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Old Aug 10, 2006, 10:50 PM // 22:50   #1
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Default Dervish ... 'of Enchanting'

Didn't play the dervish yet... but isn't this not a good mod for dervishes? I thought that a lot of their enchants only do something when activated or removed, but not during the 'up' time.

I could be wrong... random firing of neurons and all that.
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Old Aug 10, 2006, 10:52 PM // 22:52   #2
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Yeah, I think both prebuilds were based off of dealing conditions and damage through the ending of enchants. I didn't look around too much at other Dervish skills, but there must be some reason for them to use it.
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Old Aug 11, 2006, 12:25 AM // 00:25   #3
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avatars ?
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Old Aug 11, 2006, 12:35 AM // 00:35   #4
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Avatas are FORMS not Enchantments :/

I just think it's a less needed mod, whereas other mods will be better.
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Old Aug 11, 2006, 01:57 AM // 01:57   #5
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there a some enchantment benefit from a longer duration instead. Like the Heal self with succesful strike, it depends on the number of enchamnet you have, the one that heal you for every strike made during the up time, some attack rely on the number of enchantment on you.

But, i think that the enchantment mod is a bad choice for them to use.
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Old Sep 24, 2006, 10:39 AM // 10:39   #6
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I can't the see the harm in "of enchanting" items for the Dervish. Usually you'll want to pick the time to end your enchantments yourself, for example trigger the effect when the enemy is crowded around you or when you need a quick burst of healing. So if you use skills that remove your enchantments you just get a longer window to decide when to trigger the effect.... I seriously doubt activating an enchantment and hoping that it will end when you need it to will be the bread and butter of Dervish combat.
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Old Sep 24, 2006, 04:19 PM // 16:19   #7
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there are going to be some use for enchant longer scthyes. There are a couple of enchants that i used during the preview that i wanted to last longer. Balthazars Rage, Mystic Vigor, and Raging Renewal were the spells i wanted to last longer. Plus i had Heart of Holyflame, but Heart of Fury is what i really wanted on too bad it wasnt available to preview Also Watchful Intervention to help with spike damage.

With all those enchantments on then i use Mystic Sweep. I gain 25 health with each hit, plus hit +40 damage with my scythe. If i am lucky i hit mutiple targets gaining 75hp which happened alot in pve. Mystic Sweep can be recasted every other hit with the recharge time. So with the +40 from mystic sweep and the 41 max on scythe with a possible 35% damage with 15% damage mod and 20% customised damage. You are looking at a serious spike damage!!! while gaining health , storaging health to gain ( Balthazar Rage) storaging energy (Raging Renewal) when they end.

So to answer your question YES!! there is going to be a need for enchant lasts longer 20% but for meele dervish not the enchantment popper dervish. we saw in the pvp preview the enchantment popper one but i feel there is going to be a strong Dervish power melee coming soon
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Old Sep 25, 2006, 02:28 AM // 02:28   #8
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Id like to first just make the point that for the preorder scythe, which Im assuming is the basis of this thread in general, can be modded the same as any other weapon- and you can continue to spawn *other* bonus items (ie factions preorder weapons, special edition weapons, and original store-specific weapons, etc) and it will NOT overwrite your modded one.

I agree however, that bonus enchantment time works against the primary power (although who can tell now with how little life it gives back...)

But basically, if you want to use Pious Strike/Mystic Sandstorm type of build, and still want the old-school look of your preorder scythe, just mod it. And if you want to use more non-dervish type enchantments, or dont want to trigger the special effects as much, then the preorder scythe is all youll ever need.

IMO for using spells like Heart of Holy Fire, combined with a enchantment remover like Meditation, I would rather get the bonus armor or a +1 Scythe 20 myself.
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Old Oct 12, 2006, 08:25 AM // 08:25   #9
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It's been too long now to remember which skills, but when I played my dervish during the preview I had two types of enchants - ones that I wanted their effects while up, the other to start and end.

This makes sense. Lets say, for instance, you really need healing breeze (for whatever reason - it has its uses). I want that up as long as possible. I know during the preview there were cases where the Dervish enchant that caused your weapon damage to be holy was useful and I often did not strip it.

Then there are the enchants the do something after they end based on how long they were up. It is quite easy to manipulate them with a dervish, a +20% mod can be quite useful there also.

I don't think that mod will be in as great a demand as other classes, but it is far from useless or detrimental. Probably closer to a balanced warriors +20 enchant - it will take up one of your weapon slots but probably not your main weapon.
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