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Old Aug 25, 2006, 03:19 AM // 03:19   #1
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Default 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.
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Old Aug 25, 2006, 03:18 PM // 15:18   #2
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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.
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Old Aug 25, 2006, 07:02 PM // 19:02   #3
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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?
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Old Aug 25, 2006, 10:52 PM // 22:52   #4
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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.
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Old Aug 26, 2006, 10:14 AM // 10:14   #5
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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
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Old Aug 26, 2006, 11:25 AM // 11:25   #6
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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.
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Old Aug 26, 2006, 07:39 PM // 19:39   #7
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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.
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Old Aug 26, 2006, 08:40 PM // 20:40   #8
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Cop works much better than mystic sandstorm though.
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Old Aug 26, 2006, 09:09 PM // 21:09   #9
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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.
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Old Aug 26, 2006, 10:07 PM // 22:07   #10
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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.
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Old Aug 27, 2006, 07:33 AM // 07:33   #11
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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.
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Old Aug 27, 2006, 08:49 AM // 08:49   #12
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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.
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Old Sep 22, 2006, 05:29 AM // 05:29   #13
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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.
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Old Sep 22, 2006, 05:52 PM // 17:52   #14
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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..
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Old Sep 25, 2006, 01:45 AM // 01:45   #15
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Quote:
Originally Posted by mega_jamie
as the probable monk shortage occurs.
Exact reason im making a monk for elona when NF comes out.
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Old Sep 25, 2006, 11:52 PM // 23:52   #16
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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
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