User:The Sins We Die By/My Building Area/Dervish Building

Starters
Forms Wounding Strike

Now that those are out of the way...

You may be thinking, "Why would you cripple yourself by not running those?!" The answer is simple. Wounding strike is OP (and will hopefully be nerfed sometime soon) and becoming 1/5 god mode half the time to win both require too little skill.

Building From Scratch
- Here is a skill that requires timing. The most natural selection for a dervish beyond forms and wounding strike. If you run an elite beyond this one it won't be a dervish elite.

- Here is another skill that takes timing to be most effective. You might be asking whether it's worth it to invest here or not with points... It most definitely is

- Can't really go wrong with having this snare. Also has good skills to find under its attribute.

- This is exactly what you want on an enemy, but not necessarily from your own bar. Force them to be knocked down or have them stand still. Due to December 11, 2008 update.

You'll probably want to stick with Reapers Sweep, but Siphon Strength is a nice option.

Mysticism
Always keep this at least at 8+1. The inherent benefits from enchants ending is obvious, but you also gain utility with mysticism.

- Myst=9 ==> 140 passive heal

- Myst=9 ==> 32% of Current Health active heal = about 200 at 600 health

- Myst=9 ==> 14 Seconds of 33% IAS

Scythe Mastery
Keep this at 12+1+1 for obvious reasons. Take up to 3.

- Lots of +Damage

- Cancel attack for quick hit/activate deep wound damage

- Cancel attack for quick hit/activate deep wound damage

- Moderate +Damage and guaranteed deep wound

- Lots of +Damage, use effectively for deep wound

Secondary
Choose what fits with your team best. Good options are...
 * Assassin
 * Shadow Arts


 * Deadly Arts


 * Warrior


 * Elementalist

Example Builds
Mysticism 8+1, Scythe Mastery 12+1+1, Wind Prayers 4, Water Magic 9

Mysticism 8+1, Scythe Mastery 12+1+1, Shadow Arts 10

Mysticism 8+1, Scythe Mastery 12+1+1, Deadly Arts 10