Nov 28, 2006, 09:32 PM // 21:32
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#1
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Ascalonian Squire
Join Date: Sep 2006
Guild: Giggity Giggity(GOO)
Profession: A/R
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constant 12-15 regen dervish
Firstly if this has been posted already, my apoligies and credits to the creator.
This build works very well in torment areas for me, and doesn't use an avatar which frees up the elite spot for some other great derv elites.
Attributes:
14 scythe(12+1+1)
10 earth(9+1)
9 mysticism
8 Healing prayers
1.XXX
2.XXX
3.Vital Boon
4.Mystic Regeneration
5.Conviction
6.Balthazars Spirit
7.Mending
8.Res skill of choice
Basically at start of zone put the two continious enchants up, put up vital boon, Conviction, and Mystic Regen before any combat situation.
Baltz Spirit is for energy management and fuels Mystic Regen, if you are adept at taking aggro this should be all you need for energy management otherwise you might consider a zealous scythe.
The XXX's denote preferred attack skills of choice, mine are Mystic Sweep and Reapers Sweep.
Also i am Aware that regen is capped at 10 However if you get poisoned or diseased the extra regen fights it to maintain 10 regen. While Enchant removal is always a threat all these skills have low recharge times and can be applied as soon as they are stripped.
This is a tanking build and should be treated as such, so Dmg from your attacks isnt as important as maintaing your enchants, don't hesitate to stop attacking and reapply the enchants if they get stripped. suffice to say the enchants that aren't continous have relatively long durations and you will be able to dish out a fair amount of damage while useing this build.
Last edited by Ayana Hinata; Nov 28, 2006 at 09:36 PM // 21:36..
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Nov 28, 2006, 09:37 PM // 21:37
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#2
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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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ummm mending? @.@ sorry but mending=suck also, people have known about the regenerative powers of Mystic Regeration for quite a while now, so that being the focus of your build is old news...
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Nov 28, 2006, 11:23 PM // 23:23
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#3
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Pre-Searing Cadet
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i think your missing the point kojak. he isn't useing mending because it is SO GOOD. he is useing 2 enchants that are maintained, meaning right there he will have +12 health regeneration when mystic regeneration is activated. meaning that there are 2 enchant skills he will not have to recast unless they get stipped. MEANING 2 LESS CASTS. i love my derv, but hate all the enchants i have to keep up and this is a build i've thought about also. utilizing the monks maintained enchantments.
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Nov 28, 2006, 11:37 PM // 23:37
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#4
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Wilds Pathfinder
Join Date: Apr 2006
Profession: Mo/
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using maintained enchants reduces the effectiveness of the dervishes main attribute, mysticism. you gain energy from losing the enchants, there by allowing you to cast them again. by using maintained enchants, you waste mysticisms best ability. plus using maintained enchants waste your energy even further by taking up valuable pips. why not just bring a couple of long last, short recharge, low cost enchants from the dervish line to accomplish the same thing.
heck, if you have to use monk enchants, vig spirit lasts 30 seconds, recharges quickly, uses only 5 energy, can be cast on other players with little problem to you, will heal more than mending will, and works well with a scythe. seems better than mending in every single way.
and if you are too lazy to maintain your enchantment, go roll a warrior or an assassin. dont gimp a dervish to make up for your issues.
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Nov 29, 2006, 02:39 AM // 02:39
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#5
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Pre-Searing Cadet
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everytime an enchantment ends, you get 3 energy. please tellme how 3 energy is going to replace the 10 you just used to cast the other enchantment that just ran out. most all derv enchantments last for 20 or 30 seconds. they cost either 5 or 10 energy, if you use a skill that removes enchantments early, you still have to recast them, useing even more energy. and there are alot of nice enchantment buffs in this game other than just mending or the devish enchants. not all of them are maintained like a few of the monk line. take the monk for an example. was the monk put into this game to be a 55. no, someone thought of an alternative set of skills to use. the way some builds are born is by trial and error until we, as a whole, find out what works better than the other. bottom line here is we got to help each other with this new class. find what works and what doesn't work. i myself wouldn't use mending either. if i wanted health regen, i'd use watchfull spirit. but if i had the choice of a maintained enchantment, i'd use balt spirit and essence bond for energy regen along with a zealous scythe. that's alot more energy than what mysticism will give you. and i know now someone will bring up"it will heal you too". pfft. 12 health won't do squat for a guy with 600 life. and speaking of life. how about the maintained enchantment vital blessing. at 8 points, that's another 124 life ontop of that. how many dervs have over 700 life. add vital boon too and you got close to 800life. add melandru's avatar and you got 1000 life.
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Nov 29, 2006, 03:46 AM // 03:46
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#6
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Desert Nomad
Join Date: Aug 2005
Location: California, USA
Guild: Angel Sharks [AS] (RiP [KaiZ] T__T")
Profession: Mo/E
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3 enchants and mystic regen is all you need. So instead of swamping your build with 6 skills for survival. use 4. Out of those 4, here is a great set to survive most things:: Faithful Intervention, Vital Boon, Zealous Renewal, Mystic Regen.
Gratz. Just four skills and you got 9 pip regen, 2 HP safety nets, and energy management. All pure dervish. Now you got 4 slots left for further survival enchants, dmg enchants/spells or attacks!
Pure Dervish > Mending. Mending for teh sux!
cheers!
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Nov 29, 2006, 04:33 AM // 04:33
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#7
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Wilds Pathfinder
Join Date: Apr 2006
Profession: Mo/
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Quote:
Originally Posted by paunamula
everytime an enchantment ends, you get 3 energy. please tellme how 3 energy is going to replace the 10 you just used to cast the other enchantment that just ran out. m
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who says the enchant has to cost 10 energy? vig spirit, guardian, RoF, armor of sancitity, aura of thorns, faithful intervention, mystic vigor. all cost 5 energy, have better effects than mending or watchful, and will trigger mystic regeneration. and even if it did cost 10 energy, so what? free energy is always good. bury PS for instance, after ~15 seconds you get a nice free energy boost, recast it, and have a good bit of protection to boot.
Quote:
Originally Posted by paunamula
take the monk for an example. was the monk put into this game to be a 55. no, someone thought of an alternative set of skills to use. the way some builds are born is by trial and error until we, as a whole, find out what works better than the other. bottom line here is we got to help each other with this new class. find what works and what doesn't work.
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true, but the reason the 55 became popular was because it worked so well. heck, it did something that no other build could do at that time. but with this particular build, its already been done and better.
See: http://www.guildwarsguru.com/forum/s...php?t=10075808
so this really doesnt fill a unique, specialized position.
Quote:
Originally Posted by paunamula
but if i had the choice of a maintained enchantment, i'd use balt spirit and essence bond for energy regen along with a zealous scythe. that's alot more energy than what mysticism will give you.
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those will give you lots of energy, yes. but what are you going to use that energy on? since you dont have to maintain these enchants, you arent spending as much either. plus those enchants benefit isnt as great as the above listed enchants.
would you rather have PS and guardian, 4 pips of energy, and a zealous weapon, or baltz and essence, 2 pips of energy, and a zealous weapon? you get the same benefit from mystic regeneration plus a better affect. plus its not at all hard to keep these two up with 4 pips and a zealous weapon. you dont even rly need the zealous weapon.
Quote:
Originally Posted by paunamula
how about the maintained enchantment vital blessing. at 8 points, that's another 124 life ontop of that.
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vital blessing is a very bad idea in most pve situations, specific farming builds excluded. two words: shatter enchantment! at 16 dom, it will do 106 dmg. add that to the loss of the 124 from vital, and thats a whopping 230 drop in health. that could be very nasty in the wrong situation.
im not saying that this build above will not work. it will. but it can be done better and has.
Last edited by ss1986v2; Nov 29, 2006 at 04:49 AM // 04:49..
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Nov 29, 2006, 04:45 AM // 04:45
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#8
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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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eh well, ss has got the point here so it isn't necessary to reiterate it.. and KOJAK? what the heck, even II can't make typos that bad... anyway, another build bites the dust, gg.
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Nov 29, 2006, 08:38 AM // 08:38
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#9
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Furnace Stoker
Join Date: Jul 2005
Location: near SF, CA
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Check out build #9 in the dervish builds sticky: http://www.guildwarsguru.com/forum/s...php?t=10070566
This build maintains +10 regen (+12 net vs. degen), ~647 life (with a +102 FI-health buffer for 749 total life), and 109 armor when all 3 enchantments and Conviction are active. Even if all enchants are stripped, it still gets +4 regen from the unenchanted Conviction stance. It also has Signet of Pious Light for serious emergency anti-spike healing. All this while maintaining +4 energy regen...
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