Sep 26, 2006, 02:27 AM // 02:27
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#2
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Furnace Stoker
Join Date: Nov 2005
Guild: [CRFH]
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Holy damage is a weird one. Compare to Judge's Insight, which does something similar and also adds 20% armour penetration. It seems that holy damage directly from skills such as Banish ignores armour, but weapons converted to holy damage doesn't (although it does ignore +physical or +elemental components of armour, which can be useful in itself).
I tend to think of the result of JI/HoHF as being light damage rather than holy - the only real difference (both have a tendency to mess up undead) is that the latter also messes up Necromancers in Tormentor's armour.
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Sep 26, 2006, 03:41 AM // 03:41
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#3
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Frost Gate Guardian
Join Date: Oct 2005
Location: California
Profession: Me/
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Light and holy are essentially the same. Holy damage, however, is not a natural item property, whereas light is featured in wands and stuff. There's really no distinction unless you're trying to score on a GW trivia contest.
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Sep 26, 2006, 04:05 AM // 04:05
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#4
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Wilds Pathfinder
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I think Dervish were nerfed a little too hard. I do think they needed to be toned down just not as much as they were. Mysticism is kind of useless now.
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Sep 26, 2006, 04:14 AM // 04:14
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#5
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Furnace Stoker
Join Date: Jun 2005
Guild: Quite Vulgar [FUN]
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Quote:
Originally Posted by Quid Pro Quo
I think Dervish were nerfed a little too hard. I do think they needed to be toned down just not as much as they were. Mysticism is kind of useless now.
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Totally agree.
Dervishes are ment to be able to stay on the frontlines. Without the hp heals from myst that isn't going to happen.
You are basicly forced to run balth avatar for the armor bonus to withstand the pressure in the frontlines.
Cop was the backbone of the dmo. Mystism at 3 hp per point isn't enough to keep you alive without being able to remove conditions or hexes.
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Sep 26, 2006, 05:28 AM // 05:28
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#6
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Ascalonian Squire
Join Date: Sep 2006
Location: Canada, eh?
Guild: Filbuster Four
Profession: Me/N
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Quote:
Originally Posted by General Tsunami
... but they are still a very deadly class if the person playing them knows what they are doing.
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Well, any person using a class to the best of its abilities and knows what they are doing will make any character deadly. It's just the constant nerfing that screws everyone up to stop this. You can only make professions team-dependant so far, before you can't do anything by yourself.
Now, I'm still trying to figure out how to play a Dervish. xD I mostly used scythe skills, simply because it was the easiest for me. But a monk player would have been better, cause 3 monk npcs just don't cut it sometimes. Lol. I'm hoping to improve for when Nightfall is released.
Last edited by Nalee Everborn; Sep 26, 2006 at 05:38 AM // 05:38..
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Sep 26, 2006, 04:32 PM // 16:32
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#7
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Ascalonian Squire
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Yeah, I was playing yesterday for a little while before they ended the event, and I started thinking what was hurt the most, and Mysticism is like where it was murdered. I think that they should increase it not to where it was in the PVP-weekend, but more so then now.
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Sep 26, 2006, 09:28 PM // 21:28
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#8
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Wilds Pathfinder
Join Date: Nov 2005
Location: Baltimore, Maryland
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A dervish and mysticism useless. thats insane. You didn't know what you were doing.
I ran a D/W all weekend. I put out 200 dmg in seconds then spike for up to 155 + 4 conditions 3 long duration . I could cap my hp and run energy right around half at all times. and i could do it every 20-25seconds. I'd leeroy it in drop my bar strip and wait to heal. let my team clean up the mess i made.
If you ran 2-3 of my build you'd PBAoE them to death in about 10 seconds. Anyone who Saw CoPway dervish in first preview know what i am talking about.
I farmed over 100k faction this weekend and thank you anet for allowing me to gain my second faction title.
You can counter the dervish to. daze and interupts are a major hurt on the right skills.
Mesmer enchantment stripping made me laugh, only thing they do is turn you from spiker to DoT build...WoW... FINALLY A CLASS THAT CAN MESS WITH A MESMERS MIND.LOL
ATM they need a few second longer recharges and 20-30hp reduction on the heals and the D enchantment recharges could be better. 20 sec recharges to cast suck for 60-78 dmg hits.
I'd say 15 sec recharges and 1 sec cast would be fair when you lower the dervishes healing ability slightly.
Mysticism i agree should give a max of 32hp per enchantment however energy is fine where it is or could even be dropped to
4e max gain.
Great class. Beats a warrior in most situations. and is great for running pressure on both fronts in battle.
Last edited by Saider maul; Sep 26, 2006 at 09:32 PM // 21:32..
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Sep 27, 2006, 12:14 AM // 00:14
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#9
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Wilds Pathfinder
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Thats great but I don't want to have to just use certain skill to be able to play my Dervish. I'd like to use scythe skills myself and a scythe build that only relys on around 3, 4 enchantments doesn't heal you much when they end. I am also talking about PvE and PvP. Sure in PvP when your only fighting 4 people you can be pretty powerful but that can be any class. In PvE sometimes your outnumbered by great numbers. My Dervish was having trouble keeping health up on the frontlines and unlike assassins can't just escape quickly without actually being an sin secondary which should be required.
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Sep 27, 2006, 12:43 AM // 00:43
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#10
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Wilds Pathfinder
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Odd. Wouldn't finish loading when I hit post so I came back later and hit it again but apparently it did work the first time. Sorry about double post.
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