trafalgar-zero
03-11-2006, 06:15
Yes I said it, A Pure Dervish. Now I know some of you are saying “Pure Dervish, Sign me up” and others are saying “I will kill you!” but please have faith as I explain why exactly I choose these skills.
The Skills
Mysticism
Vow of Silence [Enchantment] (Elite)
5 energy 1 casting 10 recharge
For 5-10 seconds, you cannot be the target of Spells, and you cannot cast Spells. This is an elite skill.
Heart of Holy Flame [Enchantment]
10 energy .75 casting 15 recharge
All nearby foes take 40-100 holy damage. For 30 seconds, your attacks deal holy damage. When this Enchantment ends, all nearby foes are set on fire for 1-4 seconds.
Earth Prayers
Conviction [Stance]
5 energy 0 casting 20 recharge
For 10-35 seconds, you have +24 armor while enchanted, otherwise you have +1-3 Health regeneration
(Stance)
Armor of Sanctity [Enchantment]
5 energy .25 casting 5 recharge
For 10 seconds you take 5-20 less damage from foes suffering from a condition.
Veil of Thorns [Enchantment]
10 energy 1 casting 20 recharge
For 5-17 seconds, whenever you are hit by an attack, your attacker is Crippled for 5-13 seconds.
Signet of Pious Light [Signet]
0 energy 1 casting 20 recharge
Lose one Enchantment. Target is healed for 30-135 Health. If an Enchantment was removed in this way, this signet recharges immediately.
Scythe Mastery
Lyssa's Assault [Scythe Attack]
10 energy 0 casting 8 recharge
This attack strikes for +5-17 damage if it hits. If you are under the effects of an Enchantment, you gain 10 Energy.
Wind Prayers
Mystic Twister [Spell]
10 energy .75 casting 12 recharge
For each Enchantment on you, one foe in the area is struck for 30-125 cold damage (the same target cannot be hit more than once).
Order of casting enchantments
Veil of Thorns (VoT)
Heart of Holy Flame (HoHF)
Armor of Sanctity (AoS)
Vow of Silence (VoS)
VoT + AoS are a great way for me to reduce melee damage done to me.
AoS and VoS are two enchantments you should break with Signet of Piety if you need it. Although they are short in duration, they recharge just as fast. Assuming a 20% enchant weapon. The extra healing is great, you just have to time it right. Just toss Conviction in there whenever you feel ready for it.
That is your starting line up. As the battle progresses and some skills may be interrupted, some will expire at odd times, and other things. That's why you have SoP. Breaking VoS to rebuff is one of the main reasons I carry SoPL. ~10 seconds of only VoS can possibly get you killed. It just depends on what your fighting, and it is up to you if you think you can survive with the other enchantments and not VoS for a bit.
Signet of Pious Light(SoPL)
My main means of healing. With the ability to instant recharge if I lose an enchantment, it is great for regular healing particularly when VoS or AoS are about to expire. That is if you need it. It will work without the enchantments, but a 20 second recharge is a bit long. I don't like to let my healing depend on my attacking, many things can go wrong, Blindness, Enemy is a dodge monkey, CAN'T REACH THE FOE being the most important.
Now for my offensive skills.
Lyssa's Assault
The skill that just can't be beat. Well if you like to keep energy around anyways. Useful for increasing your DPS (damage per second).
Mystic Twister
I side with the school of thought where designing your entire build around the Elite is a sure way to get foiled in combat. Although it is a spell and VoS prevents me from casting it, I carry it for the fact it has nice damage, and I like how it works. So at my best I will be able to hit three enemies, but it will work just as well versus one foe. You may run into situations where having VoS on is a waste. Having the ability to put some extra damage out is nice.
Heart of Holy Flame
One of my new favorite skills. Everyone loves holy damage, unless your being hit with it... HoHF is a great way to help your damage. Holy has no existing modifiers on armor that add resistance to it. So when dealing holy damage you only have to worry about the base armor of the enemy. Also the initial spike when casting this enchantment is nice. A very low maintenance skill.
Now I know most of you are a bit mad that I don't carry a resurrection skill. Well to be honest, in a decent party only the support classes really need to bring them. Seeing as though good parties can be scarce, I offer you this. If you truly want to carry a resurrection skill, take off Conviction and put on Resurrection Signet. Conviction is the only skill that can be taken away without greatly impacting the builds performance.
Conviction can also be changed with another great stance the dervish has.
Wind Prayers
Whirling Charge [Stance]
10 energy 0 casting 20 recharge
For 3-10 seconds, you move and attack 33% faster than normal. This stance ends if you are not under the effect of any Enchantments.
Let me remind everyone that this build needs to be tested. I may find that I like to use Conviction in certain areas, and Whirling Charge in others. Maybe some of you like to see number flying off the enemy while others like to have better defense. Again if you want a resurrection skill than drop this and bring resurrection signet.
I have yet to decide on an attribute spread for this setup. My plans for attributes are to wear at least 2 Major runes Probably Mysticism and Earth Prayers, the rest being minor runes. The Dervish armor has +Health on it so of course any self respecting person would gladly use that to help boast their skills.
That's my idea for a build that uses only Dervish skills. I hope you enjoyed reading it, and I look forward to everyones comments.
NOTE: This build is NOT a TANK, it is just a pure Dervish and the skills I felt worked the best together. It is geared more towards survivablity and with the idea of being able to do damage.
The Skills
Mysticism
Vow of Silence [Enchantment] (Elite)
5 energy 1 casting 10 recharge
For 5-10 seconds, you cannot be the target of Spells, and you cannot cast Spells. This is an elite skill.
Heart of Holy Flame [Enchantment]
10 energy .75 casting 15 recharge
All nearby foes take 40-100 holy damage. For 30 seconds, your attacks deal holy damage. When this Enchantment ends, all nearby foes are set on fire for 1-4 seconds.
Earth Prayers
Conviction [Stance]
5 energy 0 casting 20 recharge
For 10-35 seconds, you have +24 armor while enchanted, otherwise you have +1-3 Health regeneration
(Stance)
Armor of Sanctity [Enchantment]
5 energy .25 casting 5 recharge
For 10 seconds you take 5-20 less damage from foes suffering from a condition.
Veil of Thorns [Enchantment]
10 energy 1 casting 20 recharge
For 5-17 seconds, whenever you are hit by an attack, your attacker is Crippled for 5-13 seconds.
Signet of Pious Light [Signet]
0 energy 1 casting 20 recharge
Lose one Enchantment. Target is healed for 30-135 Health. If an Enchantment was removed in this way, this signet recharges immediately.
Scythe Mastery
Lyssa's Assault [Scythe Attack]
10 energy 0 casting 8 recharge
This attack strikes for +5-17 damage if it hits. If you are under the effects of an Enchantment, you gain 10 Energy.
Wind Prayers
Mystic Twister [Spell]
10 energy .75 casting 12 recharge
For each Enchantment on you, one foe in the area is struck for 30-125 cold damage (the same target cannot be hit more than once).
Order of casting enchantments
Veil of Thorns (VoT)
Heart of Holy Flame (HoHF)
Armor of Sanctity (AoS)
Vow of Silence (VoS)
VoT + AoS are a great way for me to reduce melee damage done to me.
AoS and VoS are two enchantments you should break with Signet of Piety if you need it. Although they are short in duration, they recharge just as fast. Assuming a 20% enchant weapon. The extra healing is great, you just have to time it right. Just toss Conviction in there whenever you feel ready for it.
That is your starting line up. As the battle progresses and some skills may be interrupted, some will expire at odd times, and other things. That's why you have SoP. Breaking VoS to rebuff is one of the main reasons I carry SoPL. ~10 seconds of only VoS can possibly get you killed. It just depends on what your fighting, and it is up to you if you think you can survive with the other enchantments and not VoS for a bit.
Signet of Pious Light(SoPL)
My main means of healing. With the ability to instant recharge if I lose an enchantment, it is great for regular healing particularly when VoS or AoS are about to expire. That is if you need it. It will work without the enchantments, but a 20 second recharge is a bit long. I don't like to let my healing depend on my attacking, many things can go wrong, Blindness, Enemy is a dodge monkey, CAN'T REACH THE FOE being the most important.
Now for my offensive skills.
Lyssa's Assault
The skill that just can't be beat. Well if you like to keep energy around anyways. Useful for increasing your DPS (damage per second).
Mystic Twister
I side with the school of thought where designing your entire build around the Elite is a sure way to get foiled in combat. Although it is a spell and VoS prevents me from casting it, I carry it for the fact it has nice damage, and I like how it works. So at my best I will be able to hit three enemies, but it will work just as well versus one foe. You may run into situations where having VoS on is a waste. Having the ability to put some extra damage out is nice.
Heart of Holy Flame
One of my new favorite skills. Everyone loves holy damage, unless your being hit with it... HoHF is a great way to help your damage. Holy has no existing modifiers on armor that add resistance to it. So when dealing holy damage you only have to worry about the base armor of the enemy. Also the initial spike when casting this enchantment is nice. A very low maintenance skill.
Now I know most of you are a bit mad that I don't carry a resurrection skill. Well to be honest, in a decent party only the support classes really need to bring them. Seeing as though good parties can be scarce, I offer you this. If you truly want to carry a resurrection skill, take off Conviction and put on Resurrection Signet. Conviction is the only skill that can be taken away without greatly impacting the builds performance.
Conviction can also be changed with another great stance the dervish has.
Wind Prayers
Whirling Charge [Stance]
10 energy 0 casting 20 recharge
For 3-10 seconds, you move and attack 33% faster than normal. This stance ends if you are not under the effect of any Enchantments.
Let me remind everyone that this build needs to be tested. I may find that I like to use Conviction in certain areas, and Whirling Charge in others. Maybe some of you like to see number flying off the enemy while others like to have better defense. Again if you want a resurrection skill than drop this and bring resurrection signet.
I have yet to decide on an attribute spread for this setup. My plans for attributes are to wear at least 2 Major runes Probably Mysticism and Earth Prayers, the rest being minor runes. The Dervish armor has +Health on it so of course any self respecting person would gladly use that to help boast their skills.
That's my idea for a build that uses only Dervish skills. I hope you enjoyed reading it, and I look forward to everyones comments.
NOTE: This build is NOT a TANK, it is just a pure Dervish and the skills I felt worked the best together. It is geared more towards survivablity and with the idea of being able to do damage.