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Pyxis
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Dervish Monks
DervHealer
Dervish/Monk
Level: 20
Skill:
OgOi0ws8sRsvZE6a5d+GXPwA
Equip:
PkpBUPZjEfqWpnI90ap3IBLHZH2qJ9GJYNKlEJYB
Mysticism: 15 (12+3)
Healing Prayers: 12
- Dwayna's Kiss (Healing Prayers)
Heal target other ally for 51 points and an additional 30 points for each Enchantment or Hex on that ally.
Energy:5 Cast:1 Recharge:3
- Imbue Health (Mysticism)
Targe other ally is healed for 50% of your current health (maximum 300 health).
Energy:10 Cast:0.25 Recharge:10
- Orison of Healing (Healing Prayers)
Heal target ally for 60 points.
Energy:5 Cast:1 Recharge:2
- Words of Comfort (Healing Prayers)
Target ally is healed for 51 Health and an additional 39 Health if that ally is suffering from a Condition.
Energy:5 Cast:1 Recharge:4
- Faithful Intervention (Mysticism)
If damage drops your health below 50%, faithful intervention ends. When faithful intervention ends, you are healed for 150 health.
Energy:5 Cast:2 Recharge:20
- Meditation (Mysticism)
Lose 1 enchantment. If an enchantment is removed, you gain 8 energy, otherwise you are healed for 125 health.
Energy:5 Cast:1 Recharge:15
- Healer's Boon [Elite] (Divine Favor)
While you maintain this Enchantment, your next 10..26 Healing Prayers Spells cast 50% faster and heal for 50% more health.
Energy:5 Cast:0.25 Recharge:10
- Pious Haste (Mysticism)
For 12 seconds, you move 33% faster. When this stance ends, you lose 1 enchantment.
Energy:5 Cast:0 Recharge:12
DervProt
Dervish/Monk
Level: 20
Skill:
OgOi8ws8MGtvzEBymu8OfPwA
Equip:
PkpRUPZjEfqWpnI90ap3IBLHZH2qJ9GJYNKlEJYB
Mysticism: 15 (12+3)
Protection Prayers: 12
- Life Sheath [Elite] (Protection Prayers)
For the next 20 seconds, the next 126 damage target ally would take is negated.
Energy:5 Cast:1 Recharge:7
- Imbue Health (Mysticism)
Targe other ally is healed for 50% of your current health (maximum 300 health).
Energy:10 Cast:0.25 Recharge:10
- Reversal of Fortune (Protection Prayers)
For 8 seconds, the next time target ally would take damage, that ally gains that amount of Health instead, maximum 67.
Energy:5 Cast:0.25 Recharge:2
- Guardian (Protection Prayers)
For 5 seconds, target ally has a 44% chance to "block" attacks.
Energy:5 Cast:1 Recharge:2
- Dismiss Condition (Protection Prayers)
Remove one Condition from target ally. If that ally is under the effects of an Enchantment, that ally is healed for 63 Health.
Energy:5 Cast:0.75 Recharge:3
- Faithful Intervention (Mysticism)
If damage drops your health below 50%, faithful intervention ends. When faithful intervention ends, you are healed for 150 health.
Energy:5 Cast:2 Recharge:20
- Meditation (Mysticism)
Lose 1 enchantment. If an enchantment is removed, you gain 8 energy, otherwise you are healed for 125 health.
Energy:5 Cast:1 Recharge:15
- Pious Haste (Mysticism)
For 12 seconds, you move 33% faster. When this stance ends, you lose 1 enchantment.
Energy:5 Cast:0 Recharge:12
Note any enchants the prot monk uses give 5 energy when they expire.
Healer's Boon makes up for lack of Divine Favor bonus, also gives 5 energy and 15hp when it expires.
Bring a Scythe in a weapon slot to give the appearance of melee. With a couple Damage De/Mo builds with Rez, could make sorting out the proper targets a little more difficult for the other team, not to mention a few points in Mysticism would also allow them to benefit from the prot enchants.
Could setup the runner along the same lines and really open up options as far as running. I think 2 prot Dervs and 1 Healer would be the way to go. Getting 5 energy back or giving 5 energy to another healer is a great deal either way you look at it.
Last edited by Pyxis, 4/25/2007, 10:26 pm
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4/24/2007, 3:31 pm
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Turgar
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Re: Dervish Monks
Very interesting. I wil be taking look at this for sure and running them in RA to get a feel for the build. Thanks for the post.
--- Keith
Turgar Chandris E/Mo (PVE Fire)
Ryv Adem Mo/W (PVE Heal Monk)
Torn Honrr W/Me (PVE Hammer)
Caleb Thadeus D/Mo (PVE Scythe)
Two Open PVP M/D/W
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4/24/2007, 4:11 pm
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Andovar
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Re: Dervish Monks
I'd be a little concerned about having only 2 pips of energy regen.
I haven't played a derv, so I'm not sure how well the mysticism thing works for energy.
But hey, if there's one thing that's easy to test in randoms, it's heal and prot builds.
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4/24/2007, 5:58 pm
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DamonIsa
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Re: Dervish Monks
The energy gain of the Mysticism isn't all that power. 5 at most. But with the Healing Build you probalby won't have all that many enchantments on you. The prot build though seems really viable. Plus Life Sheath is one of my favorite Protection Prayers spells. I think it's a better Elite than RC or ZB.
But I thought Dervishes have 4 energy regen normally. With only 3 while Healer's Booning though that might be a concern. Especially with the lack of enchantments...
Hmm....
I'd be willing to help someone Test these builds.
Last edited by DamonIsa, 4/24/2007, 9:12 pm
--- Niva Reikan: Warrior/Monk, Kurzick Champion
Arcturus Highwind: Paragon/Ranger
Pet: ROUS
Walker Tam: Warrior, Defender of Ascalon in Training
Nikolia Vasburg: Ritualist/Necromancer
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4/24/2007, 9:08 pm
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Syragar
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Re: Dervish Monks
That's correct. Dervs have 4 pips of energy regen, not 2. Also, dervs don't have any adrenaline skills.
Last edited by Syragar, 4/25/2007, 12:19 am
---
Dalana Darklight - N/Mo
Terra Windfury - D/E
Yoko Nakagama - W/A
Shyreena Saelana - Rt/R
Shyra Arcana - E/Me
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4/25/2007, 12:18 am
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Andovar
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Re: Dervish Monks
I thought they had 3. Which would have been 2 after HB is up.
For some reason that sounds unbalanced to me. A melee class with 4 pips. But hey, what do I know, I never play them.
I agree with Damon though. The prot one sounds more viable because of the spamable enchantments.
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4/25/2007, 7:56 am
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Pyxis
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Re: Dervish Monks
Healer's Boon takes 15s to cost 5 energy, if it stays up for 15 seconds with the Derv its total cost was 5 energy as you get 5 back when it expires, vs costing a monk primary 10 energy to run as there is no energy return on expiration. This is what makes this particular skill not nerfed for Dervs even though they can't put any points in Divine Favor.
Each enchant that expires gives 15hp and 5 energy.
Also you get 70AL base instead of 60AL.
The target of the enchants is who benefits so playing the prot Derv doesn't help you any if the Healer is the one being targetted. Playing a Derv Healer over a Monk just lets you benefit from the same E-mangement when you are being targetted and the prot monk is casting on you.
Actually Holy Veil works really well with either of these builds as well. I took the prot one in the arean and switched out Sheath for ZB and Pious Haste for Holy Veil and it was working fine. Probably should have switched something out for Rez but I was just doing a quick test.
Should add that Restful Breeze is probably a good skill to bring for the Healer derv as its termination on casting or attacking isn't a bad thing with these builds, it gets converted into 15hp and 5 energy when it ends.
Last edited by Pyxis, 4/25/2007, 9:15 am
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4/25/2007, 9:11 am
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Syragar
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Re: Dervish Monks
I've also been toying with the idea of having a pure caster dervish wielding a staff instead of a scythe. I've been wondering for a while now if it would be better to take a D/Mo instead of a Mo/* as a primary healer on a team since people tend to go for squishies first... and dervishes aren't exactly squishy. Not only that, people wouldn't expect a derv as a primary healer. It will take the opposing team some time to realize where the heals are coming from, and then they'll have to take down a healer that is tougher than they expected after they finally figure it out.
If you haven't been playing a derv because of the lack of impressive derv skills at the beginning of the Nightfall campaign, you're missing out. Dervs are VERY powerful classes. Unfortunately, they don't get many of their really good skills until MUCH later in the game. I couldn't make any good builds at all with the skills I got early in the game. However, I felt an absolutely HUGE power boost in my derv when I finally reached the realm of torment. You have to spend some time playing the class in order to fully appreciate it.
---
Dalana Darklight - N/Mo
Terra Windfury - D/E
Yoko Nakagama - W/A
Shyreena Saelana - Rt/R
Shyra Arcana - E/Me
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4/26/2007, 12:43 am
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Pyxis
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Re: Dervish Monks
Turgar and I were messing around with these tonight and decided on a combo of 2 prot Dervs with ZB and Sheath. Both using the Shield Guardian Skill:
Enchantment Spell. For 10 seconds, target ally has a 75% chance to block incoming attacks. The next time target ally blocks an attack, that ally and all nearby allies are healed for 16...67 and Shield Guardian ends.
10 1 1
This is a skill that is normally overpriced to use, but with the Dervish 5 energy return it can be used quite easily and often. With both Dervs carrying it as a self heal when they are targetted, along with getting 5 energy back on any enchantments the other Derv casts on them while they are being attacked, they can keep spamming these skills without concern for energy. Also the "Nearby" range of the heal could be useful in certain areas.
The trade off is basically 30-40hp per skill (Divine Favor Bonus) for +15hp +5energy per enchantment that ends. As long as we are healing enough to keep folks alive, this trade off should be well worth the gain in E-management.
Also Inbue Health is what really makes running 2 prot monks possible as it is a big heal that would not otherwise be available.
Prot Derv 1
Reversal of Fortune
Guardian
Dismiss Condition
Zealous Benediction
Imbue Health
Shield Guardian
Holy Veil
Pious Haste
Prot Derv 2
Reversal of Fortune
Protective Spirit
Life Sheath
Dismiss Condition
Imbue Health
Shield Guardian
Holy Veil
Pious Haste
Last edited by Pyxis, 4/26/2007, 1:17 am
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4/26/2007, 1:14 am
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Andovar
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Re: Dervish Monks
quote: Syragar wrote:
If you haven't been playing a derv because of the lack of impressive derv skills at the beginning of the Nightfall campaign, you're missing out. Dervs are VERY powerful classes.
I don't doubt it. The only reason I don't play them it because I really don't care for playing melee classes.
But this Prot Derv thing might be fun.
Pyx, Chandris, are you actually planning on using these for GvG this weekend?
They sound very intriguing. But I'd be a little hesitant to make too many team build changes at once. Since we'll be trying out the new 6/2 split with the sin replacing a warrior.
Buy hey, you two are usually the monks, so I guess it's your call.
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4/26/2007, 8:10 am
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