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Old Sep 01, 2008, 11:27 PM // 23:27   #21
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Quote:
Originally Posted by Burst Cancel
If you need higher energy pools for particular casts, you get +energy weapon sets, not attunement/radiant; it's much easier to swap weapons than armor sets.

Flail can replace HoF provided you're not powering other adrenal skills. You can also run Whirling Charge with Dwarven Stability.

If you're going to run a lot of 10e attack skills, take Attacker's Insight. In reality though, most of the best attack skills are low-energy and low-recharge (e.g., Wounding Strike, Victorious Sweep, Mystic Sweep, Wild Blow, etc.).
I'm not a fan of + energy weapon sets on melee characters. I often see people post that if you're running AoM you should bring a staff. Well that's wonderful you can recast AoM then switch back to your scythe and have no energy to do anything but c space. Where as if you have attunement/radiants on your armor that energy is always there.
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Old Sep 02, 2008, 01:34 AM // 01:34   #22
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Originally Posted by Baratus
Alright, so just a minor SM rune plus the SM hood? Seems like a waste. How about a major, since the superior vigor rune would counter it?

Thanks for the link, Kirzath!
you should try and forget about the superior vigor rune "cancelling" health loss from a major/superior attribute rune. you would have the vigor rune whether or not you're using all minor attribute runes or all superior att. runes. the only noticeable difference for most negative health runes 90% of the time is a loss of health.
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Old Sep 02, 2008, 01:52 AM // 01:52   #23
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Ultimately what matters is how quickly you can get your nrg back; the size of the pool is only relevant at the beginning of the fight, assuming constant use of nrg. Think about it this way: you have two characters, one with 20 nrg and one with 30. They each have three 10e spells. The guy with 30 nrg can use all three upfront, while the other guy can only use two, but after that they're completely even because the rate at which they regain energy is the same.
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Old Sep 02, 2008, 07:15 AM // 07:15   #24
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Quote:
Originally Posted by Darkside
I'm not a fan of + energy weapon sets on melee characters. I often see people post that if you're running AoM you should bring a staff. Well that's wonderful you can recast AoM then switch back to your scythe and have no energy to do anything but c space. Where as if you have attunement/radiants on your armor that energy is always there.
like burst attempted to explain the energy pool dosnt matter much after the precast section of the fight. Casting AoM then swapping to a scythe will put you into the negatives a little, but then you will be ready to enter the fight, and with a zealous scythe you will be a comfortable energy level in a few seconds.
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Old Sep 02, 2008, 07:32 AM // 07:32   #25
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Originally Posted by -Lotus-
scythe 12+1+1
Myst 12+1
I would suggest this for most PvE builds, but when I want to spec into a third attribute I use a Mysticism headpiece:

Scythe 12 + 1
Mysticism: 10 + 1 + 1
Third Attribute: 8 (+ 1)

I try to keep Mysticism at at least 12 as much as possible.
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Last edited by Cebe; Sep 02, 2008 at 07:50 AM // 07:50..
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Old Sep 04, 2008, 07:26 AM // 07:26   #26
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Quote:
Originally Posted by -Lotus-
like burst attempted to explain the energy pool dosnt matter much after the precast section of the fight. Casting AoM then swapping to a scythe will put you into the negatives a little, but then you will be ready to enter the fight, and with a zealous scythe you will be a comfortable energy level in a few seconds.
Well whatever you two say all I know is that since I switched up some of my runes using a combination of survivor, rad and attun I've not had as many issues with energy as I used to. So whenever I use Melandru I use an armor set with a little bit more energy.

Also if you're energy pool is in the negative and you're only facing small groups or ones that are spaced out so that you cannot strike more then one target you're energy pool will not fill up very quickly even with a zealous scythe. I noticed this a lot particularly when doing early HM missions where the enemy groups are small and it's difficult to strike more then one target at a time.
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Old Sep 04, 2008, 08:59 PM // 20:59   #27
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I think it's a better idea for dervishes to have 3 attributes as opposed to SM and Myst...for PvE pimp up earth for mystic regen...so good...or get wind prayers for attacker's insight so you can fit more expensive atk skills on...
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Old Sep 05, 2008, 02:35 AM // 02:35   #28
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Dervish bars are too crowded to take stuff like Mystic Regen. As for Insight, there aren't many 10e scythe attacks, and of those only Chilling or Pious are any good.
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Old Sep 05, 2008, 02:54 AM // 02:54   #29
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Agreed with Burst - not to mention you can throw your leftover points into Wind (3+1) to get Attacker's Insight really as high as you should ever need it: [Attacker's [email protected]]
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Old Sep 05, 2008, 03:25 AM // 03:25   #30
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Quote:
Originally Posted by illidan009
I think it's a better idea for dervishes to have 3 attributes as opposed to SM and Myst...for PvE pimp up earth for mystic regen...so good...or get wind prayers for attacker's insight so you can fit more expensive atk skills on...
mystic regen is a terrible skill outside of farming situations. it only provides regen. regen sucks. and you dont need any other support type skills from earth/wind. they just take away from your damage.
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