User:Harry138/builds/derv/pveonly
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[edit] D/A Dark Silence Runner
This build allows for a Dervish/Assassin to complete the Droknar's Forge run with a higher success rate than any other build yet. With the use of Vow of Silence and Dark Escape you can easily run past enemies while taking little damage. This build also combines the use of Fleeting Stability, Mystic Regeneration and Faithful Intervention to create a safe versatile run. This build can also run most of the entire game with no change at all.
[edit] Attributes and Skills
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Attribute Rank |
---|---|
Earth Prayers | 10 + 1 + 3 |
Mysticism | 8 + 3 |
Shadow Arts | 12 |
Deadly Arts | 2 |
[edit] Variant due to Feb 1 update
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Attribute Rank |
---|---|
Earth Prayers | 9 + 1 + 3 |
Mysticism | 7 + 2 |
Wind Prayers | 10 + 2 |
Shadow Arts | 10 |
[edit] Equipment
- Armor: The Windwalker Insignia should be used for this build since you will be under multiple enchantments for most of the run. Apply a Rune of Major Vigor or a Rune of Superior Vigor and Rune of Attunement for extra energy.
- Weapons: A Staff with an enchantment lengthening mod and at least +15 energy since you will need energy more than armor. An inscribeable Insightful Staff with a "Have Faith" inscription will give you +20 energy while you're enchanted. A Shield can be used but you will often find yourself lacking energy.
- A sword of enchanting with a shield that lowers damage taken while enchanted and HP +45 while enchanted.
[edit] Before 1 Feb. Update Usage
- Start: Cast Faithful Intervention at start and whilst not under attack if it is not currently on.
- Or you can just run through them with either Dark Escape or Dash.
- Lornar's Pass
- Wurm Tunnel: Cast Fleeting Stability -> Mystic Regeneration -> Vow of Silence -> Deadly Paradox -> Dark Escape. As soon as Vow of Silence ends, cast Fleeting Stability -> Vow of Silence before reaching the Siege Ice Golems. Then use Deadly Paradox -> Dark Escape to outrun them.
- Grawl zones: Vow of Silence is not required to run past the Grawl unless there are Siege Ice Golems located close by. As long as you maintain Mystic Regeneration and Faithful Intervention and avoid the Grawl Crones you'll be fine.
- Snake
Dance
- Make sure you maintain Fleeting Stability and Mystic Regeneration when running past Tundra Giants and Azure Shadows.
- Always use Deadly Paradox before Dark Escape.
[edit] Counters
- Grawl Crones can strip you of Vow of Silence and other enchantments with Chilblains and can cause almost certain death if Siege Ice Golems are nearby. Just stay out of their range and you'll be fine.
[edit] Variants
You can switch Dash for Signet of Pious Light for ending Fleeting Stability for extra health and can combine with Vital Boon for a quick health boost when needed.
There are many assassin skills which can be used instead, though they may leave you more exposed.
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| Earth Prayers | 12 + 2
| Mysticism | 12 + 1 + 2
| Shadow Arts | 3
Pious Haste provides a fast alternative as well as lets you skip investing anything in Wind Prayers, giving you longer duration on all your skills, higher max health, better energymanagement though it has a downside of removing an enchantment when it ends but if timed right you may even use it to your advantage (Vital Boon).
[edit] Notes
- Try not to run nearby Pinesouls, as you'll be prone to setting off the Barbed Traps they set. These can leave you crippled for a long time.
- Use Dash for running while Dark Escape recharges and for a burst of speed to get out of the enemy aggro zone.
- Use Death's Charge on the Avicara in the wurm tunnel to help outrun the wurm.
- Due to latest balance changes, the effectiveness of Deadly Paradox has changed. You now can't use it with other stances. This means unless it is changed back, you will have to use a different running skill.
[edit] Template
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[edit] D/E Mirror of Ice Scythe
The Icy Fighter is a simple Dervish Build that uses Water Magic to add extra damage, increase armor, and provide protection from spells. This build is effective in most PvE.
[edit] Attributes and Skills
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Attribute Rank |
---|---|
Mysticism | 10 + 1 + 1 |
Scythe Mastery | 11 + 1 |
Water Magic | 10 |
[edit] Equipment
- Armor with Windwalker's Insignias is perfect.
- An Icy Scythe is necessary +15% while enchanted and an enchanting mod would be useful.
-
- The Soulbreaker is perfect.
[edit] Usage
- Cast and maintain Frigid Armor, Conjure Frost and Mirror of Ice
-
- Note: It is usually a good idea to let them end before renewing them so you gain the Mysticism bonus.
- Keep a close eye on Mirror of Ice since it is often difficult to notice when it ends.
- Cast Mystic Vigor before a battle and refresh it as soon as it ends.
- Use your attack skills when their bonuses will be useful.
- For harder targets chain together Victorious Sweep, Eremite's Attack and Mystic Sweep in that order for a large spike attack.
[edit] Counters
- Enchant removal is not a direct counter but will slow an Icy Fighter down for a few seconds while they re-apply their enchantments.
- Skills that harm you based on your enchantments will hurt quite badly.(i.e. Defile Enchantments, Melandru's Arrows, ect.)
- Blind, Weakness, Crippled, and other standard melee counters.
[edit] Variants
- Unlike most builds, the elite skill here is the optional slot. Many other elites are better for certain situations and play styles.
- Armor of Frost and Armor of Mist are usually less effective than Frigid Armor but could be used instead.
- Frozen Burst can be a very effective damage/snaring skill if you don't need a resurrect or feel like taking out an attack skill.
- Blurred Vision costs quite a bit of energy, but keeps you pretty well protected.
- Most attack skills can replace Victorious Sweep, some useful attacks are, Rending Sweep, and Chilling Victory.
- Many players prefer using Reaper's Sweep instead of Mirror of Ice and Victorious Sweep.
- Crippling Sweep is also very useful(usually in PvP) for some extreme anti-kiting.
- Consider bringing Mystic Regeneration(in place of a attack skill) for PvE play and moving some points from Mysticism to Earth Prayers(3 or 8 are cut off points for Mystic Regeneration).
- Consider bringing Banishing Strike when fighting in an Alliance Battle. It will do 130 damage (with 11 in Scythe Mastery) to all nearby minions, pretty much killing all of them.
[edit] Notes
It could be possible to modify this build to use a different element, but water provides both damage and protection.
[edit] Templates
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[edit] D/E Obsidian Dervish
This build is variant of the Obsidian Tank. The advantage of using a dervish is that a dervish can maintain constant health regeneration, which is the bane of the warrior variant.
[edit] Attributes and Skills
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Attribute Rank |
---|---|
Earth Magic | 12 |
Earth Prayers | 12 + 1 + 1 |
[edit] Equipment
- Radiant insignias on all armor pieces.
- Any +5 energy weapon of enchanting such as the Totem Axe and Rajazan's Fervor.
- An Earth Focus, with +health and +armor while enchanted mods, or a HSR mod, such as Hajok's Prism.
- For more experienced players, the Aegis of Augh is definitely the way to go.
[edit] Usage
- Keep up constantly Stoneflesh Aura, Armor of Earth, and Mystic Regeneration.
- Spell Breaker and Obsidian Flesh can be cycled constantly.
- If facing minor interrupts, cover your spells with Glyph of Concentration.
- If facing heavy amounts of hard interrupts, cover Glyph of Concentration with Mirage Cloak.
[edit] Counters
- Non-Spell Enchantment removal
- Interrupts
- Dazed
[edit] Variants
- If you're doing single areas with minimal knockdown, replace Fleeting Stability.
- If not doing Ravenheart Gloom, replace Mirage Cloak.
- If an elementalist is using Deep Freeze, Ward Against Foes may be replaced.
- For less experienced teams, you can include a Resurrection Signet.
- Conviction, Vital Boon, Sliver Armor, and Grasping Earth are good variants.
- Fire Storm can be used to pull the monks in the mobs up to you.
[edit] Notes
This build may replace the Obsidian Tank in Domain of Anguish groups with a great amount of effectiveness.
[edit] D/Mo 130hp Dervish
This is a build designed to farm bosses as a Dervish, by bringing your health down to 130 health, so that Protective Spirit lowers damage taken to a maximum of 13. It is in many ways similar to the 55 Monk build, but dervishes can not lower their health below 130 whilst wielding a scythe, because of the inherent +25 health on Dervish chest pieces. This particular build wields a scythe, thus negating the effects of any off-hand item you have equipped. Watch 130HP Dervish clip
[edit] Attributes and Skills
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Attribute Rank |
---|---|
Smiting Prayers | 1 |
Protection Prayers | 9 |
Scythe Mastery | 10 + 1 + 3 |
Earth Prayers | 10 + 3 |
Mysticism | 7 + 3 |
[edit] Equipment
- Runes
((+3-Scythe Mastery Rune)) ((+3-Earth Prayer Rune)) ((+3-Mysticism Rune)) ((+3-Rune(Your Choice)) ((+3-Rune(Your Choice))
- Insignias
((Radiant Insignia (x5) for more energy (*But not necessary*))
- Any kind of armor other than armor with the survivor insignia or health boosting runes will do, as long as it has a total of 5 superior runes on. Note that armor level does not matter for this build, so a set of armor purchased in Kamadan will serve this builds purposes just fine.
- A customized Scythe with a "Guided by Fate"/"Strength and Honor"/"To the Pain!" inscription. A scythe grip of Enchanting and a Sundering or Zealous scythe snathe can make things easier.
- A Zealous scythe is recommended while facing only one foe; if you don't use one you may not gain enough energy to recast all 3 enchantments. Note that energy mangement when facing a single foe may become easier by dropping Balthazar's Spirit and Essence Bond.
- Dwayna's Grace, Lyssa's Bedlam, Scythe of Corruption, or Suli's Scythe would work well for this build. The Soulbreaker also works.
[edit] Usage
Whenever you enter an explorable area cast Balthazar's Spirit and Essence Bond and wait for your energy to regen. Before approaching the monster(s) you want to kill, cast the first 3 skills on your bar. Aggro the monster(s) and keep your enchantments up while spamming your attack skills. If you're having trouble staying alive, consider deliberately getting yourself killed; the resultant Death Penalty will lower your health and therefore make the build more effective.
Mystic Regeneration is quite effective at keeping your health up, however enemies with fast attack speed or powerful health degen spells can render it useless. Try not to face your target alone, make sure he has company. When you aggro a group, make sure they are more or less mobbed up. With the help of Mystic Vigor, you will gain about 25 health each hit; with 3 targets in one hit you will gain 75 health per hit. With fast attacks and the assistance of Mystic Regeneration, you should survive quite easily.
Mystic Vigor is your anti-spike skill. When you get spiked, it should only take one hit from you while enchanted with Mystic Vigor to bring your health back up.
When there are only 1 or 2 enemies left, it's useful to just use Mystic Vigor instead of Mystic Regeneration, to conserve energy.
For some bosses, it is more effective to insert Mirage Cloak into the build instead of Eremite's Attack, to help counter the onslaught of melee attackers. This variation can often be used without having to harvest Death Penalty first, and also gives nice AoE damage. Note, however, that Mirage Cloak will lower the effectiveness of Balthazar's Spirit and Essence Bond, so don't attempt to use it unless you have a zealous scythe equipped.
[edit] Counters
- Blind
- Weakness
- Blurred Vision
- Enchantment removal
- Avatar of Grenth
- Health Degeneration exceeding 20 pips
- Health Stealing
- Energy Denial (Spirit Shackles)
- Chilblains this skill can ruin many of your farming runs
[edit] Variants
Replace Reaper's Sweep with Wounding Strike.
Replace Reaper's Sweep with Arcane Zeal if you are having trouble with energy management.
Replace Reaper's Sweep with Mystic Twister.
Replace Eremite's Attack or Mystic Sweep for Fleeting Stability to counter knock down.
Replace Eremite's Attack or Mystic Sweep for Heart of Holy Flame when fighting undead for double damage.
Replace Reaper's Sweep with any form except for Avatar of Melandru, which gives +100
health boost. Avatar of Balthazar and Avatar of
Dwayna are particularly useful here; the former with its armor
boost(doesn't matter due to Protective Spirit) and
armor-penetrating damage; the latter with its hex removal and
healing, which can negate the need for Mystic Vigor. Avatar of Lyssa
works wonders against Mage Bosses, as they are constantly casting
spells on you, you dish out +38 damage on a target that is casting
a spell.(Remember you will only have about a minute to kill each
group, however, if you rely on a form to make the build work.)
Replace Mystic Regeneration with Healing Breeze and take healing prayers instead of earth prayers. Not as effective, but works if you haven't come far enough in the Nightfall campaign to get Mystic Regeneration, unlock Mystic Regeneration with Balthazar Faction, then buy it off the skill trainer.
[edit] Notes
Players who only own the Nightfall campaign can use Zealous Vow as energy management and replace Balthazar's Spirit and Essence Bond with two utility/attack skills (such as Heart of Holy Flame, Lyssa's Assault, etc.). Managing your energy with this set-up might be a hassle, however.
It is possible to prevent bosses from healing (this has only been tested on Marobeh Sharptail) by taking replacing an attack skill with Rending Aura. However, to make this set-up effective, Wind Prayers need to be at 6. Lowering Mysticism to 9 can accomodate this.
Unlike the traditional 55 build, Death Penalty is not an issue with this build. If you die once, you can still run it fine, it's actually easier if you have 58 health. Same goes if you die twice. If you die 3 times, swap out one superior rune (put on one piece of your normal armor). Experiment with different normal armor pieces and different scythes on. You'll eventually get to a value below 100.
You may find it better to adjust the attributes as following. Found it much quicker and easier to kill Djinn and Jade Brotherhood. You still get a health regeneration of +15.
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Attribute Rank |
---|---|
Smiting Prayers | 3 (0) |
Protection Prayers | 10 |
Scythe Mastery | 12 + 1 + 3 |
Earth Prayers | 5 (6) + 3 |
Mysticism | 6 + 3 |
Always check your enchantments
This build has so far successfully been used to farm:
- Mobs/Various
- Am Fahs
- Behemoths (of all sorts)
- Djinns (of all sorts)
- Hekets (all sorts, but you can get unlucky with interrupts from the warriors)
- Hydras (Prophecies campaign)
- Insects (all sorts)
- Jade Brotherhood (Factions campaign) (Easier to kill with 58 HP.)
- Kirin
- Minotaurs
- Mountain Trolls (Prophecies campaign)
- Plants (mirage iboga's can be a pain but it can be done) only tested in Nightfall campaign
- Undead especially from The Undead Hordes quest
- Undergrowth
- Warden
- Bladed Aatxe In the underworld- no longer possible, thanks to riposte being added to their skills list. (This is partly true. One can solo 2 aatxes at a time, but not 3 as riposte will be too difficult to manage. So wait for the patrols to go and lure 2, you should be fine.)
- Skale (It's very easy just charge em and use the build correctly)
- Fire Imp
- Jade (species) At the beginning of Ring of Fire mission, avoid the mursaat and pull the Jade alone. Make sure you're Infused first!
- Warrior
Robah Hardback(Very easy, dying once makes it a bit easier)
Chor the Bladed(Position him beside his healer, and put pressure on the healer until it dies, then finish Chor)
Mahto Sharptooth(By using the hill to the west of Mahto, you can control the dmg/energy you take by using it to block the Hekets using their wands, dying once helps)
Colonel Chaklin (Enchantment removers are near)
Bloodback Morrob (Die first or the excessive warriors will over power you.)
- Ranger
Zelnehlun Fastfoot (Die twice, equip +30 HP scythe, then kill him, avoid Rampaging Ntouka on the run, they will strip your enchantments)
Tundoss the Destroyer (You may want to bring henchmen or heroes to kill the two healers near him, then flag them away.)
Whuup Buumbuul (Takes A While, line him up with the Mountain Trolls to keep up your health)
- Monk
Chidehkir, Light of the Blind (Die once, attack him and make sure one of his minions is in your strike range, keep the pressure on and he will die eventually)(User note: Try replacing Mystic Vigor with Scourge Healing, you can take points from Earth Prayers till it is at 8 and put those points into Smiting Prayers, keep Scourge Healing on him at all times so he cant heal)
Keshel the Voracious (easy)
Shen, the Magistrate (easy but die once first)
- Necromancer
Jerneh Nightbringer[Video] (Easier to try to kill him with 58 HP. Bubal and Rohan spawn near him.)(It's easy, Nightbringer first, then Buhon and at last Robah)
Terob Roundback(Very Easy/Easy. Die once first. Careful of Ntouka Birds)
Mabah Heardheart
Eshekibeh Longneck
Ghial the Bone Dancer (Consider taking Heart of Fury to help counter Faintheartedness)
- Mesmer
Neoli the Contagious (Hard)
Eshim Mindclouder
Yamesh Mindclouder
Jin, the Purifier
Yammirvu, Ether Guardian (Better if you die once)
- Elementalist
Buhon Icelord(Easier by dying 2 or 3 times)
Korshek the Immolated
Korr, Living Flame[Video] (if you go 61hp (30% DP and -1 armour) and equip Fleeting Stability it makes it exceptionally easier)
Exuro Flatus [Video]
Kormab, Burning Heart (Arcane Zeal makes this much easier)
Hajkor, Mystic Flame[Video] (use the wurm, before aggroing him, wait for the mandragor group to arrive, kill them, go for the small melee mandragor first, then die once, then pull him and his group away from the margonites and then kill him.)
Lian, Dragon's Petal (Easiest way is to pull the knight group in front and solo them then move on to Lian's group)
Birneh Skybringer (get hp below 50 and use Fleeting Stability (You don't need this, it is still possible to kill him without it), if a monk is in his group, kill the monk first (easier if you are hitting more targets))
- Assassin
Lunto Sharpfoot(If he has any healers near him, finish them first by positioning lunto and any other melee minions at one side of the healer, and hit Lunto, the healer and his minions at the same time)(user comment: just lure the closest of lunto's minions and the whole group will come running to you, then just kill the monk)
Xuekao, the Deceptive
- Ritualist
- Dervish
Bubahl Icehands (Easy, die once then kill him)
Marobeh Sharptail (Make sure you hit him alone. Let the mob provide energy. He does take a good amount of effort)
Leilon, Tranquil Water
Vahlen the Silent (Die once, then kill him. I find it easier to die twice, because then they only do -1 dmg)
Corporal Suli (may need to rezone for a good spawn)
Acolyte of Melandru (die once, kill seers first, cover protective spirit with mystic regeneration and mystic vigor. Rezone if there are any priests.)
Acolyte of Balthazar no dying requied he is relatively easy to farm (please note that this works well in a group where the 130hp derv attacks first)
- Paragon
Wandalz the Angry (Take henchmen to clear the Kournan Seers, then keep flagged off radar.)
Shakor Firespear
Pehnsed the Loudmouth (Takes very long time, but possible)
Jishol Darksong (Medium, Takes very long time, but possible)
Note: if you add a boss to this list, please post a screenshot on the Talk page.
[edit] Templates
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[edit] See also
[edit] D/Mo Shielded Derv
The Shielded Derv is a simple build that uses the Protection Prayers line for damage reduction and condition removal.
[edit] Attributes and Skills
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Attribute Rank |
---|---|
Mysticism | 11 + 1 + 3 |
Scythe Mastery | 10 + 1 |
Protection Prayers | 10 |
[edit] Equipment
- Armor
- Weapons
- Zealous Scythe of Enchanting with a "Guided by Fate" inscription. (Scythe of Corruption is ideal)
[edit] Usage
- Cast Extend Enchantments, one of the shields or HH, and Mystic Vigor before attacking them.
- Let the enchantments end by Extend Enchantments and recast.
- If you have Shield of Deflection, cast it, then let it end and recast it. For Shield of Absorption cast it as soon as it is available.
- Use Mending Touch on yourself and on allies.
[edit] Counters
- Enchantment removal.
- Spiteful Spirit, Insidious Parasite, etc...
[edit] Variants
- For additional armor and evasion/health regeneration, switch Shield of Absorption for Shield of Regeneration or Shield of Deflection and replace Wounding Strike with Wearying Strike.
- Healing Hands variant
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Attribute Rank |
---|---|
Mysticism | 12 + 1 + 2 |
Scythe Mastery | 8 + 2 |
Healing Prayers | 9 |
Protection Prayers | 5 |
[edit] Notes
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[edit] D/Mo Vermin Farmer
This is a D/Mo build for solo-farming the Vermin in Xaquang Skyway. The build relies on the inherently high AoE damage of scythes combined with skills such as Mirage Cloak, and Vow of Strength. The build uses Essence Bond and Balthazar's Spirit to power the build, and Mystic Regeneration, Fleeting Stability to stay alive.
As a farming build, the build is extremely easy to use allowing a wide margin of error (ie. farming while reading a book), while the choice of skills (most of which have little or no activation time) allows a decent speed. While the AoE only affects 3 targets unlike Triple Chop and Cyclone axe, the new AI system where, if damaged, only 3 foes will be aggroed makes this a relatively small issue.
[edit] Attributes and Skills
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Attribute Rank |
---|---|
Earth Prayers | 11 + 3 |
Mysticism | 6 + 1 |
Scythe Mastery | 12 + 1 + 3 |
[edit] Equipment
- Scythe of Enchanting
- Runes need not be adhered to strictly as long as you hit the breakpoints
(Earth Prayers needs to hit 13 in order for Mystic Regeneration to hit +4 which is imperative when fighting Shreader)
[edit] Usage
The maintained enchantments and Conviction can be kept up indefinetly with no consideration as they do not waste activation time. Mystic Regeneration should be kept up for healing, as should Fleeting Stability (although you might not need to refresh it while fighting the smaller groups if the mob is about to die anyway). Vow of Strength should be kept up for increasing your damage. While the defensive mechanism of Mirage Cloak is unneccesary, the bonus damage could help, so keep it up as well, just remember not to renew until it expires so damage takes effect. Also, you might want to cast this last so you don't have to wait for energy as the blocking can sometimes slow down your energy gain. Mystic Vigor is optional, but can give you a larger margin of error against Shreader Sharptongue's group.
While fighting, you might want to reposition so all three of your aggroed foes are damaged. Though this is unnceccesary, it will speed up the run. While fighting Shreader Sharptongue, simply target him first and deal with the rest.
This build can also be used to farm bosses or other areas, especially ones where knockdown is used.
[edit] Variants
- Reaper's Sweep, Wild Blow and Mystic Sweep may be used to replace Vow of Strength, Mirage Cloak, Mystic Vigor, or Conviction while dealing with bosses or fewer foes to give higher output.
- If a warrior secondary is used, Bonnetti's Defense may be used for energy and Faithful Intervention could be added to trigger Mystic Regeneration or Vigor. Similarily, Flail and "Watch Yourself!" could both improve the run-speed seeing as they both have no activation time or energy cost, making it more effective against a single foe.
- Sympathetic and/or Ancestor's Visage can be used in areas with interruption. Zealous Vow can then be used for energy management.
[edit] Notes
- Very useful when going for the Survivor Title because at level 20, each run results in about 2,500 XP.
[edit] Templates
To be added.
[edit] See also
[edit] D/N Contagious Reaper
The D/N Contagious Reaper is a PvE build that deals heavy AoE damage as well as spreading Deep Wound, Bleeding, and Weakness to multiple targets.
[edit] Attributes and Skills
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Attribute Rank |
---|---|
Scythe Mastery | 11 + 1 + 3 |
Death Magic | 11 |
Mysticism | 5 + 1 |
Earth Prayers | 7 + 1 |
Blood Magic | 2 |
[edit] Equipment
[edit] Usage
- Cast Contagion, Dark Aura, and Mystic Regeneration
- Engage target, and use Signet of Agony, followed by Wearying
Strike.
- Signet of Agony will deal 15 damage to all adjacent enemies, as well as cause you to bleed, and to sacrifice 10% health. The sacrifice will trigger Dark Aura, dealing 38 damage to all adjacent foes. Contagion will cause the Bleeding to be spread to all nearby foes, and will cause you to sacrifice 6% health, triggering Dark Aura a second time, for another 38 damage to adjacent foes.
- Wearying Strike will apply Deep Wound to hit enemies, and will give you Weakness. Contagion will instantly spread Weakness to all nearby enemies, and trigger Dark Aura a third time.
- Use Plague Touch to get rid of Weakness, and use Wearying Strike a second time.
- Re-apply Dark Aura and Signet of Agony as soon as they are available.
- Mystic Regeneration will give 9 points of health regeneration (or more with extra enchantments), to help offset the sacrificing and bleeding. It also acts as a cover enchantment for the two Death Magic enchantments, which are critical to the build.
- Conditions applied from foes will trigger Contagion and Dark Aura. This can make the build more powerful, as long as you know what to expect. If you know that your enemies will be dealing conditions, try to time it so that their conditions and your conditions are not being applied at the same time, as the health sacrifices could become overwhelming.
[edit] Counters
- Enchantment stripping will greatly reduce the effectiveness of this build. The Death Magic enchantments must be kept covered.
[edit] Variants
Optional skill slot:
- Armor of Sanctity. Ths will reduce damage by 13 from all foes suffering from a condition. It will also increase Mystic Regeneration's effect to +12 regen (+9 with Bleeding).
- Conviction. This will provide +24 armor.
- Faithful Intervention. This can act as a safety heal, but could be triggered unintentionally.
- Heart of Fury. 11 seconds of IAS, follwed by Burning.
- Zealous Renewal. A cover enchantment to help with energy management.
- Reap Impurities. Gain health from enemies suffering from conditions.
- Victorious Sweep. Gain health from foes with less health.
- Consume Corpse. Corpse denial, self-healing, energy management.
[edit] Notes
- This could also easily be played as a N/D. The D/N version
benefits from:
- Increased armor.
- A greater selection of Mysticism enchantments.
- The inherent effects of Mysticism. Energy is somewhat tight in this build, but certainly managable under Mysticism's effects. This is especially true when considering the amount of monk enchantments that are typically used in PvE. Soul Reaping would be an obvious advantage for a N/D.
[edit] D/W Lyssa's Avatar
This build uses the skill Avatar of Lyssa to its full potential. With low cost, super-fast, quickly repeatable attack skills and an upped attack speed, Lyssa's Avatar will deliver an extremely large amount of damage in a very short amount of time. Watch Lyssa's Avatar clip
[edit] Attributes and Skills
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Attribute Rank |
---|---|
Mysticism | 12 + 1 + 2 |
Scythe Mastery | 12 + 1 |
Earth Prayers | 3 |
OR
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Attribute Rank |
---|---|
Mysticism | 12 + 1 + 2 |
Scythe Mastery | 11 + 1 |
Earth Prayers | 6 + 2 |
[edit] Equipment
- For the armor, this build requires a good amount of energy, so any radiant armor would help. Also, if blind becomes a problem, consider attaching a blindness duration reduction rune.
- A Zealous scythe of Enchanting +20% with a +15% dmg while enchanted inscription is ideal. Scythe of Corruption works well here.
- If you are set up properly, you will have at least 500 health (with a minor rune of vigor) and 35 energy (without the avatar). If you feel that you don't need the zealous scythe, you may trade it in for a sundering one.
[edit] Usage
Before going into battle, cast Avatar of Lyssa then Watchful Intervention and then Heart of Fury. Pick out a target (prime targets for this build are Necromancers, Mesmers, Elementalists, Ritualists, Rangers, and Assassins), and attack. Spam the four attack skills in order, chaining one after the other in succession. Wild Blow recharges once for every two times each other attack skill recharges, so you can chain those while waiting.
If you are in a battle long enough for the Avatar of Lyssa to wear off, you will still do quite a bit of damage, so conserve your energy and use the attack skills when necessary. Also, if you need health, recast Watchful Intervention whenever it's not on you.
[edit] Counters
Counters to this build are your usual anti-melee incidents, but mostly blind.
[edit] Variants
Heal Variant.
Replace Watchful Intervention, Resurrection Signet,and/or Wild Blow or Protector's Strike with Mystic Regeneration and Mystic Vigor
Speed Variant.
This build can be customized depending on your tastes. If you want to have a speed boost, put in Sprint and take out the ressurection signet if you don't need it. You can also put your remaining attribute points into Wind Prayers and use Harrier's Haste. Or even then replace Heart of Fury with Whirling Charge.
Other Variant.
If you want more health, put in Mystic Vigor, which would give you lots of health with the maxed attack speed. If you want, you can take out Wild Blow if you need the ressurection signet, and in that case you can use Rush as a speed boost too as you won't be losing your adrenaline.
Energy Variant.
If you are concerned about energy usage, you can replace one of the attack skills or the ressurection signet with Zealous Renewal for a great energy gain after the enchantment ends.
[edit] Notes
Note: if you see a spellcaster starting up a long casting time spell, that is the perfect time to chain your skills. You should deal about 130 damage per attack against someone using a skill, so with the four attack skills, you will have done about 500 damage in less than 3 seconds.
[edit] Masters Videos
Here are videos of the build being used against every Nameless Master.
- Watch Master of Axes
- Master of Enchantments (You may watch how Protective Spirit hurts, but not too badly)
- Master of Energy Denial
- Master of Hammers
- Master of Healing
- Master of Hexes
- Master of Lighting
- Master of Spirits
- Master of Survival
This was all done in a row, with no retries (besides Master of Enchantments because I gave up prematurely the first time, so I only tried him twice in total).
[edit] Template
Original
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Healing
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[edit] D/W Silent Forge Runner
This build is designed to run from Beacon's Perch to Droknar's Forge, but it can be used to run to most destinations. Skills for this build can be obtained by any player that owns Nightfall campaign no other campaigns are needed (it is of course a plus if the player owns the Prophecies campaign so the build can be used for what it is intended to).
[edit] Attributes and Skills
![]() ![]() |
Attribute Rank |
---|---|
Mysticism | 12 + 1 + 3 |
Earth Prayers | 7 + 1 |
Wind Prayers | 6 + 1 |
Tactics | 9 |
[edit] Equipment
- +5/per enchantment on chest and leggings, Radiant Insignia on other parts
- Use Rajazan's Fervor or Totem Axe to gain extra energy and extended duration of your enchantments.
- Use Stalwart Carapace Shield to get some additional armor and HP bonus.
[edit] Usage
- Use Extend Enchantments followed by Mystic Regeneration, Fleeting Stability and Vow of Silence before entering any combat where enemies use both KD and slowing spells and then use Harrier's Haste when it ends use Pious Haste if you are stripped of important enchants while recasting start with casting Pious Haste to remove VoS. Be sure to not have Pious Haste on you when you are recasting your enchantments. If you get hexed use Pious Restoration while enchanted if you remove Fleeting Stability follow up with balanced stance (if there are KD oponents). If there are no slowing spellcasters in the area you can skip Vow of Silence, just as you can skip Fleeting Stability if there are no KD enemies.
[edit] Lornar's Pass
- Be aware of Grawl Crones that can cast Chilblains and strip you of your enchantments if you get close.
- If you have to recast your enchantments while a wurm is attacking you, use Balanced Stance to not get knocked down.
- Avoid avicaras while recasting enchantments at all costs since they can remove one or two before you get the cover of Vow of Silence
- Try to avoid traps, if you happen to trigger one keep running until you lose your enchantments and then quickly put up Mystic Regeneration and Vow of Silence to try to make it to the nearest safe zone.
[edit] Dreadnought's Drift
- When running past the Tundra Giant try to dodge some attacks since your armor is not that great
[edit] Talus Chute
- Stop before the group of Avicaras in the start and recast your enchantments.
[edit] Counters
- Skills that strip enchantments.
[edit] Variants
See discussion
[edit] Similar Builds
[edit] D/any Avatar Forge Runner
This build is designed to run from Beacon's Perch to Droknar's Forge, with the use of Dervish skills.
[edit] Attributes and Skills
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Attribute Rank |
---|---|
Mysticism | 11 + 1 + 3 |
Earth Prayers | 12 + 1 |
Wind Prayers | 6 + 1 |
[edit] Equipment
- +7 extra energy armour - Radiant Insignia
- +10 armour while enchanted works well since you are enchanted most of the time - Blessed Insignia
- + 20% enchantment mod on a scythe or a Rajazan's Fervor or Totem Axe will do
- If using a one handed weapon equip a shield like Malinon's Shield
[edit] Usage
- Use Avatar of Balthazar before engaging any creatures for the +40 armour and increase running speed by 33%. To get past Tundra Giants, Frost Wurms, and Ice Golems, use this with Fleeting Stability.
- Pious Restoration should be used against all Hexes.
[edit] Healing
- Before enemies, make sure your Health is max or near max.
- Take some time to heal if you can find a safe location to heal. Vital Boon and Faithful Intervention should be enough.
- Use Faithful Intervention first and then use Vital Boon so if a creature strips Enchantments, Vital Boon will be triggered - its 2nd ability is to heal you when it ends or when someone removes it.* Before running past Ice Imps use Vital Boon. If you are hexed cast Pious Restoration to remove the slow down hexes that the Ice Imps use.
- Use Avatar of Balthazar and then cast Fleeting Stability, covering it up with Faithful Intervention and Vital Boon. This way, when you are getting attacked by a Frost Wurm and going through the Wurm tunnel, the enchantment remover just removes Vital Boon.
- Entering the Troll Cave, lure the Mountain Trolls out before entering, so you don’t get body blocked by them.
- In the Wurm Path use Fleeting Stability and Avatar of Balthazar go get past the Wurm quickly.
[edit] Dreadnought's Drift
- Before engaging any enemies use Avatar of Balthazar and Fleeting Stability and cover it up with Faithful Intervention and Vital Boon in case you met some Tundra Giants.
[edit] Snake Dance
- Use Avatar of Balthazar and Fleeting Stability and cover it up with Faithful Intervention and Vital Boon because there are a lot of Tundra Giants to knock you down, along with some Azure Shadows.
- Make sure you run away from Stone Summits and their mobs to get to Camp Rankor.
[edit] Camp Rankor
- Here is a rest stop and you can swap some skills if you think healing is needed.
[edit] Talus Chute
- Same thing really, Avatar of Balthazar and Fleeting Stability and cover it up with Faithful Intervention and Vital Boon because there are Azure Shadows and large Avicara groups near the start.
[edit] Counters
Strip enchantment skills would put you off if the skill is still recharging.
[edit] Variants
- Watchful Intervention can be used if more healing is needed and more cover for Fleeting Stability against enchantment removing creatures.
- Extend Enchantments could be added if you wanted to extend your enchantments.
- Avatar of Dwayna can replace Avatar of Balthazar if you want more skills to get rid of hex.
- Avatar of Melandru can replace Avatar of Balthazar if you want more condition removers.
- Smite Hex can be used for quick hex removal.
- Mending Touch can use for removing condition if needed.
[edit] Notes
Try and keep Fleeting Stability up all the time while under attack by Tundra Giants, Wurms or Ice Golems.
[edit] See also
[edit] D/any Convicted Wounder
The Convicted Wounder is a PvE Dervish that makes use of Conviction and Armor of Sanctity for damage reduction and armor. Also uses Mystic Regeneration for healing and Wounding Strike for damage capability.
[edit] Attributes and Skills
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Attribute Rank |
---|---|
Scythe Mastery | 11 + 2 + 1 |
Mysticism | 8 + 1 |
Earth Prayers | 11 + 2 |
D/Mo
- Add in Mending Touch and/or Rebirth if you decide to go D/Mo. If you do not think a resurrection skill is needed, it is recommended to bring either Mystic Sweep or Eremite's Attack.
D/W
- Add in Wild Blow and/or Resurrection Signet for D/W. If you do not think a resurrection skill is needed, it is recommended to bring either Mystic Sweep, Eremite's Attack, or Distracting Blow.
D/A
- Add in Signet of Malice and/or Resurrection Signet for D/A. If you do not think a resurrection skill is needed, it is recommended to bring either Mystic Sweep, Eremite's Attack, or any Assassin utility skills.
[edit] Equipment
- Armor: Windwalker's Insignia armor with a Scythe Mastery hood (70 AL).
- Runes: Major Scythe Mastery, Minor Mysticism, Major Earth Prayers, Vigor, Attunement x1
- Weapon: Sundering or Zealous Scythe of Fortitude with energy+5 inscription.
[edit] Usage
- When entering combat, activate Faithful Intervention, Armor of Sanctity, and Mystic Regeneration to give you max health regeneration (20hp/second).
- Use Conviction. At this point, you will have at least 109 armor (70 from normal armor, 15 from windwalker's, and 24 from conviction). This does not include Armor of Sanctity's damage reduction, which is 18 less damage from all sources.
- Find a target.
- Try as much as possible to spread Deep Wound. My suggestion is to use Wouding Strike followed by Victorious Sweep to deal some significant damage. Then, move on to another target and do the same thing. This will greatly help your party's overall damage output and you can easily serve as a tank with Armor of Sanctity.
[edit] Variants
- Reaper's Sweep can replace Wounding Strike as you see fit.
[edit] Counters
- Enchantment removal.
- Hexes.
[edit] D/any Forge Runner
Dervish Forge Runner for Beacon's Perch to Droknar's Forge run.
[edit] Attributes and Skills
![]() |
Attribute Rank |
---|---|
Wind Prayers | 11 + 1 |
Earth Prayers | 8 + 1 |
Mysticism | 11 + 1 + 2 |
[edit] Equipment
- Maximum level armor with Radiant or Windwalker insignias.
- The runes you will need are as follows: Major Mysticism, minor Wind Prayers, Minor Earth Prayers, Rune of Attunement, and a Superior Rune of Vigor (if you can afford it).
- Any weapon with an enchantments last 20% longer mod and +5
energy inscription and a shield or a staff with similiar
mods.
- Totem Axe and a Wooden Buckler from Luci
- Kepkhet's Refuge
[edit] Usage
Keep Faithful Intervention on at all times, and use Watchful Intervention for emergency heals. Vow of Silence will keep you going through the grawl, ice imps, and ice golems safely.Featherfoot Grace reduces poison, bleeding, and cripple when running through the Grawl. Harrier's Haste and Enchanted Haste are stances to increase your speed. Try to keep Mystic Regeneration up. Fleeting Stability will get you through the worms and other knockdowns you may encounter.
Watch your enchantment expirations. If they are about to go out, go ahead and recharge them whenever you can.
[edit] Variations
Using a D/A, take out Watchful Intervention and Enchanted Haste and replace them with Dark Escape and Dash. Attributes should be aligned as 14 Mysticism (With Hood+Superior Rune), 11 Earth Prayers, 10 Wind Prays, and 9 Shadow Arts.
[edit] Notes
It may take a few trial runs at first to get through the first part of the run. After you get used to it, you should be able to make successful runs unless you get a bad spawn
[edit] D/any Mystic Renewal
This Dervish build is great for PvE for dishing out some damage while still able to heal itself with a decent degree of energy management. This build is good for causing some AoE damage without the healer of the group focused on you and can heal the party to a better degree.
[edit] Attributes and Skills
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Attribute Rank |
---|---|
Mysticism | 11 + 1 + 2 |
Scythe Mastery | 10 + 2 |
Earth Prayers | 10 + 1 |
[edit] Equipment
- Armor: Radiant Insignia for energy mixed in with Survivor's Insignia for health. Radiant Insignia should be used on the chest area for maximum energy.
- Weapons: Any good Scythe should do.
- Runes: In addition to the runes outlined in the Attributes table, take a Rune of Attunement and the best Vigor rune you can afford. Nightfall characters - such as all Dervishes - get a Rune of Minor Vigor from an early quest.
[edit] Usage
- Before running into battle, activate your enchantments.
- Only activate the first 2 enchantments from left to right, then as you reach your target (hopefully targets) activate the other 2 enchantments from left to right. This should cause some damage to multiple foes.
- The very first attack should be Twin Moon Sweep to ignite your enemies on fire. Activate Mystic Sweep to add some more damage.
- Because of Mystic Vigor you should gain a fair amount of health each hit. Soon mystic vigor should be about finished and same with Vital Boon and they should be reactivated seeing how they should be recharged.
- After activating them use Heart of Holy Flame again followed by Twin Moon Sweep to once again ignite them.
- At this point Zealous Renewal should finish and you should gain all your energy back.
- Repeat this proccess until the targets are taken out.
- If at a point you are low on health activate Avatar of Melandru for some health and to cancel any conditions.
- Vital Boon can be used for quick healing via casting it, and then using Twin Moon Sweep to quickly strip it and heal yourself for 200+ health. Of course, you can always let Vital Boon run out normaly, but this above method is for speedy healing.
[edit] Counters
- Energy denial and draining.
- Enchantment Removal can do some damage to this build but since ending any of those used, except Mystic Vigor, gives you benefits, it's not that bad.
- Blindness, Weakness and Crippling can obviously slow this build down by preventing it from hitting with most of your attacks, lowering the effectiveness of your attacks, and stopping you from attacking fleeing targets. However, since you have Avatar of Melandru, you can quickly negate these effects.
- Interrupting Avatar of Melandru - by the time the 30 second recharge has elapsed, it is possible for the Dervish to have been killed.
[edit] Notes
You could always leave casting Vital Boon until after you have activated Zealous Renewal in case you need the health once it is ended by Twin Moon Sweep. But it is up to you if you want your maximum health increased before you run in or not.
[edit] Variants
- You might also choose to swap out Heart of Holy Flame for Conviction or Balthazar's Rage, which can be used for backup healing as well as increased armor levels from Conviction.
- Mystic Sweep can be replaced with another attack such as Victorious Sweep and Chilling Victory.
- Avatar of Dwayna may also be a good choice, if you want hex removal and healing.
- If you have a Zealous or Vampiric scythe, it may be a good idea to switch Heart of Holy Flame with Heart of Fury for the IAS.
[edit] Templates
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[edit] D/any Pious Renewal/Mystic Sandstorm
This build takes advantage of Pious Renewal's energy and health gain when removing multiple enchantments with Mystic Sandstorm, resulting in spike damage and bringing you back to near full health and energy to remove downtime.
[edit] Attributes and Skills
![]() |
Attribute Rank |
---|---|
Earth Prayers | 12 + 1 + 2 |
Mysticism | 12 + 3 |
[edit] Equipment
- Radiant armor.
- Insightful Staff of Enchanting
- +2 Earth Prayers rune, +3 Mysticism rune, Superior Vigor rune, and two Runes of Attunement.
[edit] Usage
Before engaging, cast in order of Enchantment duration:
- Aura of Thorns --> Heart of Holy Flame --> Vital Boon --> Armor of Sanctity --> Mirage Cloak --> Pious Renewal then get near an enemy or a group of enemies and hit Mystic Sandstorm. This will result in:
- 130 damage from Mystic Sandstorm to nearby enemies.
- 75 damage from Mirage Cloak to nearby enemies.
- +30 energy from Mysticism.
- +12 energy and +60 health from Pious Renewal
- +200 health from Vital Boon
- 4 seconds of burning from Heart of Holy Flame
- 15 seconds of bleeding from Aura of Thorns.
Casting Armor of Sanctity shortly after sandstorm can help reduce damage against those you inflicted bleeding and/or burning on.
The health and energy gain should leave you enough energy to repeat the process.
[edit] Counters
- Massive enchantment removal before Mystic Sandstorm is launched.
- Anything preventing the casting of enchantments on you.
- Repetitive knockdowns and interrupts to fail enchantment spells.
- Kiting.
[edit] Variants
- Pious Renewal can be replaced with Arcane Zeal. This reduces your health gain after using Mystic Sandstorm, but it allows for more costly, more powerful enchantments to be used instead. For example:
- By sacrificing a few points in Earth Prayers and placing them instead in Scythe Mastery, you can provide yourself with an acceptable alternative should you find yourself up against an enchantment-remvoing or interrupting foe.
- Despite the health spike after casting Mystic Sandstorm, it's very easy to get killed while casting the enchantments. For this reason, Mystic Regeneration works very well when used as your first enchantment.
[edit] Notes
- The order of the enchantments casted may be mixed, for example if a ranger is attempting to interrupt your enchantment spells, cast Mirage Cloak first and proceed onto the rest of your enchantments. Also, Heart of Holy Flame has a longer cooldown, so you may cast that last if necessary. This may even help the spike damage if done last due to it's 60 holy damage effect.
- If someone is trying to kite you, you may also cast Aura of Thorns near them to inflict cripple, then proceed to the rest of your enchantments.
[edit] D/any Reaper's Vow
This Dervish uses Zealous Vow to allow almost infinite spamming of attack skills, while Earth and Wind Prayers help with healing and condition removal.
[edit] Attributes and Skills
![]() |
Attribute Rank |
---|---|
Scythe Mastery | 11 + 1 + (1..3) |
Wind Prayers | 11 + 1 |
Earth Prayers | 8 |
Mysticism | 3 |
[edit] Equipment
- A Vampiric Scythe of Enchanting with a "Guided By Fate" inscription.
- Windwalker's Insignias on your armor.
- A Rune of Clarity on an armor piece, Runes of Attunement on everything else.
[edit] Usage
- Cast your enchantments before going into battle. Use Whirling Charge to speed up your attacks.
- Spam Victorious Sweep and Mystic Sweep for damage. Use Chilling Victory as a powerful finisher.
- When low on energy, auto-attack to gain some back.
[edit] Counters
- Heavy enchant removal
- Standard anti-melee counters, though the durations of conditions are greatly reduced.
[edit] Variants
Mysticism Variant:
By moving points from Earth Prayers to Mysticism and using a minor rune, this allows you to have an IAS active all the time by cycling Whirling Charge and Heart of Fury.
- Pious Restoration for areas with dangerous hexes.
- Conviction can help with survivability
- Wild Blow and Protector's Strike are great attack skills to spam, with a Warrior secondary
- Crippling Sweep can help prevent kiting
- Mystic Sandstorm can be used for a finisher, or to counter energy denial.
- Mystic Twister can also be used for AOE damage.
- Signet of Pious Light can be used for emergency healing.