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Old Aug 09, 2007, 08:15 PM // 20:15   #21
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that is just a less-than-mediocre build thats been used since NF came out. except your version is even worse because it dosnt have nightmare weapon.
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Old Aug 09, 2007, 08:52 PM // 20:52   #22
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There isnt really any need for [skill]Splinter Weapon[/skill] cuz the scythe already hits multiple enemies.
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Old Aug 09, 2007, 09:05 PM // 21:05   #23
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@Coloneh
you'll note I didn't say it was perfectly tweaked, never been done before, or the most powerful build ever. But then MrFinkelstein didn't ask for those standards either. If you're only looking for builds that meet those standards, use the same old boring builds you've always used. Then again, if you're looking to play the game to have fun, try loosening up a bit. Or just go back to mindless flaming...

@Mr F.
As I understand it, Splinter would trigger on all of those multiple targets that you hit with a scythe, and all adjacent targets would be hit. So in one swing where you attacked three targets, you'd do one scythe damage plus two splinter damages to each of the three targets, making for a nice AoE spike. Since you do so many attacks at once, you burn the splinter in one and a third scythe swings... a second rit weapon skill isn't a bad idea at all. Adding nightmare sounds like a nice suggestion.
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Old Aug 10, 2007, 12:45 AM // 00:45   #24
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Yeah. Splinter triggers once for every foe it hits. It makes for some really awesome aoe spam against melee crowds, assuming you have someone to rebuff splinter since it will run out after 2 swings.

Here's a shot of me just testing it out somewhere in vabbi. That was just from one swing.
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Old Aug 10, 2007, 01:29 AM // 01:29   #25
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Quote:
Originally Posted by Coloneh
it adds under 20 damage every 8 seeconds and you gain at most 1 energy. waste of a slot.

and 20% mods are useful, but you also have to consider enchantments ending gives you energy. do you really want them along longer?
1? I think you need to run it at 16 Scythe...

Why the hell would i want my enchantments to end earlier? I'm only gonna be recasting them anyway... doesn't benefit me in any way at all.

And yes Splinter works 3 times if you hit 3 foes. Warmongers Weapon works nicely vs multiple casters too.
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Old Aug 10, 2007, 06:00 PM // 18:00   #26
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Quote:
Originally Posted by MrFuzzles
Yeah. Splinter triggers once for every foe it hits. It makes for some really awesome aoe spam against melee crowds, assuming you have someone to rebuff splinter since it will run out after 2 swings.

Here's a shot of me just testing it out somewhere in vabbi. That was just from one swing.
great, thanks for posting that screenie... very cool!

really need to test this out...
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Old Aug 10, 2007, 10:04 PM // 22:04   #27
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Quote:
Originally Posted by CoonerTheRed
@Coloneh
you'll note I didn't say it was perfectly tweaked, never been done before, or the most powerful build ever. But then MrFinkelstein didn't ask for those standards either. If you're only looking for builds that meet those standards, use the same old boring builds you've always used. Then again, if you're looking to play the game to have fun, try loosening up a bit. Or just go back to mindless flaming...
he wasnt aksing for new "creative"(the nice word) build. he was asking for damaging builds because hws new and dosnt know them.

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Originally Posted by Evilsod
1? I think you need to run it at 16 Scythe...

Why the hell would i want my enchantments to end earlier? I'm only gonna be recasting them anyway... doesn't benefit me in any way at all.
I dont use superior runes. espically not on low armor melee characters.

and try reading what Mysticism does. i didnt say that enchanting mods are bad. i said that you need to consider the reduced energy flow

Mysticism (Primary) : Whenever an Enchantment ends on you, you gain 1 Health for each rank of Mysticism and 1 Energy for every 3 ranks of Mysticism.
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Old Aug 16, 2007, 05:33 PM // 17:33   #28
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Quote:
Originally Posted by Coloneh
and lyssa's assault is a waste of a slot.
[skill]Lyssa's Assault[/skill][skill]Attacker's Insight[/skill] (Remember that AI now works for the next 1...3 attack skills)

imo.
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Old Aug 17, 2007, 04:52 AM // 04:52   #29
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so that is gaining 5 energy(plus other attack skills) for 2 slots. and you have to invest in wind prayers. waste of 2 slots.
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Old Aug 17, 2007, 07:01 AM // 07:01   #30
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God forbid should someone use wind prayers already :/ Everyone's so fixated on earth these days.

Assuming you get 3 hits out of AI; you spend 5 energy and can do 3 lyssa's assaults for free from which you gain 3...10 energy each. If you have a little mysticism you'll get a few points of extra energy on the third attack skill.

Last edited by MrFuzzles; Aug 17, 2007 at 07:12 AM // 07:12..
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Old Aug 18, 2007, 02:07 AM // 02:07   #31
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Just use a Zealous Scythe and spam Mystic Sweep + Eremite's Attack and you won't need to use LA or anything for energy...

Splinter Weapon on a primary Derv isn't really worth it, better to have another rit with 14 or more channeling to put it on you.
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Old Aug 18, 2007, 03:26 AM // 03:26   #32
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Quote:
Originally Posted by Coloneh
I dont use superior runes. espically not on low armor melee characters.
Yes... 90 armour if you have a few enchantments up, with the optional 114 armour if you take along Conviction. Yup, very low, i see your point.

Quote:
and try reading what Mysticism does. i didnt say that enchanting mods are bad. i said that you need to consider the reduced energy flow

Mysticism (Primary) : Whenever an Enchantment ends on you, you gain 1 Health for each rank of Mysticism and 1 Energy for every 3 ranks of Mysticism.
Holy shit, so thats what it does! If only i had known. /sarcasm

You use, say... Mystic Regeneration. 20 seconds later it ends and you gain 4 energy, you then instantly recast the skill. Net loss - 36 energy per 120 seconds. Or, you cast Mystic Regeneration. 24 seconds later it ends and you gain 4 energy, you then instantly recast the skill. Net loss - 30 energy per 120 seconds.

Right so... what am i missing here? Unless you somehow run 18 Mysticism you don't actually gain energy from having shorter enchantments.

Oh come on Attackers Insight is a stupid skill. There is no reason to ever run it above 5 Wind Prayers. Which means your pretty much stuck with it at 4 Wind Prayers since that works out best stat-wise. No Dervish attack skill costs more than 10e, buffing it to 3 charges is a huge waste of attributes.
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Old Aug 18, 2007, 07:27 AM // 07:27   #33
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Quote:
Originally Posted by Evilsod
Oh come on Attackers Insight is a stupid skill. There is no reason to ever run it above 5 Wind Prayers. Which means your pretty much stuck with it at 4 Wind Prayers since that works out best stat-wise. No Dervish attack skill costs more than 10e, buffing it to 3 charges is a huge waste of attributes.
Actually, when I saw the AI buff... I just thought "As if Archer's Signet didn't fail hard enough already..."
Can't see why a dervish would want to waste 2 slots when he could just swing a zealous scythe instead...
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Old Aug 18, 2007, 08:40 AM // 08:40   #34
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Quote:
Originally Posted by Evilsod
buffing it to 3 charges is a huge waste of attributes.
That's assuming you're buffing windprayers *just* for AI, though. I've started using it quite a bit on my wind builds since the buff and I'm not going to try and argue that it's the omgbestever, but I wouldn't call it a waste of slot.
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Old Aug 19, 2007, 08:16 PM // 20:16   #35
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Quote:
Originally Posted by Cathode_Reborn
Use Aura of Holy Might (pve faction skill) - makes crit hits do massive damage. Avatar of Lyssa is one of the best elites in pve if you're going for damage. Wearying Strike + Signet of Malice still never leaves my bar.....there's not much use for Avatar of Melandru in pve so I juse use that combo. Heart of Fury is also really good.

Prob with Dervs in pve is that some of the best ways to increase your damage are through enchantments, and some pve areas have alota enchantment hate.
Tried wearying strike + signet of malice after I read your post...ex combo! Not sure why I never thought of it myself. I always kept thinking; "sucks that you need to use Avatar of Melandru just to be able to spam Wearying Strike without penalty."
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Old Aug 19, 2007, 08:59 PM // 20:59   #36
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It does sort of ruin the flow of things stopping to cast signet of malice halfway through killing something. Especially if they'd die quicker by just hitting them again than the deep wound would do.

Last edited by Evilsod; Aug 19, 2007 at 09:05 PM // 21:05..
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Old Aug 20, 2007, 12:04 AM // 00:04   #37
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Quote:
Originally Posted by Evilsod
It does sort of ruin the flow of things stopping to cast signet of malice halfway through killing something. Especially if they'd die quicker by just hitting them again than the deep wound would do.
Not sure why they added that penalty to the skill it's not like it would be that overpowering. It would just be the "it" skill that all dervish's run around with lol.
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Old Aug 20, 2007, 02:41 AM // 02:41   #38
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no. it would be very overpowered. have you seen wounding strike?
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Old Aug 20, 2007, 07:27 AM // 07:27   #39
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Quote:
Originally Posted by Coloneh
no. it would be very overpowered. have you seen wounding strike?
I guess my sarcasm was lost on you...
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Old Aug 21, 2007, 02:58 AM // 02:58   #40
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Quote:
Originally Posted by Marverick
Splinter Weapon on a primary Derv isn't really worth it, better to have another rit with 14 or more channeling to put it on you.
While a ritualist with a high spec is nice, it's often not available to a PuG. In any case, all the copies of Splinter Weapon you can get are usually worth it. The effect lasts for a very short period of time, and your whole party can benefit from being buffed by it.
I like having at least 2 chars with Splinter Weapon in my groups. A dervish has 4 pips of regen and is as good as any other char to use Splinter Weapon.
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