User:Gelbrekt/Heroic Refrain Team/Dervish Builds

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General Reasoning[edit]

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Dervish - General Stuff[edit]

Warning-Logo.png Warning: There is a high risk for repetition here; multiple pages have already discussed the relevant stuff.


  • Regarding dervish builds, add the ones from the dervish main doc, but CHANGE IT based on the new update:
    • in particular: Add maintained enchantments as discussed in the Main HR doc; List all potentially interesting upkeeps here.
    • Remember that the build changes depending on if Tranquility is used or not.

Maintained Enchantments[edit]

  • Note that this is potentially interesting for ALL dervish builds (not just AoD healer) because:
    • Very strong energy management is very easily achieved by the Dervish for this team comp because:
      • Mysticism is extremely disprop; Causing derv enchantment costs to be reduced by 80%.
      • At the same time, Meditation grants a boosted FIVE energy every time an enchantment ends. This means that - assuming that a derv enchantment ends before being reapplied, most enchantments will GIVE energy as opposed to take it
    • Bonds (Upkeep) is a great way of spending energy, as discussed on the MONK PAGE: User:Gelbrekt/Heroic Refrain Team/Monk Builds.
  • IMPORTANT for the Derv: Consider using LIFE BOND since it is good on tanks, as this damage synergizes with skills like Healing Hands/Seed & Seed of Life.

Particular skills to use when Dervish SECONDARY[edit]

  • I don't know what to put here on this page, but this section is USEFUL to avoid repeating yourself on multiple pages.

BUILDS[edit]

Empty Bar[edit]

  • [Attributes]
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Optionals


MAIN BUILDS - With or Without Quickening Zephyr & Tranquility[edit]

Original build[edit]

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Potential Tweaks specifically for the HR Team WITHOUT QZ and Tranquility[edit]

  • Again, if any of these are to be DESCRIBED, only include descriptions that are UNIQUE to the HR team (otherwise, refer to previous docs).
Top-prio
  • Optionals
  • "Stand Your Ground!" "Stand Your Ground!" - Almost maintainable at 6 Command, due to the +5 buff and reduced recharge from Essence of Celerity. If noone else uses it, it's great.
  • "Go for the Eyes!" "Go for the Eyes!" - Would have been a no-brainer if not for the fact that it doesn't work as intended (minions actually do not critical strike max damage).

attack altogether IF the mesmers with shatter hex (or other professions) are able to handle the hex removal.

  • Verata's Gaze Verata's Gaze - As discussed earlier. No Death Magic investment needed. This is a NO BRAINER (at least compared to the current build) assuming that you have a PLAYER capable of using it, or if the AI has sufficient time to do it now that the minions have insane HP.
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Other energy dumps than Upkeep Enchantments
  • Spirit Bond Spirit Bond - Great upkeep; since we are NOT using Tranquility here (see the title of this section), it works well.
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Upkeep Enchantments
  • Why these are good is discussed on the monk page User:Gelbrekt/Heroic Refrain Team/Monk Builds
  • Vital Blessing Vital Blessing - Great skill that is likely used effectively by the AI. The issue is that it requires an additional attribute, and the build already has 3 attributes. This is not a problem for PLAYERS, but for heroes who cant use cons.
  • Succor Succor - Convenient as discussed on the monk page, and requires no additional attribute investment
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Optionals

NEW SUGGESTION[edit]

Attributes
  • NOTE: This distribution is good for several reasons (1) It maximizes all points (just 1 point remains) (2) it gives 3 scythe mastery, which is boosted to 9 by HR+Grail+rune.
  • 11+2 Mysticism
  • 9+1 Earth Prayers
  • 9+1 Wind Prayers
  • 3+1 Scythe Mastery
  • 6 Command
Gear
  • Scythe: Vampiric, "Let the Memory Live Again", +30 hp.
  • Armor: Windwalker insignias are a no-brainer (the build uses many enchantments, and the insignias are bugged).
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Meditation.jpg
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Lyssa's Haste.jpg
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Whirling Charge.jpg
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Sand Shards.jpg
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  • 'CURRENT CONCLUSION': Unless using Tranquility, and if using a HERO; i see no strong reason to change the current build...
    • EXCEPT for removing Mirage cloak, since heroes use this skill ineffectively.

Potential Tweaks specifically for the HR Team WITH QZ and Tranquility[edit]

Suggestion 1 - 95% focus on just triggering enchantments[edit]

  • I feel like this is tricky to balance out all different options that could be made here, so a straightforward starting point is to just go all-in on maximizing the healing, but also keep an eye out for skills that are clearly great despite not necessarily maxing AoD triggers . A reason why this would be a good idea, is that if using QZ+T, mesmers will have supercharged Shatter Hex (recharge time reduced 10 -> 4 from FC, and 4 -> 2 from QZ), which sounds too good to be true, but I believe it is the case. Assuming this is even within ballpark, the derv does NOT need an attack skill to remove hexes with AoD
  • REQUIREMENTS for maximizing AoD triggers (adrenaline teardowns are ignored here, due to hero)
    • Max 5 flash enchantments, maybe fewer (because only 1 of these enchantments can be used per second, and Whirling Charge has a recharge of just 3 if using QZ)
    • Aside from flash enchantments, use from the list of non-flash derv enchantments here:
Top Skills
  • Put the skills here in order of relevance; then the build is easy to create.
  • TOTAL : Seven skills (in addition to AOD). Note that Lyssa's Haste Lyssa's Haste is NOT useful here since it doesn't stack with QZ.
  • 1. Sand Shards Sand Shards - [NO-BRAINER] DISPROP: Able to end itself, while dealing potentially massive damage.
  • 2. UNSURE because Mirage Cloak is used ineffectively by the AI.
  • 3. Whirling Charge Whirling Charge - [NO-BRAINER]. Not disprop, but PERFECT for triggering AoD.
  • 4. Meditation Meditation DISPROP and easy to use by the AI.
    • There is SOME ARGUMENTATION for using Eremite's Zeal Eremite's Zeal due to its lower CD, however the page indicates heroes have some problems using this, and this is VERY marginal.
    • ALSO, if another ally can grant ANY energy whatsoever, [such as a PARAGON USING MOTIVATION SKILLS! - HINT HINT], and the derv isn't using upkeep enchantments, Meditation CAN be skipped due to the extreme discount from Mysticism. In the BEGINNING though, begin by using it, and change it later.
  • 5. Shield of Force Shield of Force - Great due to 2s Cd every 6 seconds.
  • 6. Veil of Thorns Veil of Thorns - While not max triggering, it is DISPROP (due to percentage reduction) and affected positively by Tranquility since it can end itself. The DISADVANTAGE though is that the recharge time likely is much shorter than the duration (even with Tranq), but the hero AI might end it appropriately anyway.
  • 7b. Guiding Hands Guiding Hands - Discussed before. Has a decent effect, isn't a Flash enchant, and triggers itself frequently. Also synergy with Sand Shards.
  • 7a. A upkeep enchantment, IF using meditation. Life bond is likely a good choice, since it offers protection in a climate where Tranq kills all protection prayers.


Less obvious alternatives
  • Attacker's Insight Attacker's Insight - Not nearly as good as Mirage Cloak, and Weakness is already inflicted by Shield of Force.
  • Vital Boon Vital Boon - Not a flash enchantment, and has a great self heal while being able to trigger itself easily when Tranq is active. The disadvantage is that he as to attack continiously to trigger Sand Shards, which this skill would interrupt.
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Suggestions (based on the numbered list - note that skills are listed in order of relevance, except for the LAST skill which is optional)
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Meditation.jpg
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Shield of Force.jpg
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Guiding Hands.jpg
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Avatar of Dwayna.jpgElite
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Sand Shards.jpg
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Mirage Cloak.jpg
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Whirling Charge.jpg
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Meditation.jpg
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Shield of Force.jpg
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Veil of Thorns.jpg
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Life Bond.jpg
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