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Old Jul 08, 2009, 05:11 PM // 17:11   #1
Ascalonian Squire
 
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Default Doing something wrong?

hi there,

I have started a Dervish and i am currently level 6. my hero's i have with me are koss and dunkoro (warrior and monk) for my last spot (since i can only take 4 in the beginning) i choose a random damage dealer.

The damage i do isn't that high, and i die pretty fast with my group. this wasn't the case when i made a ritualist in the beginning. i started with my ritualist with factions quest line.

Am i doing something wrong or? and what is the best build in the beginning for a dervish?

thanks
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Old Jul 08, 2009, 05:51 PM // 17:51   #2
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Try buying better armor, because as you advance through the game the monsters are a higher level thus deal more damage and unless you have good armor they will hit you hard.
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Old Jul 08, 2009, 05:55 PM // 17:55   #3
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Koss is useless for a dervish; go for a healer and paragon henchman to boost your survivability. I would strongly discourage any use of heroes (especially monks) until you have unlocked the necessary skills for them to be efficient, a monk henchman is more than capable to the task of supporting you in normal PvEing. Meanwhile Vital Boon yourself pre-battle and use Signet of Pious Light/Twin Moon Sweep to remove it when necessary. You can buy both skills in Kamadan.
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Old Jul 08, 2009, 05:55 PM // 17:55   #4
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Not sure If I remember correctly but do you have access to the skill Mystic Regeneration yet? If so I would consider unlocking it for your derv that skill may help you a bit
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Old Jul 08, 2009, 06:02 PM // 18:02   #5
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It could be a matter of your Hero healer being set-up shitty for healing. If you take a healer henchmen and put the hero away and do better its a sign you should work on your healers build.

Quote:
Not sure If I remember correctly but do you have access to the skill Mystic Regeneration yet? If so I would consider unlocking it for your derv that skill may help you a bit
That's like the first spell a dervish learns.
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Old Jul 08, 2009, 06:02 PM // 18:02   #6
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Mystic Regeneration is bad; his dervish is still young and have insufficient attribute points to invest in both earth prayers and mysticism without gimping scythe mastery to make it worthwhile. Furthermore, bulk healing is far more effective than health regeneration in the long run.
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Old Jul 08, 2009, 06:04 PM // 18:04   #7
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Originally Posted by Catchphrase View Post
Mystic Regeneration is bad; his dervish is still young and have insufficient attribute points to invest in both earth prayers and mysticism without gimping scythe mastery to make it worthwhile. Furthermore, bulk healing is far more effective than health regeneration in the long run.
So you're saying, there's nothing wrong with two healers if you're getting the job done?
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Old Jul 08, 2009, 06:08 PM // 18:08   #8
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What I am saying is that since he's dying alot, then 2 healers may be better while he assess his survivability options. Otherwise, a monk, a paragon henchman is sufficient to help him through.
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Old Jul 08, 2009, 06:17 PM // 18:17   #9
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Mystic regen is not readily available, unless you have it unlocked.
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Old Jul 08, 2009, 06:38 PM // 18:38   #10
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Unless he gets a tome, the only way to get get Mystic Regeneration is from the trainer in the Mouth of Torment.

First and foremost, having the highest level armor is best for survivability. You can get a ferry to the docks, but if you're a new player to Nightfall and want to experience the game without any jumps, you can get new armor in Jokanur Diggings and Blacktide Den, depending on how far along you are with the Istani storyline.

Second, I would recommend that for your fourth party member you bring the Monk henchmen. Having two monks (Dunkoro and the henchmen) in tandem will be a significant boost to your party. At this point, having a random damage dealer as your fourth is probably what's holding your party back the most, since one monk is trying to heal three other guys that are in the thick of the battle.

And whatever build you can throw together at this point should be sufficient. It's not really necessary that you should have to start coming up with a good build until later on when you have more experience with the class.
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Old Jul 08, 2009, 08:31 PM // 20:31   #11
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Dervishes suck make something better
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Old Jul 08, 2009, 09:29 PM // 21:29   #12
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AS was said above get ferry to docks in Kamadden and buy 1k armour is maximum stats so that will help you along till you unlock a few more skiills.esp if you have not any unlocked.....

Depending on what or how far into the game you are with other chars just change its secondary and unlock a few there if need be

if spare slot make a pvp char and get faction for skills for your heros is another way to get your monk hero alittle bit better also..then you can either keep your pvp char or whatever
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Old Jul 08, 2009, 09:50 PM // 21:50   #13
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Here are two links that will help you with your dervish build and your hero problems. Both are from our Campfire section - dervish and hero subforums. Other than that listen to those saying use the henchmen until you have more skills to provide useful builds for you heroes.

http://www.guildwarsguru.com/forum/s...php?t=10244740

http://www.guildwarsguru.com/forum/s...php?t=10293264
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Old Jul 08, 2009, 10:41 PM // 22:41   #14
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Quote:
Originally Posted by notskorn View Post
Dervishes suck make something better
I don't think so. With my derv, I got through the RoT completely on my own with no human help. The missions took a few tries, admittedly, but the RoT is supposed to be challenging, so that's to be expected. Three enchants (including VoS) each with no more than 1 sec. casting time (easier to keep up during a fight) and three scythe attacks, plus a rez and condition removal are basically what my derv keeps on her bar. Tahlkora as a prot monk adds a couple extra enchants as well.

As for the OP, I'll reiterate what others have said. Get better armor, and also if you don't already have them, get the skills Mystic Sweep and Eremite's Attack. They're quick, low-cost attack skills that will be useful throughout the entire game. You want to have a mix of enchants and attack skills on your bar, three of each is a good balance, and it leaves the last 2 slots open for a rez and a skill from whatever secondary you're using. Always have 2 monks in your party, and watch your aggro. Carry a bow and use it to pull first if the mobs are too big, before going in with your scythe.
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