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

DervishAssassinDervish / Assassin Attribute Rank
Earth Prayers 10 + 1 + 3
Mysticism 8 + 3
Shadow Arts 12
Deadly Arts 2
Faithful Intervention

Faithful Intervention

Mystic Regeneration

Mystic Regeneration

Fleeting Stability

Fleeting Stability

Vow of Silence

Vow of Silence

Death's Charge

Death's Charge

Deadly Paradox

Deadly Paradox

Dark Escape

Dark Escape

Dash

Dash

[edit] Variant due to Feb 1 update

DervishAssassinDervish / Assassin Attribute Rank
Earth Prayers 9 + 1 + 3
Mysticism 7 + 2
Wind Prayers 10 + 2
Shadow Arts 10
Faithful Intervention

Faithful Intervention

Fleeting Stability

Fleeting Stability

Mystic Regeneration

Mystic Regeneration

Vow of Silence

Vow of Silence

Death's Charge

Death's Charge

Harrier's Haste

Harrier's Haste

Dark Escape

Dark Escape

Dash

Dash

[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


[edit] Counters

[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.


Fleeting Stability Mystic Regeneration Vital Boon Vow of Silence Death's Charge Pious Haste Dash Optional

| 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

image:skillsdisk.jpg
The Skills Template for this build is:
A6RynqqrJ7NlX1L7t9i7Q3NwJIA

[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

DervishElementalistDervish / Elementalist Attribute Rank
Mysticism 10 + 1 + 1
Scythe Mastery 11 + 1
Water Magic 10
Victorious Sweep

Victorious Sweep

Eremite's Attack

Eremite's Attack

Mystic Sweep

Mystic Sweep

Mystic Vigor

Mystic Vigor

Frigid Armor

Frigid Armor

Conjure Frost

Conjure Frost

Mirror of Ice

Mirror of Ice

Resurrection Signet

Resurrection Signet

[edit] Equipment

  • Armor with Windwalker's Insignias is perfect.
  • An Icy Scythe is necessary +15% while enchanted and an enchanting mod would be useful.

[edit] Usage

  • 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.

[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

image:skillsdisk.jpg
The Skills Template for this build is:
AqNyimus6AdbuM3vb78ZoEFA

[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

DervishElementalistDervish / Elementalist Attribute Rank
Earth Magic 12
Earth Prayers 12 + 1 + 1
Stoneflesh Aura

Stoneflesh Aura

Obsidian Flesh

Obsidian Flesh

Armor of Earth

Armor of Earth

Glyph of Concentration

Glyph of Concentration

Mirage Cloak

Mirage Cloak

Mystic Regeneration

Mystic Regeneration

Fleeting Stability

Fleeting Stability

Ward Against Foes

Ward Against Foes

[edit] Equipment

[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

DervishMonkDervish / Monk Attribute Rank
Smiting Prayers 1
Protection Prayers 9
Scythe Mastery 10 + 1 + 3
Earth Prayers 10 + 3
Mysticism 7 + 3
Protective Spirit

Protective Spirit

Mystic Regeneration

Mystic Regeneration

Mystic Vigor

Mystic Vigor

Eremite's Attack

Eremite's Attack

Mystic Sweep

Mystic Sweep

Reaper's Sweep

Reaper's Sweep

Balthazar's Spirit

Balthazar's Spirit

Essence Bond

Essence Bond

[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

[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.

DervishMonkDervish / Monk 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:

  • Ranger
    • RangerZelnehlun Fastfoot (Die twice, equip +30 HP scythe, then kill him, avoid Rampaging Ntouka on the run, they will strip your enchantments)
    • RangerTundoss the Destroyer (You may want to bring henchmen or heroes to kill the two healers near him, then flag them away.)
    • Ranger Whuup Buumbuul (Takes A While, line him up with the Mountain Trolls to keep up your health)
  • Monk
    • MonkChidehkir, 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)
    • MonkKeshel the Voracious (easy)
    • MonkShen, the Magistrate (easy but die once first)
  • Elementalist
    • ElementalistBuhon Icelord(Easier by dying 2 or 3 times)
    • ElementalistKorshek the Immolated
    • ElementalistKorr, Living Flame[Video] (if you go 61hp (30% DP and -1 armour) and equip Fleeting Stability it makes it exceptionally easier)
    • ElementalistExuro Flatus [Video]
    • ElementalistKormab, Burning Heart (Arcane Zeal makes this much easier)
    • ElementalistHajkor, 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.)
    • ElementalistLian, Dragon's Petal (Easiest way is to pull the knight group in front and solo them then move on to Lian's group)
    • ElementalistBirneh 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
    • AssassinLunto 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)
    • AssassinXuekao, the Deceptive

Note: if you add a boss to this list, please post a screenshot on the Talk page.

[edit] Templates

image:skillsdisk.jpg
The Skills Template for this build is:
A6UyqmqPpTweT9g9+dbuM3zt8QfA

[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

DervishMonkDervish / Monk Attribute Rank
Mysticism 11 + 1 + 3
Scythe Mastery 10 + 1
Protection Prayers 10
Victorious Sweep

Victorious Sweep

Wounding Strike

Wounding Strike

Mystic Sweep

Mystic Sweep

Mending Touch

Mending Touch

Mystic Vigor

Mystic Vigor

Shield of Absorption

Shield of Absorption

Extend Enchantments

Extend Enchantments

Generic Resurrect

[edit] Equipment

[edit] Usage

[edit] Counters

[edit] Variants

DervishMonkDervish / Monk Attribute Rank
Mysticism 12 + 1 + 2
Scythe Mastery 8 + 2
Healing Prayers 9
Protection Prayers 5
Victorious Sweep

Victorious Sweep

Mystic Sweep

Mystic Sweep

Wearying Strike

Wearying Strike

Mending Touch

Mending Touch

Mystic Vigor

Mystic Vigor

Healing Hands

Healing Hands

Extend Enchantments

Extend Enchantments

Resurrection Signet

Resurrection Signet


[edit] Notes

image:skillsdisk.jpg
The Skills Template for this build is:
A6Myjmqs7AdBwM38639uSeFA

[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

DervishMonkDervish / Monk Attribute Rank
Earth Prayers 11 + 3
Mysticism 6 + 1
Scythe Mastery 12 + 1 + 3
Vow of Strength

Vow of Strength

Mirage Cloak

Mirage Cloak

Fleeting Stability

Fleeting Stability

Mystic Regeneration

Mystic Regeneration

Mystic Vigor

Mystic Vigor

Essence Bond

Essence Bond

Balthazar's Spirit

Balthazar's Spirit

Conviction

Conviction

[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)

The vermin farming path/run.
The vermin farming path/run.

[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

[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

DervishNecromancerDervish / Necromancer Attribute Rank
Scythe Mastery 11 + 1 + 3
Death Magic 11
Mysticism 5 + 1
Earth Prayers 7 + 1
Blood Magic 2
Wearying Strike

Wearying Strike

Signet of Agony

Signet of Agony

Plague Touch

Plague Touch

Contagion

Contagion

Dark Aura

Dark Aura

Mystic Regeneration

Mystic Regeneration

Optional

Optional

Generic resurrect

Generic resurrect

[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:

[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

DervishWarriorDervish / Warrior Attribute Rank
Mysticism 12 + 1 + 2
Scythe Mastery 12 + 1
Earth Prayers 3
Avatar of Lyssa

Avatar of Lyssa

Watchful Intervention

Watchful Intervention

Eremite's Attack

Eremite's Attack

Heart of Fury

Heart of Fury

Wild Blow

Wild Blow

Mystic Sweep

Mystic Sweep

Protector's Strike

Protector's Strike

Resurrection Signet

Resurrection Signet

OR

DervishWarriorDervish / Warrior Attribute Rank
Mysticism 12 + 1 + 2
Scythe Mastery 11 + 1
Earth Prayers 6 + 2
Avatar of Lyssa

Avatar of Lyssa

Mystic Regeneration

Mystic Regeneration

Mystic Vigor

Mystic Vigor

Heart of Fury

Heart of Fury

Wild Blow

Wild Blow

Mystic Sweep

Mystic Sweep

Protector's Strike

Protector's Strike

Resurrection Signet

Resurrection Signet

[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.

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

image:skillsdisk.jpg
The Skills Template for this build is:
AaMS6uas8EfBvNXxdQh5aUEA

Healing

image:skillsdisk.jpg
The Skills Template for this build is:
AaMS6uas8EfZvfXxdQh5aUEA


[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

DervishWarriorDervish / Warrior Attribute Rank
Mysticism 12 + 1 + 3
Earth Prayers 7 + 1
Wind Prayers 6 + 1
Tactics 9
Harrier's Haste

Harrier's Haste

Pious Haste

Pious Haste

Pious Restoration

Pious Restoration

Extend Enchantments

Extend Enchantments

Mystic Regeneration

Mystic Regeneration

Fleeting Stability

Fleeting Stability

Vow of Silence

Vow of Silence

Balanced Stance

Balanced Stance

[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

DervishDervish / Any Attribute Rank
Mysticism 11 + 1 + 3
Earth Prayers 12 + 1
Wind Prayers 6 + 1
Avatar of Balthazar

Avatar of Balthazar

Faithful Intervention

Faithful Intervention

Vital Boon

Vital Boon

Fleeting Stability

Fleeting Stability

Pious Restoration

Pious Restoration

Mystic Regeneration

Mystic Regeneration

Conviction

Conviction

Dwayna's Touch

Dwayna's Touch

[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

[edit] Usage

[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

[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

DervishDervish / Any Attribute Rank
Scythe Mastery 11 + 2 + 1
Mysticism 8 + 1
Earth Prayers 11 + 2
Faithful Intervention

Faithful Intervention

Armor of Sanctity

Armor of Sanctity

Mystic Regeneration

Mystic Regeneration

Conviction

Conviction

Wounding Strike

Wounding Strike

Victorious Sweep

Victorious Sweep

Mystic Sweep

Mystic Sweep

Resurrection Signet

Resurrection Signet


D/Mo

D/W

D/A

[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

[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

DervishDervish / Any Attribute Rank
Wind Prayers 11 + 1
Earth Prayers 8 + 1
Mysticism 11 + 1 + 2
Faithful Intervention

Faithful Intervention

Watchful Intervention

Watchful Intervention

Vow of Silence

Vow of Silence

Featherfoot Grace

Featherfoot Grace

Harrier's Haste

Harrier's Haste

Enchanted Haste

Enchanted Haste

Mystic Regeneration

Mystic Regeneration

Fleeting Stability

Fleeting Stability

[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.

[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

DervishDervish / Any Attribute Rank
Mysticism 11 + 1 + 2
Scythe Mastery 10 + 2
Earth Prayers 10 + 1
Avatar of Melandru

Avatar of Melandru

Twin Moon Sweep

Twin Moon Sweep

Mystic Sweep

Mystic Sweep

Mystic Vigor

Mystic Vigor

Vital Boon

Vital Boon

Zealous Renewal

Zealous Renewal

Heart of Holy Flame

Heart of Holy Flame

Resurrection Signet

Resurrection Signet

[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

[edit] Templates

image:skillsdisk.jpg
The Skills Template for this build is:
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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

DervishDervish / Any Attribute Rank
Earth Prayers 12 + 1 + 2
Mysticism 12 + 3
Aura of Thorns

Aura of Thorns

Heart of Holy Flame

Heart of Holy Flame

Vital Boon

Vital Boon

Armor of Sanctity

Armor of Sanctity

Mirage Cloak

Mirage Cloak

Pious Renewal

Pious Renewal

Mystic Sandstorm

Mystic Sandstorm

Resurrection Signet

Resurrection Signet

[edit] Equipment

[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:

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


[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:
Arcane Zeal

Arcane Zeal

Vital Boon

Vital Boon

Dust Cloak

Dust Cloak

Heart of Holy Flame

Heart of Holy Flame

Staggering Force

Staggering Force

Mirage Cloak

Mirage Cloak

Mystic Sandstorm

Mystic Sandstorm

Optional

Optional

  • 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

DervishDervish / Any Attribute Rank
Scythe Mastery 11 + 1 + (1..3)
Wind Prayers 11 + 1
Earth Prayers 8
Mysticism 3
Victorious Sweep

Victorious Sweep

Mystic Sweep

Mystic Sweep

Chilling Victory

Chilling Victory

Whirling Charge

Whirling Charge

Featherfoot Grace

Featherfoot Grace

Mystic Regeneration

Mystic Regeneration

Zealous Vow

Zealous Vow

Generic resurrect

Generic resurrect

[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

[edit] Counters

  • Heavy enchant removal
  • Standard anti-melee counters, though the durations of conditions are greatly reduced.

[edit] Variants

Mysticism Variant:

Victorious Sweep

Victorious Sweep

Mystic Sweep

Mystic Sweep

Chilling Victory

Chilling Victory

Whirling Charge

Whirling Charge

Heart of Fury

Heart of Fury

Mystic Vigor

Mystic Vigor

Zealous Vow

Zealous Vow

Generic resurrect

Generic resurrect

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.



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