Build:D/W Ebon Dust Mystic
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This build specializes on the Dervish's main attribute, mysticism. It utilizes Earth Prayer and Mysticism Enchantments to make you almost completely invincible, while you can deal an extensive amount of damage while still maintaining valuable energy.
[edit] Attributes and Skills
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Attribute Rank |
---|---|
Mysticism | 11 + 1 |
Earth Prayers | 10 |
Scythe Mastery | 10 |
- Wild Blow can be replaced with Mystic Sweep.
- Faithful Intervention can also be replaced with a generic resurrect, but it is not highly recommended because Mystic Regeneration gives more benefit from more enchantments.
[edit] Equipment
- Armor Penetration +20% or another damage increase is recommended for this build.
[edit] Usage
If you notice, this build is mostly composed of all enchantments, and two attack skills. You blind and weaken your targets with Ebon Dust Aura and Staggering Force to prevent damage altogether or make it less damaging. Your other enchantments will keep you alive for quite a long time.
- Activate Faithful Intervention before your even close to an enemy, as it doesn't go away until you reach below 50% health.
- Then, right before you get in range of an enemy, activate Ebon Dust Aura, Vital Boon, Mystic Vigor, And Mystic Regeneration, and is suggested in that order. Once you are adjacent to your target, activate your last remaining enchantment, Staggering Force. Use Wild Blow for a good damage attack and Crippling Sweep when target attempts to escape.
- It is highly recommended that you activate the skills in the shown order, for your own benefit.
[edit] Counters
- Spikers
- Disenchantment Skills/Spells
- Spoil Victor Necro, but can easily be solved if you have a monk on your team.
[edit] Notes
Because there is a large amount of enchantments used in this build, and because they all ware off in a matter of time, there is a point in this build where you have a "dead zone", where you become vulnerable to attacks. In most cases this "dead zone" only lasts a mere second or two if your vigilant and reactivate your enchantments right away, but can give enough time to a spiker to do a significant blow. If you activate your enchantments in the suggested pattern, it results in a much more organized way of reactivating your enchantments and much less of a "dead zone".