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Old Mar 19, 2010, 05:16 PM // 17:16   #121
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Well when I want to have some fun I jump into PvP with a dervish of mine with 16/16 Mysticism and ScytheMastery.

Avatar of Lyssa + Radiant Scythe anyone? Fun times.
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Old Mar 22, 2010, 09:44 PM // 21:44   #122
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Quote:
Originally Posted by Grim Lich View Post
Well when I want to have some fun I jump into PvP with a dervish of mine with 16/16 Mysticism and ScytheMastery.

Avatar of Lyssa + Radiant Scythe anyone? Fun times.
haha i see what you did there.

For a while, I personally used:

"I am the strongest!"+ HoF + AoHM + VoS + Asuran scan

then start swinging.

then use Aura Slicer + Victorious Sweep

it works for me... in PvE

as long as i had a monk TRIO (yes i said trio... cumbersome at times? yeah) maintaining these skills on me... i'd be good :

Spell Breaker
Strength of Honor
Balthazar's Spirit
Life Barrier
Life Bond
Protective Bond
Essence Bond
Vital Blessing
Unyeilding Aura
Succor
Mending
Watchful spirit.

it works for me, althought i dont think many people would find it useful...

dont flame please. just figured i'd offer one way of trying to make a very powerful derv.

Since i used this build i have moved on to being a critscythe sin. and it works just as well.
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Old Mar 25, 2010, 02:28 PM // 14:28   #123
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Just a little something I like to run in PVP every now and then:

Hundred Blades [E]
Aura of Thorns
Twin Moon Sweep
Pious Fury
Gash
Sun & Moon Slash
Vital Boon
Signet of Pious Light

Swordsmanship: 12
Earth Prayers: 9
Mysticism: 9 + 2 + 1 (12)
Scythe: 3

Run up > AoT > 100b > TMS > Pious Fury > Gash > S&M

Drops casters pretty quick, high armor targets still take some nasty damage.

Been using an Onslaught build recently. Must say I love the elite, maintainable IMS+IAS <3
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Old Mar 25, 2010, 09:23 PM // 21:23   #124
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For my part, I have to step back and look at the question in general before I could go into specifics of bars, so I have to break things down by class comparison. I would assume most people running dervs know this already, but from the general direction of the thread I get the impression that people have quit seeing the forest for the trees.

Apologies if this has already been said. Further apologies for possibly being wrong on some counts.

Between the three melee classes, first thing that comes to my mind is party synergy. If I take that concept and look at each of the three classes with it in mind, I get a pretty instant feedback.
Warriors, aside from tanking/bodyblocking and to some extent dps, are largely party-independent; i.e., they function basically the same with or without a party, and only really benefit from a party existing behind them so they don't have to heal themselves. They have really all the necessary skills (deep wound; bleeding; stance-removal) to make spiking or pressuring just as effective.
Assassins are also capable of soloing without any real penalty. Synergy-wise, they really need another tank in the party to free them up to their potential (free-roaming independent spiker) and can more easily run back to take heat off of casters without worrying about losing the tank; but again, like the warrior, they don't really get benefited from having people behind them aside from the heal responsibility.
Dervishes, on the other hand, synch with more players to a higher degree than the other two simply because of Mysticism. I could go on about prot monks, but the single best example of this would have to be the Orders necro hero, which (with 15 Mysticism) basically translates to one energy regen per second, or three additional pips of energy regen—which is what, six pips essentially? Combine that with Dark Fury, the aforementioned monk prots, and the derv's own enchants, and that's a constant resupply of energy right there, which only the assassin can reproduce (through AP, which is itself prone to failure). The warrior can sort of imitate this through adrenal skills, but it's nowhere near the same magnitude.
This means to me that the dervish comparatively is inferior solo, but superior in a party.

So then the resulting concept is easy. Keeping monk/nec heroes behind yourself to maximise energy regain, either use Zealous Vow (which doesn't need EA to be maintained) with a sundering snathe, or just a zealous snathe (and Zealous Renewal if you think you need it) if you want the elite slot for something else. Then spam energy-attack skills.

Sure, Order of Pain won't synch with you if your damage is altered to earth or holy, but regardless it's still a 5e return every five seconds on top of your four pips.
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Old Apr 01, 2010, 09:58 AM // 09:58   #125
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Find area with undead who spam blinds
use avatar of balth
maintain sight beyond sight
win game
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Old Apr 03, 2010, 05:09 AM // 05:09   #126
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Quote:
Originally Posted by Allamorph View Post
For my part, I have to step back and look at the question in general before I could go into specifics of bars, so I have to break things down by class comparison. I would assume most people running dervs know this already, but from the general direction of the thread I get the impression that people have quit seeing the forest for the trees.

Apologies if this has already been said. Further apologies for possibly being wrong on some counts.

Between the three melee classes, first thing that comes to my mind is party synergy. If I take that concept and look at each of the three classes with it in mind, I get a pretty instant feedback.
Warriors, aside from tanking/bodyblocking and to some extent dps, are largely party-independent; i.e., they function basically the same with or without a party, and only really benefit from a party existing behind them so they don't have to heal themselves. They have really all the necessary skills (deep wound; bleeding; stance-removal) to make spiking or pressuring just as effective.
Assassins are also capable of soloing without any real penalty. Synergy-wise, they really need another tank in the party to free them up to their potential (free-roaming independent spiker) and can more easily run back to take heat off of casters without worrying about losing the tank; but again, like the warrior, they don't really get benefited from having people behind them aside from the heal responsibility.
Dervishes, on the other hand, synch with more players to a higher degree than the other two simply because of Mysticism. I could go on about prot monks, but the single best example of this would have to be the Orders necro hero, which (with 15 Mysticism) basically translates to one energy regen per second, or three additional pips of energy regen—which is what, six pips essentially? Combine that with Dark Fury, the aforementioned monk prots, and the derv's own enchants, and that's a constant resupply of energy right there, which only the assassin can reproduce (through AP, which is itself prone to failure). The warrior can sort of imitate this through adrenal skills, but it's nowhere near the same magnitude.
This means to me that the dervish comparatively is inferior solo, but superior in a party.

So then the resulting concept is easy. Keeping monk/nec heroes behind yourself to maximise energy regain, either use Zealous Vow (which doesn't need EA to be maintained) with a sundering snathe, or just a zealous snathe (and Zealous Renewal if you think you need it) if you want the elite slot for something else. Then spam energy-attack skills.

Sure, Order of Pain won't synch with you if your damage is altered to earth or holy, but regardless it's still a 5e return every five seconds on top of your four pips.
Warrior's Endurance. That's all the warrior needs to match what the dervish can pump out under your idea.
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Old Apr 10, 2010, 05:33 AM // 05:33   #127
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Quote:
Originally Posted by The Ghetto Prophet View Post
Find area with undead who spam blinds
use avatar of balth
maintain sight beyond sight
win game
Because builds with Mysticism and Spawning power together are so possible.
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