Mystic Enchanter
Profession: D/Any
Name: Mystic Enchanter
Type: PvE (possible PvP for AoE Smite team)
Category: General
Weapons: 15 while enchanted
Armor: Radiant
Attributes:
14 Sythe Mastery [10 base + 3 rune + 1 helm]
12 Earth Prayers [11 base + 1 rune]
11 Mysticism [10 base + 1 rune]
Skills Set
Vow of Strength {E} (Earth) - [Enchantment] Attacks deal 41% more damage but disables attack skills.
Heart of Fury (Mysticism) - [Enchantment] Attack 33% Faster. Sets enemies on fire when ends.
Mystic Sandstorm (Earth) - [Spell] Lose all enchantments. Deal 30 damage per enchant lost (max 130).
Faithful Intervention (Mysticism) - [Enchantment] When damage drops health below 50% gain 118 health.
Mystic Regeneration (Earth) - [Enchantment] 20 seconds of +3 health regen per enchant.
Staggering Force (Earth) - [Enchantment] Deal 68 earth damage. Deal 13 secss of weakness when ends.
Zealous Renewal (Mysticism) - [Enchantment] Deal 48 holy damage. Gain 1 energy for every hit while this enchant was in effect.
Rez Sig - Or alternatively a rez spell depending on your secondary.
Design: The build was made to take advantage of the Dervish's wonderful affinity for enchantments, yet still be able to use their scythe which happens to be the only AoE weapon in the game. The build also takes advantage of what are in my opinion the best skills a dervish can have, the skills with the prefix "Mystic" which rely on enchantments to power them.
Usage: An ideal partner for this would be a monk with Dwayna's Kiss. Even better (but harder) is an Air of Enchantment smiter (as this would reduce energy for their enchants AND your enchants) but these are harder to find.
Always Faithful Intervention when you enter a new zone. When attacking a mob run into them where they are bunched up and you can do the most effective damage. Cast your enchants in any order that suits you best, and once you are done start whacking away with your sythe. Dont forget to renew Vow Of Strength as this runs out quickly. Use Mystic Sandstorm as a finisher move in most situations, although this can be used alternatively as a energy/health recycle move (you get 3 energy when an enchantment ends, plus 11 health) and pile weakness and burning onto the enemy.
In my opinion this is a fun general purpose build design which balances a bit of healing and some decent damage. Feedback would be appreciated. I would also like to know if this would be a good energy efficient alternative to the Bunny Thumpers used in an AoE smite build.
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