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View Full Version : Mysticism - Good Secondary Prof Ideas:



BunnyLord
27-07-2006, 11:30
Well I was just wondering about the endless possibilities of this Primary Attribute. Can this be the Expertise equivalent for enchantment lovers? This can definitely give Dervishes better tanking capabilities than the assassins. Since Mysticism works when enchants ends, it's good to find secondary profession with enchts that has short durations.

So let's say you have 10 Myst.

That means you gain 30 hp + 5 energy everytime enchs end (^_^)
5 cost spells will be free yay!

Possible Secondary Classes To Choose:

Monk: The class that uses tons of enchants.
Reversal of Fortune: additional healing and energy when you get hit.

Shield Guardian: Again a cool one time effect spell that protects you and heal at the same time.

Life Sheath: Awesome Elite, cheap cost, reasonable recharge and great protection.

Divine Intervention: great when you're almost dying, additional healing and energy.

Assassins: Shadow Arts will be famous amongst the dervishes
Shadow Refuge: Many people complain about the effectiveness of this spell because it ends too fast and req. attacking for complete healing. With Myst. you can get additional healing and energy when it ends.

Heart of Shadow: Again this spell act like reversal but telports you somewhere else with additional heals and energy.

Others Sources:
Order Necros: You can get constant healing and energy if you have someone spamming different necro enchants which ends every 5 seconds. Probably a possible HA build.

Any other ideas/suggestions? share

Akirai Annuvil
27-07-2006, 12:46
I don't know whether Myst will work when your effected by a enchantment or when an enchantment you cast ends... Still I've got no clue what else could work ><

masterfailure
27-07-2006, 14:00
orders would be interesting...you'll gain health and energy everytime an order ends and (if the necro is using OoV) you'll maintain some nice health and dmg while the order is up...but that parts obvious

jvxmtg
27-07-2006, 18:34
Keep in mind that the Dervish's Earth Prayers attribute is aligned with protection and mainly protection magic is enchantment based. They may not even need their secondary profession.

One thing that I'm curious about is if Aegis will trigger Mysticism times the number of affected players, or will it count as one enchantment. If the former is true, Aegis will break Mysticism and I have a gut feeling that Aegis will count as one-times-the-number-of-affected-players.

Nekretaal
27-07-2006, 18:47
I'm going to just go ahead and guess that the dervish will have plenty of enchantments to choose from...

So how about RANGER for the spirit of SYMBIOSIS!

Your looking at nearly 100 extra health per-enchantment. If Dervishes have issues great enchantments for protection but issues with armor, this nifty enchantment solves those issues with a long lasting infusion of a lot of health.

Genma Magik
27-07-2006, 21:18
Keep in mind that the Dervish's Earth Prayers attribute is aligned with protection and mainly protection magic is enchantment based. They may not even need their secondary profession.

One thing that I'm curious about is if Aegis will trigger Mysticism times the number of affected players, or will it count as one enchantment. If the former is true, Aegis will break Mysticism and I have a gut feeling that Aegis will count as one-times-the-number-of-affected-players.


Wouldn't that make the ele"s Secondary earth Magic come in handy.

jvxmtg
27-07-2006, 21:28
Wouldn't that make the ele"s Secondary earth Magic come in handy.

Not necessarily. Since Dervish already using Earth, why does he need Earth Magic?:huh:

Selected
28-07-2006, 01:37
Earth Prayers and Earth Magic are 2 different things :P one could very well compliment the other very well... armor of earth alone would push you past warrior armor, then some EP spells to go even higher, it could very well make you VERY hard to kill...

BTW... Dervish/Monk... three words: Contemplation of Purity

Even without any Divine Favor it would be a:

Hex removal
Condition removal
Full energy
Major heal (think heal other or more... on yourself)

Genma Magik
28-07-2006, 05:58
A yes now I understand.

Whats hard is how to use these skills.

tommynj
25-10-2006, 22:26
Ok first of all you really need higher myst for these builds. At 10 myst you only get a 10 point heal and 3 energy which is basically nothing and you get less energy in return due to the fact the spells are 5e so it is kind of pointless. Even if you had myst maxed to 16 you only get 5e in return so its really only a 16 point heal and no energy in return not good !

Ok in regards to using COP, great idea people thought of but you know I wanna see peoples skills bars I bet they will only have 1 attack and load up on enchantments just for the energy in return which is kind of blah because Dervish is all about the damage not turning Dervish into a monk or mesmer just for energy return. If you are that concerned about energy the its D/Me something like 15 scythe, 9 myst (8+1 wich gives 3 energy in return) and the rest in inspiration but they this is all good what people come up with. Many ways to play Dervish but really guys its all about the damage so have fun !

lavenbb
25-10-2006, 23:33
Let's not forget ele enchants, indefinite burning from burning speed is nice :devil:

Servant of Kali
25-10-2006, 23:40
People who ressurect old threads shouls keep in mind that some skills changed in the meantime.


Ok first of all you really need higher myst for these builds.

Mysticism was nerfed.
So was CoP.

AndrewAtHome
29-10-2006, 01:46
^ Good point. D/W sounds like a good idea as they're meant to do damage, not be casters. Zealous Renewal works as e-management if you use it right, then just load up on attack skills and attack speed buffs. When ZR ends you're sorted again.