Jan 14, 2007, 10:06 PM // 22:06
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#1
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Wilds Pathfinder
Join Date: Aug 2006
Location: Long Island, NY
Guild: Elite Knights [SWAT]
Profession: W/
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rate this build
im new to playing dervish and was wondering what you think about this build..
attributes--16 scythe (12+1+3), 13 earth (11+2), mysticsm 7 (6+1)
skills--watchful intervention, vital boon, signet of pious light, crippling sweep, wild blow, victorious sweep, chilling victory, reapers sweep (elite)
optional skills are crippling sweep and wild blow. swap one out for a res if you want. keep watful intervention on always. use vital boon+signet of pious light for +291 heal. pick a target and use crippling sweep. use wild blow to remove stances and to do extra damage. i use a zealous scythe of fortitude....maybe use a sundering scythe of fortitude and swap out wild blow for lyssa's assault for energy management.
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Jan 14, 2007, 11:17 PM // 23:17
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#2
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Furnace Stoker
Join Date: Nov 2006
Profession: D/W
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1. always have a rez. Ab is the only place you dont need a rez.
2. drop pious light and something else and take mystic regeneration and conviction,
3. dont need that many attacks
4. dont use minor runes, and dont use superior runes on melee characters unless it is to reach an absolutely necessary breakpoint
other than that its not bad.
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Jan 14, 2007, 11:26 PM // 23:26
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#3
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Furnace Stoker
Join Date: Sep 2005
Guild: Thousend Tigers Apund Ur Head [Ttgr]
Profession: A/
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dude, where is this for??
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Jan 15, 2007, 01:35 AM // 01:35
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#4
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Wilds Pathfinder
Join Date: Aug 2006
Location: Long Island, NY
Guild: Elite Knights [SWAT]
Profession: W/
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mostly meant for ab..
dont use superior or minor runes...? that makes no sense. since when do people not use a supeior weapon rune if they want higer damage? and whats wrong with using a minor rune? the build is focuesed on scythe damage so of course you would want 16 scythe mastery. all together you have 485 health with this build which is enough for me, maybe not others (not counting when you have vital boon on).
ill took wild blow and pious light out for conviction and mystic regen which was a good idea. +12 regen with just the 3 enchantments =)
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Jan 15, 2007, 01:48 AM // 01:48
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#5
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Frost Gate Guardian
Join Date: Dec 2006
Guild: Pop
Profession: E/
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Just spamming attacks
No energy mangement
Just skills chucked together
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Jan 15, 2007, 02:48 AM // 02:48
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#6
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Wilds Pathfinder
Join Date: Jul 2006
Location: Away from you.
Profession: W/
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Quote:
Originally Posted by Solus_the_Deadly
No energy mangement
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That's what mysticism is for.
...Untill I noticed the sad excuse for a build only has 7 mysticism. That's kind of sad.
With the res thing, I don't carry it on most of my characters anymore. don't suck enough to die, ok?
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Jan 15, 2007, 02:58 AM // 02:58
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#7
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Jungle Guide
Join Date: Dec 2006
Location: UK
Profession: W/
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Quote:
Originally Posted by CagedinSanity
That's what mysticism is for.
...Untill I noticed the sad excuse for a build only has 7 mysticism. That's kind of sad.
With the res thing, I don't carry it on most of my characters anymore. don't suck enough to die, ok?
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Now I know why monks dont carry rez!!!
And about the build, meh its ok, i suppose acting like a tank is cool in AB so if they kill you, " TOOK 10 OF YOU TO KILL ME IM SO LEET"
lol i remember me and a member of spearmen owned a dervish like this with interruts once.
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Jan 15, 2007, 03:08 AM // 03:08
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#8
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Wilds Pathfinder
Join Date: Jul 2006
Location: Away from you.
Profession: W/
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Quote:
Originally Posted by Legendary Ultimatum
Now I know why monks dont carry rez!!!
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...Unless I had a monk character. Only a moron or a non-healer monk doesn't carry res. (smiter without res? Makes sense methinks.)
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Jan 15, 2007, 07:03 AM // 07:03
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#9
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Academy Page
Join Date: Apr 2006
Profession: Mo/
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First off, your attributes are a little messy. Scythe is right, though I agree on no superiors (it really does add a pitiful amount of damage for 75hp). Mysticism should be on a multiple of 3 for the best effectiveness. 9 is usually the minimum, as it provides nice energy management and doesn't take a huge investment. If you can get it to 12, go for it. That being said, I dunno why your earth is so high. If you're using Mystic Regeneration, 8 is the point most people shoot for, and Vital Boon is still powerful. With 3 enchantments, that'll give 9 regen, and again, not a hefty investment. When I run scythe/earth prayers, my attributes are usually something like 12+1+1 scythe, 11+1 myst, and 6+2 earth. But that's just me.
As for the skills, it's not a bad bar. Unless you plan on protecting other people, I'd go with Faithful Intervention as opposed to Watchful because it's cheaper and lasts until it's triggered, even if it casts more slowly. I guess you're attack skills are fine, though I prefer Reaper's, Mystic Sweep, and Wild Blow. Probably less damage, but less energy heavy with no Chilling Victory. Always keep the snare.
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Jan 15, 2007, 07:43 AM // 07:43
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#11
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Wilds Pathfinder
Join Date: Apr 2006
Profession: Mo/
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same things here. dropping scythe from 16 to 15 wont gimp your damage too much, and will free up a few attribute points. usually run 1 sup. 9 and 12 are very good break points for mysticism (+3 or +4 energy gains), scythe as high as possible (14 at the very lowest), and 8 with earth (mystic regen). i run a 15/12/8 spread, leaving 5 to put into protection for mending touch or whatever else i need. if you dont want to use any other attribute lines, you have enough to bump earth to 9. and if you have to have high earth, just flop mysticism and earth.
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Jan 15, 2007, 09:02 AM // 09:02
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#12
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Ascalonian Squire
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nice ideas, but some thing re just a must have(mystic regen, flail), look at my build for more ideas
D/W
Scythe Mastery 15 (11+1+3)
Earth Magic 9(8+1)
Mysticism 12(11+1)
Victorius Sweep, Mystic Sweep(or Crippling Sweep), Reapers Sweep [E](or Wild Blow, if you need elite slot for something else), Mystic Regeneration, Mystic Vigor, Watchfull or Faithful Intervention, Flail and you have 1 slot free for res, a second Intervention, Lightbringers Gaze, Vow of Silence, Avatar, etc.
Note: if you re using Wild Blow make sure you use it after activating Flail (lasts 5 sec, Wild Blow recharges 5 sec), to avoid adrenaline loss of Wild Blow
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Jan 16, 2007, 04:10 PM // 16:10
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#13
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Desert Nomad
Join Date: Feb 2006
Location: North Carolina
Profession: N/Me
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Quote:
Originally Posted by Coloneh
1. always have a rez. Ab is the only place you dont need a rez.
2. drop pious light and something else and take mystic regeneration and conviction,
3. dont need that many attacks
4. dont use minor runes, and dont use superior runes on melee characters unless it is to reach an absolutely necessary breakpoint
other than that its not bad.
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A superior rune on a dervish is fine. They have +25 health on the armor So it hardly matters to their health, not to mention that they have more health swells than any other melee class.
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Jan 16, 2007, 05:18 PM // 17:18
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#14
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Wilds Pathfinder
Join Date: Aug 2006
Location: Long Island, NY
Guild: Elite Knights [SWAT]
Profession: W/
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Quote:
Originally Posted by Paperfly
The problem is that most PvP monks don't carry resses. It's generally assumed that they'll be too busy healing/protting to break off for a 4-10 second cast.
Whereas most PvE monks will carry a resurrection skill they simply can't use in combat - Rebirth. That's why the team needs at least two-three Res Sigs (or "safe" resses like Flesh of my Flesh or Signet of Return) to get people back up in mid-fight.
On the build itself: Okay for general PvE (on your own, not with other people - res!), I guess. It seems to do anything you want it to except manage energy, which can be partly compensated for with a Zealous scythe...
...Sweet googly moogly, a Sup rune and a Major on a frontline character?
Even if you needed that much to hit your breakpoints - which you don't - dual Majors should be your strict maximum. Drop down to 15 Scythe Mastery, you'll never notice the difference.
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i run 1 superior and 1 major on pretty much any character and build i play. on my war with weapon+shield i have 505 health. with a hammer i have 475. on this derv build i have 485 (i use 1 vitae rune)...even on my assassin i only have 441-450 (depending what armor im wearing).
i already said it in this thread...485 health is more than enough for me but it may not be for others. just time your skills right and watch what youre doing and its no problem.
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Jan 17, 2007, 01:35 AM // 01:35
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#15
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Krytan Explorer
Join Date: May 2005
Location: Cali
Guild: Mending For The [win]
Profession: W/A
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Maybe I see this too much, and maybe I suggest this too much, but all dervish builds require that the mysticism attribute is a multiple of 3.
Why? because the only useful benefit from mysticism is the energy gain, and energy gain only increases in multiples of 3. Don't use 7 mysticism, either dumb it down to 6 or pump it to 9.
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Jan 17, 2007, 11:20 AM // 11:20
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#16
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Ascalonian Squire
Join Date: Jan 2007
Guild: Ohio Geek Fest[OGF]
Profession: D/
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Quote:
Originally Posted by Narfolik
nice ideas, but some thing re just a must have(mystic regen, flail), look at my build for more ideas
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Ok just to so you know. I'm not trying to put you or your build down in any way Narfolik. But there are plenty of speed boosts in Wind Prayers so that you shouldn't have to rely on a warrior skill such as Flail i know the 33% faster attack comes in handy and i can understand that. but if your doing PvP then the 33% slower isn't going to help you out any. Might i suggest Whirling charge if your stripping your enchantments or Onslaught if you don't mind switching your elite? anyways this is just my opinion.
as far as your build goes Dutch Masterr i would have to agree with the others. unless you have figured out a way of gaining back energy and implamented it into your build. then yes you are lacking energy management.. as for the superior rune in Scythe mastery.. I use it.. i don't see anything wrong with using it if you want.
oh and don't worry everybody will soon get a chance to hit me on my build as well.. till then good luck
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Jan 18, 2007, 08:05 AM // 08:05
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#17
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Ascalonian Squire
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Quote:
Originally Posted by Tsumi
Ok just to so you know. I'm not trying to put you or your build down in any way Narfolik. But there are plenty of speed boosts in Wind Prayers so that you shouldn't have to rely on a warrior skill such as Flail i know the 33% faster attack comes in handy and i can understand that. but if your doing PvP then the 33% slower isn't going to help you out any. Might i suggest Whirling charge if your stripping your enchantments or Onslaught if you don't mind switching your elite? anyways this is just my opinion.
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well, i did give here my pve build, for little pvping that i do i change it a bit,
in pvp avatar of grenth is what ppl always want u to have, and afcourse crippling sweep, as much for flail, in pvp every1 likes to run around a lot when you re beating him so with flail i usually take Harriers Haste to end Flail, and punish for running away,
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Jan 19, 2007, 10:30 AM // 10:30
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#18
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Ascalonian Squire
Join Date: Jan 2007
Guild: Ohio Geek Fest[OGF]
Profession: D/
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Quote:
Originally Posted by Narfolik
well, i did give here my pve build, for little pvping that i do i change it a bit,
in pvp avatar of grenth is what ppl always want u to have, and afcourse crippling sweep, as much for flail, in pvp every1 likes to run around a lot when you re beating him so with flail i usually take Harriers Haste to end Flail, and punish for running away,
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So basically your using Harriers Haste to negate the effects of Flail.. I'm just saying why do that when there are plenty of speed boosts that don't require you to use up two slots. Hell if you wanted to negate the effects of Flail why not just use AoB? sorry for Ninja'ing the Tread Dutch.. since i know none of this really answers your question or questions you might have.
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