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Feedback:User/Damysticreaper/Dervish skills 2

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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.

Contents

[edit] Earth Prayers

Aura of Thorns (PvP) Aura of Thorns (PvP) 5 Energy10 Recharge time Flash enchantment spell (30 seconds). Initial effect: inflicts bleeding condition (5...13...15 seconds) to nearby foes. End effect: inflicts crippled condition (3...7...8 seconds) to nearby foes.

Simply said merge it with the PvE version, since the conditions have been swapped there is no reason anymore to keep it at a cost of 10 for PvP.

Mystic Sandstorm Mystic Sandstorm 5 Adrenaline¾ Activation time8 Recharge time Spell (10 seconds). Deals 10...18...20 earth damage each second (3 seconds). Deals 10...18...20 more earth damage to attacking foes. Hits foes near your initial location. Lasts twice as long if you are enchanted.

I simply reduced it's activation time to make it a bit easier to play. Right now it isn't very viable for battle knowing the alternatives.

Vital Boon Vital Boon 5 Energy¼ Activation time10 Recharge time Enchantment spell (20 seconds). You have +40...88...100 maximum health. End effect: heals for 75...175...200.

Vital Boon is a nice skill to take and synergises well with Signet of Pious Light as a strong self heal. But it's long activation time prevents it from being effective in a teardown attack chain. Reducing it's activation time to 1/4 makes it a good option to take using a good self heal in combat.

Vow of Strength Vow of Strength 5 Energy¼ Activation time15 Recharge time Elite Enchantment spell (15 seconds). When you attack with a scythe, deals 10...22...25 slashing damage to adjacent foes. You deal 50% less damage with your scythe.

[edit] Mysticism

Arcane Zeal Arcane Zeal 10 Energy¾ Activation time20 Recharge time Elite Enchantment spell (20 seconds). Your attacks deal holy damage. For each enchantment on you your scythe attacks deal 4...9...10% more damage (maximum of 25%). Gain 1...3...4 energy whenever an enchantment ends on you.

Since Arcane Zeal was skipped during the update i suggest making it a combination of the old Aura of Holy Might and Meditation. Like the old Aura of Holy Might it increases scythe damage by a certain ammount of % but it is capped at 25% instead of 32%. The ammount of aditional damage scythe attacks deal is based on the ammount of enchantments on the user, similar to how it gives energy on the ammount of enchantments. Like Meditation it gives energy whenever an enchantment ends on the user. Since the dervish has plenty of non-elite energy management options the elite energy management skills need to be strong and have more to offer than just energy management. It converts damage from attacks into holy damage to prevent synergy with the conjure enchantments from the elementalist.

[edit] Scythe Mastery

Reaper's Sweep Reaper's Sweep 8 Adrenaline Elite Scythe attack. Deals +10...34...40 damage and inflicts crippled condition (3...13...15 seconds). Lose 1 dervish enchantment. Removal effect: cause knock down for 2...3...3 seconds.

For PvE only give it a bonus damage like Wounding Strike to make it a bit more usable in PvE.

Wearying Strike Wearying Strike 6 Adrenaline Scythe attack. Inflicts deep wound condition (2...8...10 second[s]) and suffer weakness condition (10 seconds). Lose a dervish enchantment. Removal effect: You are not weakened.

I made it a bit more like it's previous function. It now inflicts a deep wound unconditionally and as teardown effect it prevent the weakness from being inflicted to the user instead of doing both.

[edit] Wind Prayers

Grenth's Grasp Grenth's Grasp 5 Energy10 Recharge time Elite Flash enchantment spell (20 seconds). Your attack skills transfer 1 condition to each foe you hit. Initial effect: inflicts crippled condition (1...9...11 second[s]) to all nearby foes. End effect: steals 10...34...40 health from all nearby foes. No effect unless you are wielding a cold weapon.

To make it more flexible in a teardown chain i gave it an initial effect and an end effect. It now cripples on it's initial effect still giving it snaring capabilities and like Grenth's Aura it steals health from foes but only on it's end effect but still improving the damage of a teardown attack. If needed for balancing the initial effect and end effect can be swapped and the life steal can be replaced by cold damage.

Onslaught (PvP) Onslaught (PvP) 10 Energy10 Recharge time Elite Flash enchantment spell (2...8...10 seconds). You attack 25% faster and gain adrenaline 25% faster.

Since the speed boost for the PvP version has been removed increasing it's duration a bit to make it maintainable without Extend Enchantments and only an enchantment mod would balance out the loss a bit. It also allows PvPers to have a slot to take an IMS.

Mystic Healing (PvP) Mystic Healing (PvP) 5 Energy1 Activation time5 Recharge time Spell. Heals you for 5...53...65. Heals for 5...53...65 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.

Mystic Twister Mystic Twister 5 Adrenaline¾ Activation time8 Recharge time Spell. Deals 10...50...60 cold damage to nearby foes. Deals 10...50...60 more cold damage if you are enchanted. Knocks down attacking foes.

Same reasons as Mystic Sandstorm for the change, however with an added effect. To punish attack foes like Mystic Sandstorm does Mystic Twister now knocks down attacking foes like Whirlwind.

Vow of Piety Vow of Piety 5 Energy¼ Activation time45 Recharge time Enchantment spell (20 seconds). You gain +24 armor and +1...3...4 health regeneration. Renewal effect: Whenever a dervish enchantment ends on you. Reduces healing you receive by 33%.

Zealous Vow Zealous Vow 5 Energy¼ Activation time15 Recharge time Elite Enchantment spell (15 seconds). You gain 1...4...5 energy and 1 strike of adrenaline when you hit with an attack. You suffer -3 energy degeneration.

These are the skills that could use some attention in my opinion.

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