Aug 25, 2006, 03:19 AM // 03:19
|
#1
|
Krytan Explorer
Join Date: Oct 2005
Guild: The Last Sacrens
Profession: N/Me
|
Dervish: Balance Changes?
Well of course one of the first things they will do is nerf the sand shards build but what changes would you like to see or happen. I really liked them both and hope they stay the same.
|
|
|
Aug 25, 2006, 03:18 PM // 15:18
|
#2
|
Krytan Explorer
Join Date: Dec 2005
Profession: E/Me
|
In general, I hope Anet nerfs their offense more than their defense. I'm a frequent monk pugger, and the Dervish combination of "70 AC" and "wants to be next to as many enemies as possible" scares the hell out of me.
|
|
|
Aug 25, 2006, 07:02 PM // 19:02
|
#3
|
Academy Page
Join Date: Apr 2006
Guild: [LrD]
Profession: R/Mo
|
I'm hoping for as little derv hate as possible in Nightfall but I'm expecting it at the same time. Its scary to think that a derv primary will run in and aggro the whole mob but isn't this already an issue with dumb sins and whammos?
|
|
|
Aug 25, 2006, 10:52 PM // 22:52
|
#4
|
Wilds Pathfinder
Join Date: Apr 2006
Location: UK
Guild: Warlords of Ruin
Profession: A/Mo
|
but unlike assassins your going to be able to handle it in there, thats why i dont counton much dervish hate happening, mind my Rit is going to have a fun tine Rit-Lording his way thru the game as the probable monk shortage occurs.
|
|
|
Aug 26, 2006, 10:14 AM // 10:14
|
#5
|
Wilds Pathfinder
Join Date: Jul 2005
Guild: --
Profession: R/N
|
They are already nerfed, as I expect the spear of the paragon. Probably month or two after the game is released they may get nerfed again
|
|
|
Aug 26, 2006, 11:25 AM // 11:25
|
#6
|
Frost Gate Guardian
Join Date: Jun 2006
Guild: [BAN]
Profession: W/
|
I think they will soften the dervish offense a bit.
To make long story short, when played right 2 or 3 dervish bundled up can literally take out a whole mob of npc monsters... the cop spike is too good, to be left away; un-nerfed.
|
|
|
Aug 26, 2006, 07:39 PM // 19:39
|
#7
|
Forge Runner
Join Date: Sep 2005
Guild: Radicals Against Tyrants
Profession: W/
|
Why nerf CoP when dervishs can just use this
Mystic Sandstorm
Lose all Enchantments. For each Enchantment removed in this way, all nearby foes are struck for 10...30 earth damage (maximum 130 damage).
I missed the PvP event so what happened and what dervish builds came out.
|
|
|
Aug 26, 2006, 08:40 PM // 20:40
|
#8
|
Jungle Guide
Join Date: Mar 2006
Guild: Lost Haven
Profession: A/Mo
|
Cop works much better than mystic sandstorm though.
|
|
|
Aug 26, 2006, 09:09 PM // 21:09
|
#9
|
Academy Page
Join Date: Sep 2005
Guild: Xen of Onslaught
|
It's not Cop that is broke but mystism attribute needs to be toned down slightly with how much energy and health you gain when an enchantment ends. I did not have a problem with the damage or defense of the Dervish in the preview.
|
|
|
Aug 26, 2006, 10:07 PM // 22:07
|
#10
|
Wilds Pathfinder
Join Date: Nov 2005
Location: Baltimore, Maryland
|
but is so nice being able to play G0D. lol.
Mysticism does need reduced by about 1/3rd. I feel CoP should remove only monk enchantments. That should Remove the CoP build letting the dervish be played as it should be.
I am however worried about N/P MM's and order/shout spammers.
Paragon should make for an awsome warrior secondary giving them more diversity and utilization in the game.
|
|
|
Aug 27, 2006, 07:33 AM // 07:33
|
#11
|
Jungle Guide
Join Date: Jul 2005
Guild: ******************* Refuge From Exile [RFE]
|
Quote:
Originally Posted by unholy guardian
Cop works much better than mystic sandstorm though.
|
Say you have been harassing your target by casting PBAOE damage skills, including Mirage Cloak and lots of others that deal conditions when they end. And once your up, your Mes casts Fragility on your target... then you cast Mystic Sandstorm.
Thats a 209 point damage aoe spike, right off the bat. And, 20*~5 damage from Frag, which could be further increased.
So... while CoP is certainly VERY usefull in the build, I might even suggest having both on your bar, assuming your team has insufficient hex/condition removal to give you.
|
|
|
Aug 27, 2006, 08:49 AM // 08:49
|
#12
|
Wilds Pathfinder
Join Date: Apr 2006
Location: UK
Guild: Warlords of Ruin
Profession: A/Mo
|
Quote:
Originally Posted by Guardian of the Light
Why nerf CoP when dervishs can just use this
Mystic Sandstorm
Lose all Enchantments. For each Enchantment removed in this way, all nearby foes are struck for 10...30 earth damage (maximum 130 damage).
I missed the PvP event so what happened and what dervish builds came out.
|
You need 5 enchanments on you in order to deal 130 dmg with a maxed out attribute, probably 4 if you get this to 16, but still, theres alot better ways to spike 130 damage, especially with the conditional of "nearby"
Personally I never encountered a Mass dervish team, so i didnt see the annoyance, and doubt they need a ner, just inteligent playing to counter.
|
|
|
Sep 22, 2006, 05:29 AM // 05:29
|
#13
|
Desert Nomad
Join Date: Oct 2005
Guild: None, free and clear
|
Dervishes unlike Sins can last a lot longer upfront due to the chant spam and can do AoE damage with spells and attacks. There won't be as much D hate as there was Sin hate. People would be glad to have PBAoE spammers in the front lines.
|
|
|
Sep 22, 2006, 05:52 PM // 17:52
|
#14
|
Krytan Explorer
|
Well, the dervish is already nerfed in this preview. I do not know about mass Dervish teams but as an individual, I can definitely feel quite a big drop in the dervish's ability compared to previous preview.
Changes include:
1. Almost doubled recharges on many D enchants
2. Reduced damage from the aoe enchants
3. Increased energy cost on some spells
4. Previous normal skills being changed to elite status (pious renewal and wounding strike for example)
Last edited by Nightwish; Sep 22, 2006 at 05:55 PM // 17:55..
|
|
|
Sep 25, 2006, 01:45 AM // 01:45
|
#15
|
Krytan Explorer
Join Date: Mar 2006
Location: Arizona
Guild: We Have Big [Meat]
|
Quote:
Originally Posted by mega_jamie
as the probable monk shortage occurs.
|
Exact reason im making a monk for elona when NF comes out.
|
|
|
Sep 25, 2006, 11:52 PM // 23:52
|
#16
|
Wilds Pathfinder
Join Date: Nov 2005
Location: Baltimore, Maryland
|
D/Mo is still ok but much more restricted and has less Emanagment then the D/W now has. hex and condition removal for the most part has shifted to the monk to work on. Dmg was reduced by 1/3rd and spammability was removed completely. They made mysticisms healing a joke. luckily D/W Vimway works great. I am sure they will change some stuff i just hope they dont ruin it for
4-6 months like they did the assassin before they 3/4 fix it. lol
|
|
|
Thread Tools |
|
Display Modes |
Linear Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is Off
|
|
|
All times are GMT. The time now is 06:23 PM // 18:23.
|