Feedback:User/Damysticreaper/Dervish skills 2

Since the buff i had quite a hard time figuring out how to play my dervish with all those changes. After i managed to get the hang of it there are a few skills i noticed that didn't entirely work out well with all the new skills and play style.

Earth Prayers
Flash enchantment spell (20 seconds). You have + maximum health. End effect: heals for.

Vital Boon is a nice skill to take and synergises well with Signet of Pious Light as a strong self heal. But not being a flash enchantment keeps it's use limited being unable to use it in a teardown attack chain. Changing it to a flash enchantment makes it a good option to take using a good self heal in combat. Altough being a bit too strong in function for PvP i suggest a split for PvE making the PvE version a flash enchantment and keeping the original function for PvP.

Mysticism
Elite Enchantment spell (30 seconds). You gain health and  energy whenever a dervish enchantment ends on you. You gain 1 strike of adrenaline whenever you cast a dervish enchantment.

With the change of Mysticism and the new play style having a skill that fully mimics the old Mysticism function can be very good now. Since Arcane Zeal was skipped during the update i suggest it giving Mysticism's old function. To make it fully work with the dervish skills i added an adrenaline gain function on it to make it elite worthy. With this function it gives the dervish a good form of self managment building up adrenaline while casting her flash enchantments to pull of teardown chains faster and with the energy managment being able to repeat them more often and lasting longer with it's self heal. Also granting the new Mysticism's armor buff requirment.

Enchantment spell (30 seconds). Lose all adrenaline. You gain energy whenever a dervish enchantment ends on you.

Meditation is a very effective skill to have as energy management but i noticed a small flaw in it. when i took it in PvE there have been times where the target died before i could fully pull of a teardown chain when i was using flash enchantment spells lasting for 30 seconds. When attacking the next group i continuously had to recast all of my flash enchantments because Meditation had ended and i had to recast Meditation to make sure i didn't strip it with my teardown chain. Increasing it' duration to 30 should prevent such a big annoyance.

Scythe Mastery
Scythe Attack. Deals + damage. You lose a condition if target foe has a condition. Removal effect: all foes adjacent to you take Holy damage.

Altough the idea behind it is nice i can't really call it great. Given it has great synergy with Fragility you can't really call it ideal removing burning from your foes wich is basicly the only condition aside from disease this skill can be useful for. Instead of letting it remove a condition from enemies i went for a self removal effect while your target has a condition. This should give the dervish a bit more flexibility in it's attack chains when facing conditions.

Elite Scythe Attack. Deals + damage. Lose 1 dervish enchantment. Removal effect: cause knock down for seconds.

Since cripple is a useless condition for PvE i suggest a split for PvE, keeping it's current function for PvP. Since battles tend to be faster in PvE lowering it's adrenaline cost by 1 strike makes it more playable. Other than that this it's a very nice skill to take.

Wind Prayers
Flash enchantment spell ( second[s]). You have 50% chance to block. End effect: causes Weakness ( seconds) to nearby foes.

Altough Wind Prayers is a offensive oriented attribute with some healing and defense i found the effectivness of Attacker's Insight a bit lacking. It's Blocking effect is nice but it's condition doesn't really make it effective when you are attacked at range. Since it causes weakness it can be used in teardown chain but with only adjacent range it just prevents this skill from being really effective. Removing it's blocking condition and increasing it's range to nearby should give this skill it's intended effectiveness.

Elite Flash enchantment spell (20 seconds). Your attack skills transfer one condition. Your attacks steal health from foes suffering from a condition.

This skill has the same problem as Reaper's Sweep. Since cripple is useless for PvE but effective for PvP i suggest a split for Grenth's Grasp as well. For PvE i suggest a life steal function from conditioned foes synergising it's condition transfer function and making it a damage buff instead of a snare skill.

Spell. Heals you for. Heals for more if you are enchanted.

Instead of making it a useless skill for PvP i suggest to make it a self-healing skill that increases healing while enchanted. It's function is similar to Dwayna's Touch but it heals for less and cannot target an other ally.

These are the 8 skills that could use some attention in my opinion. 2 of the 8 are skills that were unchanged and 2 a PvE/PvP split. the 4 remaining skills just need a small function change. Other than that the update can be called succesful since the damage and playability of the dervish has increased to a respectable ammount.