critical vengeance
09-08-2006, 02:54
if you had one dervish and one warrior they can help each other a lot.
Take this example, the dervish uses AoE condition things, like aura of thorns to cause all nearby foes to have the condition of cripple, then take the warrior who happens to be a /d
Armor of Sanctity 5 energy 1/4 second activate 4 second recharge
For 10 seconds you take 5-20 less damage from foes suffering from a condition.
If you were a pure tactic and earth prayer user check out this concept build
1 Armor of Sanctity 5 energy 1/4 second activate 4 second recharge
For 10 seconds you take 5-20 less damage from foes suffering from a condition.
2 Conviction 5 energy stance 20 recharge
For 10-35 seconds, you have +24 armor while enchanted, otherwise you have +1-3 Health regeneration
3 "Victory is Mine!" {Elite} - Shout 5 energy 0 second activation 15 second recharge
You gain 10-56 health and 5 energy for each condition suffered by adjacent foes.
4 Bonetti's Defense - Stance 8 adrenline
For 5-10 seconds, you have a 75% chance to block incoming melee attacks. You gain 5 energy for each successful melee attack blocked. Bonetti's Defense ends if you use a skill.
5 watch yourself 4 adrenline
Party members near you gain +20 AL for 5-10 seconds.
6 Shield Stance - Stance 5 energy 45 recharge
For 8-18 seconds, while wielding a shield, you have a 75% chance to block incoming attacks, but you move 33% slower.
7 healing signet
8 rez
just primary a stance tank with -20 damage reduction on top of what you normally have. There are a bunch of stances that can be activated at anytime to get you the +24 armor with other effects. Conviction can double as a mending. I could probably think of a better build if a played a tank more often, but seeing as i don't....
i'm just guessing...most of the time if you had
80 + 20 vs physical +10 in a stance you would get
90 normally +20 vs physical add the armor your stances give you to get
114 +20 vs physical then add watch yourself which should be up most of the time
134 + 20 vs physical, most of the time you shouldn't need to use healing signet since against melee mobs you have 154 armro and 134 otherwise, and ViM heals a whole lot from the condition piled mobs.
Now you may be thinking 134, i can usually do that on my wammo, well you forgot to add in the -20 damage, this addition makes you.. well very strong, i wonder if it works on spell casters too, cause you would be the ultimate tank it would appear, who needs those absorbtion runes when you have an enchant that can do that. If it gets shattered you only have to wait 4 seconds to bring it back up too.
So i say dervishes won't kick warriors out of a job, they will just make their lives better :grin:
Take this example, the dervish uses AoE condition things, like aura of thorns to cause all nearby foes to have the condition of cripple, then take the warrior who happens to be a /d
Armor of Sanctity 5 energy 1/4 second activate 4 second recharge
For 10 seconds you take 5-20 less damage from foes suffering from a condition.
If you were a pure tactic and earth prayer user check out this concept build
1 Armor of Sanctity 5 energy 1/4 second activate 4 second recharge
For 10 seconds you take 5-20 less damage from foes suffering from a condition.
2 Conviction 5 energy stance 20 recharge
For 10-35 seconds, you have +24 armor while enchanted, otherwise you have +1-3 Health regeneration
3 "Victory is Mine!" {Elite} - Shout 5 energy 0 second activation 15 second recharge
You gain 10-56 health and 5 energy for each condition suffered by adjacent foes.
4 Bonetti's Defense - Stance 8 adrenline
For 5-10 seconds, you have a 75% chance to block incoming melee attacks. You gain 5 energy for each successful melee attack blocked. Bonetti's Defense ends if you use a skill.
5 watch yourself 4 adrenline
Party members near you gain +20 AL for 5-10 seconds.
6 Shield Stance - Stance 5 energy 45 recharge
For 8-18 seconds, while wielding a shield, you have a 75% chance to block incoming attacks, but you move 33% slower.
7 healing signet
8 rez
just primary a stance tank with -20 damage reduction on top of what you normally have. There are a bunch of stances that can be activated at anytime to get you the +24 armor with other effects. Conviction can double as a mending. I could probably think of a better build if a played a tank more often, but seeing as i don't....
i'm just guessing...most of the time if you had
80 + 20 vs physical +10 in a stance you would get
90 normally +20 vs physical add the armor your stances give you to get
114 +20 vs physical then add watch yourself which should be up most of the time
134 + 20 vs physical, most of the time you shouldn't need to use healing signet since against melee mobs you have 154 armro and 134 otherwise, and ViM heals a whole lot from the condition piled mobs.
Now you may be thinking 134, i can usually do that on my wammo, well you forgot to add in the -20 damage, this addition makes you.. well very strong, i wonder if it works on spell casters too, cause you would be the ultimate tank it would appear, who needs those absorbtion runes when you have an enchant that can do that. If it gets shattered you only have to wait 4 seconds to bring it back up too.
So i say dervishes won't kick warriors out of a job, they will just make their lives better :grin: