rangers but you will get owned by eles and mesmers. I once took on 6 tanks alone after my team got wasted and managed to stay alive until my group came back to back me up.
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Old Dec 12, 2006, 01:29 AM // 01:29   #47
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^^^note that on the above build, you need to use a scythe with an earth-damage mod. Or sub-out of of your skills and put in an enchant to do earth damage (Staggering Force for example)

edit: also, you would probably do better with D/A and use Signet of Malice because that does not use energy and is only 1/4 second cast. Covering up DW with Weakness is a good plus for Plague touch, but i think that its too slow to cast this during a PvP fight. Also, Mystic Regeneration will heal you a lot better than Mystic Vigor

Last edited by ogami_ito; Dec 12, 2006 at 02:31 AM // 02:31..
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Old Dec 12, 2006, 06:59 AM // 06:59   #48
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I will have to play around with wind. Not having any real self healing or defense as a front linner sounds rough though. I really like running avatar of grenth, and find that crippling sweep + pious haste + heart of furry give me everything i could want from wind. But harriers grasp + haste are sweet sweet skills. Maybe a 15 scythe, 9 myst, 12 wind? or 11 wind, 12 myst, 14 scythe build?

I will say this though, <3 Avatar of grenth + wild blow. I wouldn't be suprised if grenth gets a nerf. I think also think the real strength of the dervish is they can make use of every class as a secondary for the most part.
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Old Dec 12, 2006, 10:02 PM // 22:02   #49
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My main toon is my monk, and I pray that people who plays Dervish read this guide. I cant explain the utter frustration of having your whole PUG die because one person is eating all your energy. Great guide, and I hope this guide keeps the Dervish from becoming the new Sin because I believe that a Dervish has massive potential.
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Old Dec 12, 2006, 10:59 PM // 22:59   #50
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Quote:
Originally Posted by furbat
I will have to play around with wind. Not having any real self healing or defense as a front linner sounds rough though. I really like running avatar of grenth, and find that crippling sweep + pious haste + heart of furry give me everything i could want from wind. But harriers grasp + haste are sweet sweet skills. Maybe a 15 scythe, 9 myst, 12 wind? or 11 wind, 12 myst, 14 scythe build?

I will say this though, <3 Avatar of grenth + wild blow. I wouldn't be suprised if grenth gets a nerf. I think also think the real strength of the dervish is they can make use of every class as a secondary for the most part.
Vital Boon + Signet of Pious Light = 277 health every 8 seconds for 5 energy. How is that 'no self healing or defense'? Jesus christ.
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Old Dec 12, 2006, 11:41 PM // 23:41   #51
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Neither of those skills are in wind...
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Old Dec 12, 2006, 11:44 PM // 23:44   #52
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My mistake. I misread your post. I thought you were going wind because you had no self-healing/defense in earth/mysticism.
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Old Dec 13, 2006, 05:19 AM // 05:19   #53
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Meh, reconsidered. The guide is complete now, build with windprayers has been added and a slew of things. Hope this earns a sticky.

Last edited by Lordhelmos; Dec 13, 2006 at 10:47 AM // 10:47..
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Old Dec 13, 2006, 08:20 AM // 08:20   #54
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Yay! it's finished! sticky sticky

Last edited by Xethrion; Dec 13, 2006 at 02:39 PM // 14:39..
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Old Dec 13, 2006, 08:38 AM // 08:38   #55
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Don't mean to kick you while you're down helmos, but you should always type lengthy replies in notepad first, then copy/paste em. And don't be disheartened. Just do it again, if you truly wish to help the community, and I get a feeling you do.
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Old Dec 13, 2006, 02:53 PM // 14:53   #56
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Minor note : The PvP speed buff skill I see most people using, is actually Harrier's Haste and not Lyssa's Haste.

Probably a combination of the factors of better damage, as well as no health loss.

Also, at 11 Wind Prayers, the proportion of time spent with speed boost versus that without is the same for both skills, namely, 9 out of 15 second recharge for Lyssa's, and 12 out of 20 seconds for Harrier's.
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Old Dec 13, 2006, 03:03 PM // 15:03   #57
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Well now I don't see a reason not to sticky this.

We must surpress the Dervish Noob population and turn them into decent players.
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Old Dec 13, 2006, 05:29 PM // 17:29   #58
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This is a great guide. Been playing my Derv for a little while now but there were still elements in this which helped my think about the class differently.

I'll throw in my voice to sticky this. I haven't died since I read it Excellent work!
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Old Dec 13, 2006, 05:30 PM // 17:30   #59
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Pious haste is 9 sec out of 12 at 12 myst.
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Old Dec 13, 2006, 06:29 PM // 18:29   #60
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To the OP - small comment on Mystic sandstorm.

Earth prayers do not really have to be maxed, since damage cap is at 130. The cut points become:

- 5 enchants rended - 9-10 in earth (at 9 - 25*5 =125)
- 4 enchants rended - 13 earth (32 *4 =128)

While 5 enchants look like a lot, remember that the Aura of Displacement is already one and that this setup benifits greatly from a monk casting Aegis or a necro doing some sort of orders right before the spike.

Maxing to 16 might be useful when you think you might happen to only rend 3 enchants when the damage becomes 37*3 = 111 which is still decent.

This only applies to mystic sandstorm. You can obviously raise earth prayers up for other earth skills.

Also - maybe mention that the cutpoints for Mystic Regeneration are 3 for 2pips, 8 for 3 pips and 13 for 4 pips per enchant. It helps when making a build.
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