As we've seen, the long awaited update to dervs has been revealed and applied to GW.
http://wiki.guildwars.com/wiki/Game_updates
My question to you is: how this will affect the meta game of GW?
I've already heard that some guilds are now trying to use Vow of strenght instead of 100b, conviction isn't anymore useful for soosc a/d i guess, and so on...
Your toughs and what do you expect about it?
P.S: consider also changes to A-scan, BuH! and Intesity...
Dervish update effects on GW
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For PvP , i didn't see atm that many interesting builds. I tested many combinaisons ( considered aswell using D/W axe , hammer , etc..) but none seem to be a better choice than a sin as damage dealer , or even as BBWar for HA....
However , there will probably be interesting choices for GvG in the near future , but for other PvP places i don't think so
However , there will probably be interesting choices for GvG in the near future , but for other PvP places i don't think so
d
m
so I have been playing a dervish since nightfall came out. it was my first melee toon, i developed a style where with proper timing and attention i could tank and cause huge amounts of damage. the update has ruined the dervish class in my opinion. why would i ever want to strip my mystic regen off? i wouldn't. not ever. IT KEEPS ME ALIVE but no now every scythe attack strips the enchantments that keep me alive.....wtf guildwars i couldn't even play last night. i keep looking at the skill bar in dismay.
i ran outside with my favorite all around build and couldn't even kill a group of bugs.
i guess the dervish is the new paragon....like a blond, only fun in parties
i ran outside with my favorite all around build and couldn't even kill a group of bugs.
i guess the dervish is the new paragon....like a blond, only fun in parties
D
Then don't bring strip skills. Dervishes still have a nice amount of them. Or cover your mystic. Or perhaps pick defensive skills that synergy with dervishes playstyle, like Vow of Piety, which is awesome now.
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i ran outside with my favorite all around build and couldn't even kill a group of bugs.
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Adapt. Make new builds. New skills are fun.
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Sounds like that guy who tried to use his old SF builds to farm after SF was changed...
Adapt. Make new builds. New skills are fun. |
Everyone else in GW is starting from square one when it comes to dervishes, so it's OK.
c
People are complaining because they changed the role of the Dervish, rather than just make it more powerful.
The Dervish is now an offensively oriented character, who's primary function is crowd control.
Flash Enchants, maintainable Avatars, massive condition spreading and elemental PBAoE.
This update was designed for Leroys. Wade into the group and start swinging away, recasting enchants after they expire.
I did find they are weak against small group or single enemies. Running to Gunnar's from the Eye was not as easy as mob clearing in Nightfall. The ability to do damage to a single target is lacking. I assume that proper Avatar selection and skills will help that though.
The Dervish, w/ 70 AR should have never been put into a tanking role and this corrects that.
Yes, WS and some old favs are not as powerful, but that was because they were abused by other classes too much.
The problem I had while setting up my Derv as not finding skills, but choosing between them.
I also think some people should consider what shadowstepping can do with these new skills... run in, spread conditions, step out, repeat.
The Dervish is now an offensively oriented character, who's primary function is crowd control.
Flash Enchants, maintainable Avatars, massive condition spreading and elemental PBAoE.
This update was designed for Leroys. Wade into the group and start swinging away, recasting enchants after they expire.
I did find they are weak against small group or single enemies. Running to Gunnar's from the Eye was not as easy as mob clearing in Nightfall. The ability to do damage to a single target is lacking. I assume that proper Avatar selection and skills will help that though.
The Dervish, w/ 70 AR should have never been put into a tanking role and this corrects that.
Yes, WS and some old favs are not as powerful, but that was because they were abused by other classes too much.
The problem I had while setting up my Derv as not finding skills, but choosing between them.
I also think some people should consider what shadowstepping can do with these new skills... run in, spread conditions, step out, repeat.
c
My thoughts:
Dervishes: Can be used in Manlyway FoWSC teams now, not too happy with this, I was hoping they would do something to stop speed clearing. Onslaught has potential for W/D A/D with their own weapons. Avatar of Dwayna, combined with many Dervish enchantments, ending with something like Release Enchantments can be very useful for large spike party healing in PvE, along with Mystic Healing of course.
Intensity and By Ural's Hammer: These two skills make DwG in DoA shine way more. The Mes can bring Serpent's Quickness or Quickening Zephyr, then all the Spikers die in the first group, and then the Mesmer pops them all up with By Ural's Hammer. The spikers then use DwG, Intensity, and Spirit Rift, then continue to spike like normal. I don't know if that was something ANet accounted for, and of course, this set up requires some forethought, but still, think about how strong this will be. If something like this gets implemented into the team build to form a new meta, then it will be ridiculous, hitting for close to 200+ damage to foes in Hard Mode just isn't right.
Asuran Scan: A necessary change, see above.
Edit: Overall however, I am content with it. I enjoy the new skill combinations that have arisen with the changes.
Dervishes: Can be used in Manlyway FoWSC teams now, not too happy with this, I was hoping they would do something to stop speed clearing. Onslaught has potential for W/D A/D with their own weapons. Avatar of Dwayna, combined with many Dervish enchantments, ending with something like Release Enchantments can be very useful for large spike party healing in PvE, along with Mystic Healing of course.
Intensity and By Ural's Hammer: These two skills make DwG in DoA shine way more. The Mes can bring Serpent's Quickness or Quickening Zephyr, then all the Spikers die in the first group, and then the Mesmer pops them all up with By Ural's Hammer. The spikers then use DwG, Intensity, and Spirit Rift, then continue to spike like normal. I don't know if that was something ANet accounted for, and of course, this set up requires some forethought, but still, think about how strong this will be. If something like this gets implemented into the team build to form a new meta, then it will be ridiculous, hitting for close to 200+ damage to foes in Hard Mode just isn't right.
Asuran Scan: A necessary change, see above.
Edit: Overall however, I am content with it. I enjoy the new skill combinations that have arisen with the changes.
Ah, about me...the derv changes aren't a real problem, cause my derv is like 2 weeks old...i can forget quickly the few things learned. 
On the other hand, the pve skill rework really sucks imo. Buh was the only reliable caster damage buff(compared to phisycal conutless buffs wasn't OP) and after ages of discussions on guru, this version of Intensity seems a joke, really.
A-scan now is kinda a strange skill...i agree that was waay too much OP, but tuning down numbers was enough imo.
Apart this, i guess that we'll see: alot of new dervs(look in kama now), some necessaries tweaks to Sc's builds(SoOsc A/D, 100b war comes to mind), and a new wave of experiment in pvp i guess(i was looking to some skills today, and they were very condition spread oriented, for example).
On the other hand, the pve skill rework really sucks imo. Buh was the only reliable caster damage buff(compared to phisycal conutless buffs wasn't OP) and after ages of discussions on guru, this version of Intensity seems a joke, really.
A-scan now is kinda a strange skill...i agree that was waay too much OP, but tuning down numbers was enough imo.
Apart this, i guess that we'll see: alot of new dervs(look in kama now), some necessaries tweaks to Sc's builds(SoOsc A/D, 100b war comes to mind), and a new wave of experiment in pvp i guess(i was looking to some skills today, and they were very condition spread oriented, for example).
Forget the dervish parts for now.
What about Asuran Scan? All melee just took a massive nerf. This makes rangers, paragons, and all casters much more powerful by comparison. Heck, are unbuffed melee characters even worth using any more?
I don't know yet whether the new Vow of Strength ignores the scythe's ability to hit multiple foes, but if it does, then the dervish is effectively worthless for Manlyway. There's a reason dervishes never use Hundred Blades: they are inferior with it. If Vow of Strength is an inferior version of Hundred Blades, then logically there would be no reason to ever use Vow of Strength.
What about Asuran Scan? All melee just took a massive nerf. This makes rangers, paragons, and all casters much more powerful by comparison. Heck, are unbuffed melee characters even worth using any more?
I don't know yet whether the new Vow of Strength ignores the scythe's ability to hit multiple foes, but if it does, then the dervish is effectively worthless for Manlyway. There's a reason dervishes never use Hundred Blades: they are inferior with it. If Vow of Strength is an inferior version of Hundred Blades, then logically there would be no reason to ever use Vow of Strength.
Intensity as far as it was supposed to help Ele's is a head scratcher. I tried Intensity + Phoenix and Rodgort's Invocation and they are both pretty lackluster on the 100AL target in the Battle Isles. Guess the "Nuker" is still relegated to support.
I am failing to see the point of the Intensity change now as Earth Magic doesn't support use of this skill at all. Obsidian Flame would be good but it isn't elemental damage so Intensity doesn't work with it. There aren't really any other Earth magic Spells that do enough damage that are single target spells to warrant this on an Earth Magic bar.
Air Magic sees the "best"(?) use of this but the damage isn't attractive enough to warrant a slot. Energy Blast is in the same boat as Obby Flame. Rodgort's Invocation, and Invoke Lightning seem the best application of the skill or maybe Chain Lightning, but I really disagree with the change seeing as it now limits usage to a handful of skills. The only skill that was fun to use it with really was Invoke Lightning. I really think that it should have it's old function and it's effect time lengthened, but remain a "skill". All this would do is make Ele's a viable option in PvE again. ANet wouldn't even have to mess with changing the mechanics of Energy Storage. Heck, just do it as a quick band-aid until Mr. Stumme can implement some minor Ele changes in one of the smaller patches he was talking about.
I am failing to see the point of the Intensity change now as Earth Magic doesn't support use of this skill at all. Obsidian Flame would be good but it isn't elemental damage so Intensity doesn't work with it. There aren't really any other Earth magic Spells that do enough damage that are single target spells to warrant this on an Earth Magic bar.
Air Magic sees the "best"(?) use of this but the damage isn't attractive enough to warrant a slot. Energy Blast is in the same boat as Obby Flame. Rodgort's Invocation, and Invoke Lightning seem the best application of the skill or maybe Chain Lightning, but I really disagree with the change seeing as it now limits usage to a handful of skills. The only skill that was fun to use it with really was Invoke Lightning. I really think that it should have it's old function and it's effect time lengthened, but remain a "skill". All this would do is make Ele's a viable option in PvE again. ANet wouldn't even have to mess with changing the mechanics of Energy Storage. Heck, just do it as a quick band-aid until Mr. Stumme can implement some minor Ele changes in one of the smaller patches he was talking about.

