Feedback:User/The Sins We Die By/February 17 Dervish Skill Update

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Suggestions for PvE only

  • Chilling Victory Chilling Victory - 6 Adrenaline Scythe Attack. Deals +3...13...15 damage. Deals + 10...26...30 cold damage to each foe hit with less Health than you and foes adjacent to those targets.
Change cold damage to armor ignoring to make the skill useful in Hard Mode


  • Reap Impurities Reap Impurities - 4 Adrenaline Struck foes lose 1 condition. Removal Effect: struck foes and all foes adjacent to those struck take 10...26...30 holy damage.

Example use...

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Avatar of Balthazar
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Balthazar's Rage
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Irresistible Sweep
Reap Impurities.jpg
Reap Impurities
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Reducing adrenaline by 1 allows Balth skill effects triggered after using irresistible sweep 4 charges of addrenaline to fully charge Reaper's Sweep. Remove the +dmg and reduce the holy damage as a trade off to deal holy damage to target foe and adjacent foes.


  • Sand Shards Sand Shards - 10 Energy 10 Recharge time Flash Enchantment Spell. (20 seconds.) Deal + 5...25...30 earth damage to all other adjacent foes whenever you hit with your scythe. Ends after 1...8...10 hits.

Example use...

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Avatar of Lyssa
Sand Shards.jpg
Sand Shards
Mystic Sweep.jpg
Mystic Sweep
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Sand shards is used as a self cast Splinter Weapon that is more suited to scythes with lower damage and more charges. The Damage is changed to armor ignoring to make it useful in Hard Mode.


  • Reaper's Sweep Reaper's Sweep 5 Energy 8 Recharge time Elite Scythe Attack. Deals + 10...34...40 damage. Inflicts Deep Wound condition (5...17...20 seconds) if target was below 50% Health. Removes one enchantment if target foe was above 50% Health.
Restore old use in PvE Split. Club of a Thousand Bears and Great Dwarf Weapon are better KD skills for PvE. Additionally the skill is elite and never synergized as effectively as other skills in warrior, assassin, or ranger scythe builds.


  • Ebon Dust Aura Ebon Dust Aura 10 Energy 12 Recharge time Elite Flash Enchantment Spell. (20 seconds.) Your melee attacks deal earth damage and do + 5...17...20 earth damage. Initial Effect: Blinds nearby foes for 1...6...7 seconds. End Effect: removes Blindness.
Is it really that big a deal to make an Elite conjure cause your weapon to deal the elemental damage it's supposed to add? I don't think so, it just allows for a vamp/zealous/sundering mod is all. Plus the skill is called an "Aura," that kind of fits the lore of the skill.