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Old Nov 21, 2006, 07:13 AM // 07:13   #21
Wilds Pathfinder
 
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@Nicolas: you're missing his point, which is that someone else on your team should have Draw, meaning you are not primary condition removal.

@pah: I don't see that removing Deep Wound is a benefit of Mending Touch. If you have DW on you, you are probably being spiked, and if you are being spiked, you are probably KD'd. If your team *is* running a Draw like you assume, he should be Drawing you when you get spiked. The chances of you being able to save yourself with MT is essentially zero in that situation.

I prefer Mend/Dismiss Condition simply because of the flexibility. Mending Touch isn't good for anything except removing conditions on yourself, although yes, it's the superior choice for that purpose.
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Old Nov 22, 2006, 07:47 PM // 19:47   #22
ump
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Dark Escape is great self-spike protection. You reduce 50% damage reduction for a short period of time. The run bonus is also good to get away from melee characters. Return is great self-pressure protection. You reduce future damage on you from melee characters by crippling them and shadow-stepping away.

Conviction is average self-spike protection and average self-pressure protection. You get about 33% damage (60AL=50%) although you get it all the time. Aura of Thorns is average self-pressure protection. You cripple melee characters, but it could get removed in which case you're in trouble again right away. Vital Boon is decent in that you get around 65 extra max health and around 125 healing if it gets removed (so it can cover other protections well). Vital Boon ensures you always get the +24AL with Conviction. Aura of Thorns offers a bit more flexibility in that you can get the health regeneration with Conviction until you are pressured and need to use an enchantment on self for the AL bonus.

In limited practice, I have found Dark Escape/Return better in most cases than dervish options because Return is very good against melee attackers and none of the dervish skills comes close. Dark Escape is also very good against more than just melee spikes and again none of the dervish skill comes close.

The other skills (Reversal of Fortune, Blessed Light, Signet of Devotion, Gift of Health, Protective Spirit/Spirit Bond/Shield of Absorption - although I'd try to hit the 10 protection breakpoint, Mend Condition) are all very standard and great choices. You get spike healing, spike protection, free healing, flexbility condition removal/hex removal/pressure healing, and more standard condition removal (to save Blessed Light when you need more than just simple condition removal).
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