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Old Jul 27, 2010, 06:45 AM // 06:45   #21
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Originally Posted by reaper with no name View Post
This.

You can't nerf attack skill spam, because then scythes become useless, and it's the only thing dervishes can do somewhat effectively.

You can't buff attack skill spam, because other classes can already use the scythe better than the dervish, and that won't help.

You can't buff enchantment juggling, because...well, actually, you can, but unless you give all PBAoEs armor ignoring damage, 1/4 second cast times, 3 sec recharges, and 5 energy costs while giving all enchantment removal attacks 5 energy costs with instant recharges and 1/2 sec activations and +70 damage while reverting mysticism...then enchantment juggling will never compete with attack skill spam, and will therefore remain useless. Sadly, that's just how powerful attack skill spam is. Even with a 60 armor-ignoring enchantment every sec or so, you still need a 0.5 sec activation 100+ damage attack skill after it just to compete with zealous vow and warrior's endurance, to say nothing of beating them (and to beat critscythe? jeez, the numbers would have to be even higher). And it's highly unlikely Anet would be willing to do this, because these sorts of numbers look very overpowered until you actually do the math.

Realistically, the only thing we can expect from Anet that will really help the dervish is to link AoHM to mysticism, thereby making the dervish the best scythe user almost by default.
Pretty much nailed it.

One thing that I've always thought would be beneficial to Dervish enchantment juggling...is to make the self removal skills only effect Dervish skills. This change is actually two sided, and both sides benefit. On one hand, Monks can actually cast enchantments on you while not having to worry about you taking them off by using one of the many skills that remove your enchantments...and on the other hand, the Dervish has more control over which enchantment he removes, by being able to time for instance Vital Boon's healing effect.
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Old Jul 27, 2010, 07:18 AM // 07:18   #22
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personally i don't really care about the derv buff, or the past mesmer buff. i'm waiting for the darned paragons to be useful again, without being P/W.
anywho 4 months is quite a while, but it might be a big one, like the ritualist and supposed paragon buff a while ago.
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Old Jul 27, 2010, 11:21 AM // 11:21   #23
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Too dam right we need information. Anet could at least pretend to try and keep their promises. It's all the small things like this that make people wary of GW2, because it's by 'failnet' and 'failsoft'.
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Old Jul 27, 2010, 01:32 PM // 13:32   #24
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Why do I keep seeing "Link AoHM to Mysticisim!"? It wont evener happen because then there wouldn't be a Kurzick/Luxon Dervish skill.
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Old Jul 27, 2010, 01:46 PM // 13:46   #25
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Knowing Anet, they will manage to make balance even worse with this update.
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Old Jul 27, 2010, 01:46 PM // 13:46   #26
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Originally Posted by vamp08 View Post
Why do I keep seeing "Link AoHM to Mysticisim!"? It wont evener happen because then there wouldn't be a Kurzick/Luxon Dervish skill.
Lookat thing's like Critical Agility and 'There's Nothing to Fear!'. PvE skills geared for a certain profession by relying on their primary skill tree. Enough said.
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Old Jul 27, 2010, 03:22 PM // 15:22   #27
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Originally Posted by Xsiriss View Post
Lookat thing's like Critical Agility and 'There's Nothing to Fear!'. PvE skills geared for a certain profession by relying on their primary skill tree. Enough said.
Seed of Life.
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Old Jul 27, 2010, 04:00 PM // 16:00   #28
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Well, hopefully Mysticism is improved accordingly, or linking AoHM could turn out being a nerf more than a buff, and would simply make life harder for Dervish secondaries, without any tangible advantage for primaries.
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Old Jul 27, 2010, 04:09 PM // 16:09   #29
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Scale Scythe Damage so that, without investments into Mysticism, the damage is halved. (i.e.: Scythe Mastery: Requires 8 Mysticism; half damage otherwise). Secondary abuse: solved! Add more utility for Dervishes (i.e.: knock-downs, interrupts, stance-removals, reliable enchantment removals, etc.) and they'll see use in PvP. I know nothing about PvE anymore, so poll them about what they want to have in there... My educated guess would have to be alot of Damage and AoE goodness.

Last edited by Sirius Bsns; Jul 27, 2010 at 04:11 PM // 16:11..
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Old Jul 27, 2010, 04:15 PM // 16:15   #30
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In my opinion you're dreaming if you think Dervishes (or any class) will get balanced perfectly. It's impossible to do that at this point. There's too many factors to consider and too many differing opinions.

What people should be hoping for is a boost that make Dervishes more interesting to play (At least for awhile). The more interesting a "balance" is the better it is if you ask me.

Also being impatient and whiny about this update (which is probably not in the near future) will only make you upset and everyone else annoyed. So why not wait patiently?
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Old Jul 27, 2010, 04:23 PM // 16:23   #31
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Originally Posted by Xsiriss View Post
Lookat thing's like Critical Agility and 'There's Nothing to Fear!'. PvE skills geared for a certain profession by relying on their primary skill tree. Enough said.
I misinterpreted "linking" then. I thought everyone meant move the skill to Mysticism.
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Old Jul 27, 2010, 06:28 PM // 18:28   #32
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Originally Posted by The Josip View Post
I know that "2 month frequency skill update" is now in fact 4 month span, but is it possible we get a preview on how Dervish skill changes might look? Or if someone can post a link to wikileaks
every time i see you post something it's got to do something with bitching or whining.. were you a dog in a previous life?

asking devs for updates doesn't do anything except add to their workload, and is a selfish request that only assuages your selfish needs.
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Old Jul 27, 2010, 06:34 PM // 18:34   #33
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Linking Aohm to mysticism wont buff the derv one bit, unless they rework the skill at the same time. It will just nerf some build to some extend.
They could try to buff the avatars, the only thing the derv can use where the other profs cant.
It wil be a hard job to buff this profession.
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Old Jul 27, 2010, 07:43 PM // 19:43   #34
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Originally Posted by aspi View Post
Linking Aohm to mysticism wont buff the derv one bit, unless they rework the skill at the same time. It will just nerf some build to some extend.
I don't think anyone was arguing that

Quote:
Originally Posted by aspi View Post
They could try to buff the avatars, the only thing the derv can use where the other profs cant.
It wil be a hard job to buff this profession.
Vow of Silence, Pious Renewal, Arcane Zeal and every other skill in Mysticism disagree. Also in my opinion it won't be any harder than the previous update with mesmers.
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Old Jul 27, 2010, 07:48 PM // 19:48   #35
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it seems you can take anything anet says about doing somthing on a regular basis (other then weekly and something they can automate) and multiply the time by 2 or more, they will never release content when they say they will lets all look forward to gw2 before we all grow old
Soo the exact opposite of Scotty from Star Trek huh?
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Old Jul 27, 2010, 08:16 PM // 20:16   #36
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As others have said linking AoHM to Mysticism isn't going to fix the problem and making a scythe do half damage if points are not put into mysticism is pure stupid in a bowl. They'd have to do that to every other weapon type too, to keep balance and to the GW "vision" of secondary classes and that would cripple more then help. Why is everyone and anet so hooked on the whole nerf it all mindset?

Try something positive like...buffing/changing skills that are in mysticism to put dervishes on par with classes like assassins and critical agility etc... that way they're dervish only. Some skills flat out need a rework in the other trees and the avatars need a re-looking at and should be based off the same template for cost/recharge/functionality. Anet could even add bonus damage/crits to mysticism levels too, to help make sure that dervishes were/are the best scythe users.
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Old Jul 27, 2010, 09:40 PM // 21:40   #37
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How about... For each point in Mysticism you can hit another adjacent foe with your scythe PER enchantment? Uses the same sort of idea with Leadership; energy with enchant ending still carries on.
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Old Jul 27, 2010, 09:42 PM // 21:42   #38
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Originally Posted by HigherMinion View Post
How about... For each point in Mysticism you can hit another adjacent foe with your scythe PER enchantment? Uses the same sort of idea with Leadership; energy with enchant ending still carries on.
Tom so wanting to buff Dervishes for Physway.
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Old Jul 27, 2010, 09:52 PM // 21:52   #39
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Pretty much nailed it.

One thing that I've always thought would be beneficial to Dervish enchantment juggling...is to make the self removal skills only effect Dervish skills. This change is actually two sided, and both sides benefit. On one hand, Monks can actually cast enchantments on you while not having to worry about you taking them off by using one of the many skills that remove your enchantments...and on the other hand, the Dervish has more control over which enchantment he removes, by being able to time for instance Vital Boon's healing effect.
Sad that this didn't get a response. Not sure it it is intentional or not.

Would this not make enchantment juggling at least practical? Some skills may need buffed, and perhaps some will need additional requirements (some are balanced purely on the fact that they strip so many enchantments that they aren't worth it).

Imagine actually being able to remove Vital Boon when your health drops, rather than removing the SoR, OoP, and Aegis that your party has casted on you. Being able to reliably end the PBAoE enchantments that cause a condition on end.

Imagine the Monks not having to worry about trying to maintain SoH on you, and being weary to use any protection spells on you because of the good likelihood that it will just be removed by you.

Of course, you could just not take them, which most people do at the moment, but that cancels out a large part of the Dervish attribute lines, and defeats the entire purpose of them.

I'm not saying that some of the skills wouldn't still need rebalanced, some would be too strong, and some would still be terrible, but I think it would go a long way towards what Dervish were originally intended.
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Old Jul 27, 2010, 11:25 PM // 23:25   #40
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An easy way to make earth prayers enchantments more effective would be to have the damage and the status conditions all go off at the end of the enchantment. That way bombing would be a lot more effective.
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