| Name | Best Dervish PVP Builds |
| Category | PVP |
This article covers in-depth 5 of the best Dervish PvP builds.
Contents:
1) Avatar of Melandru Dervish - Dervish / Warrior
2) Avatar of Melandru Dervish - Dervish / Assassin
3) Wounding Strike Spiker Dervish - Dervish / Elementalist
4) Ebon Dust Spear-chucker - Dervish / Paragon*
5) Pious Dervish - Dervish / Assassin*
*Hero Battle builds
1) Avatar of Melandru Dervish - Dervish / Warrior - (Guild vs Guild, Heroes Ascent, Team Arenas, Competitive Missions)
Attributes:
Mysticism - 12+1
Scythe Mastery - 12+1+1
Skills:
- Avatar of Melandru (Elite) - For 10...58...70 seconds, you have +100 Health, you are unaffected by Conditions, and your attacks deal earth damage. This Skill is disabled for 120 seconds. Cast Time: 2 Second, Recharge Time: 30 Seconds, Energy Cost: 25
- Wearying Strike - If this attack hits, you deal +5...17...20 damage and inflict a Deep Wound for 3...9...10 seconds. You suffer from Weakness for 10 seconds. Cast Time: Instant, Recharge Time: 6 Seconds, Energy Cost: 5
- Chilling Victory - If it hits, this attack strikes for +5...17...20 damage. Whenever it hits a foe who has less Health than you, target foe and all adjacent foes are struck for 15...51...60 cold damage. Cast Time: Instant, Recharge Time: 10 Seconds, Energy Cost: 10
- Wild Blow - Lose all adrenaline. If it hits, this attack will result in a critical hit and any Stance being used by your target ends. This attack cannot be blocked. Cast Time: Instant, Recharge Time: 8 Seconds, Energy Cost: 5
- Eremite's Attack - If this attack hits, you deal +5...9...10 damage for each adjacent foe (maximum 30 bonus damage). Cast Time: 3/4 Second, Recharge Time: 4 Seconds, Energy Cost: 5
- Rush - For 8...18...20 seconds, you move 25% faster. Cast Time: Instant, Adrenaline Cost: 4
- Heart of Fury - For 5...17...20 seconds, you attack 33% faster. When this Enchantment ends, all nearby foes are set on fire for 1...3...3 seconds. Cast Time: 3/4 Second, Recharge Time: 30 Seconds, Energy Cost: 10
- Resurrection Signet - Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. This Signet only recharges when you gain a morale boost. Cast Time: 3 Seconds, Recharge Time: Only recharges after morale bonus, Energy Cost: 0 (signet)
Equipment:
- Sundering 15^50 Scythe of Fortitude
- Elemental 15^50 Scythe of Fortitude
- Defensive Weapon Set (Sword, Axe, or Spear + Shield of Fortitude)
- High Energy Set (Staff)
How to use efficiently:
- Before engaging, cast Avatar of Melandru. Use this whenever it recharges, but be aware of enemy interrupters..
- Use Rush as a speed buff to get to your targets quicker when available.
- Use Heart of Fury for increased attack speed as often as it is available.
- Select a target, and use your attack skills. Follow up all attack skills with Eremite's Attack with its short activation time.
- Use Chilling Victory for a large spike.
- Use Wild Blow to remove defensive stances such as Natural Stride or Balanced Stance in addition to a high DPS.
- Use Wearying Strike as a Deep Wound spike (be sure to follow up with another Mystic attack skill).
2) Avatar of Melandru Dervish - Dervish / Assassin - (Guild vs Guild, Heroes Ascent, Team Arenas, Competitive Missions)
Attributes:
Mysticism - 12+1
Scythe Mastery - 12+1+1
Deadly Arts - 3
Skills:
- Avatar of Melandru (Elite) - For 10...58...70 seconds, you have +100 Health, you are unaffected by Conditions, and your attacks deal earth damage. This Skill is disabled for 120 seconds. Cast Time: 2 Second, Recharge Time: 30 Seconds, Energy Cost: 25
- Wearying Strike - If this attack hits, you deal +5...17...20 damage and inflict a Deep Wound for 3...9...10 seconds. You suffer from Weakness for 10 seconds. Cast Time: Instant, Recharge Time: 6 Seconds, Energy Cost: 5
- Chilling Victory - If it hits, this attack strikes for +5...17...20 damage. Whenever it hits a foe who has less Health than you, target foe and all adjacent foes are struck for 15...51...60 cold damage. Cast Time: Instant, Recharge Time: 10 Seconds, Energy Cost: 10
- Eremite's Attack - If this attack hits, you deal +5...9...10 damage for each adjacent foe (maximum 30 bonus damage). Cast Time: 3/4 Second, Recharge Time: 4 Seconds, Energy Cost: 5
- Pious Haste - For 5...11...12 seconds you move 33% faster. When this Stance ends, you lose one Enchantment. Cast Time: Instant, Recharge Time: 5 Seconds, Energy Cost: 5
- Disrupting Dagger - Send out a Disrupting Dagger at target foe that strikes for 10...30...35 earth damage. If that foe was activating a Skill, that Skill is interrupted. This Spell has half the normal range. Cast Time: 3/4 Second, Recharge Time: 10 Seconds, Energy Cost: 5
- Resurrection Signet - Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. This Signet only recharges when you gain a morale boost. Cast Time: 3 Seconds, Recharge Time: Only recharges after morale bonus, Energy Cost: 0 (signet)
- Optional Skill*
*Optional Skills:
- Heart of Fury - For 5...17...20 seconds, you attack 33% faster. When this Enchantment ends, all nearby foes are set on fire for 1...3...3 seconds. Cast Time: 3/4 Second, Recharge Time: 30 Seconds, Energy Cost: 10 - Use this for an increase in attack speed.
- Imbue Health - Target other ally is healed for 5...41...50% of your current Health (maximum 300 Health). Cast Time: 1/4 Second, Recharge Time: 10 Seconds, Energy Cost: 10 - A nice skill to use to heal party members.
- Victorious Sweep - If this attack hits, you deal +1...25 damage. If the target foe has less Health than you, you gain 30...70 Health. Cast Time: Instant, Recharge Time: 4 Seconds, Energy Cost: 5 - Useful for a more energy efficient and quicker recharge attack.
- Crippling Victory - If you have more Health than target foe, that foe is Crippled for 5...13 seconds. This attack does +5...9 damage. Cast Time: Instant, Recharge Time: 12 Seconds, Energy Cost: 5 - Good to keep runners at bay.
- Death's Charge - Shadow Step to target foe. If that foe has more Health than you, you are healed for 65...173. Cast Time: 1/4 Second, Recharge Time: 30 Seconds, Energy Cost: 5 - For when you are low on health and want to get right on top of someone quick.
Equipment:
- Sundering 15^50 Scythe of Fortitude
- Elemental 15^50 Scythe of Fortitude
- Defensive Weapon Set (Sword, Axe, or Spear + Shield of Fortitude)
- High Energy Set (Staff)
How to use efficiently:
- Before engaging, cast Avatar of Melandru. Use this whenever it recharges, but be aware of enemy interrupters.
- Use Pious Haste as a speed buff when needed
- Select a target, and use your attack skills. Follow up all attack skills with Eremite's Attack with its short activation time.
- Use Chilling Victory for a small spike.
- Use Disrupting Dagger to interrupt key skills such as Aegis.
- Use Wearying Strike as a Deep Wound spike (be sure to follow up with another Mystic attack skill).
3) Wounding Strike Spiker Dervish - Dervish / Elementalist - (Random Arenas, Team Arenas, Alliance Battles, Competitive Missions, Heroes Ascent)
Attributes:
Scythe Mastery - 11+1+1
Mysticism - 11+1
Air Magic - 8
Skills:
- Wounding Strike (Elite) - If this attack hits while you are under the effects of an Enchantment, target foe suffers from a Deep Wound for 5...17...20 seconds. If you do not have an Enchantment on you, this attack causes Bleeding for 5...17...20 seconds. Cast Time: Instant, Recharge Time: 3 Seconds, Energy Cost: 5
- Mystic Sweep - If this attack hits, you deal +5...9...10 damage for each Enchantment on you (maximum 30 bonus damage). Cast Time: 3/4 Second, Recharge Time: 4 Seconds, Energy Cost: 5
- Eremite's Attack - If this attack hits, you deal +5...9...10 damage for each adjacent foe (maximum 30 bonus damage). Cast Time: 3/4 Second, Recharge Time: 4 Seconds, Energy Cost: 5
- Heart of Fury - For 5...17...20 seconds, you attack 33% faster. When this Enchantment ends, all nearby foes are set on fire for 1...3...3 seconds. Cast Time: 3/4 Second, Recharge Time: 30 Seconds, Energy Cost: 10
- Conjure Lightning - For 60 seconds, if you're wielding a lightning weapon, your attacks strike for an additional 5...17...20 lightning damage. Cast Time: 1 Second, Recharge Time: 45 Seconds, Energy Cost: 10
- Storm Djinn's Haste - For 10...22...25 seconds, you move 33% faster. Each second that you are moving, you lose 1 Energy. Cast Time: 3/4 Second, Recharge Time: 10 Seconds, Energy Cost: 5
- Resurrection Signet - Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. This Signet only recharges when you gain a morale boost. Cast Time: 3 Seconds, Recharge Time: Only recharges after morale bonus, Energy Cost: 0 (signet)
- Optional Skill*
*Optional Skills:
- Imbue Health - Target other ally is healed for 5...41...50% of your current Health (maximum 300 Health). Cast Time: 1/4 Second, Recharge Time: 10 Seconds, Energy Cost: 10 - A nice skill to use to heal party members. - A nice skill to use to heal party members.
- Shock - Target touched foe is knocked down and struck for 10...50...60 lightning damage. This skill has 25% armor penetration and causes Exhaustion. Cast Time: 3/4 Second, Recharge Time: 10 Seconds, Energy Cost: 5 - Great skill to have for either interrupts and knockdowns or to use before spikes.
- Zealous Renewal - All adjacent foes take 15...51 holy damage. For 20 seconds, this Enchantment does nothing. When this Enchantment ends, you gain 1 Energy for each successful hit while under the effects of this Enchantment. Cast Time: 3/4 Second, Recharge Time: 15 Seconds, Energy Cost: 10 - If you find yourself needing a little more efficient energy management, this is a good choice.
- Faithful Intervention - If damage drops your Health below 50%, Faithful Intervention ends. When Faithful Intervention ends, you are healed for 30...126 Health. Cast Time: 2 Seconds, Recharge Time: 20 Seconds, Energy Cost: 5 - Useful for self healing in arenas, alliance battles and competitive missions.
Equipment:
- Radiant or Survivor Insignia depending on personal preference, the correct runes listed above, a Vigor rune, and Attunement or Vitae runes.
- A Shocking Scythe of Enchanting or Fortitude, with "Guided By Fate" inscription.
How to use efficiently:
- Cast all of your enchantments before moving in for the strike.
- Use Shock, if you chose that as your optional skill, followed with your chain of Wounding Strike, Mystic Sweep finished with Eremite's Attack. Continue to use Mystic Sweep then Eremite's Attack until the target is dead.
- Use Imbue Health on an ally that is taking heavy damage.
4) Ebon Dust Spear-chucker - Dervish / Paragon - (Hero Battles)
Attributes:
Earth Prayers - 10+1+1
Mysticism - 8+1
Spear Mastery - 12
Skills:
- Barbed Spear - If this attack hits, your target begins Bleeding for 5...13...15 seconds. Cast Time: 1 Second, Recharge Time: 30 Seconds, Energy Cost: 5
- Disrupting Throw - If this attack hits a foe suffering from a Condition, that foe is interrupted. Cast Time: 1 Second, Recharge Time: 30 Seconds, Energy Cost: 5
- Mirage Cloak - For 10 seconds, you have a 50% chance to block incoming attacks. When this Enchantment ends, all nearby foes are struck for 15...63...75 earth damage. Cast Time: 1 Second, Recharge Time: 30 Seconds, Energy Cost: 5
- Mystic Regeneration - For 20 seconds, you have +1...3...4 Health regeneration for each Enchantment on you. Cast Time: 1 Second, Recharge Time: 30 Seconds, Energy Cost: 5
- Vital Boon - For 20 seconds, you have +40...88...100 maximum Health. When this Enchantment ends, you are healed for 75...175...200 Health. Cast Time: 1 Second, Recharge Time: 30 Seconds, Energy Cost: 5
- Signet of Pious Light - Lose 1 Enchantment. Target ally is healed for 30...102...120 Health. If an Enchantment was removed in this way, this Signet recharges immediately. Cast Time: 1 Second, Recharge Time: 30 Seconds, Energy Cost: 5
- Ebon Dust Aura (Elite) - For 5...29...35 seconds, if you are wielding an earth weapon, your attack Skills also cause Blindness for 4...9...10 seconds. Cast Time: 1 Second, Recharge Time: 30 Seconds, Energy Cost: 5
- Remedy Signet - You lose 1 Condition. Cast Time: 1 Second, Recharge Time: 4 Seconds, Energy Cost: 0 (signet)
Equipment:
- All Radiant Armor with Superior Vigor Rune and 2 Attunement Runes as well as the ---- Attribute Runes.
- An Ebon Spear of Enchanting with a "Strenth and Honor" or "Guided By Fate" inscription.
How to use efficiently:
- Before the battle, send in this hero on a solo run to capture one of the shrines.
- Usually the hero will cast every enchantment except Ebon Dust Aura, make sure that you manually cast this for them.
- As the hero builds up adrenaline they were start using their attack skills.
- Make sure to check on them every 30 seconds to make sure that Ebon Dust Aura is still activated.
- This build is great for either capturing shrines or to support you in battle.
- Luckily the hero's AI is functional enough to automaticly use their utility skills with out having to manually activate them.
5) Pious Dervish - Dervish / Assassin - (Hero Battles)
Attributes:
Earth Prayers - 12+1+1
Mysticism - 12+1
Skills:
- Pious Renewal (Elite) - For 8 seconds, whenever an Enchantment ends on you, you gain 0...2...2 Energy and 0...8...10 Health. Cast Time: 1/4 Second, Recharge Time: 3 Seconds, Energy Cost: 5
- Vital Boon - For 20 seconds, you have +40...88...100 maximum Health. When this Enchantment ends, you are healed for 75...175...200 Health. Cast Time: 1 Second, Recharge Time: 8 Seconds, Energy Cost: 5
- Mystic Regeneration - For 20 seconds, you have +1...3...4 Health regeneration for each Enchantment on you. Cast Time: 1/4 Second, Recharge Time: 5 Seconds, Energy Cost: 10
- Shield of Force - For 1...13...16 seconds, the next attack skill against you is blocked, and your attacker is Weakened for 5...17...20 seconds. Cast Time: 1/4 Second, Recharge Time: 12 Seconds, Energy Cost: 5
- Dash - For 3 seconds, you run 50% faster. Cast Time: Instant (Stance), Recharge Time: 8 Seconds, Energy Cost: 5
- Imbue Health - Target other ally is healed for 5...41...50% of your current Health (maximum 300 Health). Cast Time: 1/4 Second, Recharge Time: 10 Seconds, Energy Cost: 10
- Signet of Pious Light - Lose 1 Enchantment. Target ally is healed for 30...102...120 Health. If an Enchantment was removed in this way, this Signet recharges immediately. Cast Time: 1 Second, Recharge Time: 20 Seconds, Energy Cost: None (Signet)
- Optional Skill*
*Optional Skills:
- Rending Touch - You and target touched foe lose 1 Enchantment. Cast Time: 3/4 Second, Recharge Time: 8 Seconds, Energy Cost: 5 - Useful to strip enchantments from your target. You do not have to have an enchantment active on you to use this skill.
- Armor of Sanctity - For 10 seconds, you take 5...17 less damage from foes suffering from a Condition. Cast Time: 1/4 Second, Recharge Time: 5 Seconds, Energy Cost: 5 - Greatly increases survivability against targets suffering from any form of a condition.
Equipment:
- A mix of survivor’s and radiant’s pieces as per your preference.
- A staff that provides a boost to your energy.
How to use efficiently:
- This hero will generally be used to capture and or camp shrines, or provide powerful healing to allies if needed.
- Dash is there for moving from shrine to shrine.
- Make sure to constantly cast your enchantments and Signet of Pious Light to provide powerful healing, either for yourself when capping, or for allies at the stand: Vital Boon then Signet of Pious Light gives a good spike heal. Pious Renewal followed by Signet of Pious Light helps dramatically when dealing with pressure heals.
- Shield of Force helps protect you against enemy assassins greatly.
- Mystic Regeneration can be maintained if needed for additional healing.
- Use Imbue Health if a stronger spike heal is needed.
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