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Old May 01, 2007, 07:35 PM // 19:35   #41
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Quote:
Originally Posted by Str0b0
Yeah this one can be really nasty when coordinated properly. The current Shadow Step Skill of choice is AoD which has the range of the entire radar to operate, well out of range of most casters that could shut down this spike with enchant stripping. The popular conditions to drop are bleeding, burning and weakness with this. With AoD, since it is an enchant a lot of times it looks like the dervish just dropped a smoke bomb and didn't even move but all the sudden the other team just starts dieing. I'm going to build a variant for PvE which will rely more on the degen conditions and the damage dropping enchants to end enemies. The only problem with it is how to increase the damage output enough to where you can do a one off kill when you hit Mystic Sandstorm, otherwise you are an incredibly potent source of initial damage for your party if they can keep up with the range on your AoD. The goal would be to create a build capable of solo farming a lot of different types of enemies, ala trapping, except with the initial Mystic Sandstorm damage and the DoT conditions. I am a farmer, but even without farming any build that can solo kill mobs so quickly is worth experimenting with. I don't think it can be done but it's worth a shot and it'll be fun to play around with. My EDA build makes things easy mode so I'm trying new things to increase the challenge level.

EDIT: Here is an interesting question. I'm not sure how or even if this would work, and it probably won't. If one of your enchants in a Mystic Sandstorm Build is Mystic Corruption even though it gets removed as soon as you hit Mystic Sandstorm would it's effect still apply to those conditions applied at the instant of it's removal. I doubt it but if anyone could test this it would be nice. Sometimes there are weird mechanics we know nothing about in this game.


When used in conjunction with Mystic Sandstorm and an enchantment that spreads conditions on removal/ending like Aura of Thorns, the conditions are lengthened. hope that answer your last question
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Old May 01, 2007, 07:40 PM // 19:40   #42
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lol, dervish doesnt suck. The game is made balanced and for most part it is, there is no bad professions just bad builds and lack of skill.

...for the most part...
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Old May 01, 2007, 07:44 PM // 19:44   #43
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no one said it sucks, at least i know i didnt. i agree, skill choice and general skill is what makes or break a class. i just feel like, in my opinion, dervishes have a little too much going on to focus on the melee they need to be serving.
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Old May 01, 2007, 07:58 PM // 19:58   #44
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Quote:
Originally Posted by Mekkakat
When used in conjunction with Mystic Sandstorm and an enchantment that spreads conditions on removal/ending like Aura of Thorns, the conditions are lengthened. hope that answer your last question
Well sort of. The only real sticking point I have is that as soon as I hit mystic Sandstorm then Mystic Corruption will also end. Since all the conditions are being applied in the instant of Mystic Corruption also being ended I'm not sure if the conditions will be lengthened or not. If so that's groovey if not well not so groovey.
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Old May 01, 2007, 08:12 PM // 20:12   #45
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they do, thats what i was saying before. corruption works upon Sandstorm
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Old May 01, 2007, 08:21 PM // 20:21   #46
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mystic sweep to 50% health
reapers sweep
chilling victory
gg

(just heal till you get to 50% health lol it may take a while)


thats what they are made for
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Old May 01, 2007, 08:34 PM // 20:34   #47
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Quote:
Originally Posted by Mekkakat
they do, thats what i was saying before. corruption works upon Sandstorm
Sweet. That works then. Sorry I wasn't even sure on how clear my question was myself, hence the reiteration. But that means after the initial 130 damage there will also be 4.5 seconds of burning and 20 seconds of bleeding. That's not too bad. the only bad thing is Mystic Corruption pushes your recycle rate on your attack series to 30 seconds instead of 20 but You could probably offset this with a lesser sandstorm drop once they come after you. You wouldn't have the Mystic Corruption but the last little oomph to the conditions and damage should be enough to finish a group off barring some nice monk support in the group.

Last edited by Str0b0; May 01, 2007 at 08:46 PM // 20:46..
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Old May 01, 2007, 08:49 PM // 20:49   #48
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i'd say that the reroll time is crucial to the build once the other teams catch on. usually, the spike isnt as affective once they say, "oh poop, Mys Spike". i'd say the build without Corruption is fine as is, unless you have less dervs running the spike, then you may need that lil' oomph!
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Old May 01, 2007, 08:58 PM // 20:58   #49
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Quote:
Originally Posted by Mekkakat
i'd say that the reroll time is crucial to the build once the other teams catch on. usually, the spike isnt as affective once they say, "oh poop, Mys Spike". i'd say the build without Corruption is fine as is, unless you have less dervs running the spike, then you may need that lil' oomph!
Well this would actually be a PvE variant. That's why I'd opt for Mystic Corruption over say Staggering force. Weakness isn't nearly as useful in PvE as it is in PvP whereas few mobs have effective condition removal so lengthening the conditions will help there more. It's more an issue of damage output and whether or not one Mystic Sandstorm will be enough to finish off a group before they can get to you and proceed to beat you senseless. You'll get 193 damage in the initial hit, minus armor negation, then bleeding and burning both for 4.5 seconds that's -10 degen so 90 damage over the 4.5 seconds and then 93 damage over the remaining 15.5 of just bleeding. That comes out to only 376 damage over the 20 second duration of damage. I doubt that will be instantly lethal but that's a pretty significant hunk of damage to start off with and with AoD that could be a really nice and easy pull.

EDIT: and yeah Signet of pious light for team back up healing. I edited it out by accident when I was doing the damage calculations.

Last edited by Str0b0; May 01, 2007 at 09:22 PM // 21:22..
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Old May 01, 2007, 09:03 PM // 21:03   #50
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ahhh, sorry, i didnt realize you meant pve. totally, i like the utility of sig of pious for the whole team, neat idea Strobo.
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Old May 02, 2007, 12:18 AM // 00:18   #51
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ok so far this is what I've got. I have yet to test it because I'm stuck here at work until 12AM EST but I think this should work.

Attributes:

Earth Prayers: 12+3+1
Mysticism:12 (at least it may be possible to get this to 15 but I can't set attribute points here and I forget the point cost per level but there will be points left over.)

[skill]Aura of Displacement[/skill][skill]Aura of Thorns[/skill][skill]Heart of Holy Flame[/skill][skill]Mirage Cloak[/skill][skill]Mystic Corruption[/skill][skill]Signet of Pious Light[/skill][skill]Mystic Sandstorm[/skill] Optional slot either a res or if you trust your monk [skill]Staggering Force[/skill]

The basic concept would be for you to act as the initial damager. Before any melee rushed in or any nuker cast a single spell you would stack your enchants on and target the center of a mob. AoD in then hit Mystic Sandstorm. You'll teleport right back to your party, if you do it right it looks like you never left. Then the rest of the party can move in on the now significantly weaker group while you help with support through Signet of pious light and your copious supply of enchants. Equipment should probably be An earth prayers hood obviously and the staff should have energy +10 +5 and +5 while enchanted mods on it. HCT and HSR would be awesome too. In HM I would honestly go for a competent monk so you can forgo bringing a res spell and instead bring Staggering Force since weakness will help in HM where the attributes on the monsters can be 20+
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Old May 02, 2007, 09:16 AM // 09:16   #52
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Quote:
Originally Posted by Str0b0
[skill]Aura of Displacement[/skill][skill]Aura of Thorns[/skill][skill]Heart of Holy Flame[/skill][skill]Mirage Cloak[/skill][skill]Mystic Corruption[/skill][skill]Signet of Pious Light[/skill][skill]Mystic Sandstorm[/skill] Optional slot either a res or if you trust your monk [skill]Staggering Force[/skill]
but isn't that about 60 energy cost to put up the enchants initially and then shadow step? the dervs i played against during HA simply used death's charge. the enchantment bomb build i use in pve has avatar of lyssa, giving me the + energy i need to put up all the enchants.
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Old May 02, 2007, 12:15 PM // 12:15   #53
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Quote:
Originally Posted by dan-the-noob
but isn't that about 60 energy cost to put up the enchants initially and then shadow step? the dervs i played against during HA simply used death's charge. the enchantment bomb build i use in pve has avatar of lyssa, giving me the + energy i need to put up all the enchants.
If you use attunements, + energy armor (guessing), + energy weapon, you can pull this off. Mystic Sandstorm removes all enchantments, and when enchantments are removed, Mysticism comes into play. Health + energy + doing damage is good.

I've never tried to use AoD with Mystic Sandstorm, does the damage inflicted come before the end of AoD?
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Old May 02, 2007, 03:17 PM // 15:17   #54
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Quote:
Originally Posted by Pick Me
I've never tried to use AoD with Mystic Sandstorm, does the damage inflicted come before the end of AoD?
maybe it goes by order? so the 1st enchantment put on has the effect 1st, and down the line? just a thought...
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Old May 02, 2007, 03:49 PM // 15:49   #55
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you can easily test it at the temple
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Old May 02, 2007, 04:01 PM // 16:01   #56
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Quote:
Originally Posted by Pick Me
I've never tried to use AoD with Mystic Sandstorm, does the damage inflicted come before the end of AoD?
it all happens at once you shadow step into the middle, hit Mystic Sandstorm inflict the AoE spike + conditions then poof your back in the middle of the of your team. Because MS rends all enchantments at the same time everything happens at once.
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Old May 02, 2007, 06:55 PM // 18:55   #57
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think enchantments have a stack system
so the one you put on last, will be the one you have taken off first

but ash warkaster says

i didnt like the enchantments either, so i used blessed armour insignia (cheaper too) and mostly just vital boon, and maybe 1 other enchantment
used dwyana, victorious sweep and go for the eyes for heals :O

dervs with the right build are pretty decent, so *shrug*
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Old May 02, 2007, 07:00 PM // 19:00   #58
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Well I've done some tests. Staff was an insghtful divine staff of enchanting. +5 20% +10 inherent, +5 while enchanted. energy was not a problem. Range on AoD was unimpressive. Damage was decent but not as fast as I would have liked. In a full party this would be fun to play but it's not really soloable nor is it easily henchable unless you can flag well. An MM will help considerably to keep the enemies bunched up. Possible Farm team could consist of a monk, an MM, a Sandstorm dervish and an SS necro. That wouldn't be a bad vanquisher party build either. Not many people in it so drops won't be bad but a 4 way split is better than an 8 way split.

Last edited by Str0b0; May 02, 2007 at 07:15 PM // 19:15..
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Old May 03, 2007, 05:44 AM // 05:44   #59
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There's plenty of neat tricks a dervish can do, but a fair portion of their skills are wammos on steroids, nice self-heals and protections that are awesome for farming, sometimes useful in PvE, and junk in organized PvP. The biggest flaw I see in the class design is that, for a class centered around enchantments, your average GvG dervish uses harrier's grasp and maybe a speed buff, that's it. With the rise of water eles Melandru's isn't the shutdown immunity it always was, but dervs still show up sometimes in hex builds due to rending sweep. Of late it's more that conjure and cripslash has become madness than Dervishes especially sucking.
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Old May 03, 2007, 11:22 AM // 11:22   #60
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hey dont be dissin' mah cripslash :P, i was one of the people who suggested it should also add bleeding back when nf came out. its literally my fav war elite next to "you're all alone"
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