D/any Reaper's Vow[ | ]
This Dervish uses Zealous Vow to allow almost infinite spamming of attack skills, while Earth and Wind Prayers help with healing and condition removal.
Attributes and Skills[ | ]
Dervish / Any | Attribute Rank |
---|---|
Scythe Mastery | 11 + 1 + (1..3) |
Wind Prayers | 11 + 1 |
Earth Prayers | 8 |
Mysticism | 3 |
Generic resurrect |
Equipment[ | ]
- A Vampiric Scythe of Enchanting with a "Guided By Fate" inscription.
- Windwalker's Insignias on your armor.
- A Rune of Clarity on an armor piece, Runes of Attunement on everything else.
Usage[ | ]
- Cast your enchantments before going into battle. Use Whirling Charge to speed up your attacks.
- Spam Victorious Sweep and Mystic Sweep for damage. Use Chilling Victory as a powerful finisher.
- When low on energy, auto-attack to gain some back.
Counters[ | ]
- Heavy enchant removal
- Standard anti-melee counters, though the durations of conditions are greatly reduced.
Variants[ | ]
Mysticism Variant:
Generic resurrect |
By moving points from Earth Prayers to Mysticism and using a minor rune, this allows you to have an IAS active all the time by cycling Whirling Charge and Heart of Fury.
- Pious Restoration for areas with dangerous hexes.
- Conviction can help with survivability
- Wild Blow and Protector's Strike are great attack skills to spam, with a Warrior secondary
- Crippling Sweep can help prevent kiting
- Mystic Sandstorm can be used for a finisher, or to counter energy denial.
- Mystic Twister can also be used for AOE damage.
- Signet of Pious Light can be used for emergency healing.
D/any Mystic Renewal[ | ]
This Dervish build is great for PvE for dishing out some damage while still able to heal itself with a decent degree of energy management. This build is good for causing some AoE damage without the healer of the group focused on you and can heal the party to a better degree.
Attributes and Skills[ | ]
Dervish / Any | Attribute Rank |
---|---|
Mysticism | 11 + 1 + 2 |
Scythe Mastery | 10 + 2 |
Earth Prayers | 10 + 1 |
Equipment[ | ]
- Armor: Radiant Insignia for energy mixed in with Survivor's Insignia for health. Radiant Insignia should be used on the chest area for maximum energy.
- Weapons: Any good Scythe should do.
- Runes: In addition to the runes outlined in the Attributes table, take a Rune of Attunement and the best Vigor rune you can afford. Nightfall characters - such as all Dervishes - get a Rune of Minor Vigor from an early quest.
Usage[ | ]
- Before running into battle, activate your enchantments.
- Only activate the first 2 enchantments from left to right, then as you reach your target (hopefully targets) activate the other 2 enchantments from left to right. This should cause some damage to multiple foes.
- The very first attack should be Twin Moon Sweep to ignite your enemies on fire. Activate Mystic Sweep to add some more damage.
- Because of Mystic Vigor you should gain a fair amount of health each hit. Soon mystic vigor should be about finished and same with Vital Boon and they should be reactivated seeing how they should be recharged.
- After activating them use Heart of Holy Flame again followed by Twin Moon Sweep to once again ignite them.
- At this point Zealous Renewal should finish and you should gain all your energy back.
- Repeat this proccess until the targets are taken out.
- If at a point you are low on health activate Avatar of Melandru for some health and to cancel any conditions.
- Vital Boon can be used for quick healing via casting it, and then using Twin Moon Sweep to quickly strip it and heal yourself for 200+ health. Of course, you can always let Vital Boon run out normaly, but this above method is for speedy healing.
Counters[ | ]
- Energy denial and draining.
- Enchantment Removal can do some damage to this build but since ending any of those used, except Mystic Vigor, gives you benefits, it's not that bad.
- Blindness, Weakness and Crippling can obviously slow this build down by preventing it from hitting with most of your attacks, lowering the effectiveness of your attacks, and stopping you from attacking fleeing targets. However, since you have Avatar of Melandru, you can quickly negate these effects.
- Interrupting Avatar of Melandru - by the time the 30 second recharge has elapsed, it is possible for the Dervish to have been killed.
Notes[ | ]
You could always leave casting Vital Boon until after you have activated Zealous Renewal in case you need the health once it is ended by Twin Moon Sweep. But it is up to you if you want your maximum health increased before you run in or not.
Variants[ | ]
- You might also choose to swap out Heart of Holy Flame for Conviction or Balthazar's Rage, which can be used for backup healing as well as increased armor levels from Conviction.
- Mystic Sweep can be replaced with another attack such as Victorious Sweep and Chilling Victory.
- Avatar of Dwayna may also be a good choice, if you want hex removal and healing.
- If you have a Zealous or Vampiric scythe, it may be a good idea to switch Heart of Holy Flame with Heart of Fury for the IAS.
D/any Forge Runner[ | ]
Dervish Forge Runner for Beacon's Perch to Droknar's Forge run.
Attributes and Skills[ | ]
Dervish / Any | Attribute Rank |
---|---|
Wind Prayers | 11 + 2 |
Earth Prayers | 6 + 1 |
Mysticism | 12 +2 |
Equipment[ | ]
- Use Max Armor. Any Kind will do.
- The runes you will need are as follows: Major Wind Prayers, Minor Earth Prayers, Major Mysticism, Rune of Attunement, and a Superior Rune of Vigor (if you can afford it)
- Any weapon with a Enchantments last 20% longer mod on it will work. You can also take +30 health or +5 energy mods if they are available
Usage[ | ]
Keep Faithful Intervention on at all times, and use Watchful Intervention for emergency heals. Vow of Silence will keep you going through the grawl, ice imps, and ice golems safely.Featherfoot Grace reduces poison, bleeding, and cripple when running through the Grawl. Harrier's Haste and Enchanted Haste are stances to increase your speed. Try to keep Mystic Regeneration up. Fleeting Stability will get you through the worms and other knockdowns you may encounter.
Watch your enchantment expirations. If they are about to go out, go ahead and recharge them whenever you can.
Variations[ | ]
Using a D/A, take out Watchful Intervention and Enchanted haste and replace them with Dark Escape and Dash. Attributes should be aligned as 14 Mysticism (With Hood+Superior Rune), 11 Earth Prayers, 10 Wind Prays, and 9 Shadow Arts.
Notes[ | ]
It may take a few trial runs at first to get through the first part of the run. After you get used to it, you should be able to make successful runs unless you get a bad spawn
D/any Avatar Forge Runner[ | ]
This build is designed to run from Beacon's Perch to Droknar's Forge, with the use of Dervish skills.
Attributes and Skills[ | ]
Dervish / Any | Attribute Rank |
---|---|
Mysticism | 11 + 1 + 3 |
Earth Prayers | 12 + 1 |
Wind Prayers | 6 + 1 |
Equipment[ | ]
- +7 extra energy armour - Radiant Insignia
- +10 armour while enchanted works well since you are enchanted most of the time - Blessed Insignia
- + 20% enchantment mod on a scythe or a Rajazan's Fervor or Totem Axe will do
- If using a one handed weapon equip a shield like Malinon's Shield
Usage[ | ]
- Use Avatar of Balthazar before engaging any creatures for the +40 armour and increase running speed by 33%. To get past Tundra Giants, Frost Wurms, and Ice Golems, use this with Fleeting Stability.
- Pious Restoration should be used against all Hexes.
Healing[ | ]
- Before enemies, make sure your Health is max or near max.
- Take some time to heal if you can find a safe location to heal. Vital Boon and Faithful Intervention should be enough.
- Use Faithful Intervention first and then use Vital Boon so if a creature strips Enchantments, Vital Boon will be triggered - its 2nd ability is to heal you when it ends or when someone removes it.* Before running past Ice Imps use Vital Boon. If you are hexed cast Pious Restoration to remove the slow down hexes that the Ice Imps use.
- Use Avatar of Balthazar and then cast Fleeting Stability, covering it up with Faithful Intervention and Vital Boon. This way, when you are getting attacked by a Frost Wurm and going through the Wurm tunnel, the enchantment remover just removes Vital Boon.
- Entering the Troll Cave, lure the Mountain Trolls out before entering, so you don’t get body blocked by them.
- In the Wurm Path use Fleeting Stability and Avatar of Balthazar go get past the Wurm quickly.
Dreadnought's Drift[ | ]
- Before engaging any enemies use Avatar of Balthazar and Fleeting Stability and cover it up with Faithful Intervention and Vital Boon in case you met some Tundra Giants.
Snake Dance[ | ]
- Use Avatar of Balthazar and Fleeting Stability and cover it up with Faithful Intervention and Vital Boon because there are a lot of Tundra Giants to knock you down, along with some Azure Shadows.
- Make sure you run away from Stone Summits and their mobs to get to Camp Rankor.
Camp Rankor[ | ]
- Here is a rest stop and you can swap some skills if you think healing is needed.
Talus Chute[ | ]
- Same thing really, Avatar of Balthazar and Fleeting Stability and cover it up with Faithful Intervention and Vital Boon because there are Azure Shadows and large Avicara groups near the start.
Counters[ | ]
Strip enchantment skills would put you off if the skill is still recharging.
Variants[ | ]
- Watchful Intervention can be used if more healing is needed and more cover for Fleeting Stability against enchantment removing creatures.
- Extend Enchantments could be added if you wanted to extend your enchantments.
- Avatar of Dwayna can replace Avatar of Balthazar if you want more skills to get rid of hex.
- Avatar of Melandru can replace Avatar of Balthazar if you want more condition removers.
- Smite Hex can be used for quick hex removal.
- Mending Touch can use for removing condition if needed.
Notes[ | ]
Try and keep Fleeting Stability up all the time while under attack by Tundra Giants, Wurms or Ice Golems.
D/W Silent Forge Runner[ | ]
This build is designed to run from Beacon's Perch to Droknar's Forge, but it can be used to run to most destinations. Skills for this build can be obtained by any player that owns Nightfall campaign no other campaigns are needed (it is of course a plus if the player owns the Prophecies campaign so the build can be used for what it is intended to).
Attributes and Skills[ | ]
Dervish / Warrior | Attribute Rank |
---|---|
Mysticism | 12 + 1 + 3 |
Earth Prayers | 7 + 1 |
Wind Prayers | 6 + 1 |
Tactics | 9 |
Equipment[ | ]
- +5/per enchantment on chest and leggings, Radiant Insignia on other parts
- Use Rajazan's Fervor or Totem Axe to gain extra energy and extended duration of your enchantments.
- Use Stalwart Carapace Shield to get some additional armor and HP bonus.
Usage[ | ]
- Use Extend Enchantments followed by Mystic Regeneration, Fleeting Stability and Vow of Silence before entering any combat where enemies use both KD and slowing spells and then use Harrier's Haste when it ends use Pious Haste if you are stripped of important enchants while recasting start with casting Pious Haste to remove VoS. Be sure to not have Pious Haste on you when you are recasting your enchantments. If you get hexed use Pious Restoration while enchanted if you remove Fleeting Stability follow up with balanced stance (if there are KD oponents). If there are no slowing spellcasters in the area you can skip Vow of Silence, just as you can skip Fleeting Stability if there are no KD enemies.
Lornar's Pass[ | ]
- Be aware of Grawl Crones that can cast Chilblains and strip you of your enchantments if you get close.
- If you have to recast your enchantments while a wurm is attacking you, use Balanced Stance to not get knocked down.
- Avoid avicaras while recasting enchantments at all costs since they can remove one or two before you get the cover of Vow of Silence
- Try to avoid traps, if you happen to trigger one keep running until you lose your enchantments and then quickly put up Mystic Regeneration and Vow of Silence to try to make it to the nearest safe zone.
Dreadnought's Drift[ | ]
- When running past the Tundra Giant try to dodge some attacks since your armor is not that great
Talus Chute[ | ]
- Stop before the group of Avicaras in the start and recast your enchantments.
Counters[ | ]
- Skills that strip enchantments.
D/N Contagious Reaper[ | ]
The D/N Contagious Reaper is a PvE build that deals heavy AoE damage as well as spreading Deep Wound, Bleeding, and Weakness to multiple targets.
Attributes and Skills[ | ]
Dervish / Necromancer | Attribute Rank |
---|---|
Scythe Mastery | 11 + 1 + 3 |
Death Magic | 11 |
Mysticism | 5 + 1 |
Earth Prayers | 7 + 1 |
Blood Magic | 2 |
Optional |
Generic resurrect |
Equipment[ | ]
Usage[ | ]
- Cast Contagion, Dark Aura, and Mystic Regeneration
- Engage target, and use Signet of Agony, followed by Wearying Strike.
- Signet of Agony will deal 15 damage to all adjacent enemies, as well as cause you to bleed, and to sacrifice 10% health. The sacrifice will trigger Dark Aura, dealing 38 damage to all adjacent foes. Contagion will cause the Bleeding to be spread to all nearby foes, and will cause you to sacrifice 6% health, triggering Dark Aura a second time, for another 38 damage to adjacent foes.
- Wearying Strike will apply Deep Wound to hit enemies, and will give you Weakness. Contagion will instantly spread Weakness to all nearby enemies, and trigger Dark Aura a third time.
- Use Plague Touch to get rid of Weakness, and use Wearying Strike a second time.
- Re-apply Dark Aura and Signet of Agony as soon as they are available.
- Mystic Regeneration will give 9 points of health regeneration (or more with extra enchantments), to help offset the sacrificing and bleeding. It also acts as a cover enchantment for the two Death Magic enchantments, which are critical to the build.
- Conditions applied from foes will trigger Contagion and Dark Aura. This can make the build more powerful, as long as you know what to expect. If you know that your enemies will be dealing conditions, try to time it so that their conditions and your conditions are not being applied at the same time, as the health sacrifices could become overwhelming.
Counters[ | ]
- Enchantment stripping will greatly reduce the effectiveness of this build. The Death Magic enchantments must be kept covered.
Variants[ | ]
Optional skill slot:
- Armor of Sanctity. Ths will reduce damage by 13 from all foes suffering from a condition. It will also increase Mystic Regeneration's effect to +12 regen (+9 with Bleeding).
- Conviction. This will provide +24 armor.
- Faithful Intervention. This can act as a safety heal, but could be triggered unintentionally.
- Heart of Fury. 11 seconds of IAS, follwed by Burning.
- Zealous Renewal. A cover enchantment to help with energy management.
- Reap Impurities. Gain health from enemies suffering from conditions.
- Victorious Sweep. Gain health from foes with less health.
Notes[ | ]
- This could also easily be played as a N/D. The D/N version benefits from:
- Increased armor.
- A greater selection of Mysticism enchantments.
- The inherent effects of Mysticism. Energy is somewhat tight in this build, but certainly managable under Mysticism's effects. This is especially true when considering the amount of monk enchantments that are typically used in PvE. Soul Reaping would be an obvious advantage for a N/D.
D/Mo Vermin Farmer[ | ]
This is a D/Mo build for solo-farming the Vermin in Xaquang Skyway. The build relies on the inherently high AoE damage of scythes combined with skills such as Mirage Cloak, and Vow of Strength. The build uses Essence Bond and Balthazar's Spirit to power the build, and Mystic Regeneration, Fleeting Stability to stay alive.
As a farming build, the build is extremely easy to use allowing a wide margin of error (ie. farming while reading a book), while the choice of skills (most of which have little or no activation time) allows a decent speed. While the AoE only affects 3 targets unlike Triple Chop and Cyclone axe, the new AI system where, if damaged, only 3 foes will be aggroed makes this a relatively small issue.
Attributes and Skills[ | ]
Dervish / Monk | Attribute Rank |
---|---|
Earth Prayers | 11 + 3 |
Mysticism | 6 + 1 |
Scythe Mastery | 12 + 1 + 3 |
Equipment[ | ]
- Scythe of Enchanting
- Runes need not be adhered to strictly as long as you hit the breakpoints
(Earth Prayers needs to hit 13 in order for Mystic Regeneration to hit +4 which is imperative when fighting Shreader)
Usage[ | ]
The maintained enchantments and Conviction can be kept up indefinetly with no consideration as they do not waste activation time. Mystic Regeneration should be kept up for healing, as should Fleeting Stability (although you might not need to refresh it while fighting the smaller groups if the mob is about to die anyway). Vow of Strength should be kept up for increasing your damage. While the defensive mechanism of Mirage Cloak is unneccesary, the bonus damage could help, so keep it up as well, just remember not to renew until it expires so damage takes effect. Also, you might want to cast this last so you don't have to wait for energy as the blocking can sometimes slow down your energy gain. Mystic Vigor is optional, but can give you a larger margin of error against Shreader Sharptongue's group.
While fighting, you might want to reposition so all three of your aggroed foes are damaged. Though this is unnceccesary, it will speed up the run. While fighting Shreader Sharptongue, simply target him first and deal with the rest.
This build can also be used to farm bosses or other areas, especially ones where knock down is used.
Variants[ | ]
- Reaper's Sweep, Wild Blow and Mystic Sweep may be used to replace Vow of Strength, Mirage Cloak, Mystic Vigor, or Conviction while dealing with bosses or fewer foes to give higher output.
- If a warrior secondary is used, Bonnetti's Defense may be used for energy and Faithful Intervention could be added to trigger Mystic Regeneration or Vigor. Similarily, Flail and "Watch Yourself!" could both improve the run-speed seeing as they both have no activation time or energy cost, making it more effective against a single foe.
- Sympathetic and/or Ancestor's Visage can be used in areas with interruption. Zealous Vow can then be used for energy management.
Notes[ | ]
- Very useful when going for the Survivor Title because at level 20, each run results in about 2,500 XP.
D/Mo Shielded Derv[ | ]
The Shielded Derv is a simple build that uses the Protection Prayers line for damage reduction and condition removal.
Attributes and Skills[ | ]
Dervish / Monk | Attribute Rank |
---|---|
Mysticism | 11 + 1 + 3 |
Scythe Mastery | 10 + 1 |
Protection Prayers | 10 |
Equipment[ | ]
- Armor
- Weapons
- Zealous Scythe of Enchanting with a "Guided by Fate" inscription. (Scythe of Corruption is ideal)
Usage[ | ]
- Cast Extend Enchantments, one of the shields or HH, and Mystic Vigor before attacking them.
- Let the enchantments end by Extend Enchantments and recast.
- If you have Shield of Deflection, cast it, then let it end and recast it. For Shield of Absorption cast it as soon as it is available.
- Use Mending Touch on yourself and on allies.
Counters[ | ]
- Enchantment removal.
- Spiteful Spirit, Insidious Parasite, etc...
Variants[ | ]
- For additional armor and evasion/health regeneration, switch Shield of Absorption for Shield of Regeneration or Shield of Deflection and replace Wounding Strike with Wearying Strike.
- Healing Hands variant
Dervish / Monk | Attribute Rank |
---|---|
Mysticism | 12 + 1 + 2 |
Scythe Mastery | 8 + 2 |
Healing Prayers | 9 |
Protection Prayers | 5 |
D/Mo 130hp Dervish[ | ]
This is a build designed to farm bosses as a Dervish, by bringing your health down to 130 health, so that Protective Spirit lowers damage taken to a maximum of 13. It is in many ways similar to the [55 Monk] build, but dervishes can not lower their health below 130 whilst wielding a scythe, because of the inherent +25 health on Dervish chest pieces. This particular build wields a scythe, thus negating the effects of any off-hand item you have equipped. Watch 130HP Dervish clip
Attributes and Skills[ | ]
Dervish / Monk | Attribute Rank |
---|---|
Smiting Prayers | 1 |
Protection Prayers | 9 |
Scythe Mastery | 10 + 1 + 3 |
Earth Prayers | 10 + 3 |
Mysticism | 7 + 3 |
Equipment[ | ]
- Any kind of armor other than armor with the survivor insignia or health boosting runes will do, as long as it has a total of 5 superior runes on. Note that armor level does not matter for this build, so a set of armor purchased in Kamadan will serve this builds purposes just fine.
- A customized Scythe with a "Guided by Fate"/"Strength and Honor"/"To the Pain!" inscription. A scythe grip of Enchanting and a Sundering or Zealous scythe snathe can make things easier.
- A Zealous scythe is recommended while facing only one foe, if you don't use one you may not have enough energy to recast all 3 enchantments.also when facing one foe take off balthazars spirit and essence bond it is more effective that way to manage energy
- Dwayna's Grace, Lyssa's Bedlam, Scythe of Corruption, or Suli's Scythe, would work well for this build. The Soulbreaker also works.
Usage[ | ]
Whenever you enter an explorable area cast Balthazar's Spirit and Essence Bond and wait for energy to regen. Die once (makes things a lot easier), but you don't have to (remember less health you have the easier it will be, as long as your health isn't 1). Before approaching the monster(s) you want to kill, cast the first 3 skills on your bar. Aggro the monster(s) and keep your enchantments up while spamming your attack skills.
Mystic Regeneration does keep your health up, but sometimes when you're facing a huge amount of resistance, depending on their attack speed it can render Mystic Regeneration useless. When you aggro make sure the group is more or less mobbed up. With the help of Mystic Vigor, you gain about 25 health each hit. With 3 targets in one hit that's 75, so you keep gaining 75 health. Along with your fast attacks and the assistance of mystic regeneration you should live just fine. Try not to face your target alone, make sure he has company.
Mystic Vigor is your anti-spike skill. When you get spiked just getting 1 hit on your target should take your health right back up.
When there are only 1 or 2 enemies left, it's useful to just use Mystic Vigor instead of Mystic Regeneration to conserve energy as well as gaining health.
For some bosses, it is more effective to insert Mirage Cloak into the build instead of Eremite's Attack to help counter being taken down by melee attackers. By doing so, this build can be use often without having to die first to lower your hp in some boss runs.
Counters[ | ]
- Blind
- Weakness
- Blurred Vision
- Enchantment removal
- Avatar of Grenth
- Health Degeneration exceeding 20 pips
- Health Stealing
- Energy Denial (Spirit Shackles)
Variants[ | ]
Replace Reaper's Sweep with Wounding Strike.
Replace Reaper's Sweep with Arcane Zeal If you are having trouble with energy management.
Replace Reaper's Sweep with Mystic Twister
Replace Mystic Regeneration with Healing Breeze and take healing prayers instead of earth prayers. Not as effective, but works if you haven't come far enough in the Nightfall campaign to get Mystic Regeneration, unlock Mystic Regeneration with Balthazar Faction, then buy it off the skill trainer.
Replace Eremite's Attack or Mystic Sweep for Fleeting Stability to counter knock down.
Replace Eremite's Attack or Mystic Sweep for Heart of Holy Flame when fighting undead for double damage.
Notes[ | ]
Players who only own the Nightfall campaign can use Zealous Vow as energy management and replace Balthazar's Spirit and Essence Bond with two utility/attack skills (such as Heart of Holy Flame, Lyssa's Assault, etc.), though managing your energy might be a hassle.Also it is possible to stop bosses from healing(only tested on Marobeh Sharptail) by taking out an attack skill and switching in Rending Aura but wind prayers needs to be at 6 for it to be successful lowering your myst to 9 makes this possible without hurting you.
You can never get DP'd out with this build. If you die once, you can still run it fine, it's actually easier if you have 58 health. Same goes if you die twice. If you die 3 times, swap out one superior rune (put on one piece of your normal armor). Experiment with different normal armor pieces and different scythes on. You'll eventually get to a value below 100.
You may find it better to adjust the attributes as following. Found it much quicker and easier to kill Djinn and Jade Brotherhood. You still get a health regeneration of +15.
Dervish / Monk | Attribute Rank |
---|---|
Smiting Prayers | 3 |
Protection Prayers | 10 |
Scythe Mastery | 12 + 1 + 3 |
Earth Prayers | 5 + 3 |
Mysticism | 6 + 3 |
This build has so far successfully been used to farm:
- Mobs/Various
- Am Fahs
- Behemoths (of all sorts)
- Djinns (of all sorts)
- Hekets (all sorts, but you can get unlucky with interrupts from the warriors)
- Hydras (Prophecies campaign)
- Insects (all sorts)
- Jade Brotherhood (Factions campaign) (Easier to kill with 58 HP.)
- Kirin
- Mountain Trolls (Prophecies campaign)
- Plants (mirage iboga's can be a pain but it can be done) only tested in Nightfall campaign
- Undead especially from The Undead Hordes quest
- Undergrowth
- Warden
- Bladed Aatxe In the underworld- no longer possible, thanks to riposte being added to their skills list. (This is partly true. One can solo 2 aatxes at a time, but not 3 as riposte will be too difficult. So wait for the patrols to go and lure 2, you should be fine-Serene Reaper)
- Skale (It's very easy just charge em and use the build correctly)
- Fire Imp
- Jade (species) At the beginning of Ring of Fire mission, avoid the mursaat and pull the Jade alone. Make sure you're Infused first!
- Warrior
- Robah Hardback(Very easy, dying once makes it a bit easier)
- Chor the Bladed(Position him beside his healer, and put pressure on the healer until it dies, then finish Chor)
- Mahto Sharptooth(By using the hill to the west of Mahto, you can control the dmg/energy you take by using it to block the Hekets using their wands, dying once helps)
- Colonel Chaklin (Enchantment removers are near)
- Bloodback Morrob (Die first or the excessive warriors will over power you.)
- Ranger
- Zelnehlun Fastfoot (Die twice, equip +30 HP scythe, then kill him, avoid Rampaging Ntouka on the run, they will strip your enchantments)
- Tundoss the Destroyer (You may want to bring henchmen or heroes to kill the two healers near him, then flag them away.)
- Monk
- Chidehkir, Light of the Blind (Die once, attack him and make sure one of his minions is in your strike range, keep the pressure on and he will die eventually)
- Keshel the Voracious (easy)
- Shen, the Magistrate (easy but die once first)
- Necromancer
- Jerneh Nightbringer[Video] (Easier to try to kill him with 58 HP. Bubal and Rohan spawn near him.)(It's easy, Nightbringer first, then Buhon and at last Robah)
- Terob Roundback(Very Easy/Easy. Die once first. Careful of Ntouka Birds)
- Mabah Heardheart
- Eshekibeh Longneck
- Ghial the Bone Dancer (Consider taking Heart of Fury to help counter Faintheartedness)
- Mesmer
- Neoli the Contagious (Hard)
- Eshim Mindclouder
- Yamesh Mindclouder
- Jin, the Purifier
- Yammirvu, Ether Guardian (Better if you die once)
- Elementalist
- Buhon Icelord(Easier by dying 2 or 3 times)
- Korshek the Immolated
- Korr, Living Flame[Video] (if you go 61hp (30% DP and -1 armour) and equip Fleeting Stability it makes it exceptionally easier)
- Exuro Flatus [Video]
- Kormab, Burning Heart (Arcane Zeal makes this much easier)
- Hajkor, Mystic Flame[Video] (use the wurm, before aggroing him, wait for the mandragor group to arrive, kill them, go for the small melee mandragor first, then die once, then pull him and his group away from the margonites and then kill him.)
- Lian, Dragon's Petal (Easiest way is to pull the knight group in front and solo them then move on to Lian's group)
- Birneh Skybringer (get hp below 50 and use Fleeting Stability (You don't need this, it is still possible to kill him without it), if a monk is in his group, kill the monk first (easier if you are hitting more targets))
- Assassin
- Lunto Sharpfoot(If he has any healers near him, finish them first by positioning lunto and any other melee minions at one side of the healer, and hit Lunto, the healer and his minions at the same time)(user comment: just lure the closest of lunto's minions and the whole group will come running to you, then just kill the monk)
- Xuekao, the Deceptive
- Ritualist
- Dervish
- Bubahl Icehands (Easy, die once then kill him)
- Marobeh Sharptail (Make sure you hit him alone. Let the mob provide energy. He does take a good amount of effort)
- Leilon, Tranquil Water
- Vahlen the Silent (Die once, then kill him. I find it easier to die twice, because then they only do -1 dmg)
- Corporal Suli (may need to rezone for a good spawn)(User comment : I really cant see how you are meant to kill Suli.)
- Acolyte of Melandru (die once, kill seers first, cover protective spirit with mystic regeneration and mystic vigor. Rezone if there are any priests.)
- Paragon
- Wandalz the Angry (Take henchmen to clear the Kournan Seers, then keep flagged off radar.)
- Shakor Firespear
- Pehnsed the Loudmouth (Takes very long time, but possible)
Note: if you add a boss to this list, please post a screenshot on the Talk page.
D/Me Dervish Solo FoW Farmer[ | ]
This build is similar to the W/Me variant of the FOW Solo Farmer, but can kill faster and heal easier than the [Build:W/any Fissure Spider Farmer].
Attributes and Skills[ | ]
Dervish / Mesmer | Attribute Rank |
---|---|
Inspiration Magic | 5 |
Scythe Mastery | 12 + 3 |
Earth Prayers | 8 + 1 |
Mysticism | 9 + 1 |
Equipment[ | ]
- Armor:
- Runes/Insignia:
- Energy/Armor boosting insignia
- 1 Superior Rune of Scythe Mastery.
- 1 Minor mysticism rune
- 1 Minor earth prayers rune
- Best vigor rune you can afford
- Weapons:
- Any scythe will do. A zealous scythe with energy/health boost and/or armor penetration is suggested. Mhedi's Vow is a perfect unique scythe for this build.
Usage[ | ]
Start[ | ]
- Cast Avatar of Balthazar and Vital Boon when you spawn in the FOW.
- Run to the right, through the mobs, and circle around the large rocky outcrop where you can stop to let the patrols pass you. (You can use Mystic Regeneration to heal yourself when necessary).
- When you meet the Snarling Driftwood, take them down quickly followed by the Doubter's Dryder that stands behind them. This must be done quickly because of the two shadow patrols that come past that point.
Killing[ | ]
Important: Always keep away from the Ancient Skale!
- While fighting the Snarling Driftwood, keep up Physical Resistance, Vital Boon, Mystic Vigor and Avatar of Balthazar whenever possible. Then when your health is low, cast Mystic Regeneration to keep your health up. Because of the three enchantments on you, your health stays high. And even when your health drops (which it shouldn't anyway), the enchantments on you provide enough healing power to stay alive. Keep on spamming the attack skills and when their health is at 1/3 you will also gain health from Victorious Sweep. The mobs should die quickly and easily.
- The Doubter's Dryders are killed in a different way. First of all do not cast any enchantments on yourself because they will use Shatter Enchantment and Drain Enchantment which deal quite a lot of damage. Just lure them to a safe spot away from the Ancient Skale and attack them with your two attack skills. They should die quickly without any problems. Use Mystic Vigor, Mystic Regeneration and/or Vital Boon when your health drops below 250.
- The Armored Cave Spiders are also very easy to kill. First kill the three Doubter's Dryders that stand in front of the cave. Then make the Armored Cave Spiders spawn and wait for them to spread out in front of the cave. Cast Vital Boon, Mystic Regeneration, Mystic Vigor and Physical Resistance before you proceed. Then lure one of them and pull him away from all the others, causing a group of 3 spiders to follow you. Wait until the three Armored Cave Spiders are together and pull them back further. Then just keep your enchantments up and Mystic Regeneration will provide you with enough healing power to stay alive and counter the poison. Spam your attack skills and they will die within 20-40 seconds.
Details[ | ]
- For a more detailed version on how to approach the mobs in FOW read the [Build:W/any Fissure Spider Farmer] article, which describes how to attack and position yourself as you are farming in FOW.
Counters[ | ]
- Watch out for the Ancient Skale. You are almost certain to die if you don't rush through them, so always sprint away from them.
Notes[ | ]
- The Fissure of Woe is a very tricky place to go solo, so be careful with what you lure and where you stand, always keep an eye on the radar, and make sure to keep your enchantments on!
D/E Obsidian Dervish[ | ]
This build is a more effective variant of the [Build:W/E Obsidian Tank|Obsidian Tank]. The advantage of using a dervish is that a dervish can use mysticism to upkeep all of his enchants, without having to worry about running out of energy, and can maintain constant health regeneration, which is the bane of the warrior variant.
Attributes and Skills[ | ]
Dervish / Elementalist | Attribute Rank |
---|---|
Earth Magic | 12 |
Earth Prayers | 10 + 1 |
Mysticism | 8 + 1 + 3 |
Optional |
- The optional slot may be filled by:
- Grasping Earth,
- Lightbringer's Gaze or,
- Ward Against Foes
- Glyph of Elemental Power
- Fleeting Stability
- Sunspear Rebirth Signet may replace the Resurrection Signet.
- For more experienced teams, you may wish to replace the Resurrection Signet altogether, in which case Conviction is recommended.
Equipment[ | ]
- Radiant insignias on all armor pieces.
- Any +5 energy weapon of enchanting such as the Totem Axe and Rajazan's Fervor.
- An Earth Focus, with +health and +armor while enchanted mods, or a HSR mod, such as Hajok's Prism.
- For more experienced players, the Aegis of Augh is definatly the way to go.
Usage[ | ]
Upkeep Stoneflesh Aura, Mystic Regeneration, and Vital Boon. Cast Obsidian Flesh whenever it's charged. If you start taking an excessive amount of damage while Obsidian Flesh is down, cast Armor of Earth. If you're having some trouble with interrupts, use Glyph of Concentration, immediately followed by Stoneflesh Aura and Obsidian Flesh.
Counters[ | ]
- Non-Spell Enchantment removal
- Interrupts
- Dazed
Notes[ | ]
This build may replace the Obsidian Tank in Domain of Anguish groups with a great amount of effectiveness.
D/E Mirror of Ice Scythe[ | ]
The Icy Fighter is a simple Dervish Build that uses Water Magic to add extra damage, increase armor, and provide protection from spells. This build is effective in most PvE.
Attributes and Skills[ | ]
Dervish / Elementalist | Attribute Rank |
---|---|
Mysticism | 10 + 1 + 1 |
Scythe Mastery | 11 + 1 |
Water Magic | 10 |
Equipment[ | ]
- Armor with Windwalker's Insignias is perfect.
- An Icy Scythe is necessary +15% while enchanted and an enchanting mod would be useful.
- The Soulbreaker is perfect.
Usage[ | ]
- Cast and maintain Frigid Armor, Conjure Frost and Mirror of Ice
- Note: It is usually a good idea to let them end before renewing them so you gain the Mysticism bonus.
- Keep a close eye on Mirror of Ice since it is often difficult to notice when it ends.
- Cast Mystic Vigor before a battle and refresh it as soon as it ends.
- Use your attack skills when their bonuses will be useful.
- For harder targets chain together Victorious Sweep, Eremite's Attack and Mystic Sweep in that order for a large spike attack.
Counters[ | ]
- Enchant removal is not a direct counter but will slow an Icy Fighter down for a few seconds while they re-apply their enchantments.
- Skills that harm you based on your enchantments will hurt quite badly.(i.e. Defile Enchantments, Melandru's Arrows, ect.)
- Blind, Weakness, Crippled, and other standard melee counters.
Variants[ | ]
- Unlike most builds, the elite skill here is the optional slot. Many other elites are better for certain situations and play styles.
- Armor of Frost and Armor of Mist are usually less effective than Frigid Armor but could be used instead.
- Frozen Burst can be a very effective damage/snaring skill if you don't need a resurrect or feel like taking out an attack skill.
- Blurred Vision costs quite a bit of energy, but keeps you pretty well protected.
- Most attack skills can replace Victorious Sweep, some useful attacks are, Rending Sweep, and Chilling Victory.
- Many players prefer using Reaper's Sweep instead of Mirror of Ice and Victorious Sweep.
- Crippling Sweep is also very useful(usually in PvP) for some extreme anti-kiting.
- Consider bringing Mystic Regeneration(in place of a attack skill) for PvE play and moving some points from Mysticism to Earth Prayers(3 or 8 are cut off points for Mystic Regeneration).
- Consider bringing Banishing Strike when fighting in an Alliance Battle. It will do 130 damage (with 11 in Scythe Mastery) to all nearby minions, pretty much killing all of them.
Notes[ | ]
It could be possible to modify this build to use a different element, but water provides both damage and protection.
D/A InvinciBomb[ | ]
The "InvinciBomb" Dervish is centered around the idea of rushing into an enemy group, laying down lots of damage and conditions, and then disappearing back to the safety of their team- all while being invulnerable to targetable attacks. Due to energy limitations this is not a spike build but should create heavy pressure.
Attributes and Skills[ | ]
Dervish / Assassin | Attribute Rank |
---|---|
Mysticism | 9 + 1 + 3 |
Earth Prayers | 8 + 3 |
Wind Prayers | 8 + 3 |
Shadow Arts | 11 |
Equipment[ | ]
This build is incredibly energy intensive. Any item with any sort of energy bonus is to be desired. Since the primary purpose for this build is not melee damage, a staff with + energy bonuses and inscriptions would be ideal, as would + energy runes on armor, Full Radiant armor is necessary. At least 45 energy will be required.
Regarding the runes: three superior runes will indeed take a substantial chunk from your hitpoints, but with Shadow Form active this won't matter. Yes, it will hurt without Shadow Form, but it should be worth it.
Another idea is to use a +15/-1 regen wand and focus to provide the energy to quickly use your spells, then escape and switch to a weapon set that will regen your energy. Keep in mind that this will increase your downtime.
Usage[ | ]
The goal of this build is to get in, drop lots of damage, and get out virtually unscratched (except for the damage from Shadow Form). To be most effective, the following tactics are suggested:
- Cast Recall on a friendly team mate, preferrably your monk.
- Either rush the enemy team, or wait for them to cluster together. To achieve maximum benefit from your damage potential, you want them all to be nearby.
- Activate Vital Boon. This is not for the health bonus, but for the heal that comes once it ends.
- As you close on them, activate Shadow Form. This will make you impervious to any form of targetted attacks or spells (and keep them from prematurely stripping your enchantments).
- Activate Staggering Force, Grenth's Fingers, and Heart of Holy Flame. This has done some direct damage to everyone nearby.
- Activate Mystic Twister for more damage- there are five enchantments on you, so you can hit up to five people with this.
- Cast Mystic Sandstorm. This ends all your enchantments: Your opponents will be crippled, on fire, and weakened, as well as being damaged for each enchantment ended. Shadow Form will end, which will almost kill you, but as Vital Boon ends you are healed again and then end Recall to get back to the safety of your team.
Counters[ | ]
- The point of Shadow Form is basically to prevent any counters from working at all; however a necromancer with Well of the Profane will shut this build down very quickly, as it strips enchantments and prevents them from being cast (did you notice that almost every skill here is an enchantment?), and is not a targeted spell.
- All of your problems will arise when Shadow Form is not available:
- This build has very little defense, and has low hit points due to the number of runes used.
- There is no "hard" heal. While you have a way to heal yourself through Vital Boon and Mystic Sandstorm, it's not exactly efficient.
- Your only form of damage is through spells that require you to be close to the enemies.
- Energy denial will shut this build down.
- Interruption of Shadow Form as it's being cast will eliminate this build's single greatest strength.
Variants[ | ]
- There are several options for which damage/condition dealing enchantments to use. Dust Cloak is one option, and Test of Faith can completely eliminate a team's enchantment support.
- Mystic Corruption may be an interesting option for longer conditions.
- Watchful Intervention would be worth testing for its healing, if it is triggered by Shadow Form.
- Staggering Force, Grenth's Fingers, or Heart of Holy Flame could be replaced with the assassin skill Deadly Paradox. This would allow for less damage at once, but would make it possible to use Shadow Form twice as often if used before Shadow Form is activated.
Notes[ | ]
- Unfortunately, it is not feasible to think you can cast each of these spells in sequence with no wait time. You've got about 16 seconds of Shadow Form, though, so you should be able to regenerate enough energy to complete the combo.
- This is primarily an AB and CM build, so the Resurrection Signet has not been included.
- This build is effective in other arenas, but is not recommended unless you have an understanding with your team and have a specific purpose for including this character.
- There is often debate about whether a Resurrection Signet should be included in PvE builds. It is left out intentionally for this build with the understanding that one will be running with other players aware of the situation and that find it acceptable.
- Feel free to experiment with or customize the attribute point and rune selection. As this build is still being tested, the optimal setup may not have yet been found.
D/A Dark Silence Runner[ | ]
This build allows for a Dervish/Assassin to complete the Droknar's Forge run with a higher success rate than any other build yet. With the use of Vow of Silence and Dark Escape you can easily run past enemies while taking little damage. This build also combines the use of Fleeting Stability, Mystic Regeneration and Faithful Intervention to create a safe versatile run. This build can also run most of the entire game with no change at all.
Attributes and Skills[ | ]
Dervish / Assassin | Attribute Rank |
---|---|
Earth Prayers | 10 + 1 + 3 |
Mysticism | 8 + 3 |
Shadow Arts | 12 |
Deadly Arts | 2 |
Variant due to Feb 1 update[ | ]
Dervish / Assassin | Attribute Rank |
---|---|
Earth Prayers | 9 + 3 + 1 |
Mysticism | 6 + 2 |
Wind Prayers | 10 + 2 |
Shadow Arts | 10 |
Equipment[ | ]
- Armor: The Windwalker Insignia should be used for this build since you will be under multiple enchantments for most of the run. Apply a Rune of Major Vigor or a Rune of Superior Vigor and 2 Runes of Attunement for extra energy.
- Weapons: A Staff with an enchantment lengthening mod and at least +15 energy since you will need energy more than armor. An inscribeable Insightful Staff with a "Have Faith" inscription will give you +20 energy while you're enchanted. A Shield can be used but you will often find yourself lacking energy.
Before 1 Feb. Update Usage[ | ]
- Start: Cast Faithful Intervention at start and whilst not under attack if it is not currently on.
- Or you can just run through them with either Dark Escape or Dash.
- Lornar's Pass
- Wurm Tunnel: Cast Fleeting Stability -> Mystic Regeneration -> Vow of Silence -> Deadly Paradox -> Dark Escape. As soon as Vow of Silence ends, cast Fleeting Stability -> Vow of Silence before reaching the Siege Ice Golems. Then use Deadly Paradox -> Dark Escape to outrun them.
- Grawl zones: Vow of Silence is not required to run past the Grawl unless there are Siege Ice Golems located close by. As long as you maintain Mystic Regeneration and Faithful Intervention and avoid the Grawl Crones you'll be fine.
- Snake Dance
- Make sure you maintain Fleeting Stability and Mystic Regeneration when running past Tundra Giants and Azure Shadows.
- Always use Deadly Paradox before Dark Escape.
Counters[ | ]
- Grawl Crones can strip you of Vow of Silence and other enchantments with Chilblains and can cause almost certain death if Siege Ice Golems are nearby. Just stay out of their range and you'll be fine.
Variants[ | ]
You can switch Dash for Signet of Pious Light for ending Fleeting Stability for extra health and can combine with Vital Boon for a quick health boost when needed.
There are many assassin skills which can be used instead, though they may leave you more exposed.
With the deadly paradox nerf try replacing it with Pious Haste since its an earth prayer run skill and needs no additional points as well as the fact that it has 33% run instead of 25%
Notes[ | ]
- Try not to run nearby Pinesouls, as you'll be prone to setting off the Barbed Traps they set. These can leave you crippled for a long time.
- Use Dash for running while Dark Escape recharges and for a burst of speed to get out of the enemy aggro zone.
- Use Death's Charge on the Avicara in the wurm tunnel to help outrun the wurm.
- Due to latest balance changes, the effectiveness of Deadly Paradox has changed. You now can't use it with other stances. This means unless it is changed back, you will have to use a different running skill.
D/Me UW solo[ | ]
This build is close to the FoW solo build for dervish which I have replaced 2 skills, to make it possible to farm UW.
Attributes and Skills[ | ]
Dervish / Mesmer | Attribute Rank |
---|---|
Inspiration Magic | 5 |
Scythe Mastery | 12 + 1 |
Wind Prayers | 7 |
Mysticism | 6 + 3 + 1 |
Earth Prayers | 8 |
- I haven't thought of any other possibilities; look in discussion page.
Equipment[ | ]
- I used a full set Windwalker insignias, but whatever else you can use as you see fit.
- You should use a scythe with atleast +15% while enchanted and enchantmants 20% longer (The pre-release bonus scythe is perfect) and a zealous scythe such as the eyes of the forgotten.
Usage[ | ]
When you enter UW you should take the quest to get the Grasping Darkness to spawn, then quickly lure them towards the cliff with pious haste only 1 group at a time. When you have them lured, use physical resistance to cancel pious haste and then use zealous vow before they reach you. Continue with that until you have killed all of the Grasping darkness's in the starting area and use Pious Haste to run to the Smites crawlers. When you reach the smite crawlers, cancel pious haste with physical resistance and then cast zealous vow (but don't cast while in the pious haste stance). Then cast mystic vigor, rending aura and mystic regeneration (in that order).Then continues the run until you reach the end of smite crawlers
Counters[ | ]
If you get interrupted and dazed when fighting the Grasping Darkness.
See also[ | ]
this is where i took most of the skills from so im not the creator im just a modder Build:D/Me_Dervish_Solo_FoW_Farmer
video[ | ]
the video have finally arrived, sorry for the low ress and no sound but it would have filled more then 100 MB then heres the link and hope u can use it http://files.filefront.com//;7079942;;/
D/W Lyssa's Avatar[ | ]
This build uses the skill Avatar of Lyssa to its full potential. With low cost, super-fast, quickly repeatable attack skills and an upped attack speed, Lyssa's Avatar will deliver an extremely large amount of damage in a very short amount of time. Watch Lyssa's Avatar clip
Attributes and Skills[ | ]
Dervish / Warrior | Attribute Rank |
---|---|
Mysticism | 12 + 1 + 2 |
Scythe Mastery | 12 + 1 |
Earth Prayers | 3 |
OR
Dervish / Warrior | Attribute Rank |
---|---|
Mysticism | 12 + 1 + 2 |
Scythe Mastery | 11 + 1 |
Earth Prayers | 6 + 2 |
Equipment[ | ]
- For the armor, this build requires a good amount of energy, so any radiant armor would help. Also, if blind becomes a problem, consider attaching a blindness duration reduction rune.
- A Zealous scythe of Enchanting +20% with a +15% dmg while enchanted inscription is ideal.
- If you are set up properly, you will have at least 500 health (with a minor rune of vigor) and 35 energy (without the avatar). If you feel that you don't need the zealous scythe, you may trade it in for a sundering one.
Usage[ | ]
Before going into battle, cast Avatar of Lyssa then Watchful Intervention and then Heart of Fury. Pick out a target (prime targets for this build are Necromancers, Mesmers, Elementalists, Ritualists, Rangers, and Assassins), and attack. Spam the four attack skills in order, chaining one after the other in succession. Wild Blow recharges once for every two times each other attack skill recharges, so you can chain those while waiting.
If you are in a battle long enough for the Avatar of Lyssa to wear off, you will still do quite a bit of damage, so conserve your energy and use the attack skills when necessary. Also, if you need health, recast Watchful Intervention whenever it's not on you.
Counters[ | ]
Counters to this build are your usual anti-melee incidents, but mostly blind.
Variants[ | ]
Heal Variant.
Replace Watchful Intervention, Resurrection Signet,and/or Wild Blow or Protector's Strike with Mystic Regeneration and Mystic Vigor
Speed Variant.
This build can be customized depending on your tastes. If you want to have a speed boost, put in Sprint and take out the ressurection signet if you don't need it. You can also put your remaining attribute points into Wind Prayers and use Harrier's Haste. Or even then replace Heart of Fury with Whirling Charge.
Other Variant.
If you want more health, put in Mystic Vigor, which would give you lots of health with the maxed attack speed. If you want, you can take out Wild Blow if you need the ressurection signet, and in that case you can use Rush as a speed boost too as you won't be losing your adrenaline.
Energy Variant.
If you are concerned about energy usage, you can replace one of the attack skills or the ressurection signet with Zealous Renewal for a great energy gain after the enchantment ends.
Notes[ | ]
Note: if you see a spellcaster starting up a long casting time spell, that is the perfect time to chain your skills. You should deal about 130 damage per attack against someone using a skill, so with the four attack skills, you will have done about 500 damage in less than 3 seconds.
Masters Videos[ | ]
Here are videos of the build being used against every Nameless Master.
- Watch Master of Axes
- Master of Enchantments (You may watch how Protective Spirit hurts, but not too badly)
- Master of Energy Denial
- Master of Hammers
- Master of Healing
- Master of Hexes
- Master of Lighting
- Master of Spirits
- Master of Survival
This was all done in a row, with no retries (besides Master of Enchantments because I gave up prematurely the first time, so I only tried him twice in total).
Template[ | ]
Original
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Healing
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