Dec 09, 2006, 12:08 AM // 00:08
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#41
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Ascalonian Squire
Join Date: Jun 2006
Guild: Army of Masks [AoM]
Profession: R/
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Wouldnt it be effective if you had essence bond and balthazar's spirit on you all the time? (Just a thought...?)
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Dec 09, 2006, 05:31 AM // 05:31
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#43
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Forge Runner
Join Date: Sep 2005
Guild: Radicals Against Tyrants
Profession: W/
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Well Blessed and Wildwalker are both good but I perfer something different.
I actually used Sentry's (+10 while in stance) because I'll have conviction up all the time and I'll get an armor bonus even if someone disenchants me.
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Dec 09, 2006, 07:31 AM // 07:31
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#44
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Lion's Arch Merchant
Join Date: Oct 2006
Location: Ohio
Profession: R/Mo
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Quote:
Originally Posted by furbat
I thought wow, I have never tried onslaugt + ermites + mystic. So I tried it. Bad bad bad build. Whiring + Onslaugt + ermites + mystic = 0 energy very fast. Whats the point of a faster recharge if you have to E.
Personally, i just dont see much in wind worth taking. If you need haste, take pious haste. At 12 myst its 9 seconds of runspeed with a 12 sec cool down, only 5 e. If you want IAS take heart of fury. First you get mana back at the end, its more sustainable than whirling charge, second the 20% enchant mod effects it.
Going wind means you arent taking anything from earth, also for self healing earth can be run at 8 for mystic regen. None of the healing in wind is imo very good, save for pious healing for hex renewal. You also need 12 or so in wind for selfhealing that is subpar to mystic regen at 8 earth.
Guiding hands, harriers grasp/haste, whirling charge, attackers insight, zealous vow are all cool spells. But i find that mystisim is the line to go. If the mysticism line didn't cover everything in wind save hex removal already maybe wind would be better. For a pure dervish, or D/W for wildblow, I really like 12 myst 15 scythe and 9 earth.
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Lyssas is your energy management, just dont spam the hell out of attacks, or at least watch your energy pool.
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Dec 10, 2006, 01:41 AM // 01:41
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#45
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Krytan Explorer
Join Date: Jun 2006
Location: Romania
Guild: None atm
Profession: Mo/
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Lyssa's Assault isn't e-manegement, except very lousy one at 12+ Scythe Mastery. If you're talking about Lyssa's Haste, it's not good e-management during battle either in PvE. Mobs bunch up > you don't run.
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Dec 11, 2006, 06:53 PM // 18:53
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#46
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Pre-Searing Cadet
Join Date: Oct 2006
Profession: W/Mo
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Staying Alive
Ok ive been playing with the skills on my Dervish and found this build to be pretty effective in PvP.
Zealous Renewal
Mystic Vigor
Faithful Intervention
Ebon Dust Aura
Armor of Sanctity
Mystic Sweep
Wearying Strike
Plague Touch
First: cast Faithful Intervention
As encounter the enemy cast Ebon Dust Aura and Mystic Vigor. This should keep you alive and protected from physical attks. While engaged cast Zealous Renewal and Armor of Sanctity for Energy Management and Dmg Reduction. Attk with Wearying Strike then Plague Touch and follow up with Mystic Sweep. By now your enchantments should be ending but Zealous Renewal will fix the energy Prob and repeat.
This Build works great against tanks and rangers but you will get owned by eles and mesmers. I once took on 6 tanks alone after my team got wasted and managed to stay alive until my group came back to back me up.
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Dec 12, 2006, 01:29 AM // 01:29
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#47
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Lion's Arch Merchant
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^^^note that on the above build, you need to use a scythe with an earth-damage mod. Or sub-out of of your skills and put in an enchant to do earth damage (Staggering Force for example)
edit: also, you would probably do better with D/A and use Signet of Malice because that does not use energy and is only 1/4 second cast. Covering up DW with Weakness is a good plus for Plague touch, but i think that its too slow to cast this during a PvP fight. Also, Mystic Regeneration will heal you a lot better than Mystic Vigor
Last edited by ogami_ito; Dec 12, 2006 at 02:31 AM // 02:31..
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Dec 12, 2006, 06:59 AM // 06:59
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#48
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Academy Page
Join Date: Oct 2006
Profession: W/E
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I will have to play around with wind. Not having any real self healing or defense as a front linner sounds rough though. I really like running avatar of grenth, and find that crippling sweep + pious haste + heart of furry give me everything i could want from wind. But harriers grasp + haste are sweet sweet skills. Maybe a 15 scythe, 9 myst, 12 wind? or 11 wind, 12 myst, 14 scythe build?
I will say this though, <3 Avatar of grenth + wild blow. I wouldn't be suprised if grenth gets a nerf. I think also think the real strength of the dervish is they can make use of every class as a secondary for the most part.
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Dec 12, 2006, 10:02 PM // 22:02
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#49
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Wilds Pathfinder
Join Date: Oct 2006
Location: South Africa
Profession: N/
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My main toon is my monk, and I pray that people who plays Dervish read this guide. I cant explain the utter frustration of having your whole PUG die because one person is eating all your energy. Great guide, and I hope this guide keeps the Dervish from becoming the new Sin because I believe that a Dervish has massive potential.
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Dec 12, 2006, 10:59 PM // 22:59
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#50
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Krytan Explorer
Join Date: Jun 2006
Location: Romania
Guild: None atm
Profession: Mo/
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Quote:
Originally Posted by furbat
I will have to play around with wind. Not having any real self healing or defense as a front linner sounds rough though. I really like running avatar of grenth, and find that crippling sweep + pious haste + heart of furry give me everything i could want from wind. But harriers grasp + haste are sweet sweet skills. Maybe a 15 scythe, 9 myst, 12 wind? or 11 wind, 12 myst, 14 scythe build?
I will say this though, <3 Avatar of grenth + wild blow. I wouldn't be suprised if grenth gets a nerf. I think also think the real strength of the dervish is they can make use of every class as a secondary for the most part.
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Vital Boon + Signet of Pious Light = 277 health every 8 seconds for 5 energy. How is that 'no self healing or defense'? Jesus christ.
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Dec 12, 2006, 11:41 PM // 23:41
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#51
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Jungle Guide
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Neither of those skills are in wind...
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Dec 12, 2006, 11:44 PM // 23:44
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#52
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Krytan Explorer
Join Date: Jun 2006
Location: Romania
Guild: None atm
Profession: Mo/
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My mistake. I misread your post. I thought you were going wind because you had no self-healing/defense in earth/mysticism.
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Dec 13, 2006, 05:19 AM // 05:19
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#53
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Wilds Pathfinder
Join Date: Apr 2006
Guild: Sentients of Shadow (noir)
Profession: Me/E
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Meh, reconsidered. The guide is complete now, build with windprayers has been added and a slew of things. Hope this earns a sticky.
Last edited by Lordhelmos; Dec 13, 2006 at 10:47 AM // 10:47..
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Dec 13, 2006, 08:20 AM // 08:20
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#54
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Frost Gate Guardian
Join Date: Jun 2005
Guild: Ka Tet of Gilead
Profession: Me/W
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Yay! it's finished! sticky sticky
Last edited by Xethrion; Dec 13, 2006 at 02:39 PM // 14:39..
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Dec 13, 2006, 08:38 AM // 08:38
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#55
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Krytan Explorer
Join Date: Jun 2006
Location: Romania
Guild: None atm
Profession: Mo/
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Don't mean to kick you while you're down helmos, but you should always type lengthy replies in notepad first, then copy/paste em. And don't be disheartened. Just do it again, if you truly wish to help the community, and I get a feeling you do.
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Dec 13, 2006, 02:53 PM // 14:53
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#56
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Frost Gate Guardian
Join Date: Jun 2005
Guild: Ka Tet of Gilead
Profession: Me/W
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Minor note : The PvP speed buff skill I see most people using, is actually Harrier's Haste and not Lyssa's Haste.
Probably a combination of the factors of better damage, as well as no health loss.
Also, at 11 Wind Prayers, the proportion of time spent with speed boost versus that without is the same for both skills, namely, 9 out of 15 second recharge for Lyssa's, and 12 out of 20 seconds for Harrier's.
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Dec 13, 2006, 03:03 PM // 15:03
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#57
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Forge Runner
Join Date: Sep 2005
Guild: Radicals Against Tyrants
Profession: W/
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Well now I don't see a reason not to sticky this.
We must surpress the Dervish Noob population and turn them into decent players.
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Dec 13, 2006, 05:30 PM // 17:30
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#59
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Academy Page
Join Date: Oct 2006
Profession: W/E
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Pious haste is 9 sec out of 12 at 12 myst.
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Dec 13, 2006, 06:29 PM // 18:29
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#60
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Academy Page
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To the OP - small comment on Mystic sandstorm.
Earth prayers do not really have to be maxed, since damage cap is at 130. The cut points become:
- 5 enchants rended - 9-10 in earth (at 9 - 25*5 =125)
- 4 enchants rended - 13 earth (32 *4 =128)
While 5 enchants look like a lot, remember that the Aura of Displacement is already one and that this setup benifits greatly from a monk casting Aegis or a necro doing some sort of orders right before the spike.
Maxing to 16 might be useful when you think you might happen to only rend 3 enchants when the damage becomes 37*3 = 111 which is still decent.
This only applies to mystic sandstorm. You can obviously raise earth prayers up for other earth skills.
Also - maybe mention that the cutpoints for Mystic Regeneration are 3 for 2pips, 8 for 3 pips and 13 for 4 pips per enchant. It helps when making a build.
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