That's right, a good tanking dervish build.
Profession: Dervish/*
Name: Balthazar's Tank
Type: PvE, maybe RA PvP if you want to take a lot of damage.
Category: Tank
Weapons: I personally use the pre-release scythe (+15% enchanted, Enchantments last 20% longer, Ice damage) but you can probably use a sundering (20/20) if you want more damage.
Armor: Armor doesn't really matter. All the dervish armor will work well so just use whatever you're comfortable with.
Attributes: Mysticism - 16 (12+3+1)
Scythe Mastery - 13 (12+1)
Earth Prayers- 4 (3+1)
All the attribute points are used in this way. It is how I've found this build to be the most effective, but you can always tweak and tinker as you see fit.
Skills: Mystic Sweep
Ermite's Attack
Chilling Victory
Mystic Vigor
Vital Boon
Faithful Intervention
Avatar of Balthazar [E]
Rez
Summary: This has been the general build that I've run ever since creating my dervish character. I always felt that the dervish was meant to get up on the front lines and stay there while dealing considerable amounts of damage, but I was concerned when I was first killed by a group of monsters. I started to play with this build and found that it works very well against even the largest groups of enemies.
Start off by casting Faithful Intervention upon entering a new area and just let it stay up indefinitely. this will protect you in case you start taking too much damage. Before entering battle, cast Vital Boon and Mystic Vigor before you cast Avatar of Balthazar. You now have 3 enchantments up and that will power your Mystic Sweep. Vital boon should ensure that you have more life than many enemies, so keep it up if you can, but when it is going to expire, just let it so you can get the 100 health. Keep renewing Vital Boon and Mystic Vigor when they run out and just spam Ermite's Attack and Mystic Sweep for damage. use Chilling Victory when your target gets down to about half health or so (or just whenever you expect they have less health than you) to make sure that the cold damage hits. Ermite's Attack will always add at least 9 damage, which is still pretty good if you hit your max damage potential.
In all honesty, you won't need AoB much if there are only a few enemies, so if it runs out you shouldn't be in too much danger. Don't be in a huge hurry to renew AoB if the battle is almost over and your party is winning. Even without the bonus to armor, you will be gaining enough health from enchantments ending and from Mystic Vigor that you shouldn't need to worry too much about it. On the off chance that you need to run away, though, AoB also makes a good escape skill. Just make sure that you have your rez set.
Notes & Concerns: This build is not fool proof. Any enchantment stripping mesmer groups will take off most of your enchantments right away and you will be left relatively vulnerable. If you are not the primary tank, let the primary head in first to distract the mesmers before you rush in. Even if your enchantments are stripped, most of them recharge fast enough to be put up again.
Variation: If you like, you can substitute out Ermite's Attack for Pious Assault. In this case, I suggest you use Pious Assault to remove Vital Boon if you are in dire need of some healing and the monk is otherwise preoccupied.
EDIT: Avatar of Dwayna would be a good substitute if you are worried more about Hexes (Thanks to Str0b0 for the suggestion)
Credit: Myself (IGN: Kier Diaga is my dervish) and all of you who didn't believe that a Dervish couldn't make a good tank. Thanks for inspiring me to this.
Last edited by Family Draconis; Dec 01, 2006 at 11:39 PM // 23:39..
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