User talk:Readem/Dervish

I was not going to say anything, but I'm foreign, so whatever: I think the problem of dervishes lacking alternatives goes beyond just buffing RS and WS. Unless those two were buffed to the point of being overpowered (and then they would be a problem), a warrior would still be better at the role of applying DW than a dervish. I think there are two possible solutions to the dervishes: I see plenty of PvP players defending the first option; would be nice if a good PvP player tried to do the second one, despite how complex it is. Erasculio 23:52, 27 November 2007 (UTC)
 * Nerf AoM and Wearying Strike, don't buff anything else. No one would bother running a dervish in "true" PvP anymore and the profession would become almost PvE only.
 * Nerf AoM and Wearying Strike, create a new role for the profession (something different from the roles a warrior excells at), and buff skills so they fit within this new role, thus giving people a reason to use dervishes in PvP.

A possible idea for creating a new role for the dervish(pretty much essential to making them viable and worth taking over a warrior without being overpowered) is to give them some viable support/utility skills(maybe make some of the wind/earth enchants useful) and to give them some sort of strong bar compression elite attack such that you can bring a bar composed of it, 4 of the utils that you made useful, speed boost, eremite's/mystic, res sig and be effective as a hybrid melee damage-dealer/spike assist and support character. Perhaps wounding strike given 1 or even 0 recharge and having some sort of cumulative effect(first wounding DW's, second bleeds, third does plus damage(not necessarily on the same target, but they have to be within X seconds, somewhat like sin lead-offhand-dual chains, except just one attack and you can change targets), maybe). I'm going to go write up some more ideas for this sort of idea now. That Wounding Strike idea has given me some more. --Edru viransu 01:02, 14 December 2007 (UTC)

The problem with Dervishes is that they're based around the mechanic of self-enchantments, which are totally fucking useless as they are. Needing four seconds and forty energy before you enter a fight to even approach a warrior's effectiveness kind of wrecks the class. Either change their enchantments (with a few exceptions) to instant cast (lol secondary abuse), make them adrenal, or remove the entire mechanic. I'm in favor of adrenaline-powered enchants - easier than changing the basic idea of the class, forces them into combat weak and they become stronger as the fight goes, reduces the possibility of secondary abuse, and cuts the cast time to practically nil (since they're not really spells anymore, aftercast is gone. that .75sec is a killer on a melee character). Only problem is I see gimmick teams on the horizon. --71.229.204.25 01:26, 14 December 2007 (UTC)
 * Imo, AoM is so powerful because of the no condition effect, perhaps, to make WS/RS good alternatives, you could add a damage buff to WS, and/or the function: "Upon using this attack skill you lose 1/2 conditions" idk how many would be seen as balanced. also, rather than "upon usage", the functionality could be: "if this attack hits" only a thought, mostly revolving around Wounding strike, rather than reapers sweep. Also, idk if the whole enchantment requirement should be kept, just a few thoughts.--77.98.129.168 20:40, 26 January 2008 (UTC) (Rainbow Hates Hb)