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Old Feb 18, 2011, 05:46 AM // 05:46   #221
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Originally Posted by Kunder View Post
By Urals Hammer works on Spirits. Abuse it while you can

GOGO SOS + SOGM DUO
Wait so what does the test krewe actually do?
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Old Feb 18, 2011, 05:47 AM // 05:47   #222
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Yeah and we'll see if the duos in uw still work
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Old Feb 18, 2011, 05:49 AM // 05:49   #223
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get staff awhile running than get fight switch to scythe pop enchant atk with PA repeat
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Old Feb 18, 2011, 05:52 AM // 05:52   #224
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Originally Posted by Avatar Exico View Post
wondering is plains farming will come back now cause kill spectres without using hex just use derv enchants awhile under SF, have SF recharged using Pious Assault, how I see it like this pull small mob have them infront atk using like Heart of Holy Flame than Pious Assault cast SF, repeat over and over again.


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get staff awhile running than get fight switch to scythe pop enchant atk with PA repeat
Can i has build?
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Old Feb 18, 2011, 05:55 AM // 05:55   #225
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still figuring out how it could work with Pious Assault.
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Old Feb 18, 2011, 05:56 AM // 05:56   #226
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One thing I'm noticing: Kurzicks are destroying Luxons at Fort Aspenwood.

Dervs are amazing amber runners. Huge health buffs + condition/hex removal + speed buffs. Fast shrine clearing is the icing on the cake
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Old Feb 18, 2011, 05:58 AM // 05:58   #227
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Originally Posted by Avatar Exico View Post
still figuring out how it could work with Pious Assault.
pious assault recharges itself 75% faster not all skills

There goes your theory.
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Old Feb 18, 2011, 05:59 AM // 05:59   #228
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+ Splinter Weapon + Withering Aura

Having a lot of fun with this build.
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Old Feb 18, 2011, 06:00 AM // 06:00   #229
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yap just read it, darn yap goes my theory out the door.
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Old Feb 18, 2011, 06:04 AM // 06:04   #230
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I don't like the ranger nerf: Asuran scan was the only thing that kept him alive. I guess splinter barrage is the only viable ranger build now.

But I do like the (possibly temporary) by Ural's ONE THOUSAND spirit hammers shout. I went UW and soloed smites with ranger: easy but a bit slow (to build and carry the army). Spiritleech alone with ~200 spirits can one shot aataxes. Awesome.
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Old Feb 18, 2011, 06:09 AM // 06:09   #231
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Is it me or is it after a certain amount of time the BUH copies, as well as fresh spirits, just stop attacking at all? I know it's moot once it's debugged, but if it were to remain as is, solo farming with spirits would be on a timer.

Or maybe it just happened to me only? I mean one minute I'm pumping out insane damage with my platoon of spirits, and then all the sudden they are just standing there chilling taking in the scenery. They didn't care whether I cast on an enemy or ran up and physically attacked. It was like they were on strike.
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Old Feb 18, 2011, 06:13 AM // 06:13   #232
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I'm getting the same thing. Made it a quarter way through the smites with SOS rit and now I can't kill even a single one. (4 ectos though, before it ran out. whee)
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Old Feb 18, 2011, 06:16 AM // 06:16   #233
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Don't know if this is a bug with the new update..but how did a level 1 monk get to Ring of Fire?
It has to be a sign of the five gods showing you can get to GW2 from the fire islands..
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Old Feb 18, 2011, 06:23 AM // 06:23   #234
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Quote:
Originally Posted by Da Kril View Post
I'm getting the same thing. Made it a quarter way through the smites with SOS rit and now I can't kill even a single one. (4 ectos though, before it ran out. whee)
Good. I thought it was just me.
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Old Feb 18, 2011, 06:29 AM // 06:29   #235
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Im very happy with this update. Finally I have more Derv skills I want to try than I have bar, and I don't feel I have to run with Avatars either.

Looking forward to testing more on my little dervs, but so far they have been demolishing everything pretty easily,, and for fun I added melonni and Khamu as heroes and that was just silly good. Heros are much more efficient not stopping to cast every 10 seconds.

I think this update makes Dervish far more flexible and less dependant on one or two key skills and a few pve skills.

So far Im testing pure Derv builds and they seem to be working fine with no pieces of sky falling on my head.
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Old Feb 18, 2011, 06:36 AM // 06:36   #236
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Originally Posted by jayson View Post
Not to be rude here but unless you're new to Guild Wars it's kind of hard to dye in NM unless you're soloing and have no clue as to what you're doing. Sounds like no one took the time to show this person what to do and this person never took the time to learn what to do. But that's for another thread.
Dying is so easy, even a newbie can do it! I know, I was exaggerating in that example for humor, but really AS is spoken of primarily as a way to hit through blindness, the DP remover is gravy for most of us.

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Intensity is sad since you basically need to do spike damage for it to be any good. If it were 50% more for EVERY spell it'd be different, but 50% for one spell every 10 seconds is not worth using for spammy skills.

50% will be good with Invoke though. (140 on casters = 70 on everything in nearby)

If anything it will be a buff to stuff like lightning orb, Stoning/Ebon hawk, Fireball, meteor, lightning hammer, rodgort's invocation.
My Invoke ele felt a little underwhelmed in testing. Indeed, the initial damage triggers Intensity, but the subsequent hits from Invoke or Chain leave much to be desired. I would have liked to see it balanced to work through an entire spell.
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Old Feb 18, 2011, 06:54 AM // 06:54   #237
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Oh
My
God

This update looks so well done and legit. I admit I had serious doubts, especially about the new Mysticism, but after seeing that they also added the + armor and basically made so many things appealling, I have a whole lotta faith restored. Despite me waiting over half a year for this, I cannot get on to experience this till after my next round of exams, hopefully stuff won't be nerfed into the ground by then. Also, although I like all of the skill changes, I think this was my favorite part:

Quote:
Originally Posted by Anet View Post
While we expect PvE skills to be powerful, reliance upon these skills has reached the point where they need to be reworked.
I'd like them to take that philosophy a few steps further with other skills. Regardless of all of these updates, the real test will be to see whether or not Dervs become desired (not necessarily meta) in serious PvP/PvE.
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Old Feb 18, 2011, 06:54 AM // 06:54   #238
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Pious Fury

update notes:
Quote:
Remove 1 Dervish enchantment. For 1...7 seconds, you attack 33% faster. If an enchantment was removed, this stance lasts twice as long.
in game:
Quote:
Remove 1 Dervish enchantment. For 1...7 seconds, you attack 25% faster. If an enchantment was removed, this stance lasts twice as long.
?
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Old Feb 18, 2011, 06:55 AM // 06:55   #239
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Quote:
Originally Posted by Lex View Post
Pious Fury

update:

in game:

?
It's 25%.

The update text on the website is incorrect.
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Old Feb 18, 2011, 06:59 AM // 06:59   #240
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Quote:
Originally Posted by Chasing Squirrels View Post
Wait so what does the test krewe actually do?
we tested the Dervish changes, the other skill changes were regular skill updates that Live Team handles on their own
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