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Old Aug 20, 2010, 08:48 PM // 20:48   #201
Frost Gate Guardian
 
Join Date: Aug 2010
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Originally Posted by Gill Halendt View Post
Otherwise, some inherent effect on enchantments could also help, like, reduced recharge times of dervish enchantments. This way you could use them more often, on recharge, and trigger Mysticism more for e-management. The Dervish would also have a mantainable IAS in the form of HoF, and primaries could be the sole profession to be able to mantain AoHM effectively.
Something along these lines would be very welcome. Retain the energy return, get rid of the health return, and recharge Dervish enchantments or - and I'm nervous saying this in public - lengthen them? Would it make some strange builds possible by maintaining Dervish enchantments? I don't think so.

What about: +2% longer enchantment duration for every rank of mysticism so that by 6 (15) Mysticism you have +12% (+30%) longer enchantments. Along with a +20% enchanting mod, you'd have enchantments that last about one third (one half) longer. You won't get the benefit of the more frequent Mysticism procs, so what about the original 1 energy per two ranks?

Alternatively, why not make Arcane Zeal an inherent effect? Whenever you use a skill, not spell, you gain +1 energy for every enchantment on you, for every 2,3 ranks of Mysticism. Along with lengthened enchantments, the Dervish is zealous and can spend his time doing something else.

Alternatively, would it be unfeasible to make Mysticism probabilistically resist enchantment removal? +(2/3/4)% resist for each rank so that by rank 12, there's a 1 in (4/3/2) chance an individual enchantment won't be stripped.

Sorry. I love the Dervish as is but can't help wondering what they're going to change. I apologize if these have already been discussed. I've tried to read the thread in full.
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Old Aug 21, 2010, 04:22 AM // 04:22   #202
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I've suggested increasing the length of enchantments once before.

Technically, it would help the dervish somewhat, because it would make HoF last longer (and possibly become maintainable, something the skill really needs to be).

However, most other dervish enchantments that are worth using (see: zealous vow and Aura of Holy Might) are already pretty much maintainable with a simple enchanting mod on your weapon.

Other than this, the dervish would see no benefit, because nothing else the dervish can do even comes close to being worthwhile. So, basically, dervishes would get slightly better with the scythe (probably slightly better than the warrior), but they would still be nowhere near the power of the ridiculously overpowered critscythe (but then again, to expect dervishes to ever be as powerful as critscythe is now is downright naive; the best that can be hoped for is for critscythe to get nerfed into the ground; because right now it's almost twice as damaging as the best dervish builds).
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Old Aug 25, 2010, 01:33 AM // 01:33   #203
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Originally Posted by Xiaquin View Post
Have to disagree. As a front-liner it's your job to be able to handle yourself and take the brunt of attacks. Dumping all responsibility to your party to protect *you* is just silly.
hei gaish.. melee dun do demg!
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Old Aug 25, 2010, 01:48 AM // 01:48   #204
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Originally Posted by Cuilan View Post
Dervish armor is fine. Convince your pugs to bring prots and damage mitigation. If they don't, they are a liability.
I've often thought that dervishes and assassins would be far more fun to play with 80 base AL. That would bring their defensive utility/offense more in balance with warriors in both PvP and PvE arenas. Honestly, 10 armor over a standard caster just isn't cutting it for a frontliner.... paragons and rangers both have way more base armor, but don't spend nearly as much time at melee range. Sometimes even standard warrior armor feels a bit inadequate vs some of these hard mode PvE foes. The shadowstepping ability of an assassin? pure theorycraft.. novel, but doesn't really work in a PvE setting or 8v8 PvP(for a sustained amount of time, it is useful on split maps for gvg.. read: split). The meta builds for assassins are mostly pressure oriented with quick recharging chains, placing assassins at melee range for a significant amount of time and making them a sponge for a monk's precious energy. I realize they deal a lot of damage, and dervishes can as well given the right circumstances.. but a melee.. is a melee.. is a melee..
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