Apr 24, 2007, 05:36 AM // 05:36
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#1
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Ascalonian Squire
Join Date: Mar 2007
Profession: N/Me
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What makes a good Dervish?
Hey
Umm, i was just wandering, what makes a person a good Dervish? I have one, who's almost finished Nightfall lol, so i'm not foreign to it as such, it's just i'm used to being a monk so being a melee character is a little weird to get used to i suppose.
So any of you pro Dervishes out there mind telling me what makes a good Dervish?
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Apr 24, 2007, 01:22 PM // 13:22
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#2
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Forge Runner
Join Date: Dec 2006
Profession: D/
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well, as most ppl know dervishes are built around enchantments, and alot of thought needs to go into each enchantment picked for a specific, build. they should compliment each other, add conditions, or provide defense/healing. 1 important thing to remember is how u stack them.. knowing which is the most important enchantment must be applied 1st, so that others cover it, thus making it harder to be stripped.
another important point while attacking is to make sure vs melee, and casters if possible, is to ball them up. the scythe is able to hit 3 foes at a time, providing enormous healing from sks such as mystic vigor. even with low armour, mystic vigor combined with regen can provide a pretty gd tank, hitting 3 targets can give u the healing needed to keep going.
a pretty smiple tip but key in any build is mysticism. u must hit the break points needed for the energy gain, and any excess points should be dumped into other attributes, or otherwise are pretty much wasted.
gl and i hope this helps, dan *hint hint*
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Apr 24, 2007, 03:43 PM // 15:43
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#3
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Jungle Guide
Join Date: Jan 2007
Guild: Lotus Branca[Lbr]
Profession: Mo/Me
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This is what makes a good dervish:
If you're in the middle of a bunch of foes, and someone asks "Jesus Christ, is your hero using SS with curses 30?", then you're doing a good job.
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Apr 24, 2007, 03:47 PM // 15:47
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#4
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Ascalonian Squire
Join Date: Mar 2007
Profession: N/Me
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lol thank you, DAN! XD ^_^ nah that was really helpful, should've come to you first *smacks head*
i think its safe to say i've earned the title of "Plonker (10)" XD
But, if anyone else has lil suggestions, PLEASE! add i'd like my dervish to actually kill something without too much aid from ppl... like i've seen dan do O.o
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Apr 24, 2007, 03:49 PM // 15:49
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#5
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Ascalonian Squire
Join Date: Mar 2007
Profession: N/Me
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Quote:
Originally Posted by ArKaiN
This is what makes a good dervish:
If you're in the middle of a bunch of foes, and someone asks "Jesus Christ, is your hero using SS with curses 30?", then you're doing a good job.
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LOL thanks ^^
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Apr 24, 2007, 05:23 PM // 17:23
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#6
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Wilds Pathfinder
Join Date: Jan 2006
Location: Hastings (UK) / Latham (USA)
Guild: Freedom Fanatical Scots [FFS]
Profession: E/W
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Fast reactions are probably the most important aspect of playing as a dervish.
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Apr 24, 2007, 08:06 PM // 20:06
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#7
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Desert Nomad
Join Date: Feb 2006
Location: North Carolina
Profession: N/Me
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A good dervish considers a few things while designing a build, the first step in being a good dervish. One is it survivable? Can you wade into a mob and come out still standing, can you be the last one standing and save a party wipe? Survivability for a dervish is all about enchantments. The staples are Conviction and Mystic Regeneration. Secondly you want to consider damage output. It does no good to try to tank anymore. The AI doesn't stand for it. You have to be able to take down targets. The scythe has huge damage if used properly and some dervish skills provide direct damage,i.e. Mystic Sandstorm. Try to pick attack skills with a manageable cost. You don't do your party any good if you can't consistently attack. Thirdly you should examine what benefits you can give your party members. Many dervish enchantments produce effects when they end or when they are applied. Since the AI likes to blow past your front line now and attack the squishies conditions like blindness and cripple can really save the day.
Once you get the build ironed out then you have to get into the mindset of playing the dervish. Since you started as a monk this isn't going to be as bad as you thought, indeed it's a good deal easier. One of the keys to the dervish is the status bar. You have to watch this constantly. You should be aware when an enchantment is about to expire, and for god's sake let it expire on it's own so you reap the Mysticisim benefits, and be ready to reapply it. A slow reaction time on a vital enchantment can leave you and your 70AL getting hammered by huge damage. Choose your targets well. Dervishes have the only natural AoE weapon in the game so why waste it on just one lonesome monster. Melee mobs still like to stack the odds against casters. They tend to gang up. Find the middle and let them all have it with one sweep of your scythe. Be concious of the monk and other support casters. Many dervish skills strip an enchantment for a benefit. I have found that nothing ticks a monk off more than you stripping off the protection enchantment they just blew energy putting on you. Be aware of your status bar and the enchantments you have on you. Finally, and this can be said for all classes really, plan accordingly. While there are some good all around utility builds you should be prepared to alter your build to suit the environment. Dervishes are very versatile damage dealers with the ability to do massive damage and apply conditions, but why bring an enchantment that causes bleeding when you know you're going to be in an area with lots of foes that have no flesh and are therefore immune? If the other benefits of the enchantment do not outweigh the loss of DoT damage in this hypothetical instance then you should probably consider bringing along another enchantment instead. Dervishes are potent forces of destruction if properly prepped and utilized. If you follow and refine these basic guidelines you'll be a pro dervish in no time.
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Apr 24, 2007, 08:35 PM // 20:35
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#8
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Forge Runner
Join Date: Dec 2006
Profession: D/
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Quote:
Originally Posted by Str0b0
One of the keys to the dervish is the status bar. You have to watch this constantly. You should be aware when an enchantment is about to expire, and for god's sake let it expire on it's own so you reap the Mysticisim benefits, and be ready to reapply it.
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heh yea.. figured that. as enchants are so important to dervish, having the effects monitor in your face as much as possible is priceless (as long as you can still see what your doing).
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Apr 25, 2007, 02:42 AM // 02:42
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#9
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Academy Page
Join Date: Jan 2007
Guild: Gods and Legends (GODS)
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Strobo pretty much covered it. Put up your enchants right before you enter battle, go in and use your attacks. Generally bring one attack or skill that ends an enchantment immediately if you need a quick heal or more energy (Sig of Pious Light works well). Like he said though its important to let enchants end naturally. If you never let enchants end on you in battle, you should seriously consider deleting your derv and making another class with derv as secondary since in that case you're wasting mysticism's great energy management feature when you constantly 'refresh' enchants.
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Apr 25, 2007, 04:52 AM // 04:52
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#10
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Forge Runner
Join Date: Nov 2005
Profession: R/
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Imo, a dervish's specialty is dealing pressure damage. When played in PvE, a dervish will also serve as a tank due to the way AI works. In PvP, a dervish can focus more on damage and utility rather than pure defense since they are fighting actual humans who won't just mob the first enemy in range. Because of this, a general rule is to spec in Earth Prayers for PvE (Mystic Regeneration is your friend) and Wind Prayers for PvP.
A scythe by itself will usually provide pretty decent dps by itself, especially in PvE where you are more likely to be hitting multiple foes at once. Because of this, it's not as important to fill up on attack skills to make yourself worthwhile.
In addition to choosing good defensive skills, make use of certain enchantments as cover enchants to protect yourself from any stripping you may encounter. To do this, put your most important enchantments on first, and least important last since they get stripped in order of last one to be applied.
Hope that helps.
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Apr 25, 2007, 02:21 PM // 14:21
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#11
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Jungle Guide
Join Date: May 2005
Location: Gatineau, Qc, Canada
Guild: Kiss of Anguish [KISS]
Profession: P/W
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Quote:
Originally Posted by Str0b0
The staples are Conviction and Mystic Regeneration.
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Actually the staples to being a dervish are
[skill]Faithful Intervention[/skill] [skill]Mystic Regeneration[/skill] [skill]Conviction[/skill]
also i dont carry Convictions most of the time.
[skill]faithful intervention[/skill]
Will save your butt and you will thank it for doing so more times then you can count. It is one of the ultimate spike preventions.
It also serves the dual purpos, as a Buffer Enchantment that will last UNTIL Triggering, which means this will ALWAYS be on you untill it triggers. This is used as one of the enchantments for Increased Regeneration from Mystic Regeneration
Its also worth Noting that a Dervishe's Mysticism Attribute should be set to 12 or 15, for the energy gain from ending enchantments to be of use. 16 in Mysticism is simply waisted.
Last edited by Zodiak; Apr 25, 2007 at 08:02 PM // 20:02..
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Apr 25, 2007, 02:28 PM // 14:28
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#12
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Desert Nomad
Join Date: Sep 2005
Location: Denmark
Guild: None
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Quote:
Originally Posted by Zodiak
Its also worth Noting that a Dervishe's Mysticism Attribute should be set to 14 or 15, for the energy gain from ending enchantments to be of use.
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No.
I can think of numerous builds where your mysticism rank would be below 10. Often your 4 pips of energy regen is enough for you to keep your enchantments up. When I run energy heavy builds my mysticism never jumps above 12, as you'd be gaining good energy from Zealous Renewal if you're packing it.
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Apr 25, 2007, 08:20 PM // 20:20
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#13
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Forge Runner
Join Date: Aug 2006
Profession: R/
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Why is Mystic Regeneration a staple?
I run 16 Scythe (12+4), 12 Mysticism (11+1) and 6 Earth Prayers for Conviction + Vital Boon if a cover enchantment is necessary. There is no need for Mystic Regeneration; Heart of Fury and Mystic Vigor is more than enough healing.
For me, Mystic Sweep, Heart of Fury, Conviction are pretty much in every single build, and Reaper's Sweep/Chilling Victory for areas where mobs use Call to the Torment.
Quote:
This is what makes a good dervish:
If you're in the middle of a bunch of foes, and someone asks "Jesus Christ, is your hero using SS with curses 30?", then you're doing a good job.
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That pretty much sums it up, meh.
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Apr 25, 2007, 10:11 PM // 22:11
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#14
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Desert Nomad
Join Date: Feb 2006
Location: North Carolina
Profession: N/Me
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Because Mystic Regen offsets DoT easily. Mystic Vigor is great but if you get hit with multiple degen effects while being attacked then you'll wish you had Mystic Regen. I tried to run just with Mystic Vigor once and Heart of Fury and between phantasm, wells, and bleeding along with attackers it can be too much for mystic vigor to handle.
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Apr 25, 2007, 10:52 PM // 22:52
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#15
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Jungle Guide
Join Date: Jan 2007
Guild: Lotus Branca[Lbr]
Profession: Mo/Me
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I almost always take mystic regen, but the skills that I have in almost every single build are Eremite's Attack and Mystic Sweep. They allow you to dish out so much damage in so little time the recharges almost don't matter.
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Apr 26, 2007, 05:40 AM // 05:40
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#16
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Ascalonian Squire
Join Date: Jan 2007
Profession: D/Mo
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Why do everyone always ignore one of scythe attack's most uber skill?
i.e. Wounding Strike. At level 12(+4) scythe attack, its 21 seconds of deep wound and bleeding.
Combined with Reaping Impurities, you get a free 83 points heal every 8 seconds with +26 dmg.
Basically, derv is about creative use of attacks and enchantment to get the best synergy from the class. It gets more interesting when you throw in a few secondary prof skills. Physical resistance? Virulence? Epidemic? Wild blow? Lyssa with range/dagger attacks? or even an enchantment-centric build using Vow of Strength?
Currently, I am learning how to use Mirage Cloak (10 seconds of 50% chance of blocking in coming attacks with zero recycle time) and finding out a good way to generate 15 energy every 10 seconds to sustain the recasting cost. Would appreciate if anyone could provide me with some means to do it. (Currently using zealous renewal to sustain the spell)
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Apr 26, 2007, 07:53 AM // 07:53
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#17
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Forge Runner
Join Date: Dec 2006
Profession: D/
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Quote:
Originally Posted by neomartian
i.e. Wounding Strike. At level 12(+4) scythe attack, its 21 seconds of deep wound and bleeding.
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problem being your almost always enchanted, meaning all you will get from that skill is the deep wound. why not use reaper's sweep for that, or wearying strike + plague touch? bit of a wasted elite spot imo.
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Apr 26, 2007, 03:05 PM // 15:05
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#18
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Desert Nomad
Join Date: Feb 2006
Location: North Carolina
Profession: N/Me
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Quote:
Originally Posted by neomartian
Why do everyone always ignore one of scythe attack's most uber skill?
i.e. Wounding Strike. At level 12(+4) scythe attack, its 21 seconds of deep wound and bleeding.
Combined with Reaping Impurities, you get a free 83 points heal every 8 seconds with +26 dmg.
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Well you're just going to get deep wound nine times out of ten unless you can find a way to run a dervish with no enchantments or to strip them before using the skill. I used to run Reap Impurities with my EDA build but then I figured out that it's very high cost for not such a great return. Honestly I won't run an attack skill that costs more than 5e since I discovered wild blow and it's brand of nastiness. In fact the only two attack skills I have on my EDA bar are Victorious Sweep and Wild Blow. Both cost 5e return good damage and because of their low cost and relatively fast recharge I can spam them, thus keeping my opponents blinded.
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Apr 27, 2007, 03:27 AM // 03:27
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#19
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Ascalonian Squire
Join Date: Jan 2007
Profession: D/Mo
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Actually, it largely depends on your playing style.
I rely heavily on pressure build using combination of Wounding Strike + Mark of Rodgort. (i.e. Deep wound + Burning). With this, I could afford not to do any enchantment stripping to keep pressure on the enemy. This also means I have energy to run skills like Reap Impurities for additional dmg + self heals. Also, by consistently applying Deep Wound, I could be ensure that I am fighting my enemy or monster at 80% of its health.
Anyway, I am a lazy person, my Mark of Rodgort will burn my enemy for 3 seconds which is exactly the time needed for Wounding Strike to recharge. In this way, I am consistently ensuring that the enemy is burning.
BBQ time!!!!
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Apr 27, 2007, 03:30 AM // 03:30
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#20
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Ascalonian Squire
Join Date: Jan 2007
Profession: D/Mo
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Quote:
Originally Posted by dan-the-noob
problem being your almost always enchanted, meaning all you will get from that skill is the deep wound. why not use reaper's sweep for that, or wearying strike + plague touch? bit of a wasted elite spot imo.
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Refer to my previous post for the reason of my choice of skills.
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