2D/W 1A/ Mo/Me
Unmatched Dual Dervish
The idea of this build is to use dervish “Nuke” heals with monk protection to defend and while using the assassin as enchant removal and an energy battery. The defensive dervishes frees up the monk to devote itself entirely to protection enchantments and hex removal; While leaving anti spike healing in a player’s (hopefully) more capable hands.
D/W 1# (player)
Scythe Mastery 12+1+1(14)
Mysticism 12+1(13)
Victorious Sweep
Wild Blow
Chilling Victory
Reaper’s Sweep{E}
Banishing Strike
Pious Haste
Imbue Health
Watchful intervention
D/W 2# Melonni
Scythe Mastery 12+2(14)
Mysticism 12+1(13)
Victorious Sweep
Wild Blow
Chilling Victory
Reaper’s Sweep{E}
Banishing Strike
Pious Haste
Imbue Health
Watchful intervention
A/N Zenmai
Dagger mastery 10+1(11)
Deadly Arts 10+1(11)
Critical Strikes 11+2(13)
Rest Blood magic
Siphon Speed (or other cover hex)
Expose Defenses
Black Spider Strike
Twisting fangs
Assault Enchantments{E}
Lotus Strike
Blades Of Steel
Blood Ritual
Mo/Me
Divine Favor 10+1
Protection 12+1+2(15)
Rest inspiration
Divert Hexes {E}
Shielding Hands
Shield of Absorption
Protective Spirit
Reversal Of fortune
Mend Condition
Mending touch
Power Drain
General Strategy
First off, this build requires a lot of hero management to play. Constantly monitoring assn and forcing BR use and sometimes using assn attacks manually (switch her to passive to do this) Forcing Dervish to use run, heal skills and sometimes banishing strike. This build can split the two dervishes together and the monk and assn together.
One of the most important things to remember is to ALWAYS flag the monk during a fight. Melee will nearly always attack the enemy while you’re kiting but monks like to interrupt themselves and race you in circles when they aren’t flagged. This also ensures your monk will stay as far in the backline as you put her instead of trying to tank AoE with you
(Which she does like to do on occasion)
Instead of trying to hold the center shrine cap all three exterior shrines. sometimes N/Rt holding builds can be shut down just by doing this.
Pick your fights. If he has battle and merc shrine capped don’t engage him head on, try and out-split and undermine his shrine authority. But if he has an advantage DON’T just accept it and fight anyway. (This is a no-brainer, but I still find myself making this mistake, and beat others that make it as well.) Its part of evaluating a situation before engaging. If you have a good chance of losing try for another option before fighting a losing battle.
Switch targets frequently and as needed. If enchantment gets build up switch quickly to another target with dervs and lock assn to remove enchants on the target you’ve just left. As soon as the assn has used assault enchantments switch back and spike victorious/chilling/reaper’s ( with wild thrown in before as stance clear or after as finisher.
Comments? Questions?
Looking to improve it.
-discuss.
Last edited by unmatchedfury; Mar 25, 2007 at 03:51 AM // 03:51..
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