tarutaru
28-07-2006, 19:55
Well, we all know by now that the Dervish are going to be nerfed...HARD.
Their damage-dealing capabilities are unmatched, imo, and a few choice skills are broken beyond belief.
And on that note, I thought to myself, "Self, after the nerfbat strikes, what will be left? Can I look at the by-passed skills and make a competant build out of them?"
It was then that I discovered the healing power of the Dervish. People keep talking about this w/ the Paragon, but I believe many are quick to overlook the Dervish's party-aiding abilities. Obviously they cannot replace Monks, or Ritualists for that matter, but I think I've stumbled across a pretty viable 8v8 build here:
Dervish/Monk
Mysticism - 16 (12+3+1)
Earth Prayers - 10 (9+1)
Wind Prayers - 10 (9+1)
Protection Prayers - 3
1. Pious Renewal (5/.25/3) - For 8 seconds, whenever an Enchantment ends on you, you gain 0...2 Energy and 0...20 Health.
2. Vital Boon (5/1/8) - For 20 seconds, you have +40...88 maximum Health. When this Enchantment ends, you are healed for 75...135 Health.
3. Initiate's Blessing (5/1/8) - For 20 seconds, whenever you lose an Enchantment, one ally in the area is healed for 5...41 Health.
4. Life Sheath (5/1/7)
5. Reversal of Fortune (5/.25/2)
6. Guardian (5/1/2)
7. Signet of Piety (0/1/20) - Lose one Enchantment. Target ally is healed for 30...114 Health. If an Enchantment was removed in this way, this Signet recharges immediately.
8. Mystic Healing (5/1/2) - For each Enchantment on you, one party member is healed for 25...73 Health (the same party member cannot be healed more than once).
* * * * *
I included skill descriptions b/c most of you probably haven't got them memorized yet. Essentially, throw enchantments 1-6 on yourself, and re-cast them whenever one ends. Once the battle gets going, and if you stagnate you casting of them each by 1-2 seconds when first applying, you'll have a constant stream bursts of energy throughout the entire battle. High Mysticism and Pious Renewal means that whenever one of the short enchants ends, you gain 10 energy and about 70 health. Every spell on your belt only costs 5 energy, so once you get the ball rolling, you'll have more energy than you'll know what to do with! Hence, your aid abilities then kick in. Whenever you're not casting enchantments on yourself, keep clicking on Mystic Healing. MH is like a free, one-second-cast, spammable Heal Party (when you factor in the mysticism energy gains). If one party member in particular needs healing, use Signet of Piety for a one-second-cast, spammable 120 point heal.
Just keep casting the enchants on yourself (each with nifty side-effects of their own), pop 'em of for quick individual heals, and give nearly your entire party 70 health every 3 seconds or so. Seems good to me.
Thoughts?
Their damage-dealing capabilities are unmatched, imo, and a few choice skills are broken beyond belief.
And on that note, I thought to myself, "Self, after the nerfbat strikes, what will be left? Can I look at the by-passed skills and make a competant build out of them?"
It was then that I discovered the healing power of the Dervish. People keep talking about this w/ the Paragon, but I believe many are quick to overlook the Dervish's party-aiding abilities. Obviously they cannot replace Monks, or Ritualists for that matter, but I think I've stumbled across a pretty viable 8v8 build here:
Dervish/Monk
Mysticism - 16 (12+3+1)
Earth Prayers - 10 (9+1)
Wind Prayers - 10 (9+1)
Protection Prayers - 3
1. Pious Renewal (5/.25/3) - For 8 seconds, whenever an Enchantment ends on you, you gain 0...2 Energy and 0...20 Health.
2. Vital Boon (5/1/8) - For 20 seconds, you have +40...88 maximum Health. When this Enchantment ends, you are healed for 75...135 Health.
3. Initiate's Blessing (5/1/8) - For 20 seconds, whenever you lose an Enchantment, one ally in the area is healed for 5...41 Health.
4. Life Sheath (5/1/7)
5. Reversal of Fortune (5/.25/2)
6. Guardian (5/1/2)
7. Signet of Piety (0/1/20) - Lose one Enchantment. Target ally is healed for 30...114 Health. If an Enchantment was removed in this way, this Signet recharges immediately.
8. Mystic Healing (5/1/2) - For each Enchantment on you, one party member is healed for 25...73 Health (the same party member cannot be healed more than once).
* * * * *
I included skill descriptions b/c most of you probably haven't got them memorized yet. Essentially, throw enchantments 1-6 on yourself, and re-cast them whenever one ends. Once the battle gets going, and if you stagnate you casting of them each by 1-2 seconds when first applying, you'll have a constant stream bursts of energy throughout the entire battle. High Mysticism and Pious Renewal means that whenever one of the short enchants ends, you gain 10 energy and about 70 health. Every spell on your belt only costs 5 energy, so once you get the ball rolling, you'll have more energy than you'll know what to do with! Hence, your aid abilities then kick in. Whenever you're not casting enchantments on yourself, keep clicking on Mystic Healing. MH is like a free, one-second-cast, spammable Heal Party (when you factor in the mysticism energy gains). If one party member in particular needs healing, use Signet of Piety for a one-second-cast, spammable 120 point heal.
Just keep casting the enchants on yourself (each with nifty side-effects of their own), pop 'em of for quick individual heals, and give nearly your entire party 70 health every 3 seconds or so. Seems good to me.
Thoughts?