The Diffrence Between Wind and Earth is based on your playstyle and purpose. In my opinion (This is just my opinion, the skills are not even in there final form yet)
Wind Prayers
Wind give you more Mobility and is more offensive in Nature. You have skills like FeatherFoot Grace, Harrier's Haste and Whirling Charge. All of which increase your movement speed and help you catch your opponent or run for Help.
There are also spells like {e}Onslaught and {e}Vow of Essence that are very atk driven in there usage.
Wind also gives you spells to improve your atk like etheral aid, Guiding hands, and Pious Restoration. I say Pious Restoration because it affords you the ability to get rid of entire stacks of Atk hindering Hexes in one application.(I used that skill alot with Avatar of Melandru during the Preview.)
Earth Prayers
Erath Prayers are geared more toward your survivability and dmg mitigation.
With skills like {e} Sandy Grip you can indefinetly keep atkers down provided it is not stripped or interupted.
A skill that no one has really mentioned is armor Of sanctity. Combined with any condition spreading skills a dervish has access to and Signet of Piety, you can prevent and heal alot of dmg on yourself.
With Earth prayers you get defensive enchantments like Dust Cloak, Mirage Cloak, Mystic Regeneration, Veil of Thorns, and Vital Boon. All improve with higher rankings in your primary attribute of Mysticism. (The energy and life you gain when the enchant Ends.)
I can elaborate more if you would like me to. That's pretty much how I view the two attribute lines. Just Let me say this. It is really hard to kill an Earth Dervish if you don't have the right disruption. (That statement was based on Weekend preview.) But they will not be able to just kill you outright either.(Unless they cripple you with Aura of Thorns and you try and run, allowing them to Critical you all day long in the back.)
Last edited by Owari_Muteki; Oct 24, 2006 at 06:44 PM // 18:44..
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