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.

Earth Prayers[edit]

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.

Ebon Dust Aura Ebon Dust Aura 10 Energy20 Recharge time Elite Flash enchantment spell (30 seconds). Your attacks deal +5...17...20 damage. Initial effect: inflicts blind condition (1...9...11 second[s]) to nearby foes. End effect: you lose blind condition. No effect unless you are wielding an earth weapon.

Pvp version

10 Energy20 Recharge time Elite Flash enchantment spell (30 seconds). Your attacks deal +5...13...15 damage. Initial effect: inflicts blind condition (1...9...11 second[s]) to nearby foes. End effect: you lose blind condition. No effect unless you are wielding an earth weapon.

I made a PvE/PvP split for Ebon Dust Aura where the PvE version deals the damage before the nerf but has the same recharge and duration as its updated version. While the damage reduction for PvP is understandable, it is something that reduced the viability of this elite for PvE as the combination of Avatar of Grenth with Grenth's Aura simply outperforms this skill in its current form. Since its recharge time has been increased I increased the duration of the blind it inflicts as well to match its new recharge time.

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.

During the Jack of All Trade Flux I noticed that a 25% activation time reduction significantly improved the playability of this skill because the 3/4 activation time + aftercast let it flow much better in the natural attack chain of the dervish than the 1 second activation time + aftercast which makes it an awkward spell to play in the attack chain of a dervish making it more desirable to play other skills than Mystic Sandstorm.

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 40...88...100.

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.

Mysticism[edit]

Arcane Zeal Arcane Zeal 5 Energy¼ Activation time15 Recharge time Elite Enchantment spell (10 seconds). Initial effect: you gain 0...1...1 strike of adrenaline (maximum of 5) for each foe within earshot. End effect: you gain 1...4...5 energy (maximum of 15) for each foe within earshot.

The only good use Arcane Zeal ever saw was in the Dervish Bomber build for FA which after the update is no longer functional and since Arcane Zeal was skipped during the update it pretty much sees no play anymore as it is outclassed by pretty much all other dervish elite skills and non-elite skills when it comes to energy management. To let Arcane Zeal see play and have it be competitive with the other dervish elite skills I suggest changing it into an elite version of Eremite's Zeal, giving you both adrenaline and energy. The adrenaline gain on its activation allows you to quickly charge up your adrenaline skills and allow you to be ready for action immediately when you go into combat. The end effect recovers the energy that you use during your teardown chain and allow you to keep the pressure on the foes you are fighting by allowing you to recur your teardown attack chain more easily.

Aura Slicer Aura Slicer 4 Adrenaline Melee attack. Inflicts bleeding condition (5...13...15 seconds). Also inflicts cracked armor condition (1...8...10 second[s]) if you are enchanted. Also inflicts deep wound condition (1...8...10 second[s]) against knocked down foes.

Banishing Strike Banishing Strike 5 Energy1 Activation time3 Recharge time Melee Attack. Deals 10...50...60 holy damage. Deals double damage to summoned creatures. Inflicts burning condition (2...4...5 seconds) against knocked down foes.

Pvp version

5 Energy3 Recharge time Melee Attack. Deals 10...50...60 holy damage. Deals double damage to summoned creatures. Inflicts burning condition (2...4...5 seconds) against knocked down foes.

Mystic Sweep Mystic Sweep 5 Energy1 Activation time6 Recharge time Melee attack. Deals +3...10...12 damage. Deals and additional +3...10...12 damage if you are enchanted. Deals an additional +3...10...12 damage against knocked down foes.

I added an additional effect to Aura Slicer, Banishing Strike and Mystic Sweep when they hit a knocked down foe to make Reaper's Sweep more rewarding to play. While each of these attacks have their niche uses, they always fell short in comparison to the attacks in Scythe Mastery. Having them serve as follow-up attacks to Reaper's Sweep improves their playability and gives them a proper strategy to function in outside of their niches.

Enchanted Haste Enchanted Haste 10 Energy15 Recharge time Flash enchantment (5...13...15 seconds). You move 25% faster. End effect: removes 0...2...2 condition[s] if it ends early.

I moved it to Mysticism and changed it into a maintainable enchantment. The amount of conditions it removes has also been increased and scaled with the attribute. I made these changes because it currently performs very poorly as a No Attribute skill. To let the dervish have a No Attribute skill I moved Rending Touch to No Attribute.

Vow of Silence Vow of Silence (PvP) 5 Energy¼ Activation time20 Recharge time Elite Enchantment (3...13...15 seconds). Your scythe attacks cannot miss.

A very important skill for runners in PvE but very useless in PvP for obvious reasons. To make it useful for PvP I gave it a PvP version with a completely different effect. Instead of making you immune to all targetable spells it prevents your attacks from missing. Since blocking skills and blind are very dangerous for any martial character, especially in PvP, I made it a skill that can bypass those effects.

Scythe Mastery[edit]

Farmer's Scythe Farmer's Scythe 5 Energy8 Recharge time Scythe attack. Deals +3...13...15 damage. Removes a dervish enchantment. Removal effect: deals +3...13...15 more damage and gain 1...2...2 strike[s] of adrenaline.

Pvp version

5 Energy8 Recharge time Scythe attack. Deals +3...13...15 damage. Removes a dervish enchantment. Removal effect: gain 1...2...2 strike[s] of adrenaline.

A type of teardown attack I am currently missing in the dervish's teardown toolbox is an attack skill that gives adrenaline as teardown effect to build up adrenaline for a teardown chain. Since Farmer's Scythe is a fairly underplayed skill I decided to change it into a teardown attack. There have been many occasions when I was testing builds that I wished the dervish has such a skill to make those builds work properly.

Victorious Sweep Victorious Sweep 5 Energy12 Recharge time Scythe attack. Deals +5...21...25 damage. Recharges instantly if you attack a foe with less health than you.

A problem I always found with Victorious Sweep is that the healing always triggers at the moment you don't need it, at high health. Because of that it serves poorly as a healing skill. Since it's damage has been reduced a bit it's offensive value has also decreased. To let it have a better offensive value I replaced it's healing effect with Farmer's Scythe instant recharge effect, allowing you to deal more damage to foes. Unlike Farmer's Scythe's old recharge effect the recharge of Victorious Sweep also triggers when you hit only a single foe and with the enchantments such as Vital Boon and Intimidating Aura the condition is easily met. It's recharge has been increased to 12 seconds.

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.

Pvp version

8 Adrenaline Elite Scythe attack. Inflicts crippled condition (3...13...15 seconds). Lose 1 dervish enchantment. Removal effect: cause knock down for 2...3...3 seconds.

While Reaper's Sweep is an excellent snare and stun tool for PvP it falls short in PvE because crippling and knocking down foes isn't as good there. To let it function better in PvE I made a PvE/PvP split where the PvE version deals additional damage to allow it to have more offensive value. I basically gave it the same treatment as Wounding Strike where Wounding Strike deals additional damage in PvE and its PvP version doesn't.

Wind Prayers[edit]

Grenth's Grasp Grenth's Grasp 10 Energy15 Recharge time Elite Flash enchantment spell (5...17...20 seconds). You move 33% faster. Your attack skills inflict cripple condition (1...9...11 second[s]) and transfer 1 condition to each foe you hit. Initial effect: you lose cripple condition. No effect unless you are wielding a cold weapon.

As one of the more underperforming elite skills aimed towards PvP I gave Grenth's Grasp a buff and added an IMS to allow you to snare kiting foes much easier and let is serve as a bar compression elite skill and open up a slot in your skill bar that would normally be reserved for an IMS. I also gave it an initial effect that removes cripple from yourself to counter being snared yourself. The IMS and cripple removal are applied even if you are not wielding a cold weapon.

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 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 attacking foes like Mystic Sandstorm does Mystic Twister now knocks down attacking foes like Whirlwind so it works as a defensive spell as well.

Signet of Pious Restraint Signet of Pious Restraint 45 Recharge time Signet (5...13...15 seconds). Removes 1 Dervish enchantment. Your next scythe attack causes a knock down to each moving foe it hits. Removal effect: recharges 75% faster.

The Dervish has multiple skills that cripple foes in the Scythe Mastery and Wind Prayers attribute combined which leads to some unneeded competition between the skills, because of that I decided to change Signet of Pious Restraint which sees the least amount of play into a skill let allows you to knock down a moving foe to diversify the snaring abilities of the Dervish a bit more and have it be a skill that can further compliment snaring foes that are crippled.

Vow of Piety Vow of Piety 15 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.

Now it ends on dervish enchantments only to prevent it from renewing itself unwantedly when a different type of enchantment ends on you. It is incredibly frustrating when this enchantment is placed in front of your teardown enchantment line when an enchantment other than your dervish enchantments like a monk enchantments ends on you and disrupts your teardown order. It is an easy fix that would end this frustration.

Zealous Vow Zealous Vow 5 Energy¼ Activation time20 Recharge time Elite Enchantment spell (15 seconds). You gain 1...3...3 energy and 0...1...1 strike of adrenaline each time you hit with a scythe attack.

Since the dervish has gained many non-elite energy management options, Zealous Vow has fallen out of use. To let it se more play again I removed it's drawback and added an adrenaline gain to it. These changes allows you to make use of your adrenaline attacks as well as the costly but short recharging teardown attacks much faster and much more often. As a balance it's energy gain has been reduced and it can no longer be maintained normally. Similar to Vow of Strength, the energy gain and adrenaline gain only affect scythe attacks and no longer any attack.

No Attribute[edit]

Rending Touch Rending Touch 5 Energy¾ Activation time8 Recharge time Touch Spell. You and target foe lose 1 enchantment. Removal effect: gain 1 strike of adrenaline for each enchantment removed.

I removed its damage and changed it so that it removes any enchantment from you and your opponent and lets you gain 1 strike of adrenaline for each enchantment removed and no longer have it remove an enchantment from the opponent if you remove a dervish enchantment from yourself. These changes makes it a good enchantment removal skill for the melee professions and a better No Attribute skill than Enchanted Haste. Warriors in particular will find this a very useful skill since they lack an enchantment removal and helps fuelling adrenaline.

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