Dec 31, 2008, 03:27 AM // 03:27
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#1
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Ascalonian Squire
Join Date: Dec 2008
Guild: III Knights Templar III
Profession: D/
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PvP Wounding Strike Dervish
My guild doesn't really do PvP so just today I've started running around in RA (for the first time). I did a quick look on PvXwiki for a Wounding Strike build and was surprised to find that it was the only 'great'-rated build for Dervishes.
Here is the build:
Scythe Mastery 12 + 1 + 1
Mysticism 8 + 1
Wind Prayers 8 + 1
[Wounding Strike][Mystic Sweep][Enchanted Haste][Attacker's Insight][Heart of Fury][Resurrection Signet]
This build was rated 'Great' for RA, where you NEVER seem to get a reliable monk on your team. I tried it a couple times with Faithful Intervention, Crippling Sweep/Chilling Victory/Victorious Sweep filling in the blanks but I just kept dying before I could do anything.
Next I tried the build that I had for PvE Wounding Strike.
Scythe Mastery: 12 + 1 + 3
Mysticism 10 + 2
Earth Prayers 8 + 1
[Wounding Strike][Mystic Sweep][Victorious Sweep][Mystic Regeneration][Zealous Renewal][Conviction][Faithful Intervention][Resurrection Signet]
I would switch the runes for Mysticism and Earth but usually in PvE I run an Avatar build hence need Mysticism. I don't have money to start playing around with multiple armor.
Upon starting this build, I won 8 games in a row (though with much better teammates, I must admit) and won more often after that. It just seems as though in a place where you can't count much on teammates, this build is a lot better as you can preserve yourself much better.
I don't know why I'm posting this, this topic is sort of a hey-try-this-in-RA-if-you're-dying and also an any-advice-people? Maybe if people support my build I'd post it up in PvXwiki, there is a distinct lack of PvP Dervish builds there. :/
Thanks for listening to me ramble.
Last edited by Firebolt145; Dec 31, 2008 at 03:37 AM // 03:37..
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Dec 31, 2008, 04:52 AM // 04:52
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#2
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Desert Nomad
Join Date: Sep 2007
Profession: N/
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Quote:
Originally Posted by Firebolt145
I would switch the runes for Mysticism and Earth but usually in PvE I run an Avatar build hence need Mysticism. I don't have money to start playing around with multiple armor.
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Make a pvp character, and take a [conjure frost] [conjure flame] [conjure lightning] any one will do, try and spec 6+ into it.
Its also highly benefical to you to take a IAS (heart of fury) and something to make you run faster (enchanted haste).
Pvp isnt about who can survive the most on their own, its about who can kill stuff quicker than everything else. So drop like all your conviction and mystic regen.
Also [crippling sweep] could be quite useful in order to stop people kiting.
Take some radiant runes for a bit more energy and you should be good to go.
I'm tired so forgive me if ive missed something.
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Dec 31, 2008, 04:59 AM // 04:59
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#3
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Krytan Explorer
Join Date: Apr 2008
Profession: R/
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I'd also like to suggest a form of snare seeing I've always had a very annoying time chasing down monks as a dervish.
Something I see quite often is [Vital boon] + [signet of pious light] combo for ~300 health spike heal. [wild blow] couldn't hurt to cut through monk stances.
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Dec 31, 2008, 05:11 AM // 05:11
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#4
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Ascalonian Squire
Join Date: Dec 2008
Guild: III Knights Templar III
Profession: D/
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Quote:
Originally Posted by jiggles
Pvp isnt about who can survive the most on their own, its about who can kill stuff quicker than everything else. So drop like all your conviction and mystic regen.
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I tried that, but whenever I see my health bar going down and no one around to heal me I can't help but miss them. :/
So...basically you guys are saying the build that the PvXwiki build is best? Off the top of my head then... How's this:
Scythe Mastery: 12 + 1 + 3
Mysticism: 9 + 2
Wind Prayers: 7 + 1
Fire thingy: 6
[Wounding Strike][Mystic Sweep][Crippling Sweep][Attacker's Insight][Enchanted Haste][Conjure Flame][Heart of Fury][Resurrection Signet]
Or:
[Wounding Strike][Mystic Sweep][Wild Blow][Attacker's Insight][Enchanted Haste][Conjure Flame][Heart of Fury][Resurrection Signet]
I'm tempted to use Wild Blow instead of Crippling Sweep as I will already have Enchanted Haste on to chase kiters, and Wild Blow will definitely help against monk stances.
EDIT: I must say though, looking at these bars makes me shudder at the thought of having no self-preservation skills.
EDIT2: Just realised my second bar is impossible. First bar auto-wins then?
Last edited by Firebolt145; Dec 31, 2008 at 05:15 AM // 05:15..
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Dec 31, 2008, 05:56 AM // 05:56
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#5
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Lion's Arch Merchant
Join Date: May 2008
Location: USA
Profession: W/Mo
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2nd bar is kooler
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Dec 31, 2008, 06:29 AM // 06:29
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#6
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Ascalonian Squire
Join Date: Dec 2008
Guild: III Knights Templar III
Profession: D/
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Just set up a PvP char with first bar. Got good teammates and went on a 10 kill streak in RA, went to TA, destroyed one team then finally lost. I'm pretty happy. Thanks guys.
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Dec 31, 2008, 07:15 AM // 07:15
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#7
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Forge Runner
Join Date: Apr 2008
Location: Canada
Profession: E/
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triple classing woot. D/W/E
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Dec 31, 2008, 03:15 PM // 15:15
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#8
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Ascalonian Squire
Join Date: Dec 2008
Guild: III Knights Templar III
Profession: D/
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For those annoying monk stances (and people unable to triple-class) how's this bar?
[Wounding Strike][Mystic Sweep][Wild Blow][Attacker's Insight][Enchanted Haste][Heart of Fury][Harrier's Grasp][Resurrection Signet]
I'm not sure about the Harrier's Grasp, any suggestions?
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Dec 31, 2008, 05:55 PM // 17:55
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#9
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Jungle Guide
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no need for IMS and snare. attackers insight is kinda a waste of energy to. I would just drop wind prayers...
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Dec 31, 2008, 06:12 PM // 18:12
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#10
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Ascalonian Squire
Join Date: Dec 2008
Guild: III Knights Templar III
Profession: D/
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You're trolling, right?
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Dec 31, 2008, 11:23 PM // 23:23
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#11
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Krytan Explorer
Join Date: Dec 2006
Location: Chantry of Secrets
Guild: [Angl]
Profession: D/
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Quote:
Originally Posted by Firebolt145
For those annoying monk stances (and people unable to triple-class) how's this bar?
[Wounding Strike][Mystic Sweep][Wild Blow][Attacker's Insight][Enchanted Haste][Heart of Fury][Harrier's Grasp][Resurrection Signet]
I'm not sure about the Harrier's Grasp, any suggestions?
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This is pretty close to what I use...I've tried the /e builds and find that the extra damage doesn't matter since my target is almost always using a defensive stance. I do a lot better /w with [wild blow] and I also take [protector's strike] to use after [wounding strike] for a nice quick spike since it still has the fast activation time that [mystic sweep] now lacks in pvp.
[wounding strike][protector's strike][wild blow][enchanted haste][heart of fury][optional][optional][resurrection signet]
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Jan 01, 2009, 12:32 AM // 00:32
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#12
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Jungle Guide
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Quote:
Originally Posted by Firebolt145
You're trolling, right?
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I'm giving you advice, good advice. no need to be rude.
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Jan 01, 2009, 01:50 AM // 01:50
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#13
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Ascalonian Squire
Join Date: Dec 2008
Guild: III Knights Templar III
Profession: D/
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Lotus - Didn't mean to sound rude, sorry. Your suggestion was just against the flow of everyone else's so I was surprised.
Darkside - I only have Nightfall.
Something I notice a lot in RA is burning condition... Because of this I'm slightly tempted to go /E for [Conjure Frost] and [Frigid Armor], which also gives a nice boost in armor. Not sure how I can fit them in though.
Maybe:
[Wounding Strike][Mystic Sweep][Attacker's Insight][Enchanted Haste][Conjure Frost][Frigid Armor][Heart of Fury][Resurrection Signet]
Last edited by Firebolt145; Jan 01, 2009 at 01:55 AM // 01:55..
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Jan 01, 2009, 06:49 AM // 06:49
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#14
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Wilds Pathfinder
Join Date: Oct 2007
Location: Bellevue, WA (I know ... but I moved out of NZ)
Guild: Xen of Onslaught
Profession: D/
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Usual reason for Attacker's Insight is the 10-energy attacks I think. Means you can spike a lot more often.
May not be overly popular, but you might be able to get away with that bar and still have a third attack if you used [[Whirling Charge] for bar compression... Heart of Fury is a better IAS though, and Enchanted Haste has much better uptime.
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Jan 01, 2009, 09:29 PM // 21:29
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#15
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Lion's Arch Merchant
Join Date: Nov 2008
Location: Where no man has ever gone before.
Guild: Syndicate Nightmare [SyN]
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Firebolt, I run the exact same build as you in RA (me being a D/W). And I have the same problem.
In RA, its very hard to predict outcomes. The build itself is quite solid, but it is due to the lack of monks. Sometimes I am killed by a mere Hex or when I become burdened with conditions.
Since most RA battles are particularly short, if you find you need a crucial skill but you have no room, you could drop out the [Resurrection Signet] for something else.
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Jan 01, 2009, 09:37 PM // 21:37
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#16
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Emo Goth Italics
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Quote:
Originally Posted by -Lotus-
no need for IMS and snare. attackers insight is kinda a waste of energy to. I would just drop wind prayers...
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Attackers' Insight allows more spiking - if you can use your skills more, you can kill more efficiently.
Having a snare and IMS will further increase crits, although if you said Harriers' Grasp was shit you'd be right.
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Jan 02, 2009, 01:22 AM // 01:22
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#17
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Jungle Guide
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Quote:
Originally Posted by iVendetta
Since most RA battles are particularly short, if you find you need a crucial skill but you have no room, you could drop out the [Resurrection Signet] for something else.
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If you can't say anything smart don't say anything at all
Quote:
Originally Posted by Tyla
Attackers' Insight allows more spiking - if you can use your skills more, you can kill more efficiently.
Having a snare and IMS will further increase crits, although if you said Harriers' Grasp was shit you'd be right.
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8 skills, thats all you get. that means you need to eliminate bad and redundant skills.
Attacker's insight imo is virtually always a waste of time and bar-space. othere might disagree with that, but the only place it ends up being close to useful is when you are using 10-energy skills like chilling victory(and don't get me started on that one). it's just not worth the time/energy for 5-energy skills.
snares and IMS both do virtually the same thing: they help you keep up with whatever you are trying to kill. when you only have 8 skill slots you don't really have space to take both of them.
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Jan 02, 2009, 03:23 AM // 03:23
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#18
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Emo Goth Italics
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Quote:
Originally Posted by -Lotus-
8 skills, thats all you get. that means you need to eliminate bad and redundant skills.
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The only skill that's redundant from the selection is Harriers' Grasp, and possibly Wild Blow which I'll probably swap out for Bull's or another skill to help push a spike.
Quote:
Attacker's insight imo is virtually always a waste of time and bar-space. othere might disagree with that, but the only place it ends up being close to useful is when you are using 10-energy skills like chilling victory(and don't get me started on that one). it's just not worth the time/energy for 5-energy skills.
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Always?
You're kidding me, right? If you're playing your cards right you're going to be spiking on recharge. That means you're going to be hard on energy. And Attackers' Insight throws away all energy problems on a Derv bar that isn't shit.
Quote:
snares and IMS both do virtually the same thing: they help you keep up with whatever you are trying to kill. when you only have 8 skill slots you don't really have space to take both of them.
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Snares can be used defensively, too. Keep in mind that as a Dervish you can hit up to three targets. Harriers' Grasp under this condition allows you to snare up to three targets assuming you get someone badly positioned. With CripSweep you'll have to be more selective, but if your Monk's kiting towards you you could assist them by cripping the person attacking them.
Speedboosts and speed reduction skills aren't all about killing. Dervs may be one-dimensional but it doesn't mean you should say "screw it, pop those bastards anyway" without thinking about defensive usage too - infact, you could always go for an Assassin, slowing that down in the meantime helping your Monk kite away, considering how obscenely overpowered Palm Strike is, especially in a random enviroment. If you're using an elemental weapon as a secondary you could go for Warriors too if you feel like a bit of linebacking.
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Jan 02, 2009, 07:06 AM // 07:06
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#19
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Ascalonian Squire
Join Date: Dec 2008
Guild: III Knights Templar III
Profession: D/
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Currently in RA I'm running this build:
[Wounding Strike][Mystic Sweep][Wild Blow][Attacker's Insight][Enchanted Haste][Heart of Fury][Faithful Intervention][Resurrection Signet]
I'm getting varying results. Success seems to be heavily and annoyingly dependent on my teammates on this case - For example I absolutely NEED a healer on my team against damage over time because I have no self heal (FI doesn't proc on DoA).
Quote:
Originally Posted by Tyla
The only skill that's redundant from the selection is Harriers' Grasp, and possibly Wild Blow which I'll probably swap out for Bull's or another skill to help push a spike.
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I was thinking about taking Bull's instead but Wild Blow just is so useful against blocking monks.
Oh, and I only have NF, so no sins for me. Flipping hate those Palm Strikers anyway.
Last edited by Firebolt145; Jan 02, 2009 at 07:09 AM // 07:09..
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Jan 02, 2009, 07:12 AM // 07:12
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#20
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Grotto Attendant
Join Date: Dec 2008
Profession: W/
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best defence is offense, so drop all that mystic regen convition nonsense and replace them with something more offensive
[Wounding Strike][Mystic Sweep][chilling victory][Attacker's Insight][signet of mystic speed][Heart of Fury][Faithful Intervention][Resurrection Signet]
can swap faithful for a conjure
________
Teen Younger
Last edited by superraptors; Apr 05, 2011 at 08:47 PM // 20:47..
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