Feedback:User/Damysticreaper/Dervish skills 1

As it is for now the dervish has only a few skills that are actually useful for PvE, and it all resolves mainly around just one elite being wounding strike and on ocasions the avatars. Being a mix of a melee and a spell caster it does quite a decent job for survival and can deal quite a good amount of damage however... Both on survivability and offence the dervish is surpassed making it unwanted most of the time in PvE and PvP alike. The damage it deals with the scythe is done better by assassins and warriors and when it comes to tanking it's the same case. To compete or fit into the current meta they deserve a reasonable buff for PvE mainly.

=Earth Prayers=

First lets start with earth prayers, earth prayers offers some great defencive skills in the form of conviction, armor of sanctity and mystic regeneration and in a lesser degree vital boon and signet of pious light.

When it comes to damage however it is seriously lacking, the spells cost too much and the casting time they have cripples the DPS of the scythe on a very painful level, making them unwanted unless they are really needed.

And the damage they offer even with the conditions is done better with a scythe making them useless to take.

Here are my suggestions that could push these skills back into play a bit.

Enchantment Spell (30 seconds). Initial effect: inflicts Crippled condition ( seconds) to nearby foes. End effect: inflict Bleeding condition ( seconds) to nearby foes.

Enchantment Spell (30 seconds). Your attack deal Earth damage. Initial effect: deals Earth damage to nearby foes. End effect: inflict Blind condition ( seconds) to nearby foes.

Enchantment Spell (10 seconds). You have 50% chance to block attacks. End effect: deals Earth damage to nearby foes.

Spell. Removes all of your enchantments. Removal effect: deals Earth damage (maximum 150) to nearby foes.

Enchantment Spell (8 seconds). Your next attack skill gains the aditional effect: cause a sandstorm at your location dealing Earth damage and inflicts Crippled condition ( seconds) each second to nearby foes (10 seconds).

Enchantment Spell ( seconds). You have 75% chance to block foes suffering from a condition. Initial effect: inflict Weakness condition ( seconds) to adjecent foes.

Signet. Heals for. Remove one of your enchantments. Removal effect: instant recharge.

Enchantment Spell (30 seconds). Your attack deal Earth damage. Initial effect: deals Earth damage to nearby foes. End effect: inflict Weakness condition ( seconds) to nearby foes.

Enchantment Spell ( seconds). Inflict Crippled condition ( seconds) to you attackers. Also inflict Bleeding condition ( seconds) if that attack was an attack skill.

Enchantment Spell (20 seconds). You have + maximum health. End effect: gain health.

=Mysticism=

Mysticism, the primary attribute of the dervish with the supposed to be powerful form skills and serving as energy managment which can hardly compete to those of the assassin, ranger ,elementalist or necromancer...ok maybe not ranger to such a extend but it is not all that great concidering the high ammount of spells the dervish uses against it's energy pool.

So for mysticism i propose to follow effect:

Mysticism

 * Whenever an enchantment ends on you you gain three health for each rank of mysticism and one energy for every two ranks of mysticism. You deal 10% more damage with your attacks for each enchantment on you (maximum of one enchantment and one more enchantment for every 3 ranks of Mysticism).

Enchantment Spell (20 seconds). Your attacks steal health. End effect: gain health.

Enchantment Spell (2 seconds). Initial effect: lose an enchantment. End effect: gain energy.

Enchantment Spell ( seconds). Enchantments you cast last % longer.

Enchantment Spell. Ends when your health drops below 75%. End effect: gain health. You gain more health if that damage was fatal.


 * Enchantment Spell. ( seconds). You attack 33% faster. End effect: inflicts Burning condition ( seconds) to adjecent foes.

Enchantment Spell ( seconds). Your attacks deal Holy damage and have 20% armor penetration. End effect: inflict Burning condition ( seconds) to nearby foes.

Spell. Gain health. You also gain energy if you are not enchanted.

Enchantment Spell (20 seconds). Gain health whenever you hit with an attack. Gain more health if that attack was an attack skill.

Stance ( seconds). You attack 33% faster. Initial effect: removes an enchantment. Renewal effect: whenever an enchantment ends on you.

Stance ( seconds). You move 33% faster. Initial effect: removes an enchantment. Renewal effect: whenever an enchantment ends on you.

Enchantment Spell (8 seconds). Whenever you take damage you gain health. End effect: gain health.

Enchantment Spell (20 seconds). You gain energy whenever you hit with an attack. End effect: gain energy.

=Scythe Mastery=

Scythe Mastery, the favored weapon of the dervish and the assassin in PvE. I personally think it's the coolest type of weapon because it can hit up to three foes at once.

However the skills it offers are sadly out of balance and it all comes down to wounding strike and 4 other attacks skills mostly being mystic sweep and eremite's attack or zealous sweep and chilling victory and the PvE skills Aura of Holy Might and Asuran Scan to buff the damage, and thats it.

The attacks skills of the dervish needs some rebalancing so that the dervish has a larger amount of skills it can take for damage and not just having to take the same all the time.

Also the dervish needs to do better damage than the assassin's critical scythe and the warrior's endurance scythe.

Scythe Attack. Deals + damage. Inflicts Bleeding condition ( seconds) if you are enchanted.

Scythe Attack. Deals + damage. Inflicts Deep Wound condition ( seconds) if you are enchanted.

Scythe Attack. Deals + damage. Inflicts Crippled condition ( seconds) if you are enchanted.

Scythe Attack: Deals + damage. Deals a aditional + damage if you hit a Crippled foe.

Scythe Attack. Deals + damage. Attacks all foes adjecent to you. Instant recharge if you hit more than one foe.

Melee Attack. Removes an Enchantment. Deals + damage. Removal effect: Unblockable, 25% armor penetration and strikes 33% faster.

Scythe Attack. Deals + damage. Gain energy if you are enchanted.

Melee Attack. Removes an Enchantment. Deals + damage. Removal effect: inflicts Deep Wound condition ( seconds), deals + damage and strikes 33% faster.

Scythe Attack. Deals + damage for each point of energy you have (maximum ).

Melee Attack. Deals + damage. Gain health if you hit a foe with a condition.

Scythe Attack. Unblockable. Deals + damage. Removes a Stance if this attack hits.

Melee Attack. Removes an enchantment. Deals + damage. Removal effect: steals + health, hits twice and strikes 33% faster.

Scythe Attack. Deals + damage. Inflicts Weakness condition ( seconds) if you are enchanted.

Scythe Attack. Deals + damage. Gain energy for each foe you hit.

=Wind Prayers=

Wind Prayers, the most messed up attribute line of the dervish. Made to increase the movement of the dervish and has a overkill on skills that do so wich only 2 of them are actually being used, featherfoot grace and signet of mystic speed, the other ones are completely useless compared to those 2. on the terms of offence it is also lacking seriously compared to earth prayers, altough it has some decent healing skills it is better to reduce the damage you take instead of recovering it all of the time. Offering no defence hardly decent damage it is completly out of balance comparing to mysticism and earth prayers. One of the only skills worth taking other than the 2 skills mentioned above are attacker's insight and pious restoration for PvP but thats it.

Spell. Removes an enchantment. You gain health. Removal effect: lose condition[s].

Enchantment Spell ( seconds). Allies nearby move 25% faster.

Enchantment Spell (30 seconds). Whenever you deal Cold damage with one of your skills you deal a aditional Cold damage. Initial effect: deals Cold damage to nearby foes. End effect: removes an enchantment from nearby foes.

Enchantment Spell (30 seconds). Your attacks deal Cold damage. Initial effect: deals Cold damage to nearby foes. End effect: inflict Crippled condition ( seconds) to nearby foes.

Enchantment Spell (20 seconds). Your next attack skills are unblockable.

Enchantment Spell (8 seconds). Your next attack skills gains the aditional effect: inflicts Crippled condition and Bleeding condition ( seconds).

Stance ( seconds). You move 33% faster. The next time you hit a Crippled foe that foe is Knocked-down and this stance ends.

Enchantment Spell ( 20 seconds). Your next attack skills recharge 25% faster.

Spell. Heals for health. Heal nearby allies if you are enchanted.

Spell. Deals Cold damage to nearby foes if you are enchanted.

Enchantment Spell ( seconds). You have 50% to block. Block effect: Gain health.

Signet. You move 15% faster for seconds each enchantment (maximum 33% faster).


 * Touch Signet. Knock-down target touched foe and foes adjecent to that foe if target foe is Crippled.

Hex Spell (8 seconds). Removes an enchantment. Also hexes foes near target. Next time hexed foe is hit with a melee attack skill that foe suffers Deep Wound condition ( seconds) and foes adjecent to that foe take Cold damage.

Stance ( seconds). You move and attack 25% faster. (no effect unless you are enchanted).

Hex Spell (8 seconds). Removes an enchantment. Also hexes foes near target. Next time hexed foe is hit with a melee attack skill that foe loses an enchantment and foes adjecent to that foe take Cold damage.

=No Attribute=

Enchantment Spell (60 seconds). Next time you hit with an attack skill you remove one enchantment.

Touch Skill. Removes target touched foe's current stance.

=Elite Skills=

Earth Prayers
Just revert it back to it's previous function for PvE or remove the earth weapon requirment to make it playable, either of those 2 will do.

Elite Enchantment Spell. ( seconds). You attack 33% faster and have % chance to critical hit.

Mysticism
Elite Enchantment Spell (30 seconds). Whenever you use a skill you are healed for % of that skill's energy and gain energy.

Elite Form ( seconds). Your attacks deal Holy damage. You have + armor. You move and attack 33% faster. You deal + % more damage with your scythe.

Elite Form ( seconds). Your attacks deal Lightning damage and have 25% armor penetration. You gain health whenever you attack. You lose one hex and you party gains health whenever you use a scythe attack skill.

Elite Form ( seconds). Your attacks deal Cold damage and are unblockable. Whenever you hit with a attack you steal health. Whenever you hit with a scythe attack skill you remove an enchantment.

Elite Form ( seconds). Your attacks deal Chaos damage. You gain +20 energy and energy regeneration. Your scythe attack skills deal + damage. End effect gain 20 energy.

Elite Form ( seconds). Your attacks deal Earth damage and have % chance to critical hit while wielding a scythe. You gain +200 maximum health and have + health regeneration. You are immune to conditions and do not take aditional damage from critical hits. End effect gain 200 health.

Elite Enchantment Spell (8 seconds). You gain + attribute points for all you dervish attributes. End effect: gain health and  energy. When you remove this enchantment using a skill that skill is recharged instantly.


 * remove the side affect that you cannot cast anymore, it seriously loses out to shadowform. for tanking you need to be able to heal yourself and it's current effect makes that impossible.

Scythe Mastery
Elite Scythe Attack. Deals + damage. Inflicts a Deep Wound ( seconds). Unblockable if you are enchanted.


 * Elite Scythe Attack. Inflicts Bleeding condition ( seconds). Also inflicts Deep Wound condition ( seconds) if you are enchanted.

Wind Prayers
Elite Enchantment Spell (20 seconds). Whenever you hit a foe with a scythe attack skill you deal Cold damage to that foe and foes adjecent to that foe.

Elite Enchantment Spell ( seconds). You attack 33% faster and move 25% faster.

=Title skills=

Enchantment Spell (20 seconds). You deal % more damage with your scythe and an aditional +% for every 3 ranks of Mysticism you have. Initial effect: deals Holy damage to foes near you. End effect: recharges all your attack skills.

Enchantment Spell (10 seconds). Your next one non-attack skill activates instantly and all of your other dervish skills are recharged. Initial effect: deals Holy damage to foes near you.