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Old Jan 30, 2007, 03:12 PM // 15:12   #321
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Quote:
Originally Posted by Derek
Well maybe at some point u forgot to cast Prot. spirit, and then the mobs kill u FAST!.. It might occur that you don't see fast enough that the enchantment has ended.
Nah, I cast em' all the time and I make sure as soon as it ends I cast again, I hold off attacks to make sure they have enough energy to cast. I don't know whats wrong, I seriously tried for about 2 and a half maybe 3 hours last night with this build. I just don't know whats wrong. I know it does work, I did chor with it and all you guys seem to love it. I can't seem to get anywhere with it. Maybe it's just not for me.
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Old Jan 30, 2007, 07:24 PM // 19:24   #322
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Ok here's some possible problems:
1. Farming route: Anything that removes enchantments is bad. Anything that steals life or causes direct life loss is bad.
2. Keep up ALL enchants, that includes Mystic vigor. Spam attacks as much as possible and ONLY renew the enchantments when they get low.
3. Just because you die does not mean that you are done. You can be ressurected at a shrine and just switch out armor to gain back HP. Death penalty can make it easier.
4. Don't forget balthazar's spirit and Essence bond. They are important to energy management.

If you are doing all that, then I have no way to help you >.<
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Old Jan 30, 2007, 08:25 PM // 20:25   #323
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I find I get into a rhythm with the build in a big fight:

7,8 on entering the zone... run to the boss
1,2,3 before aggro range... run to healer/rit/ whatever annoyance that aids the boss's healing
1,2,4,5,6,3,4,5,6,1,2,4,5,6... ect till everyone is dead...
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Old Jan 31, 2007, 12:00 AM // 00:00   #324
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whenever someone who understands the build, but isnt having success with it posts here everyone jumps on them and tells then to check for enchantment removal without listening to the problem. Running at 130hp is just to high to survive melee mobs that are worth farming. 13 damage per attack easily outweighs your healing. how do you fight ANYTHING without your healing being overpowered slowly by mass damage?
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Old Jan 31, 2007, 04:02 AM // 04:02   #325
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Quote:
Originally Posted by Coloneh
whenever someone who understands the build, but isnt having success with it posts here everyone jumps on them and tells then to check for enchantment removal without listening to the problem. Running at 130hp is just to high to survive melee mobs that are worth farming. 13 damage per attack easily outweighs your healing. how do you fight ANYTHING without your healing being overpowered slowly by mass damage?
Agreed. At full health, even three beast sworn heckets with their pets can overwhelm you when they buff up with rampage as one. Gets ugly quick if you are not on the ball.
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Old Jan 31, 2007, 12:16 PM // 12:16   #326
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I understand lots of people like this build, but I do feel there has to be a certain amount of luck involved. I'm gonna try this again tonight, if it doesn't work this time I might just have to keep farming Zel. Slower cash flow, but works fine for me.

Don't mean to go off topic but anyone here tried the FoW Dervish farmer build?

P.S Thanks for the tips guys. Dunno what else to try though
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Old Jan 31, 2007, 04:31 PM // 16:31   #327
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Luck? There's only luck involved if you're trying to kill anything that strips enchantments, otherwise, luck has nothing to do with it.

To answer your question:
I use armor from Kamadan (I'm cheap) and put sup runes on all of them. I run with 3 scythes, Sundering xx Enchanting, Vampiric xx Enchanting, and Zealous xx Enchanting.

And like other people said, it gets easier when you die.

Quote:
I make sure as soon as it ends I cast again
Uhh no. You do not want PS to end, cast it as soon as it blinks. MR, I prefer not to let this end. MV, I let this one end to get the Mysticism benefit, but recast it right away.
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Old Jan 31, 2007, 05:21 PM // 17:21   #328
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Quote:
whenever someone who understands the build, but isnt having success with it posts here everyone jumps on them and tells then to check for enchantment removal without listening to the problem. Running at 130hp is just to high to survive melee mobs that are worth farming. 13 damage per attack easily outweighs your healing. how do you fight ANYTHING without your healing being overpowered slowly by mass damage?
Part of the build is knowing the limits, which can easily be overcome by getting a little dp. Still the beauty of the build is using mystic vigor, and using eremite/mystic at the right time. The Healing spikes you get from that are enough to keep you alive under most circumstances. Dont just spam them away. Make sure at least one of them is available for an emergency.
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Old Jan 31, 2007, 06:19 PM // 18:19   #329
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the avicara and trolls outside droks kill me eventually. they use interrupting skills and every so often hit prot spirit with them resulting in my death. any ways for avoiding interruption of key skills? mebee an enchant that means u cant be interrupted or a short lasting evasion stance?
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Old Jan 31, 2007, 07:56 PM // 19:56   #330
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interruption shouldn't be a problem with 1/4sec skills. the problem is that the health is way to high.
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Old Jan 31, 2007, 09:27 PM // 21:27   #331
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There's nothing wrong with 130 Health. Position your foes properly so your aways nailing 3 enemies to get the heal. That means when they scatter, back up so the remaining enemies ball up on you, then continue attacking. Also as stated multiple times get DP if need be.

Enchantment removal isn't that scary unless your facing multiple copies of the same skill, mass removal, or 2+ enchant removals on their bar. Learn your recharge times and protect vital enchants accordingly. Protecting against enchantment removal should be common knowledge into the 3rd campaign.
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Old Feb 01, 2007, 01:20 AM // 01:20   #332
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Quote:
Originally Posted by Coloneh
interruption shouldn't be a problem with 1/4sec skills. the problem is that the health is way to high.
Don't say anything about the high health until you've used this. If you keep up MV you will get a healing bonus that helps A LOT. If there are too many enemies, just die once. 58 hp right there.
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Old Feb 01, 2007, 02:30 AM // 02:30   #333
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Quote:
Originally Posted by t3dw4rd0
Don't say anything about the high health until you've used this. If you keep up MV you will get a healing bonus that helps A LOT. If there are too many enemies, just die once. 58 hp right there.
actually, if ou read my post a little higher up the page and the one on the last page, i did try the build and was destroyed because it isnt "invincible". you can die easily from around 6 enemies, all melee. and the only advice people who claim the build is effective give is that you should gather dp(which goes away when you solo things, and takes to long to be an effective farmer), and to make sure things are not removing your enchantments.
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Old Feb 01, 2007, 07:33 AM // 07:33   #334
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If you decide to run this build at the full 130 hps then you need to know WHEN to use your attacks. Mystic Vigor becomes very important then. You need to know how to line up your attackers to get the most benefit from Mystic Sweep. You need to know how to pull mobs so that they'll line up for you. If you're being mobbed by more than 3, then you should already know that they will scatter, you need to keep moving to line them up.

I guess it takes more work than a 55 monk. But I'm bored with my 55 farmer, so I'll stick with this one until something else catches my attention.
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Old Feb 03, 2007, 05:42 AM // 05:42   #335
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do we need starter/low level armor for this build?
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Old Feb 03, 2007, 05:52 AM // 05:52   #336
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No. I'm just cheap. :P

Some people will say that using armor with higher ac helps you survive a few hits when you fail to cast your enchantments.

I prefer dying and getting dp.
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Old Feb 09, 2007, 08:24 PM // 20:24   #337
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A key factor to keep in mind, even though some people have already mentioned it, is not just keeping your enchantments up. If you have a ton of aggro on you (I'll take one entire side of the first room in Hidden city), you're getting hit a LOT. Mystic Regen can't keep up with that, and Protective Spirit guarantees that 10 hits would kill you (10% of your health X 10).

Maintaining Mystic Vigor and hitting as many mobs as possible at once will be what keeps you alive. If you cast PS, MR, and MV as often as you can, you're taking a few seconds of what you could have spent attacking/healing. When you're not getting the direct healing from MV, all those mobs will take you down very quickly. Try (once you've cast them the first time before you go in) to stagger your recast of them. I believe PS is a 16 second enchantment, MR is 20 seconds, and MV is 25(?). With a scythe of enchanting (I just use the pre-order bonus one) these last a good deal of time, and you'll be able to get your attacks in between these with no problem at all.

Along with the idea of constantly attacking, you've gotta keep in mind your two non-elite attack skills. They weren't chosen just because they're fast-recharging, low energy attacks. They have a brief activation time, which means no matter what you will swing your scythe when you cast it: thus ignoring the slow swing speed of a scythe. If you're in such a large group of enemies, you need to time these appropriately. For instance, many times, the damage spikes come in waves. If you're chugging along at close to full health, then are dropped quickly and recover, and at full health for a few seconds, then are dropped low again, pay attention to the timing of their spikes. Don't use your attack skills when you're staying at full, use them to spike your own healing when they are spiking you.

Learning this has made me a much more successful farmer on my Dervish. It's not always fool-proof, but very few things are. It all goes back to knowing your character and your enemies, and how your skills work.

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Old Feb 13, 2007, 07:07 PM // 19:07   #338
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I have been running this build for about 1 month now and I love it....I have even taken it UW a few times and can do fairly well until I lose all DP....it can probably be counteracted with the -50 cesta to get me down to 80 HP (80 is alot more managble than 130) and Totem axe or Razajan's Ferver subbing out Reapers for Vow Of Silence..and of course a trusty SS necro.

As far as farming in NF the one thing you need to remember is that DP is your best friend..try to keep it at anywhere between 15-30 and you can take out most mobs with out a hitch. I have taken out all the Djinn in the Hidden City, the best way to get rid of the ethers is to aggro about 3-4 Djinn stack them behind you and take out the same ether until the rest (assuming there are more around) have used their Res Sig. Diamond Djinn all you have to do is stack everything around them like you do with monks they will bond anything around them taking damage and will go do very quick....in groups with more than 1 Diamond stack both of them together they will bond with each other and negate the damage reduction. I have cleared out Marga Coast, troll farm with 16 health piece of cake. And like Bob said it is important that you stack enemies in front of you to be able to strike 3 at time and heal your self for 75 with each swing. If you do that and keep track of your enchantments you shouldn't have any problems taking out large mobs of course the only exception to that rule is enchantment shattering or rending in which case we are all screwed no matter what we do.
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Old Feb 13, 2007, 11:23 PM // 23:23   #339
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@discound bob: prot spirit makes 11 hits kill you, not 10.
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Old Feb 14, 2007, 07:36 PM // 19:36   #340
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Quote:
Originally Posted by Coloneh
@discound bob: prot spirit makes 11 hits kill you, not 10.
It would seem that if somehow you were hit 10 times simultaneously, you would die. Thats pretty hard to have done to yourself.
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