Feedback:User/Damysticreaper/Dervish skills 1
Dervish skills 1 | |
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User | Damysticreaper |
Categories | Resolved feedback |
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 spellcaster it does quite a decent job for survival and can deal quite a good amount of damage however... both on survivability and offense 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[edit]
First lets start with Earth Prayers, Earth Prayers offers some great defensive skills in the form of Conviction, Armor of Sanctity and Mystic Regeneration and on 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 bring these skills back into play a bit.
Aura of Thorns 5 ¼ 10 Enchantment spell (30 seconds). Initial effect: inflicts cripple condition (5...13...15 seconds) to nearby foes. End effect: inflict bleeding condition (5...17...20 seconds) to nearby foes.
Dust Cloak 5 ¼ 15 Enchantment spell (30 seconds). Your attacks deal earth damage. Initial effect: deals 10...70...85 earth damage to nearby foes. End effect: inflicts blind condition (1...6...7 seconds) to nearby foes.
Mirage Cloak 10 ¼ Enchantment spell (10 seconds). You have 50% chance to block attacks. End effect: deals 20...68...80 earth damage to nearby foes.
Mystic Sandstorm 5 ¾ 8 Spell. Removes all of your enchantments. Removal effect: deals 22...44...50 earth damage (maximum 150) to nearby foes.
Sand Shards 5 ¼ 15 Enchantment spell (8 seconds). Your next attack skill causes a sandstorm at your location that deals 5...17...20 earth damage and cripples nearby foes (1...6...7 seconds) each second (10 seconds).
Shield of Force 10 ¼ 15 Enchantment spell (5...13...15 seconds). You have 75% chance to block foes suffering from a condition. Initial effect: inflict weakness condition (5...13...15 seconds) to adjacent foes.
Signet of Pious Light 1 20 Signet. Heals for 80...136...150. Remove one of your enchantments. Removal effect: instant recharge.
Staggering Force 5 ¼ 12 Enchantment spell (30 seconds). Your attacks deal earth damage. Initial effect: deals 10...70...85 earth damage to nearby foes. End effect: inflicts weakness condition (5...13...15 seconds) to nearby foes.
Veil of Thorns 5 1 15 Enchantment spell (5...17...20 seconds). Cripple foes that hit you with an attack (5...13...15 seconds). Also inflicts bleeding condition (5...17...20 seconds) if that attack was an attack skill.
Vital Boon 5 1 8 Enchantment spell (20 seconds). You have +40...88...100 maximum health. End effect: gain 80...176...200 health.
Mysticism[edit]
Mysticism, the primary attribute of the dervish with the (supposed to be) powerful Forms and serving as energy management 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 considering the high ammount of spells the dervish uses against it's energy pool.
So for Mysticism i suggest the following effect:
- You gain three health for each rank of Mysticism and one energy for every two ranks of Mysticism whenever an enchantment ends on you. 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).
Balthazar's Rage
10 ¾ 20 Enchantment spell (20 seconds). Your attacks steal 0...8...10 health. End effect: gain 10...70...85 health. You have -1 health degeneration.
Eremite's Zeal 5 ¼ 10 Enchantment spell (2 seconds). Initial effect: lose an enchantment. End effect: gain 4...9...10 energy.
Extend Enchantments 5 1 20 Enchantment spell (5...17...20 seconds). Enchantments you cast last 0...40...50% longer. You gain no energy whenever an enchantment ends on you.
Faithful Intervention 10 2 30 Enchantment spell. Ends when your health drops below 75%. End effect: gain 50...170...200 health. You gain 25...85...100 more health if that damage was fatal. Receive 20% less health from healing.
Heart of Fury: 5 ¾ 25 Enchantment spell. (5...17...20 seconds). You attack 33% faster. End effect: inflicts burning condition (1...3...4 seconds) to adjacent foes.
Heart of Holy Flame 5 ¾ 15 Enchantment spell (10...26...30 seconds). Your attacks deal holy damage and have 20% armor penetration. End effect: inflict burning condition (1...3...4 seconds) to nearby foes.
Meditation 5 ¾ 8 Spell. You gain 80...136...150 health. You also gain 4...9...10 energy if you are not enchanted.
Mystic Vigor 5 ¼ 15 Enchantment spell (20 seconds). You gain 5...17...20 health whenever you hit with an attack. Gain 10...26...30 more health if that attack was an attack skill.
Pious Fury 10 15 Stance (3...9...10 seconds). You attack 33% faster. Initial effect: removes an enchantment. Renewal effect: whenever an enchantment ends on you.
Pious Haste 5 5 Stance (3...9...10 seconds). You move 33% faster. Initial effect: removes an enchantment. Renewal effect: whenever an enchantment ends on you.
Watchful Intervention 10 ¼ 15 Enchantment spell (8 seconds). You gain 10...34...40 health whenever you take damage. End effect: gain 20...68...80 health. Ends early if your health is above 50%.
Zealous Renewal 10 ¾ 20 Enchantment spell (20 seconds). You gain 0...2...2 energy whenever you hit with an attack. End effect: gain 4...9...10 energy. You have -1 energy regeneration.
Scythe Mastery[edit]
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.
Aura Slicer 5 6 Scythe attack. Deals +10...18...20 damage. Inflicts bleeding condition (5...13...15 seconds) if you are enchanted.
Banishing Strike 10 8 Scythe attack. Deals +10...18...20 damage. Inflicts deep wound condition (3...9...11 seconds) if you are enchanted.
Crippling Sweep 10 6 Scythe attack. Deals +10...18...20 damage. Inflicts cripple condition (3...9...11 seconds) if you are enchanted.
Crippling Victory 5 ¾ 8 Scythe attack: Deals +5...17...20 damage. Deals 5...17...20 more damage if you hit a crippled foe.
Farmer's Scythe 5 8 Scythe attack. Deals +10...22...25 damage. Attacks all foes adjacent to you. Instant recharge if you hit more than one foe.
Irresistible Sweep 5 8 Melee attack. Removes an enchantment. Deals +10...26...30 damage. Removal effect: Unblockable, 25% armor penetration and strikes 33% faster.
Lyssa's Assault 5 8 Scythe attack. Deals +10...18...20 damage. Gain 3...10...12 energy if you are enchanted.
Pious Assault 10 10 Melee attack. Removes an enchantment. Deals +5...17...20 damage. Removal effect: inflicts deep wound condition (5...17...20 seconds), deals 5...17...20 more damage and strikes 33% faster.
Radiant Scythe 5 6 Scythe attack. Deals +1...4...5 damage for each point of energy you have (maximum 5...41...50).
Reap Impurities 5 4 Melee attack. Deals +1...25...31 damage. You gain 30...70...80 health if you hit a foe suffering from a condition.
Rending Sweep 5 6 Scythe attack. Unblockable. Deals +5...17...20 damage. Removes a stance if this attack hits.
Twin Moon Sweep 10 10 Melee attack. Removes an enchantment. Deals +5...17...20 damage. Removal effect: steals 5...17...20 health, hits twice and strikes 33% faster.
Wearying Strike 5 6 Scythe attack. Deals +10...18...20 damage. Inflicts weakness condition (5...13...15 seconds) if you are enchanted.
Zealous Sweep 5 8 Scythe attack. Deals +10...18...20 damage. Gain 1...3...4 energy for each foe you hit.
Wind Prayers[edit]
Wind Prayers, the most messed up attribute line of the dervish. Designed 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. In the terms of offense it is also lacking seriously when compared to Earth Prayers, altough it has some decent healing skills it is better to reduce the damage you take instead of recovering your health all of the time. Offering no defense and with hardly any decent damage it is completely out of balance compared to Mysticism and Earth Prayers. Two 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.
Dwayna's Touch 5 1 8 Spell. Removes an enchantment. You gain 80...136...150 health. Removal effect: lose 1...3...3 condition[s].
Enchanted Haste 5 ¼ 15 Enchantment spell (5...10...11 seconds). Nearby allies move 25% faster.
Grenth's Aura 5 ¼ 20 Enchantment spell (30 seconds). Whenever you deal cold damage with one of your skills you deal 5...17...20 more cold damage. Initial effect: deals 10...70...85 cold damage to nearby foes. End effect: removes an enchantment from nearby foes.
Grenth's Fingers 5 ¼ 12 Enchantment spell (30 seconds). Your attacks deal cold damage. Initial effect: deals 10...70...85 cold damage to nearby foes. End effect: inflict cripple condition (5...13...15 seconds) to nearby foes.
Guiding Hands 5 ¼ 20 Enchantment spell (20 seconds). Your next 1...3...3 attack skills are unblockable.
Harrier's Grasp 5 ¼ 15 Enchantment spell (8 seconds). Inflicts crippled condition (5...13...15 seconds) and bleeding condition (5...13...15 seconds) with your next attack skill.
Harrier's Haste 5 15 Stance (4...9...10 seconds). You move 33% faster. The next time you hit a crippled foe that foe is knocked down and this stance ends.
Lyssa's Haste 5 ¼ 20 Enchantment spell (20 seconds). Your next 1...3...3 attack skills recharge 25% faster.
Mystic Healing 10 1 10 Spell. Heals for 25...85...100 health. Heal nearby allies if you are enchanted. No effect unless Mysticism is 4 or more.
Mystic Twister 5 ¾ 10 Spell. Deals 26...85...100 cold damage to nearby foes if you are enchanted.
Rending Aura 10 ¼ 15 Enchantment spell (3...6...7 seconds). You have 50% to block. Block effect: gain 5...17...20 health.
Signet of Mystic Speed 20 Signet. You move 15% faster (5...9...10 seconds) for each enchantment (maximum 33% faster).
Signet of Pious Restraint: ¾ 20 Touch Signet. Knock-down target touched foe and foes adjacent to that foe if target foe is crippled.
Test of Faith 10 1 20 Hex spell (8 seconds). Removes an enchantment. Also hexes foes near your target. Inflicts deep wound condition (5...13...15 seconds) the next time target foe is hit with a melee attack skill and other adjacent foes take 10...54...65 cold damage and this hex ends.
Whirling Charge 10 20 Stance (5...17...20 seconds). You move and attack 25% faster. No effect unless you are enchanted.
Winds of Disenchantment 10 1 20 Hex spell (8 seconds). Removes an enchantment. Also hexes foes near your target. The next time a hexed foe is hit with a melee attack skill that foe loses an enchantment and foes adjacent to that foe take 10...54...65 cold damage and this hex ends on that foe.
No Attribute[edit]
Intimidating Aura 10 ¾ 20 Enchantment spell (60 seconds). The next time you hit with an attack skill you remove one enchantment.
Rending Touch 5 ¾ 6 Touch skill. Removes target touched foe's current stance.
Elite Skills[edit]
Ebon Dust Aura Just revert it back to it's previous function for PvE or remove the earth weapon requirement to make it playable, either of those 2 will do.
Vow of Strength 10 ¾ 20 Elite Enchantment spell. (5...17...20 seconds). You attack 33% faster and have 20...44...50% chance to critical hit. No effect unless you are wielding a melee weapon.
Arcane Zeal 5 ¾ 10 Elite Enchantment spell (30 seconds). Whenever you use a skill you are healed for 200...440...500% of that skill's energy cost and gain 1...4...5 energy.
Avatar of Balthazar 10 2 30 Elite Form (10...74...90 seconds). Your attacks deal holy damage. You have +10...34...40 armor. You move and attack 33% faster. You deal +5...17...20% more damage with your scythe. This skill is disabled for 120 seconds.
Avatar of Dwayna 10 2 30 Elite Form (10...74...90 seconds). Your attacks deal lightning damage and have 25% armor penetration. You gain 10...34...40 health whenever you attack. You lose one hex and you party gains 15...51...60 health whenever you use a scythe attack skill. This skill is disabled for 120 seconds.
Avatar of Grenth 10 2 30 Elite Form (10...74...90 seconds). Your attacks deal cold damage and are unblockable. Whenever you hit with an attack you steal 5...17...20 health. Whenever you hit with a scythe attack skill you remove an enchantment. This skill is disables for 120 seconds.
Avatar of Lyssa 10 2 30 Elite Form (10...74...90 seconds). Your attacks deal chaos damage. You gain +20 maximum energy and +0...2...2 energy regeneration. Your scythe attack skills deal +5...25...30 damage. End effect gain 20 energy. This skill is disabled for 120 seconds.
Avatar of Melandru 10 2 30 Elite Form (10...74...90 seconds). Your attacks deal earth damage and have 20...44...50% chance to critical hit while wielding a scythe. You gain +200 maximum health and have +2...4...5 health regeneration. You are immune to conditions and do not take aditional damage from critical hits. End effect gain 200 health. This skill is disabled for 120 seconds.
Pious Renewal 5 ¼ 3 Elite Enchantment spell (8 seconds). You gain +0...2...2 attribute points for all your dervish attributes. End effect: gain 20...44...50 health and 1...4...5 energy. When you remove this enchantment using a skill that skill is recharged instantly. No effect unless Mysticism is 6 or more.
Vow of Silence: remove the side affect that you cannot cast spells anymore, it seriously loses out to Shadow Form. For tanking you need to be able to heal yourself and it's current effect makes that impossible.
Reaper's Sweep 5 6 Elite Scythe attack. Deals +10...34...40 damage. Inflicts a deep wound (5...13...15 seconds). Unblockable if you are enchanted.
Wounding Strike: 5 ¾ 5 Elite Scythe attack. Inflicts bleeding condition (3...9...10 seconds). Also inflicts deep Wound condition (3...9...10 seconds) if you are enchanted.
Grenth's Grasp 5 ¾ 30 Elite Enchantment spell (20 seconds). Whenever you hit a foe with a scythe attack skill you deal 15...51...60 cold damage to that foe and foes adjacent to that foe. No effect unless you are wielding a cold weapon.
Onslaught 5 ¼ 20 Elite Enchantment spell (5...17...20 seconds). You attack 33% faster and move 25% faster.
Title skills[edit]
Aura of Holy Might 10 ¾ 20 Enchantment spell (20 seconds). You deal 5...21...25% more damage with your scythe and an aditional +2...4...5% for every 3 ranks of Mysticism you have. Initial effect: deals 65...93...100 holy damage to nearby foes. End effect: recharges all your attack skills.
Eternal Aura 5 ¼ 15 Enchantment spell (10 seconds). Your next non-attack skill activates instantly and all of your other dervish skills are recharged. Initial effect: deals 65...93...100 holy damage to nearby foes.