User talk:75.178.18.65

Please use the Feedback section of this wiki to offer suggestions. It does not belong on article pages as all of the below is the result. G R E E N E R 02:17, 6 February 2011 (UTC)

New skill for the Dervish update
The Dervish is an awesome looking beast but needs some serious help in the primary attribute and skills department. Redesign the Dervish so it has its own niche as a melee character. This is my favorite class (partly due to the look) but needs some Daze, knockdown, interrupt, disable or a prevention. If the assassin did not have a slew of KD skills, I would say leave it to the warrior. Keep in mind, of those I just mentioned, daze is removable while the others happens when it happens. I would love to see a prevention skill on the Dervish like the useless Shroud of Silence (well, useless since the duration was shortened) or even a disable skill like Blackout. I think Shroud of Silence would fit better with the Derv. The Dervish bows his head in silence and requests his target to respect it. It's like, "If you have a god, you better pray to him now." Oooh, I just now thought how that could work since Dervs don't have hexes:
 * Aura of Silence (Enchantment Spell) (Mysticism)
 * 5 / .25 / 15
 * For (0...7...10) seconds, adjacent foes cannot cast spells. When this enchantment ends, all nearby foes are interrupted.  This enchantment ends early if you cast a spell.

This is a non-elite version of Vow of Silence. It lasts 10 seconds (with 15 Mysticism spec, 7 seconds with 12 spec and 8 seconds with 13 spec) so it gives the caster some downtime to fight back (well, if they are stupid enough to stand there). This gives a Derv a chance to prevent constant spells like Empathy, Insidious Parasite, Blinding Surge, and the dreaded Xinrae's Weapon+Vengeful Weapon combo. Since the caster gets the first attack on you, they kind of put a suppressor on you with no way to fight back. Empathy, Insidious Parasite and Blinding Surge are constantly on you with no downtime to fight back. With this skill, it gives the Derv a chance to fight back under his own terms (melee range) instead of a caster keeping you in check as they stand right there in your face daring you to hit them. Don't make sense for them to stand right next to me and I can't do jack shit about it. I added the conditional to this spell just in case a few dervs were on one caster: If the derv is forced to use a spell (healing spell, blocking enchantment, etc) then this is removed, giving the caster time to fight back or give the opposing team's ally a chance to get you off him (this way you can't block those hitting you while you pound on a caster...so you better put up a block before you cast this if you need it). Remember, it is an enchantment so it can be removed by a foe and you can run from the Derv since the silencing effect has an adjacent range (most peeps run from melee anyway unless you have Empathy, Insidious Parasite and Blinding Surge which in most cases they just stand there laughing at you). If you need a speed boost to help with this skill, you need to invest points in the Wind Prayers line so now you have to sacrifice some points somewhere. I designed this skill for a Dervish that likes to use his scythe instead of as a caster. This is so awesome that it warrants it as a new skill in the Dervish line. 75.178.18.65 23:06, 6 September 2010 (UTC)
 * They are going to do something to make the dervish better: http://www.killtenrats.com/2010/09/20/guild-wars-live-team-interview/
 * Nice article. Maybe that means Anet will add new skills to the Dervish line like the one mentioned here.  Looking at the skill with a 0 duration with 0 Mysticism, a Mesmer using Illusionary Weaponry could use this skill for an aoe rupt since the Mesmer can't invest points in Mysticism so the skill actually acts as a regular rupt.  Since I can't test this skill to see if nearby rupts are a problem when non-Dervs use it, you can link the range to Mysticsm since it is a Mysticism skill (0 = adjacent, 1-12 = nearby, 13up = area).  I must agree with the problem of constant skills like Empathy, Insidious Parasite, etc.  Even with a 20% Blind reduction, Blinding Surge is still constantly on you with no downtime to fight back.  A Necro slapped insidious parasite on me in RA the other day.  If I hit him, I would just kill myself and heal the necro in the process.  The Necro then degened me to death and I couldn't do anything about it.  Not balanced.


 * Regarding Shroud of Silence, you can fix it to work like a hexed version of Daze. OMG, that would be awesome - daze in the form of a hex!!!!! That just solved everything.  Transfer the original idea of Shroud of Silence to this posted Aura of Silence idea then you can fix Shroud of Silence to be a hexable daze.  Now that fits with the Assassin niche - a hexable daze.  Since it is an elite, maybe you could add: If this hex is removed, target foe takes 10...85...100 damage (maybe that's too much, maybe that's just right, maybe its not enough...dunno, just an idea).  I can't stop saying it its so awesome of an idea.  Stack a daze condition on top of the daze hex and a .25 cast just became a 1 sec cast.  This can put a hurting on those dam Foul Feast + Plague Sending necros.  No need to use Plague Signet when this was too effective but maybe this can change.  I can see it now in Random Arena with the new Aura of Silence for the Derv and an updated Shroud of Silence for the Sin...monks just became less of a problem!!!  Less likely to see peeps resign now or leave if they don't have a healer.  Could it now be possible to take on a 2-healer team in RA and win?  I would love to shove their healing smugness in their faces.


 * Warriors kill with free skills and constant KD, Sins kill quick then get out. Dervs just found their niche with this prevention skill.  This skill can help prevent a shadowstepping blood spike and Ride the Lightning spike.  Hell, this even helps against a Shadowform Sin.  If anet includes this as a new Derv skill, maybe they can bring back an adjusted Shadowforming.  I must say, this skill is pretty slick and balanced.  Kudos. 174.110.239.86 17:10, 17 October 2010 (UTC)

I agree Dervishes need a serious buff and update badly, i currently see no reason to play as a dervish.

Facts:

A Sin with a scythe has the same AR and does more damage than a Dervish, and even gains energy from attacking. A Warrior with a scythe has more AR and does more damage than a Dervish, but suffers from energy management. A Ranger with a scythe has the same AR, more against Elements, and can block better.

Ebon Dust Aura? A Sin can maintain it easier at faster attack speed with daggers. Want multiple targets? see Sin with scythe.

Grenth's Grasp? Ranger with bow, Grenth's Grasp, Apply Poison, Dshot. You get a fast arrow interrupt that disables and poisons and cripples. Want melee? see Ranger with scythe. Also see Sin with Trampling Ox.

Onslaught? A favourite for Warriors.

Wounding Strike? Practically the only elite worth using for Dervishes...but Sins and Rangers do it even better

The only things a Dervish can do that other classes cannot do is Mysticism line.

Arcane Zeal? Ether Renewal Ele does it better.

Pious Renewal? Hard to maintain, does not give much.

Vow of Silence? Your own healer/protter cant heal/prot you(might as well call it "press this skill to die"), personally when I heal/prot/resto, if i see a VoS Dervish, I let him die instead of keep trying to heal again and keep seeing Cannot target(Vow of Silence).

Avatars? This is what I've learnt from seeing other players use Avatar in say Fort Aspenwood: Use Avatar, Die, Wait 120 seconds for elite to recharge, use Avatar after it recharged, Die...repeat. Also Avatars interrupt you when they end. 173.32.190.24 13:09, 29 October 2010 (UTC)


 * Don't forget that Paras have leadership based IAS skills and e-management that allow them to make much better use of a scythe than a Dervish could. Mysticism is a joke as it stands now and IMO not worth mentioning as a "Positive" for the Dervish. The only thing that really "belongs" to the Dervish are the Avatar form-spells. Fun to mess around with, and as useful as any Melee-character in the new dead PvP-section of the game, but unless the Dervs are given some identity they still feel pretty generic to me. In a game like GW where everything is based on cookie-cutter gameplay to call a class generic is a pretty big statement66.190.240.45 18:25, 7 February 2011 (UTC)


 * I 99% agree with all of that.


 * Scythe Warriors don't necessarily suffer from energy problems due to the attack skills in Strength such as Body Blow (adrenaline attack) and Counter Attack (aka Uber-Zealous Sweep), plus of course they get juicy IAS options such as Flail (also adrenaline). Adrenaline skills can charge very quickly when using a scythe on 3 foes, and of course Bull's Strike is hilarious, Lion's Comfort charges every other hit etc etc. Lots of fun stuff I'm not even going to mention.


 * Assassins, yep. Rangers, absolutely. Ritualists are occasionally sweet with a scythe as well, thanks to Spirit's Strength, Splinter Weapon, Weapon of Aggression etc.


 * A Dervish's Mysticism just doesn't do anything useful is the thing. Scythe, Earth and Wind can all be run on secondaries with GREAT results. Earth and Wind's most useful skills function very well with a modest investment of up to 6 ranks; Natural Healing is fine at rank 3, Pious Restoration at 4, Attacker's Insight at 5, Conviction at 6. These are all support-type skills that by themselves don't get things done, so why spec them to 15-16? The only benefit is increasing the damage on PBAOE (point-blank area of effect) spells, and now we are well into the Elementalist territory of Fire and Earth.


 * Elementalists excel at PBAOE and have the added versatility of ranged spells and deeper energy pools, which they can couple with shadowsteps from /A or something defensive from /D such as Conviction.


 * The "big things" with Dervishes are Forms and Enchantments. A selling point of Mysticism could be extended enchantment duration perhaps, or a cost reduction for casting enchantments, or a faster recharge on enchantment spells. All just "thinking out loud" you understand, not thought through.


 * The main feature of Dervishes has to be their Forms. Flashy, spectacular; one of the main reasons I enjoyed trying them out. I'd want the duration of Forms completely removed, and instead made into an effect that can be turned on and off by using the skill, with the standard 2s activation time when transforming from human-to-avatar or avatar-to-human. Then I would balance each avatar at zero rank to the power level of an unlinked elite, with at least one pro and con to each avatar. So, Melandru might be immune to Bleed, Poison and Disease, but take 3 extra pips of degen from Burning for example. Then, actually investing into Mysticism as a Dervish primary would lift the avatar form from this base level and start cancelling out some of the cons, add extra benefits, or modify some of the numbers.


 * So for example:


 * The Melandru form might start adding Poison to their attacks (e.g. duration = rank in Mysticism), reduce the duration of other conditions (e.g. redux = Mysticism * 2), raise maximum health.


 * The Balthazar form might set any martial weapon line to equal your rank in Mysticism (e.g. a D/W could have 14 Mysticism and receive 14 Scythe, Sword, Axe and Hammer while an Avatar of Balthazar).


 * Just random thoughts.


 * Anyway, the class can certainly be salvaged. We'll just have to wait and see. Cirian 00:57, 13 November 2010 (UTC)


 * I am so digging this proposed skill. Casters run this game and Monks trump all.  You got rupters keeping others in check but who rupts the rupters???  Who keeps them in check?  With skills like Psychic Distraction, Wail of Doom and Power Block, how to do you keep them off your healer or damage dealer?  It is impossible to rupt a .25 since your brain can't react fast enough to the cast - you need to rely on luck.  Give the Derv a prevention skill like this posted skill and you can give your team some breathing room.  Mesmers are known for punishment as their niche and Sins are known to kill quick.  The current niche for the Derv is what...heal 12 health off an enchantment ending??? Haha, what a joke.  A prevention niche just pushed it to a whole new level.  Thinking out loud, maybe you could add a "prevent attacking" skill too like Amity and Pacifism.  I love where this is going with the Derv (assuming of course if anet listens).  One good thing that Derv's have is the ability to remove enchantments but is underpar compared to the mesmer and necro.  Prevention like the proposed skill is not a panacea but is heading in the right direction and can force you to think about who to take out first. 75.191.162.88 17:39, 13 November 2010 (UTC)
 * I hate to break it to you guys, but they are not going to add a new skill. You'd be much better off making an account here and opening your own feedback page and suggesting a skill functionality change. Also, that "Aura of Silence" is more like an elite version of Vow of Silence. –~=Ϛρѧякγ User Sparky, the Tainted guided sig.png (τѧιк)  &larr;&hearts;– 20:18, 13 November 2010 (UTC)
 * Could you post your source, Sparky? I would love to read where anet said no new skills. Not saying they would but would like to see where they said they wont.  BTW, How can Aura of Silence be an elite version of Vow of Silence when Vow of Silence is already the elite???  Vow of Silence is clearly an elite skill since it prevents casters from targeting you at any range and you don't have to worry about a foe moving to make this skill effective, hel you can solo farm with it; whereas, Aura of Silence is only good if you are adjacent to a target. 75.191.162.88 23:11, 2 December 2010 (UTC)
 * I love the idea of an "aura of silence" skill - even if I don't play dervishes. Mr IP: I think what Sparky was saying was that Vow of Silence is not elite worthy, and "aura of silence" would be worthy of the elite status.--[[Image:User_Chieftain_Alex_Chieftain Signature.png]] Chieftain  Alex 01:24, 3 December 2010 (UTC)
 * wouldn't it just make more sense to FIX V.o.S, than create a new elite that steps on Mesmer toes? Hell, fix the Mysticism attribute first cuz that's what really dragging this class' hex&spell resistance down.  Infact if the update doesn't include some kind of expansion of Av of Dwayna or VoS, I'll be throwin in the towel early. -- ilr [[image:User_ilr_deprav.png]] 00:09, 6 February 2011 (UTC)
 * Every skill they add, every PvP/PvE-skill split they make, every new addition, etc., they make ultimately inflicts longterm negative impact on the games performace. Yes it s royally, but thats a reality no one can change. See discussion for more details. --Falconeye 22:25, 13 February 2011 (UTC)