View Full Version : Extended Dervish Defender
arredondo
23-10-2006, 08:38
Sometimes good offensive opportunities come as a result of having a great defense. Here's a concept build for the Dervish class that may be highly decent when NF comes out (all enchant times listed assume a +20% enchant modded weapon!):
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Extended Dervish Defender (De/El)
Mysticism: 12
Scythe: 12
Earth Magic: 9
Wind Prayers: 9
Extend Enchantments: Lose all enchants and for 20s all enchants cast last twice as long, lose all enchants when it ends
Mystic Vigor: For 24s, gain +6 HP per enchant (+24 HP in this build) for each hit
Sliver Armor: For 11s, block 40% of attacks, do -29 nearby earth damage to a foe when spells target you
Vow of Silence: For 11s you can't cast spells or be the target of any spells
Harrier's Haste: 14s Stance speed buffs you +25% and all attacks do +11 damage
Mystic Sweep: Inflict -9 damage per enchant on you (-36 total here)
Lyssa's Assault: Inflict -17 damage, gain a +10E refund if you are enchanted (attack costs -10E)
Rez
I plan to wear max energy Soothsayer armor and bring a +15% damage Ebon Scythe of Enchanting in one slot.
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I'll have to play around with it in the game to see how it actually flows; this is all theory for now. Each offensive sequence is 20s long - make sure you understand that right away. The beginning of this sequence starts with loading up on the four enchantments just as I've listed them:
Extend Enchantments: lasts 20s and buffs the next three enchants
Mystic Vigor: Now lasts 48s, but will never be up past 20s
Sliver Armor: Now lasts about 21s, but will also end at 20s
Vow of Silence: Now lasts about 21s, but will also end at 20s
Now you're set for the second part of every offensive sequence, the actual attacks. With everything up, defensively you are VERY strong every 20s since it all recharges in time to be used again and again.
- No spell can directly harm you, period, because of VoS.
- Any physical attacks against you during this time have a 40% chance of being blocked.
- Despite avoiding a lot of damage, each hit you do heals you for +24 HP (AoE maxes at +72 HP a swing).
BTW I considered Mystic Regeneration, but that required a fifth attribute line (Earth Prayers). I may sacrifice Wind Prayers and Harrier's Haste to accommodate its +3 regen per enchant if I need to since that is more kite-friendly than MV.
Now that the defense is in good shape, the offense is pretty simple. Alternate between LA and MS as they recharge to do your damage, but go into Harrier's Haste stance first to get +25% speed as well as +11 damage per swing. This stance also adds the bonus damage to normal swings as you wait for attack skill recharge, so it is a very nice addition to the build.
One swing of a Scythe can hit in the 80s with the a critical hit, +20% custom, and the +15% mod. That means the added damage from HH (-11) and the skills themselves (-36 and -17 respectively) should cause a single hit to get almost as high as -130 in the best scenario.
Once the 20s of fun times ends, EE shuts off all of your enchants. With the Mysticism bonus rate (that may change in the final release), this means you'll receive 12x4= +48 HP and 4x4= +16E when it does. Lyssa's Assault is a "free" attack while you are enchanted, so once you cast the first four spells you only spend 5E every 4s for Mystic Sweep. I'll comment more later after some practice with it to see how energy shapes up in final play.
Obviously Nightfall will bring more enchant stripping, but remember that you can't be targeted by spells. Only certain area or touch enchant strips can remove VoS. Yes, I know about the dangers of area spells, touch skills, traps, etc. However if you can ward off most damage types with this setup alone, your support team mates can likely help cover any extra weaknesses that you may have.
We'll see how well this build holds up altogether, because it looks to be a lot of fun if it actually works.
P.S., please note that the attribute points support Earth Magic of the Ele, and not Earth Prayers of the Dervish!
zweistein
23-10-2006, 11:29
love idea of sliver+extend+silence, but will sliver armor damage trigger when spell target fails due to VoS?
Servant of Kali
23-10-2006, 11:43
I love this build actually. Im more closely looking at any build (except the obvious smite ones) with Extend Enchantments. That skill has enourmous creativity potential. I will probably try to modify it a bit, to fit our GvG build.
Servant of Kali
23-10-2006, 13:11
Hmm ah i found what i miss, IAS. Perhaps instead of Lyssa's Assault?
btw the 30sec recharge on Sliver armor a bit worries me, wouldnt it be better to use Mirage Cloak? It's 5sec more energy, and doesnt dmg per time u get hit, but u can keep it with 20sec cycle as other enchants (gwwiki doesnt show recharge on this skill hmm).. plus it's 1/4sec cast. Mirage Cloak gives 50% evade for 20sec (with EE) and 19dmg.. which costs 15e (11e with 12mysticism) - with zero investment in Earth Prayers.
Sounds cool, Wouldn't it be counter productive to be immune to spells but use an entire atribute line just for dealing damage when you are targeted by spells?.
You could totally drop sliver armor and go earth prayers to pick up mirage cloak (15e however), Mystic regen would be nice as well another 10e however.
Going mirage cloak and mystic regen would cause some energy issues though. Your combo uses 25e, (granted gives 16 back at the end). Using mirage + extend + VoS + regen would end up costing 35e every 20 seconds.
I think it looks really cool though and want to try something similar.
Erasculio
23-10-2006, 14:25
Very nice build! I'm happy to see a Dervish build that allows him to take without relying on gimminicks (ok, I don't know how that's spelled, but you got it :laugh:).
Lyssa's Assault is a "free" attack while you are enchanted, so once you cast the first four spells you only spend 5E every 4s for Mystic Sweep
Actually...
I don't usually say this aloud since I'm not sure this is a bug, but...When you use an Assassin attack that says, "you'll get +x energy", it gives you energy for the attack plus the extra energy listed. If this applied here (and if I'm not THAT bad at math :huh:), you would actually get 10 energy, instead of not losing 10.
Erasculio
Woop Shotty
23-10-2006, 14:54
love idea of sliver+extend+silence, but will sliver armor damage trigger when spell target fails due to VoS?
Sounds like a really cool build, but this is obviously the question.
arredondo
23-10-2006, 15:15
The main use of Sliver Armor is the 40% block for 20s. I am open to switch in any evade or block enchant that will last as long for not too much cost (Aegis is 15E). I don't think the damage triggers from being spell targeted, which is why I didn't mention the damage in the writeup (just the skill descrip).
It's only a rough draft, but you guys see what I'm trying to do. I'll consider more changes as we go along.
Servant of Kali
23-10-2006, 16:02
I don't usually say this aloud since I'm not sure this is a bug, but...When you use an Assassin attack that says, "you'll get +x energy", it gives you energy for the attack plus the extra energy listed.
I tested with Black Lotus Strike. You dont get the energy you wasted on attack skill. You simply lose 10e, then gain xy e, for a total gain of xy-10=z
Erasculio
23-10-2006, 16:34
I tested with Black Lotus Strike. You dont get the energy you wasted on attack skill. You simply lose 10e, then gain xy e, for a total gain of xy-10=z
Duh, you're right, I misscalculated the cost of what I was using :blush:
Erasculio
arredondo
23-10-2006, 16:56
^^^ Yeah, those skills just give you a refund for what you spent, and sometimes a little extra (BLS gives extra).
One of the difficult things to do sometimes when making a build is to choose the right skill you need to get the effect you want to have. Case in point is the defense in this setup. As you all can see, I'm trying to get max anti-spell, max anti-physical attacks along with some decent healing all at once.
The anti-spell part is pretty simple with VoS, so along with Extended Enchantments that skill is pretty much set for this build. Anti-physical and healing are available for improvement if it is possible.
The 10E Sliver Armor was chosen as a cost-reasonable way of having a 20s block of 40%. Yes it is down for 10s, but I figured I can survive for that short time, and you aren't necessarily attacked for every second of a round. Still, I'll put up a list of other options with pros and cons that I considered; maybe you guys will prefer an alternative (remember, Vow of Silence prevents recasts during its EE-buffed 20 seconds):
ENCHANTMENT BLOCKS
Aegis (50% against attacks, but costs 15E)
Guardian (20..44% against attacks and projectiles, but lasts 10s max from EE)
Magnetic Aura (75% against melee, but gets hit by arrows and has a 60s recharge)
Swirling Aura (75% against projectiles but gets hit by melee and has a 60s recharge)
Weapon of Warding (50% against attacks, would be perfect except it's not an enchant)
Critical Defenses (25...65% against attacks, but needs an Assassin primary)
ENCHANTMENT EVADES
Mirage Cloak (50% against attacks, but costs 15E... Servant of Kali likes this one)
Distortion (75% against attacks, not an enchant but may be tested anyway)
Ward Against Melee (50% against melee, not an enchant and not mobile)
Shroud of Distress (15...63% against attacks if below 50% health, so it's conditional)
Elites are obviously not an option. If energy is manageble, I'll obviously go with Mirage Cloak but 15E seemed too much at first glance. Obviously there a lot of non-enchant blocks and evades from the Ranger and Warrior, but I like Distortion more than any of them, and even that cancels my stance. I will test Shroud of Distress and Distortion (for melee kiting), but as you can see alternatives aren't always easy to fit into a build.
For healing, I chose the skill Mystic Vigor because it is cheap and can give some solid healing (considering my high damage prevention) in an attribute I already support. For kiting it sucks, but if the overall defense holds up I won't have to kite too often to heal. Still, I'll try and get Mystic Regeneration in somehow since it is a great heal for this build, but I don't want to spend the att. points on it yet, plus it is more expensive (10E).
zweistein
23-10-2006, 17:34
^^^ Yeah, those skills just give you a refund for what you spent, and sometimes a little extra (BLS gives extra).
One of the difficult things to do sometimes when making a build is to choose the right skill you need to get the effect you want to have. Case in point is the defense in this setup. As you all can see, I'm trying to get max anti-spell, max anti-physical attacks along with some decent healing all at once.
The anti-spell part is pretty simple with VoS, so along with Extended Enchantments that skill is pretty much set for this build. Anti-physical and healing are available for improvement if it is possible.
The 10E Sliver Armor was chosen as a cost-reasonable way of having a 20s block of 40%. Yes it is down for 10s, but I figured I can survive for that short time, and you aren't necessarily attacked for every second of a round. Still, I'll put up a list of other options with pros and cons that I considered; maybe you guys will prefer an alternative (remember, Vow of Silence prevents recasts during its EE-buffed 20 seconds):
ENCHANTMENT BLOCKS
Aegis (50% against attacks, but costs 15E)
Guardian (20..44% against attacks and projectiles, but lasts 10s max from EE)
Magnetic Aura (75% against melee, but gets hit by arrows and has a 60s recharge)
Swirling Aura (75% against projectiles but gets hit by melee and has a 60s recharge)
Weapon of Warding (50% against attacks, would be perfect except it's not an enchant)
Critical Defenses (25...65% against attacks, but needs an Assassin primary)
ENCHANTMENT EVADES
Mirage Cloak (50% against attacks, but costs 15E... Servant of Kali likes this one)
Distortion (75% against attacks, not an enchant but may be tested anyway)
Ward Against Melee (50% against melee, not an enchant and not mobile)
Shroud of Distress (15...63% against attacks if below 50% health, so it's conditional)
Elites are obviously not an option. If energy is manageble, I'll obviously go with Mirage Cloak but 15E seemed too much at first glance. Obviously there a lot of non-enchant blocks and evades from the Ranger and Warrior, but I like Distortion more than any of them, and even that cancels my stance. I will test Shroud of Distress and Distortion (for melee kiting), but as you can see alternatives aren't always easy to fit into a build.
For healing, I chose the skill Mystic Vigor because it is cheap and can give some solid healing (considering my high damage prevention) in an attribute I already support. For kiting it sucks, but if the overall defense holds up I won't have to kite too often to heal. Still, I'll try and get Mystic Regeneration in somehow since it is a great heal for this build, but I don't want to spend the att. points on it yet, plus it is more expensive (10E).
forgot: Pensive Guardian - 50% block from enchanted foes
What about not focusing on evasion/blocks and focus on plain armor buffs instead?
because evasion/block is not that desiable againt hardest hitting enemies (ele bosses ...) whose attacks go past evasion
Armor of Earth - recharge 15 secs, so even it it does not benefit from extending, its is usable in build
Stoneflesh Aura - obvious - if reduction is aplied after armor, you will have lot of fun :], and imunity to criticals never hurts.
Kinetic Armor - dont get sidetracked by its 'must be revened' stuff - with enchant mod and Extend, it can last for nearly 20 secs and offers godly protection. obviously useable only every 3 cycles, but can be worth it when asaulting hard hitting foe
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water:
Frigid Armor - fits build perfectly by duration/recharge and offers nice protection against burning, which will be common thanks to paragon foes.
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I think ele bosses are dealt with with vow of silence..
I tend to not trust sliver armor except when I'm farming.. Mirage cloak's 15e isn't too big of a problem especially if you're using extend enchantments. As a dervish I find that there's no point for you to keep your energy at high level, you're actually very efficient if during battle your energy doesn't go over 10 or so (just enough so you can use the attack skills). As soon as your enchants end your energy should shoot right up, at which point you use them all to re-enchant again. The playstyle is sort of similar to necros, except more systematic and predictable, (and therefore more easily exploitable :P)
arredondo
23-10-2006, 18:16
forgot: Pensive Guardian - 50% block from enchanted foes
What about not focusing on evasion/blocks and focus on plain armor buffs instead?
because evasion/block is not that desiable againt hardest hitting enemies (ele bosses ...) whose attacks go past evasion
Armor of Earth - recharge 15 secs, so even it it does not benefit from extending, its is usable in build
Stoneflesh Aura - obvious - if reduction is aplied after armor, you will have lot of fun :], and imunity to criticals never hurts.
Kinetic Armor - dont get sidetracked by its 'must be revened' stuff - with enchant mod and Extend, it can last for nearly 20 secs and offers godly protection. obviously useable only every 3 cycles, but can be worth it when asaulting hard hitting foe
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water:
Frigid Armor - fits build perfectly by duration/recharge and offers nice protection against burning, which will be common thanks to paragon foes.
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You may be right in making use of other defensive tactics, but evade/blocks have bonus protections not found in other types of defenses. For instance, most Assassins are just screwed up as a result of not being able to finish a chain. Also, Conditions from physical attacks can't latch on you if you are not being touched. It's these reasons why I focus on them first to protect from physical enemies. Also...
Kinetic Armor: +68 armor for 8s, renewed every spell cast. The 15E problem is an issue, plus it recharges in 60s (EE will shut it down after 20s). Also, with VoS up I can't cast any spell to renew it.
zweistein
23-10-2006, 18:23
Kinetic Armor: +68 armor for 8s, renewed every spell cast. The 15E problem is an issue, plus it recharges in 60s (EE will shut it down after 20s). Also, with VoS up I can't cast any spell to renew it.
well, with extend is lasts 16 (18 with encahnt mod), so even with not being able to have in perma (as i wrote, every 3rd cycle), its can offet huge armor boost when necesary
the most horrible aspect of kinetic armor IMO is IIRC 3 second cast time.
critical vengeance
23-10-2006, 20:24
extend enchants plus sliver armor does sound cool :O
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Extended Dervish Defender (De/El)
Mysticism: 12
Scythe: 12
Earth Magic: 9
Wind Prayers: 9
Extend Enchantments: Lose all enchants and for 20s all enchants cast last twice as long, lose all enchants when it ends
Mystic Vigor: For 24s, gain +6 HP per enchant (+24 HP in this build) for each hit
Sliver Armor: For 11s, block 40% of attacks, do -29 nearby earth damage to a foe when spells target you
Vow of Silence: For 11s you can't cast spells or be the target of any spells
Harrier's Haste: 14s Stance speed buffs you +25% and all attacks do +11 damage
Mystic Sweep: Inflict -9 damage per enchant on you (-36 total here)
Lyssa's Assault: Inflict -17 damage, gain a +10E refund if you are enchanted (attack costs -10E)
Rez
I plan to wear max energy Soothsayer armor and bring a +15% damage Ebon Scythe of Enchanting in one slot.
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I like the idea of using Mirage Cloak and Mystic Regeneration for defense and healing. Yes, Mystic Vigor does have the potential to do more healing, but you always have to hit more than one foe to beat MR, and when they kite, your healing drops like crazy. Also, the defensive part of Mirage Cloak is unlinked, so you could invest nothing in Earth Prayers, and 8 Earth Prayers will give you +12 pips regen from MR, or 4 Earth for +8 pips.
I also think IAS is required on a build with a 1.75 second per swing scythe. The average damage of a scythe at 12 SM is roughly 30, and a 25% IAS causes 33% more damage, so it's like getting an unconditional +10 damage per swing. Compared to Harrier's Haste, which does +11 damage only to moving foes, Whirling Charge does that +10 damage all the time and still provides the run speed boost. This does cost 5 extra energy, but if you use a zealous scythe instead of an ebon scythe, it will pay for itself.
Also, if you don't spread the attributes so thin, you can get the length of your killing spree up to 24 seconds by going 15 Mysticism (25 seconds at 16). This in and of itself will increase your energy management, by making the enchantments last 20% longer, and getting an extra 4 energy at the end of the cycle.
So, I think a revision of this build that I'd like to test is:
Mysticism: 15 (11+1+3)
Scythe Mastery: 12 (11+1)
Earth Prayers: 4 (3+1)
Wind Prayers: 9 (8+1)
Extend Enchantments
Mirage Cloak
Mystic Regeneration
Vow of Silence
Whirling Charge
Mystic Sweep
Lyssa's Assault
Rez
You would have the 35 energy required to cast the enchantments if you had a +5 energy scythe. Otherwise, you'd have to attack once after Mystic Regeneration to grab the extra point or two of energy for Vow of Silence (energy is max 32 with just armor). Then wait a few seconds, because Whirling Charge won't last the whole duration anyway, before activating it.
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Another interesting build to test along these lines:
Mysticism: 16 (12+1+3)
Scythe Mastery: 12 (11+1)
Earth Prayers: 5 (4+1)
Wind Prayers: 6 (5+1)
Extend Enchantments
Mirage Cloak
Mystic Regeneration
Heart of Fury
Featherfoot Grace
Vow of Silence
Mystic Sweep
Rez
You lose out on Lyssa's Assault to gain 50% shorter conditions, 33% attack speed instead of 25%, and +10 regen instead of +8, and the full +40 damage on the Mystic Sweep. In exchange, there's 5 seconds of downtime waiting on Heart of Fury to recharge. All those enchantments cost 45 energy, 30 of which you will gain when they end. The only way you can get that much energy as a Dervish is to grab any random +15/-1 focus item, regardless of the attribute. Switch to it to cast the last two enchantments, then switch back to your zealous scythe and work your way out of negative energy. You can use Mystic Sweep whenever you have 5 energy to spare, because the energy stored in the focus item plus the energy from the Mysticism bonus is enough to fuel all your enchantments.
arredondo
23-10-2006, 23:48
Thanks for the input! I'll mull over your suggestions but right away I agree that I overestimated the worth of Harrier's Haste since I didn't notice it was for moving foes only. IAS then is best all around. I'll add more thoughts later.
Patccmoi
24-10-2006, 02:44
Thanks for the input! I'll mull over your suggestions but right away I agree that I overestimated the worth of Harrier's Haste since I didn't notice it was for moving foes only. IAS then is best all around. I'll add more thoughts later.
I dunno, if you don't have a running skill or a snare, people can easily kite you around while you do nothing.
Very cool build though. I didn't think of Sliver Armor for that.
The only enchant up to now that i considered with Extend Enchantment was Shield of Absorption (monk prot, it's 5 damage reduction that stacks every time you're damaged, but it lasts 1..4 sec. This way you could have it last 10s (with 20% longer enchant) and this means that if you're hit 10 times in those 10s, that shield actually absorbed 5+10+..+50 damage which is 275 damage. Makes you pretty much immune to things like Ranger spike too, and it's 5/.25/10).
This wouldn't help you on offense and you can't have the mix with Vow of Silence, but it makes you quite the tank =p
Your build is really worth a try overall. Not sure for the attack skills (well, Mystic Sweep is a definite yes) but for the rest it's nice.
trafalgar-zero
24-10-2006, 03:55
Well the problems I see with your build are.
On your first splerg of energy you use up 25 energy over 2.5 seconds. This takes ALL of your energy, but gives you a great defense. My point is, to set this up after your first 20 second round with the enemy your going to have to make sure you have the energy again to give it another go. Some situations my allow you to not need all of them, but it isn't a bad thing to have them all.
Lyssa's Assault is a great skill that I have nothing bad to say about it. I use it myself in my build. You just have to have the 10 energy to use this skill and you get to see your energy bar jump around. Just make sure not to use it when an enchantment isn't on, which means you can only use this skill twice, then you would have to recast enchantments, and it would be recharged.
Mystic Sweep is a quick way to put out some damage, and your taking full advantage of it as well, using 4 enchantments. With only a 5 energy cost, and a 4 second recharge it is very easy to go spam crazy. Again energy management while using it.
My conclusion of the downsides:
1. Energy Management may be difficult if your wanting to put out damage.
2. Roughly only a 20 second window of attacking under a good defense.
3. Once your 20 seconds is up, you need that 25 energy, and hopefully you can get all of the spells of before you get interupted, or stripped.
4. Healing is dependant on your attack. It is a really good way to heal, but if you get blinded, hexed (if it slips in), or just plain can't hit the enemy, then may be very difficult to heal. It is always good to have a backup plan, but it isn't always needed.
Sorry I didn't list any good points, but everyone has already said them. Hopefully this helps you further your development of your Dervish.
(If I sound arrogant, then your right. But you would be too if you had the build that i have.) :grin: Pure Dervish FTW.
Well the problems I see with your build are.
On your first splerg of energy you use up 25 energy over 2.5 seconds. This takes ALL of your energy, but gives you a great defense. My point is, to set this up after your first 20 second round with the enemy your going to have to make sure you have the energy again to give it another go. Some situations my allow you to not need all of them, but it isn't a bad thing to have them all.
Lyssa's Assault is a great skill that I have nothing bad to say about it. I use it myself in my build. You just have to have the 10 energy to use this skill and you get to see your energy bar jump around. Just make sure not to use it when an enchantment isn't on, which means you can only use this skill twice, then you would have to recast enchantments, and it would be recharged.
Mystic Sweep is a quick way to put out some damage, and your taking full advantage of it as well, using 4 enchantments. With only a 5 energy cost, and a 4 second recharge it is very easy to go spam crazy. Again energy management while using it.
My conclusion of the downsides:
1. Energy Management may be difficult if your wanting to put out damage.
2. Roughly only a 20 second window of attacking under a good defense.
3. Once your 20 seconds is up, you need that 25 energy, and hopefully you can get all of the spells of before you get interupted, or stripped.
4. Healing is dependant on your attack. It is a really good way to heal, but if you get blinded, hexed (if it slips in), or just plain can't hit the enemy, then may be very difficult to heal. It is always good to have a backup plan, but it isn't always needed.
Sorry I didn't list any good points, but everyone has already said them. Hopefully this helps you further your development of your Dervish.
(If I sound arrogant, then your right. But you would be too if you had the build that i have.) :grin: Pure Dervish FTW.
Do remember that Dervishes have 4pips of energy regen. There is no need to have an energy reserve as a dervish, as long as you have high mysticism. As long as you can get most of your enchants up you're good to go, while fighting, you usually only need to use 5e or 10e attack skills, which you should recover in 2-5 seconds. There's no need to worry about not having enough energy to re-enchant because as soon as the enchants go down you get an energy spike, so the real limitation is really just the cast/recharge times.
arredondo
24-10-2006, 04:54
Pat: I guess I thought it was obvious but I was referring to Whirling Charge for Harrier's Haste. I think it's the only IAS available for the Dervish and it has a built in 25% speed buff, so I'll still reach my targets.
I skimmed past Shield of Absorption but it wouldn't work for this setup. It'll end after 8s and VoS won't allow me to reapply it. Because of VoS I have to be careful since I can't use a spell at the moment I may need it most, so I only choose enchants and they must last at least 10s (EE then doubles it).
trafalgar-zero: All constructive criticism is welcome. I'll just assume you're focusing on the negative because you care. :smiley:
Actually I mentioned pretty much everything you listed as a potential area of concern. I usually post builds after I test it out really well, but I obviously can't yet with this.
Even though startup-costs are high, I am not using much energy with my attacks. +4E pips means I earn 6.5E every 5s. That's more than enough to cover Mystic Sweeps 5E cost every 4s especially since I am not swinging it literally every second it recharges. Lyssa's Assault is basically free. Now when EE shuts down all my enchants, I will receive +16E instantly (plus 48 HP), which leaves a net -9E deficit to make up from the starting costs. During the normal flow of a game regular energy regen will cut this down. So if I am losing only, say, -5E from my max energy every 20s, I'll be happy.
Healing may or may not be a major issue... I'm not receiving any spell damage and physical damage is neutered. I'll have to test in-game if the AoE heals of Mystic Vigor will carry me per swing for whatever damage does seep in. If not, I already said I have other options to try (restructure for Mystic Regen for instance). Overall the build isn't unstoppable (no build is), but it has some cool stuff that should work well here and there.
IAS: Don't forget Heart of Fury. Up 25 out of 30 seconds, and gives you 33% IAS and burning at the end.
Shield of Absorption: Still an option - Use Penitent Strike halfway through your enchantment cycle to end VoS and heal yourself, then renew SoA and VoS.
trafalgar-zero
24-10-2006, 16:34
Yeah 4 pips of energy is nice, and the mysticism passive bonus is as well. Even so in the hands of a novice they wouldn't realize the 9 energy they need to keep. I just mentioned it because it is a point of concern. I'm in the same situation as well, I can't test my build so most of it is speculation. It may look good on paper, but in combat it might just stink. It will be interesting to see if ANet changes how the Scythe and Weapon skills interact with each other. Such as only affecting the target, and not peripheral damaged foes. (with normal swings)
Good Luck with yours.
BrotherGrimm
31-10-2006, 20:33
Now that some skill changes have been made, couldn't Glyph of Lesser Energy be used for some much needed energy management in this build?
Im sorta not happy with extend enchantments.. sure, they last twice as long, but when extend enchantments ends, you lose the enchantment.. so even if the enchantment lasts twice as long, you'll only have it up for 20s plus however much the +20% enchantment mod gives. :cry:
Viti Ligo
24-11-2006, 06:16
Now that some skill changes have been made, couldn't Glyph of Lesser Energy be used for some much needed energy management in this build?
I am pushing my D/E towards legendary survivor and only elementalist skill I am currently using is Glyph of Lesser Energy. It makes wonders - with high mysticism I end up gaining energy with it even while using high energy cost enchantments... it could do good to energy management here too.
Visunavi
24-12-2006, 01:44
my god you are the god of dervish builds.
Dervish/Elementalist
Level: 20
Mysticism: 15 (12+3)
Scythe Mastery: 12 (11+1)
Earth Prayers: 8 (6+2)
- Mystic Sweep (Scythe Mastery)
If this attack hits, you deal +9 damage for each Enchantment on you (maximum 30 bonus damage).
Energy:5 Cast:0.75 Recharge:4
- Extend Enchantments (Mysticism)
Lose all Enchantments. For 20 seconds, Enchantments cast upon you last 100% longer. When this Enchantment ends, you lose all Enchantments on you.
Energy:5 Cast:0.25 Recharge:20
- Mystic Regeneration (Earth Prayers)
For 20 seconds, you have +3 Health regeneration for each Enchantment on you.
Energy:10 Cast:0.25 Recharge:5
- Mystic Vigor (Mysticism)
For 20 seconds, every time you successfully hit with an attack, you gain 7 Health for each Enchantment on you (maximum 25 Health).
Energy:5 Cast:0.25 Recharge:15
- Mirage Cloak (Earth Prayers)
For 10 seconds, you have a 50% chance block incoming attacks. When this enchantment ends, all nearby foes are struck for 47 earth damage.
Energy:15 Cast:0.25 Recharge:0
- Vow of Silence [Elite] (Mysticism)
For 10 seconds, you cannot be the target of Spells, and you cannot cast Spells.
Energy:5 Cast:0.25 Recharge:10
- Conviction (Earth Prayers)
For 23 seconds, you have +24 armor while enchanted, otherwise you have +3 Health regeneration.
Energy:5 Cast:0 Recharge:20
- Resurrection Signet ()
Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. You may use this Signet only once per mission.
Energy:0 Cast:3 Recharge:0
I've been trying this with a +5 energy sundering 20/20 scythe with 20% increase enchantment duration, windwalker insignias on chest and leggings and radiant on the rest of the armor pieces and after sup vigor, major mysticism, and major earth prayers the last rune is attunement rune (keep conviction on at all times so that u keep 35 energy for the enchantments, and if you dont get hit by debilitating shot and stuff like that u can use mystic sweep a few times(u regen energy faster than you can use it on the skill))
This has more defence but is vulnerable to kiting a bit more (though i put in crippling sweep in abs to replace res signet to make it better against kites)
U would still die to touchers and the downtime when the enchants end (not very sure, 3 secs or so?) is a weakness too
i guess u need to bring a staff too to deal with dp (and a zealous/vampiric scythe too)
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