Nov 02, 2006, 12:51 AM // 00:51
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#1
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The Greatest
Join Date: Feb 2006
Profession: W/
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Dervish Build Directory Submissions
Please post here with your Dervish build and a link to its thread if you would like it to be considered for the Build Directory.
For rules, see the Build Directory Submissions Rules.
This sticky shall remain free of discussion. All discussions of the builds posted here should be done in their respective threads.
Build Template
Profession: [primary/secondary]
Name: [name of the build]
Type: [PvE/CompetitivePvP/GeneralPvP/8v8/Gvg?]
Category: [Spiker/Nuker/Tank/Damage/Support/Interrupt/etc]
Weapons: [15^50, 15^Stance, 1/-1 Zealous, x/-1 Vamp, etc.]
Armor: [Radiant, Survivor, Brawler, Etc.]
Attributes" [These should be done in a "base + runes + hat" format.]
Skills Set [Place them in any order you like. Place {Elite} next to the Elite Skill and the linked attribute in (parentheses). If you want, you can provide two skill sets, one for PvP and one for PvE.]
Summary: Explain the purpose and goal of the build, along with a thorough guide to how this build can be run effectively. This must be done with good grammar and spelling, although I will edit the stuff you miss.]
Notes & Concerns: [Explain any notes or concerns you have with the build, whether it be weaknesses, timing issues, or warnings.]
Credit:* [Who would you like credited? Yourself? Your guild? Both?]
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Nov 02, 2006, 08:13 AM // 08:13
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#2
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Krytan Explorer
Join Date: May 2006
Location: Antioch, CA
Profession: R/
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Sand Shards
http://www.guildwarsguru.com/forum/s...php?t=10051152
Profession: Dervish/Mesmer
Name: Sand Man
Type: Pve/PvP
Category: Spiker/Tank
Attributes: Earth Prayers: 12+3+1 Mysticism:12+1
Skill Set:
[Attribute] (Energy, Cast Time, Recharge Time)
{Elite} Signet of Midnight [none] (0,3/4,15) Signet: You and target touched foe become blinded for 15 seconds.
Sand Shards [Earth Prayers] (5,1,15) Enchantment: For 30 seconds, whenever you fail to hit with a scythe attack, all nearby foes take 5 damage.
Mirage Cloak [Earth Prayers] (15,1/4,0) Enchantment: For 10 seconds, you have a 50% chance to 'evade' incoming attacks. When this Enchantment ends, all nearby foes are struck for 15 earth damage.
Aura of Thorns [Earth Prayers] (5,3/4,12) Enchantment: All nearby foes are Crippled for 4 seconds. For 30 seconds this Enchantment does nothing. When this Enchantment ends, all near by foes begin Bleeding for 5 seconds
Heart of Holy Flame [Mysticism] (10,3/4,20) Enchantment: All nearby foes take 40 holy damage. For 30 seconds, your attacks deal holy damage. When this Enchantment ends, all nearby foes are set on fire for 1 seconds.
Mystic Regeneration [Earth Prayers] (10,1/4,5) Enchantment: For 20 seconds, you have a +1 Health regeneration for each Enchantment on you. When this Enchantment ends, you lose one Enchantment.
Faithful Intervention [Mysticism] (5,2,20) Enchantment: If damage drops your Health bellow 50%, Faithful Intervention ends. When Faithful Intervention ends, you are healed for 30 Health
Resurrection Signet [none] (0,3,0) Signet: Resurrect target party member. You may use this skill only once per mission.
Summary:
This build is BEST used versus grouped foes. You deal mainly AOE damage/conditions. Start off casting Faithful Intervention before the match begins. As you are on the battlefield pick out a melee character that blind will affect the most, I usually choose assassins or interrupters, followed by sand shards. Now that you are blind, yes you have to be blind for this build to be most effective, select your targets, prefably bunched together, 3 or more since scythe swings hit only your target and 2 adjacent foes to that target, run up to them and use Aura of Thorns to cripple them. Now start attacking them, with each unsuccessful hit sand shards deals 26 (near by) AOE damage. Follow through with Heart of holy flames t ordeal some extra damage and to have an enchantment cover sand shards. Mirage Cloak and Mystic Regeneration are for when you need to be defensive start with Mystic Regeneration to start Regeneration of your Life, or to counter out any Degeneration you may acquire, and Mirage Cloak if you have those pesky melee attackers on you. By now you will have to Re-cast Signet of Midnight, feel free to cast on a caster for it throws them off a little bit, and Sand Shards.
Notes & Concerns: I first created this build during the first Nightfall PvP weekend event, I had been trying to find use for Signet of Midnight. Little has changed from my first attempt, and I have over come the nerfs to the Dervish, though it may not be as strong as I was with the first build it still works great. Watch out for interrupters, always best to blind them, if they are Rangers, over most other characters, enchant strippers, best countered with Spell Breaker if you have a Monk in your party, and Knock Downers. Let the Monks in your party know not to remove your conditions because you will need them. And remember you can tweak this build some but I would advise keeping Signet of Midnight, Sand Shards and Mystic Regeneration.
Credit: Goes to Myself, One DthGvr, and Bored Inc.
Templates: To load a template go t your Guild Wars directory then the template folder and select the appropriate folder create a new text document copy the code and paste it in the document save then load guild wars open your skills/pvp equipment windows and click the picture of the disk now select load and choose the name if the file you just created if you cannot load it may be because you have not unlocked all the items on that template, contact the original poster for info on items you may be missing.
Skills: AaJyKzyjOw8ydvujX2b5VAA
Equipment: RmGC90d4Lp6lmicPLmmiMskkmiMc1lmiMsGmmi0T
Last edited by Drithlan; Nov 15, 2006 at 06:17 AM // 06:17..
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Nov 02, 2006, 02:51 PM // 14:51
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#3
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Forge Runner
Join Date: Sep 2005
Guild: Radicals Against Tyrants
Profession: W/
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Dervish/None
Conviction Dervish Tank
PvE build
12+1+1 in Scythe Mastery
10+1 Mysticism
8+1 Earth Prayers
Chilling Victory
Eremite's Attack
Avatar of Bal {E}
Faithful Intervention
Vital Boon
Conviction
Sig of Pious Light
Sunspear Rebirth Sig
This build uses Enchantments, stances and forms to increase armor and provide healing.
Before anything happens use Faithful Inventention. Before battle use Vital Boon and Conviction. Make sure to keep Conviction up and use Sig of Pious Light when you need healing.
Credit: I did most of the development but my guild and members of this forum gave me plety of ideas
Discussion: http://www.guildwarsguru.com/forum/s...php?t=10053402
Last edited by Guardian of the Light; Nov 10, 2006 at 03:08 PM // 15:08..
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Nov 02, 2006, 10:13 PM // 22:13
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#4
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Wilds Pathfinder
Join Date: Nov 2005
Location: Baltimore, Maryland
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Nov 12, 2006, 11:10 PM // 23:10
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#6
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Desert Nomad
Join Date: Feb 2006
Location: the 7th level of HELL! J/K Somewhere in GW assassinating things
Guild: [acid]members of the KAWS alliance
Profession: A/
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Nov 14, 2006, 08:38 PM // 20:38
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#7
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Academy Page
Join Date: Dec 2005
Guild: Vanguard of Asylum [ASY]
Profession: W/Mo
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Nov 14, 2006, 10:08 PM // 22:08
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#8
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Krytan Explorer
Join Date: Aug 2005
Location: Fort Aspenwood
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Malicious Renewal
PvE,/PvP
Dervish/Assassin
Mysticism: 10 (9+1)
Scythe Mastery: 16 (12+4)
Earth Prayers: 10 (9+1)
Wearying Strike (Scythe Mastery)
If this attack hits, you deal +33 damage and inflict a Deep Wound for 10 seconds. You suffer from Weakness for 10 seconds.
Energy:5 Cast:0 Recharge:2
Signet of Malice (Assassin None)
For each Condition suffered by target foe, you lose one Condition.
Energy:0 Cast:0.25 Recharge:5
Victorious Sweep (Scythe Mastery)
If this attack hits, you deal +33 damage. If the target foe has less health than you, you gain 83 health.
Energy:5 Cast:0 Recharge:4
Pious Haste (Mysticism)
For 8 seconds, you move 25% faster. When this stance ends, you lose 1 enchantment.
Energy:5 Cast:0 Recharge:12
Vital Boon (Earth Prayers)
For 20 seconds, you have +80 maximum health. When this enchantment ends, you are healed for 158 health.
Energy:5 Cast:1 Recharge:8
Pious Renewal [Elite] (Mysticism)
For 8 seconds, whenever an Enchantment ends on you, you gain 1 energy and 7 health.
Energy:5 Cast:0.25 Recharge:3
Signet of Pious Light (Earth Prayers)
Lose 1 enchantment. Target ally is healed for 90 health. If an enchantment was removed in this way, this signet recharges immediately.
Energy:0 Cast:1 Recharge:20
Resurrection Signet ()
Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. You may use this Signet only once per mission.
Energy:0 Cast:3 Recharge:0
Notes & Concerns: You can see a more detailed version on Guildwiki.
Credits: Me, .
For the lazy heres the template code: A6NSKvms5EgZgQ3Ds4d7qfvu
Also in Wiki form.
Last edited by Lord Oranos; Nov 14, 2006 at 10:13 PM // 22:13..
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Nov 23, 2006, 10:53 PM // 22:53
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#9
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Furnace Stoker
Join Date: Jul 2005
Location: near SF, CA
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Name: Mystic Reaper
Purpose: General PvE Enchantment tanking
Profession: Dervish Warrior
Category: Enchantment tank
Attributes:
Earth Prayers - 13 (12 + 1)
Scythe Mastery - 12 (10 + 1 + 1)
Mysticism - 9 (8 + 1)
Skills Used:
1 - Wild Blow (general purpose stance remover)
2 - Conviction (+4 regen or +24 armor if enchanted)
3 - Mystic Sweep (fast scythe strike) or Victorious Sweep (life gainer)
4 - Reaper's Sweep {E} (deepwound + damage dealer) or Wounding Strike {E} (unconditional deep wound)
5 - Mystic Regeneration (4 regen per enchantment)
6 - Vital Boon (lots of life)
7 - Signet of Pious Light or Res-Sig
8 - Faithful Intervention
Weapons/Gear: Any +15>50 or +15 w/ enchanted scythe of enchantment +20%, Windwalker insignia on chest + legs, radiant insignias elsewhere.
Routine: This dervish/warrior set up is primary designed to absorb lots of punishment while still being able to deal out some respectable damage. Before any combat encounter, cast all 3 enchantments and activate Conviction. The dervish then enjoys constant +10 regen (+12 vs. degen), ~647 life (with a +102 FI-health buffer for 749 total life), and 109 armor. This is usually enough tank even L28 elementalist bosses while your heroes/henchies do their job. It's quite nice for soloing bosses once his helpers have been cleared.
The build is pretty straight-forward to use -- just renew your enchantments and conviction stance whenever they expire. Try to keep Vital Boon as your last cast enchantment to combo with Pious Signet whenever posssible.
Give this build a try if you find your dervish dying a little too much.
Credits: Not sure... nothing uber-original here...
Last edited by lord_shar; Nov 29, 2006 at 08:35 AM // 08:35..
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Nov 24, 2006, 02:19 AM // 02:19
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#10
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The Greatest
Join Date: Feb 2006
Profession: W/
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D/X
Type: [PvE]
Category: Damage
Weapons: 1/-1 or 5/-1 15^50/stance/enchantment +30hp/+5armor
Armor: I use Radiant chest+leg, rest survivor.
Attributes: Mysticism - 10 + 1
Scythe Mastery - 12 + 3 + 1
Earth Prayers - 8 + 1
Skills Set:
Reaper's Sweep {E}
Victorious Sweep
Chilling Victory
Zealous Renewal
Conviction
Meditation
[Free Slot]
Rez Sig/Sunspear Rebirth Sig
Summary: Maintan Zealous Renewal for energy gain. With Zealous Renewal always up, Conviction will give you a constant +24 armor. When Zealous Renewal recharges, use Meditation to remove it and gain lots of energy. Usually I use Victorious Sweep > Chilling Victory > Reaper's Sweep {E} as my attack pattern. For the free slot, I use WIld Blow in Kourna to remove Whirling Defence from the Kournan Rangers. Other skills for this slot could be an IAS, Plague Touch, or a heal. The rez is to well, rez dead party members. I recommed using Rez Sig opposed to Sunspear Rebirth Sig, because you will be in the frontlines and rezzing a monk to your location wouldn't be helpful.
Notes & Concerns: This build has no self heal, so its very monk dependant. Weak against any anti-melee, and enchantment removal.
Credit: Myself, thought of this build by myself.
Link To Thread
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Nov 24, 2006, 03:10 AM // 03:10
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#11
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Jungle Guide
Join Date: Mar 2006
Location: CT
Guild: NITE
Profession: R/
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Ebon Reaper Tank
http://www.guildwarsguru.com/forum/s...php?t=10080369
Profession: [D/*]
Name: [Ebon Mystic Tank]
Type: [General (More PvE focused though)]
Category: [Tank/Damage]
Weapons: [Zealous +1/-1, +5 energy. Recommended: Mhedi's Vow (Green)]
Armor: [Radiant on Chest, Windwalker on head, gloves, shoes, Survivor on Legs. Attunement rune on chest, superior scythe mastery, minor's earth and mysticism anywhere..]
Attributes
Scythe Mastery 8+3+1
Mysticism 10+1
Earth Prayers 12+1
Skills Set
Mystic Sweep
Chilling Victory
Rending Sweep (or Lyssa's Assault)
Mystic Regeneration
Ebon Dust Aura {Elite}
Zealous Renewal
Faithful Intervention
Staggering Force
Summary: This build is made to both tank damage, and to disable enemies while still doing a good amount of hack'n'slash. The enchantments (5 total) are the core part of this build. Ebon Dust Aura is the focal point, being used in conjunction with Staggering Force for earth damage, and the attack skills (I use the ones I have for their short-ish recharge time, and effects) for a complete disabling of melee enemies, blinding them for 7 seconds with every attack skill used. Mystic Regeneration, when used with all of the other enchantments (only Faithful Intervention is constantly maintained, others may be cast before battle/maintained during battle) gives you at least 10+ regeneration for the duration of it and the other enchantments. This, combined with the blind, should allow it to tank very well. In tandem with the attack skills, the build is very energy heavy, hence the zealous scythe, preferably Mhedi's Vow for the total of 35 energy. This build could also plausibly be used in PvP, but I couldn't specify exactly how or in which arenas. Oh- always maintain Staggering Force in battle, lest EdA be made useless. The AoE dmg and the weakness afterwards are also plusses.
Notes & Concerns: Disenchanting mesmers, and interupts, are this build's only real problem. Degen is easily countered (most of the time, I don't think you get slammed with over 10 degen), and you shouldn't take many hits anyway. Always remember to maintain Staggering Force in battle, to maximize on EDA's effects. Otherwise, this should be a pretty good build. Also- I didn't include a res, because most of the time, there are other people alive doing the ressing (casters/monks/heroes) and if you're on the frontlines with this, dying is probably more your thing than other people's, so it shouldn't matter much. You could always sub Faithful Intervention out with one, if you think it's so necessary.
Credit: I credit myself with this build, and GWG user Nokkers who pointed out the lack of an earth damage skill (or weapon) to make the build work. Also, Hand of Fate Reborn, a great officer in my guild who let me test this against his now brutally beaten Assassin. Also to Winds of Fayt, my buddy and officer in my guild, who happened to come up with a very similar build a little while after me, and helped me refine mine a bit.
Edit: Skill change from Vital Boon to Zealous Renewal. Attribute refinement, and minor change for weapon. Updated suggested armor.
Last edited by Sidra; Nov 27, 2006 at 03:44 AM // 03:44..
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Dec 01, 2006, 06:54 PM // 18:54
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#12
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Academy Page
Join Date: May 2005
Location: Minnesota
Guild: Draconis Guards
Profession: R/
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Profession: Dervish/*
Name: Balthazar's Tank
Type: PvE, maybe RA PvP if you want to take a lot of damage.
Category: Tank
Weapons: I personally use the pre-release scythe (+15% enchanted, Enchantments last 20% longer, Ice damage) but you can probably use a sundering (20/20) if you want more damage.
Armor: Armor doesn't really matter. All the dervish armor will work well so just use whatever you're comfortable with.
Attributes: Mysticism - 16 (12+3+1)
Scythe Mastery - 13 (12+1)
Earth Prayers- 4 (3+1)
All the attribute points are used in this way. It is how I've found this build to be the most effective, but you can always tweak and tinker as you see fit.
Skills: Mystic Sweep
Ermite's Attack
Chilling Victory
Mystic Vigor
Vital Boon
Faithful Intervention
Avatar of Balthazar [E]
Rez
Summary: This has been the general build that I've run ever since creating my dervish character. I always felt that the dervish was meant to get up on the front lines and stay there while dealing considerable amounts of damage, but I was concerned when I was first killed by a group of monsters. I started to play with this build and found that it works very well against even the largest groups of enemies.
Start off by casting Faithful Intervention upon entering a new area and just let it stay up indefinitely. this will protect you in case you start taking too much damage. Before entering battle, cast Vital Boon and Mystic Vigor before you cast Avatar of Balthazar. You now have 3 enchantments up and that will power your Mystic Sweep. Vital boon should ensure that you have more life than many enemies, so keep it up if you can, but when it is going to expire, just let it so you can get the 100 health. Keep renewing Vital Boon and Mystic Vigor when they run out and just spam Ermite's Attack and Mystic Sweep for damage. use Chilling Victory when your target gets down to about half health or so (or just whenever you expect they have less health than you) to make sure that the cold damage hits. Ermite's Attack will always add at least 9 damage, which is still pretty good if you hit your max damage potential.
In all honesty, you won't need AoB much if there are only a few enemies, so if it runs out you shouldn't be in too much danger. Don't be in a huge hurry to renew AoB if the battle is almost over and your party is winning. Even without the bonus to armor, you will be gaining enough health from enchantments ending and from Mystic Vigor that you shouldn't need to worry too much about it. On the off chance that you need to run away, though, AoB also makes a good escape skill. Just make sure that you have your rez set.
Notes & Concerns: This build is not fool proof. Any enchantment stripping mesmer groups will take off most of your enchantments right away and you will be left relatively vulnerable. If you are not the primary tank, let the primary head in first to distract the mesmers before you rush in. Even if your enchantments are stripped, most of them recharge fast enough to be put up again.
Variation: If you like, you can substitute out Ermite's Attack for Pious Assault. In this case, I suggest you use Pious Assault to remove Vital Boon if you are in dire need of some healing and the monk is otherwise preoccupied.
Credit: Myself (IGN: Kier Diaga is my dervish) and all of you who didn't believe that a Dervish couldn't make a good tank. Thanks for inspiring me to this.
Build Discussion: http://www.guildwarsguru.com/forum/s...89#post2286589
Last edited by Family Draconis; Dec 01, 2006 at 06:58 PM // 18:58..
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Dec 02, 2006, 08:50 PM // 20:50
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#13
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Frost Gate Guardian
Join Date: Jan 2006
Guild: Order of Corrupted Souls [OoCS]
Profession: W/
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Profession: Dervish/Mesmer
Name: Pious Healer
Type: PvE
Category: Support Healer
Weapons: Any, Totem Axe and an Inspiration Magic +12 energy offhand are reccommended.
Armor: I use Sentury's Insignia for the armor bonus, however any could be used.
Attributes:
9+1+3 Earth Prayers
12+2 Mysticism
9 Inspiration magic
Skills Set:
1. Imbue Health [Mysticism]
2. Signet of Pious Light [Earth Prayers]
3. Energy Tap [Inspiration Magic] (Optional)
4. Mantra of Inscriptions [Inspiration Magic]
5. Pious Renewal {E} [Mysticism]
6. Vital Boon [Earth Prayers]
7. Faithful Intervention [Mysticism]
8. Generic Ressurect
Summary:
Purpose: This build uses the cheap, spammable nature of Signet of Pious Light and Pious Renewal to relieve pressure from your monks in terms of healing, and also generate a very durable, energy-efficient healer. I wanted to take the Dervish in an entirely different direction, making use of skills that can be captured or trained before Vabbi, the Realm of Torment, Ember Light Camp, etc.
Healing: To begin with, you should try to always maintain Faithful Intervention as a last-resort cover enchantment before your Signet goes into a cooldown, and Mantra of Inscriptions is maintained constantly in this unlikely event. Essentially, all you must do is continually cast Pious Renewal and Signet of Pious Light. Because Signet of Pious Light removes an enchantment, you should always use Pious Renewal with it. Imbue Health is used as a very large recovery heal. You should attempt to use Vital Boon in Conjunction with Imbue Health, in order to increase your maximum health and heal for that extra mile. Due to the fact that Pious Renewal covers it's own energy cost, you will find that you do not need high energy to maintain this build and use it effectively. So long as you remember to always cover Signet of Pious Light with a Pious Renewal, you will maintain maximum or near-maximum energy.
The Optional Slot: I place Energy Tap in this slot for the occasional Mesmer that wants to try an energy denial skill of some sort. This can be replaced with Heart of the Holy Flame, Conviction (Be mindful of Mantra of Inscriptions), Watchful Intervention, or whatever else you may find to your liking. One point can be dropped from Earth Prayers and Inspiration, then placed into Wind Prayers for Vow of Piety. Additionally, Vital Boon can be removed for Armor of Sanctity and Aura of Thorns/Veil of Thorns if you want some added survivability.
Notes & Concerns:
The skill Rust hurts this build greatly as it ends up making your signet nearly useless. Energy is not nearly an issue, the Totem Axe is reccomended because of the 20% extended enchantments mod. Should you have a Bonding monk with your group, ensure that you have Faithful Intervention covering your bond, so you have an extra safeguard to accidently removing it. If you are having trouble getting Mantra of Inscriptions, simply capture it from Sanctum Cay.
Credit: Myself, my guild, and all those groups I tested this with.
Build Discussion: http://www.guildwarsguru.com/forum/s....php?p=2290526
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Dec 05, 2006, 01:51 AM // 01:51
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#14
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Banned
Join Date: Nov 2006
Location: American District 1
Guild: NDR|||We are recruiting|||PM me
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how about this one?
D/W
any type of exceptional scythe
scythe - 11,3,1 [15]
mysticism - 10,3 [13]
earth prayers - 10,1 [11]
chilling victory
mystic regen
sig of pious light
vital boon
victorious sweep
wild blow
reaper's sweep
faithful intervention
any comments?
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Dec 17, 2006, 11:53 AM // 11:53
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#15
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Pre-Searing Cadet
Join Date: Dec 2006
Guild: The Black Cats
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Profession: Dervish/Warrior
Name: Grenth's Claw
Type: Alliance Battles, Random Arena.
Category: Damage and Enchant/Stance removal
Attributes:
Mysticism - 15 (11 + Superior and +1 helm)
Wind Prayers - 8 (+1 rune)
Earth Prayers - 6 (+1 rune)
Scythe Mastery - 12 (11 +1 rune)
1. Avatar Of Grenth [Elite] Mysticism
2. Wild Blow
3. Protectors Strike
4. Aura Of Thorns - 1/4 C 12 R
5. Vital Boon - 1 C 8 R
6. Pious Restoration - 1/4 C 4 R
7. Faithful Intervention - 1 C 15 R
8. Res Signet/run skill (AB) OR Twin Moon Sweep.
Weapon of choice is the bonus item Soulbreaker or a pvp Scythe with +30 Health and Armour Penetration mods.
Summary:
Basic Idea is for you to use Grenths form plus the two warrior attack skills to keep removing both stances, and enchantments from multiple targets, with protectors strike (same as my warrior) you can effectively "double strike", the upside as a dervish is you can sweep groups and the bonus is added, removing upwards of 3 stances and 6 enchants.
Use Faithful Intervention before entering combat, save grenths for when you have trouble with monks/spellcasters/other warriors.
Use Vital Boon as you rush in, then aura of thorns to cripple your target/s, quickly remove with pious restoration (or twin moon) to cover with bleed. Also use pious to clear upto two hexes, as long as faithful intervention is active, great against SS and such, even if backfired, vital boon will buffer.
With the Dervish's main skill constantly giving back energy + health you have a lot of survivability in arena, and with the multi target stripping effect a lot of utility in AB.
Notes & Concerns:
Firstly, as with any enchant Dervish, if you have a team monk, be sure to pay more attention to your enchant combo, so as not to waste/remove beneficial enchantments in tricky situations.
You can have problems versus a Av of Dwayna CoP spammer, or multiple Dervs, as you trigger their removal chant, this can also help to ruin there combos, but generally you are able to outlast them.
Mesmer, Drain enchantment then Shatter Enchantments, could be troublesome if cast at the right time, but with the high recharge, wouldn't put much stress on the build.
The main weakness of the build is energy denial and blackout/diversion, since I am not a warrior, I rely on skills to fight, mainly the casting and recasting of my enchantmentss, and use of my attack skills to trigger my grenths form special.
Blindness can be tricky as my only offensive spell is for conditions not damage. Again in a team game this wouldn't matter, as our monk typically would have mend/remove condition.
Credit: Myself for the build, testing, and working out the kinks to get the best effect from Grenths. Pretty sure this is a new Derv build, as I came up with it on the first open event.
Big Thanks to my Guild, esp. Illuminus, and Schleicher (eddo) who are my reliable partners in AB and Team fights.
Another thanks to the people over at Kai for throwing some arguments etc at my build (none of em hit on it though )
Edit, forgot this : http://www.guildwarsguru.com/forum/s...php?t=10091862
Thanks, Agga.
Last edited by Aggamemnon; Dec 18, 2006 at 01:28 AM // 01:28..
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Dec 24, 2006, 02:02 AM // 02:02
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#16
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Ascalonian Squire
Join Date: Dec 2006
Guild: Death To Society [syke]
Profession: N/Me
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Blood Dervish
Profession: Dervish/Necromancer
Name: Bloody Dervish Battery (BdB for short)
Type: PvE
Category: Support
Attributes:
Blood Magic: 11
Mysticism: 15 (sup rune 3 + hood 1)
Earth Prayers: 9 (minor rune 1)
Skills Set:
Health Version
Blood Bond
-For 16 seconds you should give a +5 health regeneration to other allies.
Blood Ritual
-Sacrifice 17% max health which should be for 12 second to give a +3 energy regeneration to other allies.
Blood Renewal
-Sacrifice 25% max health for 10 seconds so you can have a +5 health regeneration and when it ends you should get 150 health.
Imbue Health
-Give other ally 50% of your current health at 300 max.
Vital Boon
-Should raise your health to +76 and when it ends you should receive 150 health.
Mystic Regeneration
-For 20 seconds you should have a +3 health regeneration for each enchantment on you.
Avatar of Melandru {Elite}
-Should last for 75 seconds so you can have +200 health and be unaffected by conditions.
[Optional 8th skill]
Blood Drinker (steal health to be used as damage)
Well of Blood (for corpse control)
Resurrection Signet
Energy Version
Blood Ritual
-For 16 seconds you should give a +5 health regeneration to other allies.
Blood is Power
-Sacrifice 33% max health for 10 seconds so you can give a +5 energy regeneration to another ally
Blood Renewal
--Sacrifice 25% max health for 10 seconds so you can have a +5 health regeneration and when it ends you should get 150 health.
Imbue Health
-Give other ally 50% of your current health at 300 max.
Vital Boon
-Should raise your health to +76 and when it ends you should receive 150 health.
Mystic Regeneration
-For 20 seconds you should have a +3 health regeneration for each enchantment on you.
Demonic Flesh
-Sacrifice 20% max health for 52 seconds so you can have +168 health.
[Optional 8th skill]
Blood Drinker (steal health to be used as damage)
Well of Blood (for corpse control)
Resurrection Signet
Summary:
This is a battery build designed for two objectives. The health version is to provide mainly health and energy to support the monk. The energy version is to provide mainly energy to support the monk and others and health.
For the health version the main skills are Blood Bond is the main skill that will be used. You will give a +5 health regeneration to another ally but have a -3 health degeneration. In order to counter this you cast Mystic Regeneration which will give you a +3 health regeneration for every enchantment on you and in this build there are three (Mystic Regeneration, Vital Boon, and Blood Renewal). You can cast more Blood Bonds if your monk or someone else is nice enough to put some enchantment on you. Blood Ritual I use to help out the monks in the group or monk. Avatar of Melandru is used to raise your max health in case you are not paying attention or your enchantments get stripped and to prevent more degeneration from conditions. The plus side is that because you have Avatar of Melandru and Vital Boon you should have well over 700 health which allows you to always guarantee the max on Imbue health of 300 for those in your party who get spiked. The eight skill depends on what you are doing and can be switched out readily.
For the energy version the main skills are Blood Ritual and Blood is Power to spam energy to allies. In this version because Blood Bond is gone and you now have 4 enchantments you can place on your self (Mystic Regeneration, Vital Boon, Blood Renewal, and Demonic Flesh) your health bar should be maxed with health regeneration pipettes, not to mention if your monk is friendly and adds to your regeneration if you are hexed or conditioned. Between Vital Boon and Demonic Flesh you should have over 700 health which allows you to always guarantee again the max for imbue health in case someone gets spiked. Again the eight skill depends on what you are doing and can be switched out readily.
Unlike the Necromancer version of a batter you will not have Soul Reaping to provide you with energy. However, you will have Mysticism which will provide you with 15 heath and 5 energy every time an enchantment ends on you. Since most of the skills in both build only cost 5 energy to cast you will be very energy efficient.
You should load up on Insignias for health and energy. My dervish has 486 health and 48 energy when using Milthuran’s Staff.
Notes & Concerns: You should NOT be in the front. This is meant to support the monk and others in the party so you should be in the backline. One major issue is if you will notice your health fluctuates a lot. It will continue to rise and fall depending on when Mystic Regeneration runs out and how much you are sacrificing. I have yet to sacrifice myself to death because of the high health but I can see how someone could do it.
Credit: Thanks to my guild Death to Society (syke) and specifically to Drucilla Longbow.
http://www.guildwarsguru.com/forum/s...77#post2370577
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Dec 26, 2006, 11:02 PM // 23:02
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#17
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Frost Gate Guardian
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I'm taking credit for this build because I thought it up myself, but I don't claim to be the inventor of it, since the base concept is pretty obvious. It's not rocket science, my build is just specifically designed for RA, and I believe it's fairly well-rounded and very capable.
Profession: Dervish/Warrior
Name: Black Cloud
Type: PvP (Random Arena, although it's not useless elsewhere)
Category: Tank, damage/pressure, disabling melees
Weapons: Ebon 15% while enchanted scythe of Enchanting/Fortitude (emphasis on "ebon" - this build requires an earth damage weapon. The rest is up to your preference, although "Guided by Fate" and "of Enchanting" will help you the most)
Armor: All Radiant. Runes are Major Scythe, Minor Mysticism, Superior Vigor, Clarity and Restoration. These can be changed to your preference, although a good energy pool is necessary.
Attributes:
Scythe Mastery 12+1+2
Earth Prayers 10
Mysticism 8+1
Skills Set
[skill]Mystic Sweep[/skill][skill]Wild Blow[/skill][skill]Crippling Sweep[/skill][skill]Vital Boon[/skill][skill]Mystic Regeneration[/skill][skill]Ebon Dust Aura[/skill][skill]Faithful Intervention[/skill][skill]Resurrection Signet[/skill]
Summary:
Keep all your enchants up at all times. Cast Faithful Intervetion as soon as you enter the game, and re-cast it when you're not actively fighting if it gets stripped or resolves. Ebon Dust Aura and Mystic Regeneration are both high priority, keep them up when at all possible, they keep you alive and this build is based on those two skills. Vital Boon is not extremely important, but the extra health and occasional healing is always nice, and it's a good way of protecting the other enchantments from removal. Keep it at the top by casting it after the others, but you don't have to re-cast it immediately if you have better things to do.
The build combines the natural high damage and spike capability of the dervish with amazing survival, and an on-demand blind. I sacrificed a bit of damage output by using only Mystic Sweep and Wild Blow as offensive skills, in trade of the defense that you'll need in RA. You'll rarely have healers on your team, and this build is designed to work without it. You should easily do enough damage to take down a caster or other soft target with relative ease, and the blindness you'll be causing on most of your attacks means that warriors, assassins and other dervishes will be unable to hurt you if they can't make themselves immune somehow. You'll be sitting at a near-constant 10 pip health regen which should be enough to keep you alive unless an entire team targets you, and you can effectively keep several opponents blinded for an entire match while still dealing good damage.
Against a caster, simply pressure them by crippling and swinging away with Wild Blow and Mystic Sweep. Learn to time it so that you get the most out of Mystic Sweep's "instant" attack, use it right after a regular swing to reap the full benefit. Stances will crumble and you can easily spike for 200 against 60AL, every few seconds.
Against any melee or ranger, simply keep them blinded. You'll be keeping your enchants up at all times, meaning that any attack skill you use causes blindness for 8 seconds. Unless they have a way of becoming immune, they will be unable to harm you.
The constant high hp regeneration means that you can shrug off a lot of damage, and a lot of melee counters become nuissances rather than devastating disablers. You can be crippled and blinded, but it still takes a lot of damage to put you down, so you're still helping your team because the opponents will have to either keep you disabled at all times, sacrifice a lot of effort in putting you down, or deal with the havoc you can cause.
Again, this is a build designed for RA where teamwork and support is at a minimum. You need very little of that, and you can exploit the opponents' lack of it. The build would function in other arenas like GvG, but a real PvP team would benefit more from other builds which I won't be getting into here.
Counters:
Blind/cripple/weakness - these will hinder you, but they won't kill you, and if the opponent needs to dedicate a team member to keeping you disabled during the entire match, you're still contributing in that way.
Chain-knockdowns - there's a couple of assassin builds that can keep you knocked down and kill you that way, but if you manage to hit them a single time with Ebon Dust Aura on, they'll be blinded and you've auto-won.
Healers - you do good damage, but you're not killing people in a single spike. This means that dedicated healing makes it more difficult for you to kill people. I suppose that's true for just about any build out there, though.
Enchantment removal - you can keep Vital Boon at the top to make sure that a single enchant strip won't break you, but if you lose all your enchantments then you'll need to "time out" until you can re-cast them. You're not useless without them, but you're at a big disadvantage. Don't attempt anything risky without Mystic Regen, Ebon Dust and one other enchantment (to keep a max or near-max hp regen).
Last edited by Muk Utep; Dec 26, 2006 at 11:15 PM // 23:15..
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Dec 29, 2006, 06:04 AM // 06:04
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#18
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Academy Page
Join Date: Nov 2005
Location: DC
Guild: Envoy of Chaos
Profession: W/Mo
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Profession: Dervish/Necromancer
Name: Dervish of the Lich
Type: PvE
Category: Tank/damage/condition
Weapons: [15^50, 20% longer enchants, zealous
Armor: + energy and + armor
Attributes
Mysticism : 9 (8+1)
Death: 5
Earth: 9 (8+1)
Scythe: (12+3+1)
Skills Set
Faithful intervention
Aura of the lich (elite)
heart of fury
mystic regeneration
mystic sweep
wearying strike
plague touch
sunspear rebirth signet
Summary:
-Cast faithful intervention as soon as you load.
-cast aura of the lich and mystic regeneration before going into battle, and keep these up as long as you are in battle
-use heart of fury when extra healing or offense is needed
-mystic sweep is your main attack
-wearying strike is used primarily against warriors and rangers in combination with plague touch. You can also opt to simply spam wearying strike and mystic sweep without plague touch, since they have a short recharge.
-sunspear rebirth signet is obvious, but can be changed out for signet of pious light to end AotL prematurely and gain roughly 300 health.
The purpose of this build is to tank, while being capable of dealing moderate damage and disabling physical damage dealers.
Notes & Concerns:
As all dervishes, extremely enchant dependant. No enchants? You're dead.
Also, AotL halves all damage, but not degeneration. If you are under extreme degeneration that not even mystic regeneration can counter, do not renew it/end it with signet of pious light.
Credit:Myself
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Jan 07, 2007, 09:44 PM // 21:44
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#19
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Frost Gate Guardian
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Leveling build
Profession: Dervish/Any
Type: Leveling
Category: Tanking/AoE damage
Weapons: Best Weapon you can get whenever, doesn't matter too much
Armor: Doesn't matter, just best armor whenever
Attributes: As it's a leveling build, can't really specifically say what attribute. Just put most into Scythe and Mysticism and the rest into Earth.
Skills Set:
Chilling Victory
Mystic Vigor
Vital Boon
Zealous Renewal
Heart of Holy Flame
Pious Assault
Signet of Pious Light
Res Signet
Summary: This is just a basic leveling build. I'm including it just for any newer players who are finding the dervish a bit comfusing starting off, as I did.
Basically with this build you want to maintain your four enchantments as long as possible. Before you attack any mob or group of mobs you want to cast Mystic Vigor and Vital Boon. These are a major source of your healing and don't do any damage so it's best to cast them before battle. Once these are on run to your first mob as fast as possible. Once there cast Zealous Renewal and Heart of Holy Flame. These each do holy damage to every mob around you so it's very nice AoE damage.
With 4 enchantments up you should be healing yourself for a nice bit with every hit. At 9 mysticism Mystic Vigor will heal 5 hps per enchantment on you with every hit. So with four enchantments that's 20 hps per hit. Add to this the area of effect that you regular scythe attacks can do and you're talking a nice few hps healed depending on how many mobs are around you. Vital Boon gives you a nice hp bonus when you first cast it, and more when it's released. Zealous Renewal is here as some extra energy management, but the AoE damage it does at the begginning is very nice. This enchantment will last for 30 seconds, and once it ends it gives back an amount of energy based on how many times your attacks it while it was up. The final enchantment is for pure damage. It does AoE damage immediately, and will set all mobs around you on fire once released. Pious Assault and Signet of Pious Light are both here mainly for release enchantments if you want to rather then waiting out their durations. Pious Assault is a nice scythe attack you can use for extra damage. It does extra damage and also releases an enchantment. Signet of Pious Light heals, and because it is a signet it doesn't cost energy which is very nice. The cool thing about these skills is they recharge immediately if an enchantment is removed when you use it. So, if you have 4 of your enchantments up and want to spam these attacks for more damage or more healing, you can. Add to this the energy you'll get back from the enchantments being released and you should have enough energy to recast them. You always want to cast Heart of Holy Flame last whenever you have all your enchantments up, this is so that you can easily release it to cause burning to all mobs around you. Finally, Chilling Victory is just a nice scythe attack to use whenever possible for extra damage.
Basically you just want to maintain your enchantments, and use Chilling Victory whenever you can. Then use Pious Assault or Signet of Pious Light either for extra damage or healing whenever necessary, or just to release certain enchantments for the extra benefits.
This build is easy to use, and all the skills and spells are available by level 3 or 4. I've used this build probably from level 3 or 4 up to level 13 where I am now, and I have no problems whatsoever. It's a good build to use to get used to how the enchantments work for the Dervish class, and to get used to the class as a whole, but by no means an end game build.
Credit: I guess me. It's not a very complicated build, but still my idea :P
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Jan 16, 2007, 08:04 PM // 20:04
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#20
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Wilds Pathfinder
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I guess I'll post this one up since it's gotten some good responses (and +10K views ). Credit me (arredondo). It's a tanking build for general PvP... fun in arenas, can be tweaked for other modes. PvE options listed at the end.
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Extended Shadow Form Defender (De/As)
Mysticism: 16 (12+3+1)
Scythe:14 (11+3)
Shadow Arts: 6
Deadly Arts: 2
Deadly Paradox: Attack skills off for 10s, halves recharge and cast time of Assassin skills
Extended Enchantments: Lose all enchants. For 25s all enchants last 2x as long, and all end when this ends
Shadow Form: For 13s, all spells fail and all attacks miss you, lose all but 23 HP when it ends
Faithful Intervention: If damage puts you <50% HP, it ends. When it ends you get +158 HP
Heart of Fury: +33% attack speed for 25s, nearby foes set on fire for 3s when it ends
Crippling Sweep: attack Cripples foe for 7s times amount of enchants on you (max 19s)
Rez -or- Malicious Strike: Attack does 5 damage and hits as a Critical
Feigned Neutrality: +7 regen and +80 AL for 9s, ends if you attack or use a skill
I wear max energy armor, and I make sure to bring a +20% enchant Vamp Scythe among other weapons.
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All enchantment times listed above assume you have the +20% enchant mod on your weapon.
Let me say right off that this build is better when you don't need a rez (like in Hero Battles, planned TA, some HA, Aspenwood, etc.). That eighth slot for Malicious Strike really makes a difference, but always bring a rez to RA. Another point is that I use dual Superior Runes in this build,, leaving me with about 405 HP. Your defense is so strong that you won't notice it at all. With that said, here's how it works.
Go into DP stance. Try and do it 3-4 seconds before you plan to enchant up and fight (not required though). After that, put up your four enchants in the order listed: EE->SF->FI->HoF
Congrats, you are now protected from 95% of the possible damage dealing skills and attacks in the game! Shadow Form in builds is normally maxed out in the Shadow Arts line to keep it up at maximum levels. Here I have L6 Shadow Arts and it's perfect, even though the stats say it's 9s (I added the +20% enchant stats in this listing). EE makes that 11s SF last about 22s (25s with enchant mod). When EE ends, it erased all enchants so it takes away SF just as SF was ending anyway.
Once you do EE->SF, the enemy can not stop the last two enchants, Faithful Intervention and Heart of Fury. FI's role in this build is genius. Like Watchful Intervention, it does not automatically trigger the HP boost if your health goes below the listed amount; only incoming damage will do that.
However this spell also says that you get the bonus when the enchant ends, so at the same time EE ends to kill SF and drop you to 23 HP, it also ends FI as well which immediately gives you the health boost! You actually never see it drop to 23 because it all happens together. The final enchant is Heart of Fury. This IAS lasts the entire time too, and it ends with the rest of them.
So the full plan is to put up Deadly Paradox and four enchants, then fight for the 25s that EE gives you. When it all ends, you get 158 from HoF, plus you get +16HP per enchant or another +64 total HP when they are gone. Altogether it easily puts you at 50% health instead of a mere 5% health. And that's the very instant SF leaves you.
After that, turn on Feigned Neutrality and it'll give you amazing defense and regen for the 5s you wait for SF to recharge (it lasts 25s, then recharges in 30s under DP). Make sure you don't attack or it ends.If you'd like, you can do DP+FN to permanently stay under it's protection.
BTW, this isn't casting as long as you may think. The the cast times for the four enchants are .25s, 1s., 2s, .75s. Faithful Intervention is the only slow one, and once SF is up, they can't interrupt you with (almost) anything anyway.
The offense is to use the IAS speed buffed scythe to do nice AoE damage, and on your main foe you keep Cripple up as you punish him with Malicious Strike (out of arenas). The critical can get into the 90s for damage, and with a Vamp mod you take more. 60 AL foes go down in under 10s, all of their spells and attacks missing in the progress. Remember, each failed spell or missed attack is energy lost for the other team (lead your team early to draw fire towards you).
Energy is fine. You have about 33E, and once the enchants are up you need Crippling Sweep once most of the time, then its -5E every time Mystic Sweep recharges. When all the enchants end, you get almost all your energy back due to Mysticism (+20E returned). This setup isn't overly powerful in damage, but it does get the job down. Give it a whirl and see if you like it yourself.
*** Farmer Dervishes ***
For PvE, try and switch out Malicious Strike and Crippling Sweep for Lyssa's Assault and Mystic Sweep to see how well it works for you.
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