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Old Feb 04, 2007, 01:07 AM // 01:07   #1
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Default Experimental Dervish/Assassin build

http://gwshack.us/a7f40

Attributes are subject to tweaking based on the popularity of Weakness.

In general: Grenth is still imba, go pressure with it and 2r Death Blossom/Moebius Strike with Critical Strike as energy management as necessary. EDA dervish can play linebacker, or help offense. Actually, since assassin bonus damage ignores armor, everyone can play linebacker. Smiter maintains SoH on assassins, PnH on monks, functions as drawbot, and uses JI on Grenth dervish/assassins as energy permits.

Against Grenth-dervish-based "melee pressure": If the enemy Grenth dervish has Sight Beyond Sight, have everyone focus on him; allied Grenth dervish will strip SBS, allied EDA dervish will keep him blind, both will keep him crippled. Otherwise, only the EDA dervish is really necessary, while allied Grenth and assassins pressure other stuff.

Against spikes and hex-heavy: Split. Or, against hex-heavy, pressure whoever has Price of Pride/Signet of Humility and stay 8v8.

Against splits: Split 1/2/7/8 defensively and 3/4/5/6 offensively. Kill NPCs and wait for VoD.

VoD: Two dervishes, two Death Blossoms.
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Old Feb 04, 2007, 01:41 AM // 01:41   #2
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Aegis chain?
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Old Feb 04, 2007, 01:57 AM // 01:57   #3
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I thought about making the Grenth derv a D/W for that reason, but wasn't sure about the prevalence of Blind in the current meta. From a quick look at obsmode, though, I guess it's not very popular, so maybe use a D/W with Wild Blow and no enchantments (to exploit Pious Haste)?
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Old Feb 04, 2007, 05:32 AM // 05:32   #4
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Ok, I've been playing around with the moebius/death blossom/impale combo and I can say a few things:
1) You don't really need the emanagement from crit strikes if you run zealous. Moebius - death blossom - regular hit is maintainable indefinitely with 9 cs(I can go through the numbers in gory details, but you can see this for yourself on the isle of the nameless), and you give up very little damage by not having crit strikes. Plus while you have the energy you can just chain DB-moebius back to back. I suggest taking disrupting dagger in that slot instead, or if you're still energy paranoid crit eye (13 CS + crit eye + zealous means that you can spam moebius - DB back to back with no problems). The main reason for taking crit strike would be as a backup dual attack in case DB got distracted or diverted.

2) You might want to try and fit a dedicated hexer in there. That way you can go siphon speed-BSS instead of LMS-Jungle. IMO the only reason to go lead-offhand is to make use of the fast recharging dagger attacks which lets you switch targets easier if something goes wrong and you can't get moebius to proc. Jungle is a 10s recharge which is only marginally better than BSS's 12secs, not enough to make a difference. Siphon is also an amazing anti-kite skill while LMS-well isn't.

3) Minor nitpick-why 13 DM and 14CS? Do you think weakness will be a problem? I can't think of a reason to include weakness on the offchance that it will screw someone over attribute-wise.

Last edited by Symbol; Feb 04, 2007 at 05:49 AM // 05:49..
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Old Feb 04, 2007, 05:37 PM // 17:37   #5
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You may want to experiment with a Horns of the ox/Mobious Strike Chain. It is pretty powerful. I would also expect those sins to have feigned nutriality to make them split better.
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Old Feb 06, 2007, 03:32 PM // 15:32   #6
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Horns/Moebious is crazy good when the Moebious condition is met. But Death Blossom is nice because the Moebious condition is pretty much irrelevant. I prefer starting the combo with Disrupting/Exhausting though. You already have your DPS with Moeb/Blossom, triple interrupts with nice side effects are hard to resist.

BSS/Horns might be better if you have some other hexes on your team, but you feel totally ineffective when you can't use your attack skills because the other team is effectiently dealing with hexes.
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Old Feb 06, 2007, 04:46 PM // 16:46   #7
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That's a lot of condition removal in the build. No spirit bond or infuse on either monk? Those are really the only two monk skills good for playing against spikes and you have neither. When you split against spike teams, they could just abandon the flagstand and go for the split you're sending into their base.

In addition, this build has no knockdowns or disruption of any form (interrupts, diversion, etc.). All it has it is damage, buffed damage, and buffed monk energy. I just don't see anything in the build that is going to prevent the opposition from executing their plan on your team. The ebon dust dervish doesn't even have a speed boost to keep up with the melee that he would be trying to blind/cripple. It also lacks all of the better tools to deal with opposing grenth dervishes.
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Old Feb 06, 2007, 04:59 PM // 16:59   #8
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I wouldn't run PnH with all those Grenths' out there.
In fact, I wouldn't run it at all.
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Old Feb 09, 2007, 01:54 PM // 13:54   #9
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- I prefer attributes of 15 Mysticism, 12 Scythe, 6 Air for a Grenth Dervish. You don't need so many points in Air just for Featherfoot Grace when you're using Extend Enchantments.

- On the Ebon Dust Dervish, I'm not seeing the point of Armor of Sanctity. I'm actually not seeing much of a point in that character at all.

- A Smiting Monk without Balthazar's Aura? Especially when you've got a Dervish with Extend Enchantments to take advantage of it??? I would definitely drop Peace and Harmony for it and then use RESTORE CONDITIONS over Draw Conditions.

- As was already mentioned, Exhausting Assault is SOOO much better for the Assassins than any other regular offhand attack. Horns of the Ox is also better than Critical Strike. I also don't think both of them need Mending Touch either.

- LoD flagger is POOP! Use a Water E/Mo.

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