Nov 28, 2006, 07:48 AM // 07:48
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#1
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Krytan Explorer
Join Date: May 2006
Guild: SAW
Profession: D/
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Amazing Dervish... D/W
Pure enchants no need for attack skills
2 Varients of this... both use either Rajazans Ferver or Totem Axe... Take Hassin's shell(no req, 10AL Shield) or a nice max Q9 Tactics shiled with mods
Full set of Windwalkers, Vigor, Major Earth, Sup Mysticism
Attributes
With Shell Shield...
Swords/Axe 10
Earth Prayers 10+2
Mysticism 11+3+1
(95AL Total with 3 enchants up)
With Q9 shield...
Swords/Axe 4
Earth Prayers 10+2
Mysticism 11+3+1
(101AL Total with 3 Enchants up)
Skills
Mystic Sandstorm 10/.75/8 Spell. Lose all Enchantments. For each Enchantment removed in this way, all nearby foes are struck for 10...30 earth damage (maximum 130 damage).
Staggering Force 10/.75/12 Enchantment Spell. All adjacent foes are struck for 20...68 earth damage. For 30 seconds, your attacks deal earth damage. When this Enchantment ends, all adjacent foes are Weakened for 5...13 seconds.
Dust Cloak 10/.75/15 Enchantment Spell. All adjacent foes are struck for 20...68 earth damage. For 30 seconds, your attacks deal earth damage. When this Enchantment ends, all adjacent foes are Blinded for 1...4 seconds.
Vital Boon 5/1/8 Enchantment Spell. For 20 seconds, you have +40...88 maximum Health. When this Enchantment ends, you are healed for 75...175 Health.
Heart of Holy Flame 10/.75/15 Enchantment Spell. All adjacent foes take 15...51 holy damage. For 30 seconds, your attacks deal holy damage. When this Enchantment ends, all adjacent foes are set on fire for 1...3 seconds.
Mystic Regeneration 10/.25/5 Enchantment Spell. For 20 seconds, you have +1...3 Health regeneration for each Enchantment on you.
Signet of Pious Light 0/1/20 Signet. Lose 1 Enchantment. Target ally is healed for 30...102 Health. If an Enchantment was removed in this way, this Signet recharges immediately.
Aura of Thorns 5/.75/12 Enchantment Spell. All nearby foes are Crippled for 4...9 seconds. For 30 seconds, this Enchantment does nothing. When this Enchantment ends, all nearby foes begin Bleeding for 5...13 seconds.
Yes i Know their isnt a res you can drop an enchant its your choice
Use
Prep each fight with Mystic Regen and Vital boon pick a target (its ok u can take any of them) space attack get in melee range... stack ur enchants till ur out of energy use ur sig one time then hit mystic sandstorm
rinse and repeat... when you start to understand the skills better youll find a few tricks... on better spiking...
sometimes it may be your benefit to prep with boon and regen go in for melee and use for thorns first to cripple ur target so it cant run... or prep and go in throw of dust cloak then imetiately remove it with your sig to blind then follow through with your enchant stacking... another single remove then sandstorm...
what this build comes out to is this... your a dervish running around with 95-101AL with a possible +18hp regen(yea it caps at 10 but you'll enjoy having a +10 regen through poison/bleed or phantasm etc)... youll have a nice spike of 100+ dmg spike to everything around you setting them on fire. crippling them, blinding them, and causing them to bleed... meanwhile your energy continues to be sustained through the powers of mysicism and 3 of your enchant have a primary dmg spike before hand
this build is very hard to kill... it is a favorite in parties because it tanks better than your typical warrior, spikes hella nice and is almost completely independant of a healer(cept the usualy messies and enchant strippers, though 99% of them are no prob to tank through) and it works great for PvP... did some test in RA and TA (yea i know its not a complete pvp test)... lets put it this way... 9/10 of the battles i was always the last one standing... 2 of them i solod all 4 players after my team got tore up 1 of them it took a ranger with a pet, some screwy necro with a flesh golem and 2 wars to take me down... 1 of the 10... i hit some nasty messy who stripped all my enchants reduce my energy regen to 2 pips and well i took a dirt nap after getting a smack down from a thumper..
Questions, Comments... I know there has to be some...
Last edited by sinican; Nov 29, 2006 at 04:52 AM // 04:52..
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Nov 28, 2006, 11:57 PM // 23:57
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#2
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Krytan Explorer
Join Date: May 2006
Guild: SAW
Profession: D/
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hrmm no comments...
more variants of this build seem to be blooming though... thats for sure...
in case it isn't completely clear... the build has an extremely high survival rate and excelent dmg out put... less spike dmg but med-high spike with condition effects and a continuous stream of it... the build doesnt have energy problems... does not rely on making a hit with your weapon and regens through some really nasty dmg...
any spike sustained is easily countered through using sandstorm to dish off all enchants for the +15hp each the offer plus the release of Vital boon giving well over a 200hp heal in all.. through use you will find it extremely easy to maintain enchants and always stack your vital boon for easy remove for any unexpected spikes...
i was hopeing for some feedback becaues i can't possibly think of all the concerns other may have and its easier just to answer them...
heck even a "nice build" or "works great" is fine... heh... don't need pats on the back but at least im getting a form of feedback... I like seeing that it has helped a few players new to the dervish line or just haven't quite figured out the strengths of the derv yet...
good luck
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Nov 29, 2006, 12:17 AM // 00:17
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#3
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Ascalonian Squire
Join Date: May 2006
Location: Cal
Guild: Order of Vladd
Profession: Me/
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I recently started working on a Dervish and am starting to really enjoy the class. I don't yet have all the skills for this build, but it looks rather entertaining. I will give it a go when I get the chance. Thanks for sharing.
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Nov 29, 2006, 04:51 AM // 04:51
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#4
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Krytan Explorer
Join Date: May 2006
Guild: SAW
Profession: D/
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Quote:
Originally Posted by Icepic
I recently started working on a Dervish and am starting to really enjoy the class. I don't yet have all the skills for this build, but it looks rather entertaining. I will give it a go when I get the chance. Thanks for sharing.
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early on you can use the varient i started out on this which was...
Blessed insignias on armor
normal scyth with min req in syth mastery
max mysticism
rest Earth prayers
(keep ur mysticism at increments of 3 and dumping the rest into earth untill u get sup myst rune and major earth rune in which case youll have 10scyth 12earth 15myst
pious assult
twin moon
Heart of holy flame
sealous renewal
vital boon
sig of pious light
arau of thorns
others to swap out as they become available
heart of furry
dust cloak
staggering force
as has been discovered... u can use a 1 handed melee weapon and shield with the two attack skills i listed as well.. but mostly not needed because with the above build you want the extra dmg from ur syth
the build works essentially the same... except instead of stacking all ur enchants your going to prep with vital boon only at first then go in hit an encahnt use and attack (the attacks above will remove an enchant twin moon will attack twice and heal you and pious assault will instant recharge) keep adding an enchant and removing them with attacks till low on energy then use your sig to dump them all
recast vital boon and start over...
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Nov 29, 2006, 04:55 AM // 04:55
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#5
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Desert Nomad
Join Date: Feb 2006
Location: the 7th level of HELL! J/K Somewhere in GW assassinating things
Guild: [acid]members of the KAWS alliance
Profession: A/
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you can still get your skills by PvPing a little bit then unlock the skills you need with balth faction then buy em at any Elonian skill trainer... And sin I hope that by saying "variants of this build" isn't inferring that you are the one that first created a build using Mystic Regeneration as it's backbone,anyway.... seems like a nice build GJ...
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Nov 29, 2006, 01:31 PM // 13:31
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#6
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Krytan Explorer
Join Date: May 2006
Guild: SAW
Profession: D/
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Quote:
Originally Posted by Kijik Oni Hanryuu
And sin I hope that by saying "variants of this build" isn't inferring that you are the one that first created a build using Mystic Regeneration as it's backbone,anyway.... seems like a nice build GJ...
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nope not at all.. Anet created the skill the game and all the equipment... I just borrow what they created...
Backbone of the build I use, I Consider to be Mystic Regen along with that the build uses absolutely no attacks for its dmg defence and overall capability... when i say varients im more refering to the types of enchants that can be used with the build...
Varient I was refering to in my most recent post is refering to a varient of the dervish in general...
I claim absolutely no credit for the builds I use... simply happy with giving anyone something to work with...
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Nov 29, 2006, 01:50 PM // 13:50
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#7
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Ascalonian Squire
Join Date: May 2006
Location: Cal
Guild: Order of Vladd
Profession: Me/
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Quote:
you can still get your skills by PvPing a little bit then unlock the skills you need with balth faction then buy em at any Elonian skill trainer
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I dont PvP hardly at all, but was starting to think that it would be a good idea even if to only gain balth faction as you have suggested. Thanks
Quote:
max mysticism
rest Earth prayers
(keep ur mysticism at increments of 3 and dumping the rest into earth untill u get sup myst rune and major earth rune in which case youll have 10scyth 12earth 15myst
pious assult
twin moon
Heart of holy flame
sealous renewal
vital boon
sig of pious light
arau of thorns
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I'm currently using several of these skills, but not quite in the manner that you suggested. I'll adjust my build and my tactics a bit. I have been keeping Mysticism high, but I didn't pay too much attention to the break points. Thanks for the heads up.
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Nov 29, 2006, 06:58 PM // 18:58
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#8
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Krytan Explorer
Join Date: May 2006
Guild: SAW
Profession: D/
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Quote:
Originally Posted by Icepic
I'm currently using several of these skills, but not quite in the manner that you suggested. I'll adjust my build and my tactics a bit. I have been keeping Mysticism high, but I didn't pay too much attention to the break points. Thanks for the heads up.
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you can make any alterations to skills and how you use the build..
be aware though that the function of the build is not related to melee attacks at all.. both pious assault and twin move are merely utilized to there fullest because they remove the enchants you want to set off...
the enchants that i use in the builds have primary and secondary effects.. except mystic regeneration which speaks for itself in its usefullness with a high enchant build...
ultimately the function of the build comes from setting up ur enchants to apply the primary effects directly to yourself or for AoE at everything around you... the attacks and the sig are meant to prematurely end those enchants forcing their secondary effects to go off.. such as burning grom HoHF, bleeding from thorns, weaken from staggering force, etc... and that use of it is what keeps you alive and doing constant damage...
mysticism heals and regens ur energy everytime an enchant ends... Vital boon give you a max health boost and then when it ends gives a nice heal in conjunction and timeing with twin moon or sig of pious light you are healing yourself through a lot of dmg...
I do see way to many dervs out there just trying to get off as much damage as they can and the skills they use don't even mix together well (that feeling you get when u just feel your build is missing something)
with both builds i listed above... you get 4 effects from every enchant you use... primary secondary health and energy... it works fluidly and is hard to break... doesnt have energy management issues and isnt dependant on conditional environment...
its definately your choice how you play... just keep that in mind
good luck
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Nov 30, 2006, 09:13 PM // 21:13
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#9
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Pre-Searing Cadet
Join Date: Oct 2005
Profession: W/Mo
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looks like a great build, im level 14 and got all the skills i needed thru pvp and such, but cant find a good spot to test it out... any ideas?
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Nov 30, 2006, 09:16 PM // 21:16
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#10
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Pre-Searing Cadet
Join Date: Oct 2005
Profession: W/Mo
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and one more question...are the totem axe and shell shield absolutely necessary and if so where can i get them and how much do they go for?
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Nov 30, 2006, 11:13 PM // 23:13
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#11
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Krytan Explorer
Join Date: May 2006
Guild: SAW
Profession: D/
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Quote:
Originally Posted by Eon Colombia
and one more question...are the totem axe and shell shield absolutely necessary and if so where can i get them and how much do they go for?
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they shell is need if you want to go for passive weapon dmg and not have to put points into tact or motivation to meet reqs for other shields...
the shell is easy to get.. it is outside the Sunspear Hall to the South...
http://gw.gamewikis.org/wiki/Hassin%27s_Shell
easily farmable with the build using the Syth Version (since you dont have the shield yet)... think ill go farm some for that mater as this build seems to be getting some popularity those shields may be worth a few gold...
Totem Axe is not needed... reason i use a totem axe is because i had some in storage and its easy to obtain at 4k-6k a pop... pretty much though if your not worrying about your weapon dmg u can use any 20% enchant 1hd melee weapon with +5 energy always.. (energy not needed but very helpfull) if your going fo dmg with weapon u want Q8 or Q9 weapon and go with 15% while enchanted or 15^50 if you dont need the energy...
if your using the build as i posted though... your really not doing much attacking because your typically always casting
I use the Totem for its mods not its dmg... put my points into tactics/motivation depending on the shield to get +16AL and the mods on a real shield...
Im now hunting for one of the Paragon Sheilds and thinking of going for +45hp while enchanted -2 dmg while enchanted vs the +30hp/-5dmg 20% standard max shield
PS when they going to add a spell checker... lol my typing gets horible
Last edited by sinican; Nov 30, 2006 at 11:46 PM // 23:46..
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Dec 12, 2006, 07:03 AM // 07:03
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#12
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Ascalonian Squire
Join Date: Mar 2006
Guild: Hom Kingdom[HK]
Profession: Mo/W
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A really amazing build~!!
Hi, I have tired this build and it is my favourite drevish build now.
For pve, I hate any dervish tank build coz warrior hero/henchman can tank properly in most of the time(oh i have to tell u that i seldom play with real player now...), so my dervish's job is to give as much as damage to the enemies.
I have tried many of the dervish builds in this forum but their build cannot give very high damage. After some invesgation i found that the problem is dued to the using of sycthe :
i) the damage of sycthe is low,
ii) the speed of sycthe is low,
iii) many enemies have high physical defense,
iv) enemies can block your physical attack,
v) too little enemies got hit by sycthe
It make me wanna cry that the overall damage of dervish is so poor.
Sinican's build is really good that it
1) give high damage,
2) give me many en to cast spells not-stoply,
3) quite easy to survice in many cases(coz the enemis got blinded)
The following is the skillset I use(it is a little bit different from sinican's build)
Mystic Sandstorm
Staggering Force
Dust Cloak
Heart of Holy Flame
Aura of Thorns
Vital Boon
Avator of Lyssa or Bal {E}
Rez signet/Glyph of Lesser Energy/Ether Signet
Bring Avator of Bal when u need to run or u need high defense armor,
otherwise bring Avator of Lyssa.
Weapon : any +10~15 en, + spell recharge(17~20%) staff
May be u guys would think that this dervish is hard to survice but in fact it does not(oh..i admit that it cannot tank), I have tested it in CH2 & 3 and I think it is a really good damage dealer.
Last edited by auntie ying; Dec 12, 2006 at 07:24 AM // 07:24..
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Dec 12, 2006, 04:12 PM // 16:12
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#13
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Wilds Pathfinder
Join Date: Dec 2005
Profession: Mo/
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Quote:
Originally Posted by auntie ying
I have tried many of the dervish builds in this forum but their build cannot give very high damage. After some invesgation i found that the problem is dued to the using of sycthe :
i) the damage of sycthe is low,
ii) the speed of sycthe is low,
iii) many enemies have high physical defense,
iv) enemies can block your physical attack,
v) too little enemies got hit by sycthe
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Dude wth are you talking about?
Let me spell this out to you. First of all its spelt "scythe" not "sycthe". The scythe has the HIGHEST maximum dmg of a melee weapon in the game! So don't give me "the dmg of a scythe is crap" bs. True, the speed of the scythe is slow, like the hammer, but this is only to keep the game balanced. And you can use IAS skills like Heart Of Fury which is awsome. Many enemies have high physical defence and they can block your attacks...poor argument - I guess melee characters arnt for you. And lastly - too little enemies get hit by scythe attacks?!? Dude the scythe is the ONLY weapon (not including skills) that can hit multiple targets!
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Dec 12, 2006, 05:42 PM // 17:42
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#15
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Grotto Attendant
Join Date: Nov 2005
Location: Defected back to America
Profession: Me/E
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I posted something like this a while ago. Somehow, I think Mystic Sandstorm is going to get the nerf bat.
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Dec 12, 2006, 10:55 PM // 22:55
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#16
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Krytan Explorer
Join Date: May 2006
Guild: SAW
Profession: D/
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Quote:
Originally Posted by Tan Blademaster
Dude wth are you talking about?
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LOL I think she made herself rather clear
Quote:
Let me spell this out to you. First of all its spelt "scythe" not "sycthe".
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That line allone lost you all credability in my book.. really how childish is it to flame someone for a typo?.. but continue on...
Quote:
The scythe has the HIGHEST maximum dmg of a melee weapon in the game! So don't give me "the dmg of a scythe is crap" bs.
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shoudl should have capitalized MAXIMUM not highest... because well just because it has the highest max dmg doesn't make it the hardest hitting... your damage range on a scythe is 9-41, which gives it an average dmg of 25... compare that to a hammer which does 19-35 dmg, giving it an average damage of 27.. same attack spead... difference is that the scythe can hit up to 3 targets "adjacent" to each other... how often does this happen?? but still noteworthly.
Quote:
True, the speed of the scythe is slow, like the hammer, but this is only to keep the game balanced. And you can use IAS skills like Heart Of Fury which is awsome.
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agreed, HoF works with any weapon btw same with most IAS... she wasn't trashing the speed of the weapon just making valid points
Quote:
Many enemies have high physical defence and they can block your attacks...poor argument - I guess melee characters arnt for you.
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IMO blockable/evadable/dodgable attacks are not a poor arguement at all.. it is a complete concern especially with the amount of skills now that make landing a hit dificult for any meleer... any decent player has this concern on their mind... what if i cant land my hits etc..
Quote:
And lastly - too little enemies get hit by scythe attacks?!? Dude the scythe is the ONLY weapon (not including skills) that can hit multiple targets!
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only 3 can be hit with you scythe without using a skill IF they are adjacent to each other and in front of you
you got way to upset for nothing and started flaming without a basis...
the poster made completely factual and stated opinion that she has... with the points she made in entirety she is 99% correct... "most" scythe Dervishes cannot sustain decent amount of dmg for any period of time due to energy and attack speed related reasons (activation times/aftercast/blinded/evaded/blocked/interupted/energy) it is also my opinion that the dervish character has more potential being enchantment heavy with few scythe attacks if any at all...
they are not a warrior their attacks are all energy based and they only have a few ways to manage there small energy pool... their main attribute is based on enchantments. this should be some clue that they are intended to be more effective using the skills and the attribute in itself...
there are a few decent scythe builds on the boards, I don't think anyone will argue that, my opinion still is that they dont have theendurance of an enchant heavy build... the build posted above can take ALL the other posted builds on this forum and any i have ever ran accross for that mater...they can get some pretty high dmg out but they cant sustain the preasure is the problem and they can't take the heat as well either...
don't be so ready to jump on people that have a different opinion than you do... especially when that opion is supportable
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Dec 12, 2006, 11:43 PM // 23:43
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#17
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Krytan Explorer
Join Date: May 2006
Guild: SAW
Profession: D/
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Quote:
Originally Posted by Earendil
To the OP: It looks like a fun idea. Mystic sandstorm/Mystic twister spikes have been seen in PVP occasionalluy - I personally love them for the originality. RA is not a good test for PvP. TA is better but mainly depends on who you`re fighting. The best way to counter your damage is simply spread. and let 1 single meleer attack you while the others do ranged stuff. Good teams are those who adapt.
I promise I'll test this build in TA/HA then I;ll be back
/pats OP on the back
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thanks for the imput, has already been tested in HA/TA/GvG/AB/RA/ZE and works excelent as a 4 man derv with support for HA or a 4 man Derv cap team in AB, 4 man for RA/TA/ZE(btw 7 consecutive flawless including 4vs6 Zaishen Rangers, finally got wiped by 8 Z Eles)
Also.. I have modified the build since then and abandoned the Scythe line completely. Blows the current build out of the water
I have been afraid to post the build because well its good and I want to get more play out of it before everyone knows it and overuses it... Soon though Soon... PLUS im having a hard time naming it.. so far no one has made a build like it or post anything close to it anyware other than the primary skills of Sandstorm and Regen... soon to be experiementing with this build using a Ranger in the team with 15-16BM running Symbiosis... 1500+ hp dervish(es) running around
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Dec 13, 2006, 07:46 AM // 07:46
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#18
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Ascalonian Squire
Join Date: Mar 2006
Guild: Hom Kingdom[HK]
Profession: Mo/W
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Hey guys~!! Plz dun so nervous about my article(and focus on my spelling mistake)~!!
I'm not surprised to see some of u object to this build, coz i have argued with many players on this issue before.(i asked them to throw away their green end-game sycthe XDDD)
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Dec 13, 2006, 10:07 AM // 10:07
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#19
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Academy Page
Join Date: Dec 2006
Profession: D/W
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Quote:
Originally Posted by auntie ying
Hey guys~!! Plz dun so nervous about my article(and focus on my spelling mistake)~!!
I'm not surprised to see some of u object to this build, coz i have argued with many players on this issue before.(i asked them to throw away their green end-game sycthe XDDD)
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how ur gonna have enough energy to cast those spells?
25 is only enough for like 2-3 enhancments
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Dec 13, 2006, 01:36 PM // 13:36
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#20
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Krytan Explorer
Join Date: May 2006
Guild: SAW
Profession: D/
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Quote:
Originally Posted by Nadav101
how ur gonna have enough energy to cast those spells?
25 is only enough for like 2-3 enhancments
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depending on your choice of runes and weapons this build functions fully at 30-37 energy(2-3 attunement runes +5e weapon, remember you dont care about weapon dmg in this build)
even at 25 energy you are fine if you prep and aren't the type that loves to prematurely spike
Mysticism at 15 returns 5e and 15hp everytime an enchant ends and the dervish has 4 pips of energy regen
depending how many enchants you have on when you release sandstorm you get 5-30 energy back... your signet is a 0e cost which releases an enchantment which returns energy because of mysticism and instantly recharges your signet for another go
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