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Old Dec 03, 2006, 10:47 PM // 22:47   #1
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Default 105 Dervish - Solo UW

Introduction

First off I'd just like to say I havn't had time to test this build fully and there could well be several faults with it. I also don't know if its been posted before, mainly because I'm too lazy to check.

So the aim of the 105 Dervish is mainly to solo the Underworld with minimum effort and as efficiently as possible. However this doesn't mean it can't be used other places by tweaking it a little.

Obviously until I can get round to testing it fully most of this is just a theory. You WON'T be able to solo the whole of the Underworld. Much like some of the other solo builds, you will only be farming the mobs near the start, mainly the melee ones and the odd Dying Nightmare.

By now most people who have played Guild Wars will know what a 55 build is, so I'll just assume nobody needs me to explain it.

Skills

The skill set up is basically exactly the same as any 55 monk UW build but of course with 2 dervish skills to rack in the damage.

1. Healing Breeze
2. Protective Spirit
3. Mystic Sweep
4. Heart Of Holy Flame
5. Spell Breaker {E}
6. Mending
7. Balthazar's Spirit
8. Essence Bond

Now There may be a much better skill build out there, as I say this is just a theory that I figured could work very well.

So the skills, Healing Breeze and Mending will give you your max regen, Protective Spirit will ensure those ****** level 29's dont hit you for 467 with Sever Artery, (bit overkill don't you think?) Essence Bond and Balthazar's Spirit will hopefully keep your energy up, providing you have enough mobs attacking you, Heart of Holy Flame I decided would be good considering it does aoe holy damage, causes your attacks to do holy damage and sets them on fire when it ends, which should benefit you since you'll be fighting shadows etc so it should double your damage, Mystic Sweep will do a LOT of damage thanks to the mass enchantments on you and finally Spell Breaker, Dying nightmares occasionally pop up and they can take off your enchants, Spell Breaker will stop that, then just run in and twat them across the head before it wears off.

Attributes

Your attributes will basically allow you to stay alive through healing prayers and protection prayers and to a lesser extent, Mysticism. Your damage will come from Scythe Mastery and Mysticism and of course your big stick that you like to slap people with.

Scythe Mastery: 8 + 3 + 1
Mysticism: 8 + 3
Protection Prayers: 10
Healing Prayers: 10

Note: You need 200 attribute Points and 5 Superior runes, +3 Scythe and +3 Mysticism and whatever else you feel like, to make sure your health is 105.

Equipment

Your armor does not matter what type it is seeing as you will always be getting hit for the same damage on each attack. Any armor will do aslong as it doesn't have + health. Preferably you would be looking for + energy armor however I havn't seen what type of mods Dervish armor has so that might not be possible.

I would suggest a + scythe mastery mask but you can take mysticism aswell and be just as effective. You will NEED 5 superior runes to bring your health down to 105, Sup Scythe and Mysticism then 3 of the cheapest ones you can get.

Because scythes are 2 handed you can't use the -50hp Grim Cesta from Prophecies. This shouldn't be a problem. You want a max damage req9 scythe. Ideally the mods you want are 15% w/enchanted 20% enchantments and anything else of personal preference as long as its not + health.

Play Style

Your aim is to stay alive using a modified 55 health monk build while still retaining that bad a** Dervish damage.

To do this, when you enter Underworld (assuming you know where it is, how to get in and the general lay out of mobs and patrols) put up all your enchants and start to pull single groups at a time, make sure you get Protective Spirit up before anything gets to close, followed by Healing Breeze then start twatting anything and everything that tries to bite your head off. Spell Breaker should only be used when a Dying Nightmare spawns, Now most of you may have noticed Spell Breaker is a Divine Favour spell which means as soon as a Nightmare spawns and u cast it you only have 5 seconds to kill it, however this shouldnt be a problem since they should die in 2+ whacks (currently looking to find a way around using spell breaker/making it last longer than 6 seconds). Usually you will be killing 2-4 mobs, in theory you could take on even more but I'd rather take it slow and steady.

Problems

The only problems that my small mind can see affecting this build is Dying Nightmares and Bleeding. As I mentioned above you won't have much time to kill them before they take your enchants off then *BAMM* -467. Also Bleeding, via Server Artery and Deadly Riposte could be a problem. However the level 29's that use it come in packs of 3 at most so even with that extra degen bringing down your overall regen it shouldn't provide too much of a problem.

Credits & Suggestions

Unfortunatly I can't take full credit considering i just took the 55 build and added the Dervish too it

As I said, this is just a theory build, I havn't had the time to try it. I would appreciate ALL suggestions and critisism on it to help me improve it and also find out if it even works lol.
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Old Dec 04, 2006, 12:38 AM // 00:38   #2
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There's probably a better way to do that - Mystic Regeneration (+9 regen with Balthazar's Spirit, Essence Bond and Protective Spirit) instead of Healing Breeze and probably Vow of Silence against the Nightmares. You just have to be careful with your Protective Spirit because you can't cast spells on you with Vow of Silence.
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Old Dec 04, 2006, 01:46 AM // 01:46   #3
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wont work at all. not nuff dmg for axes or smites 130 hp with 10 regen isint good enough the dmg would be like 70 dmg every 3 seconds wich is nothing for solo farming uw or fow
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Old Dec 04, 2006, 01:49 AM // 01:49   #4
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I think spell breaker is divine favor, so no it can't work.
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Old Dec 04, 2006, 01:53 AM // 01:53   #5
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[skill]Spell Breaker[/skill]

5 seconds is long enough to block Rend Enchantments.
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Old Dec 04, 2006, 02:55 AM // 02:55   #6
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I think you should use mystic regeneration instead of hb and mending. You'll have more then enough regen even when bleeding.
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Old Dec 04, 2006, 02:58 AM // 02:58   #7
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yup 5 secs is enuf to block rend...

BUT not long enuf to aggro an area, wait for the nm to pop out and start casting rend..yea sure u can aggro the area and start casting spellbreaker once u see the nm pop out and started casting rend...but bear in mind that most nm pop up after u aggro the aatxes..and u risk ur spellbreaker gettin disrupted by those bulls
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Old Dec 04, 2006, 04:13 AM // 04:13   #8
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And it wouldn't be 105 HP, it would be 130(chest has +25 no matter what.)
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Old Dec 04, 2006, 06:09 AM // 06:09   #9
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Quote:
Originally Posted by Ecksor
And it wouldn't be 105 HP, it would be 130(chest has +25 no matter what.)
would be possibly 130...if he were wearing the armor...ive learned to never beleive in things so stubbornly when you actually are ignorant on whats going on. open minded is ftw
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Old Dec 04, 2006, 06:23 AM // 06:23   #10
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OK. I have to ask. (I've never been to the Underworld.)

Just how much armor-ignoring damage -- true damage, not Deep Wound or whatever -- do the Aatxes do in a shot?

And how much damage does it take to kill a Dying Nightmare? How much time to you have before it casts Rend Enchantments?

Obviously, there's a reason why a standard Ether Renewal build with Mantra of Resolve augmented with Stoneflesh Aura won't work in the UW, but I don't yet know what it is. (I'm guessing it's the Aatxe damage).
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Old Dec 04, 2006, 03:21 PM // 15:21   #11
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Well thanks for all the input so far I'll look into switching out breeze, and yes i know spell breaker is divine favour, didn't you read my build at all? didn't know that all Dervish chest armor is +25 health, as i said I havn't played much of Dervish yet it was just an idea. Still 130 is workable. Dying nightmares die very fast, hence the name dying i'd say probably 1-3 hits considering my trapper can kill them in about 8 seconds with a staff doing 1-6 damage with 2 other trappers
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Old Dec 04, 2006, 04:37 PM // 16:37   #12
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Would it make sense to go Mo/D instead of D/Mo? Just switch out mending + HB for MR as suggested, that way you can take attrib points away from Healing and put it into Divine to extend SB and you should have enough left over to still get 12 in Scythe Mastery. That will also free up 1 skill slot to put an extra attack skill like Eremite's Attack, Wearing Strike or even Lyssa's Assault which will be a "free" attack since it costs 10 to use, but you get 10 back because you're enchanted.

Just a thought.
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Old Dec 05, 2006, 12:54 AM // 00:54   #13
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Quote:
Originally Posted by Grasping Darkness
would be possibly 130...if he were wearing the armor...ive learned to never beleive in things so stubbornly when you actually are ignorant on whats going on. open minded is ftw
What are you saying? Don't wear the chest piece? Cause then you'd have more health since you wouldn't have a -75 rune. He's right in saying that you can't have a 105 Dervish with a scythe. Unless you have the perfect amount of DP and -/+ health items, but we're not talking about that.

Quote:
Originally Posted by underboss
Would it make sense to go Mo/D instead of D/Mo? Just switch out mending + HB for MR as suggested, that way you can take attrib points away from Healing and put it into Divine to extend SB and you should have enough left over to still get 12 in Scythe Mastery. That will also free up 1 skill slot to put an extra attack skill like Eremite's Attack, Wearing Strike or even Lyssa's Assault which will be a "free" attack since it costs 10 to use, but you get 10 back because you're enchanted.

Just a thought.
If you were a primary monk, you probably wouldn't have to go Mo/D. Primary monks have the most choices when it comes to soloing stuff. No fair.
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Old Dec 05, 2006, 07:19 PM // 19:19   #14
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i never got into solo monking (or monking in general for that matter) I used to do a small amount of soling with my rit - not enough to make millions, but mostly for the challenge (pre-nightfall).

But - I think vow of silence would work, and my gut instinct Id say swap mystic sweep for twin moon sweep so that you can Remove vow of silence and gain back health in the process... slap on mystic vigor and the above mentioned mystic regeneration (I dont have the earth line totally unlocked yet myself to check the hard numbers) but Twin Moon Sweep is amazing - costs 5e still, you hit twice, and remove your vow/gain mysticism health/energy.

unrelated, but just look at the numbers you get on the screen (nameless isle) when you do this: pious renewal, shadow refuge, twin moon sweep (using zealous or vampiric always) and youll get an idea of what Im talking about with twin moon. having an active Mystic Vigor at all times helps.

Im sure there will be just as many, if not more, solo builds for dervish than there ever was for monk - I hate testing them myself tho because (especially lately) I simply dont have thousands of gold to drop at a time. Maybe UW/Fow would be a nice break from DoA though- if I can find a few extra K maybe Ill start hacking it up myself

Last edited by Horseman Of War; Dec 05, 2006 at 07:25 PM // 19:25..
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Old Dec 05, 2006, 08:16 PM // 20:16   #15
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This sounds good. Has anyone tried using this for smite runs? if it works I might start a dervish
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Old Dec 06, 2006, 12:05 PM // 12:05   #16
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Quote:
Originally Posted by Francis Crawford
OK. I have to ask. (I've never been to the Underworld.)

Just how much armor-ignoring damage -- true damage, not Deep Wound or whatever -- do the Aatxes do in a shot?

And how much damage does it take to kill a Dying Nightmare? How much time to you have before it casts Rend Enchantments?

Obviously, there's a reason why a standard Ether Renewal build with Mantra of Resolve augmented with Stoneflesh Aura won't work in the UW, but I don't yet know what it is. (I'm guessing it's the Aatxe damage).
Not sure how much armor ignoring they do (if any), but they hit in the 150 dmg - 200 dmg per shot range on a warrior in Sentinel's Armor (that's the highest +armor you can go) with Dolyak Signet + Watch Yourself up. My ranger gets hit for like 180 - 250.
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Old Dec 06, 2006, 03:07 PM // 15:07   #17
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Quote:
Originally Posted by Heelz
If you were a primary monk, you probably wouldn't have to go Mo/D. Primary monks have the most choices when it comes to soloing stuff. No fair.
Good point man. My bad. Having said that though, would a D/E work better with stoneflesh aura and obsidian flesh? with 12 earth, 20% enchant you should be able to tank like a 55.
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