Guild Wars 1-Skill Review Project: Dervish-Earth Prayers, PvE-Only, & No Attribute

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  • เผยแพร่เมื่อ 5 ม.ค. 2025

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  • @tarheel7406
    @tarheel7406 4 ปีที่แล้ว +1

    After some time and further consideration, thought I'd create some new builds based on this series to break out of almost always using some slight variant of the same set of skills. Limitations are no PvE skills (so heroes can also use). I also prefer for elites only to be used by the applicable primary profession:
    ~0:00:20 Regarding Armor of Sanctity.... Can't see this helping against hard hitting elementalists, but I can see vs. damage mesmers. Cast when reach target(s), quickly cover, and keep covered. Ineffective vs. degen.
    ~0:02:36 Regarding Aura of Thorns.... Looking closer at this one.... My typical build is two attack skills bookending three teardown derv enchantments. The first attack skill may or may not remove an derv enchantment. I see Aura as a slot #1 skill to use for a teardown slot #2 lead attack skill to start the bleeding and then quickly cripple before going into my main cycle (e.g.) Aura, Irresistible Sweep. Even if stripped as your approach close to the target, the bleeding and crippled is inflicted and there's no real loss for no teardown on your opening swipe. (This tactic is opposed to that for Armor above as you want to keep that enchantment for the recharge.)
    ~0:05:01 Regarding Conviction.... Since the +2 heath regen is per condition, I can see use when facing lots of at least 2 degen conditions. Likely not worth the slot for just bleeding/poison or non-degen like weakness but perhaps cracked armor (due to the armor buff). Can't see actively using in a teardown, but rather just cast on recharge covered by the teardown enchantments. Let it work passively as it ends on its own, but no material loss if it does feed an attack skill.
    ~0:10:13 Regarding Ebon Dust Aura.... Best I can tell this is to be used in a non-teardown build, if not just to eliminate the risk of an unintentional self-strip. This means no teardown attack skills (except maybe one in reserve for a specific purpose) and usually all (other than the elite) short-medium recharge derv enchantments that will end relatively quickly or be consumed. (For instance in a non-teardown, absent a strip by the opposition the player would have to wait 30s for Dust Cloak to end to get the blind.)
    Ebon Dust Aura: Zealous Sweep/[Non-Tear Attack Skill], Armor of Sanctity/[Appropriate Derv Enchantment], Eremite's Zeal, Sand Shards, Victorious Sweep, Mystic Sandstorm, [Open]
    Use of EDA suggests facing more than average numbers of physicals, so weakness and bonuses vs. attacking foes have higher utility.
    ~0:13:13 Regarding Fleeting Stability.... In reviewing my original comments I find that they could be read in a way that violates my "rules" for these skill reviews. The question should be, as a dervish what are my anti-knockdown options. To clarify, I would never invest in Earth Prayers just for this anti-knockdown, as going D/W and investing in (e.g.) Tactics for Balanced Stance looks like a far better option. On the other hand, if committed to Earth Prayers in a standard attack build, then this is a decent (perhaps only) option to prevent a some knockdowns over the course of a battle. In a typical teardown build, sprinkle in after each recharge covering with your teardown enchantments.
    ~0:15:08 Regarding Mirage Cloak.... Never use this but could easily slot in the Ebon Dust Aura build above. The aoe on demand damage every 10s has appeal, with the block being a windfall. The only readily apparent danger would be blocking punishments or negators (along with the standard enchantment punishments). I typically avoid slotting more than one spammable 10e derv enchantment, but that's likely just my energy conservatism.
    General observation: As my historical dervish playstyle heavily favors the teardown builds and it appears that Earth Prayers has a proportionately large number of non-teardown enchantments, it's no surprise that many of these have gone unused by myself and heroes. Thinking outside of the teardown box should open up a fair number of opportunities especially when using a condition based team strategy.
    ~0:23:47 Regarding Pious Concentration.... Again and back to my common reaction to some of your analysis. Yes, one could use the mesmer anti-interrupt stance, but what are your options as a dervish? Would one always go D/Me and only invest in Mys/Scy/Inspiration? Pious Concentration is another option that doesn't cost you energy upon each prevention, does remove derv enchantments that you get at an energy discount and you're likely tearing down anyway, (as its name suggests) pairs extremely well with Pious Renewal, and allows for investing in Earth Prayers rather than Inspiration, opening a line with far more useful options than a secondary profession line would.
    Regardless of your thoughts in the video and final verdict, I don't see this primarily as a way to get off spells (but rather to get off attacks in the face of Illusion interrupts) and now consider this a very good skill (albeit untested as of this comment). I can't recall any other physical profession having anything like this, requiring investment in that mesmer stance (and Paragons would have to abandon a max shield on top of that). I would have liked to see this in Mysticism for use with both Wind and Earth Prayers, but I suppose the developers concluded that Earth needed more attractions.
    Pious Renewal [Pious Concentration]: Pious Concentration, [Attack Skill], [Derv Enchantment], Eremite's Zeal, Pious Renewal, Pious Assault, [Open], [Open]
    ~0:28:30 Regarding Sand Shards.... Notwithstanding my original comments, I now see this applicable for only (with some disciplined exceptions) non-teardown builds (e.g. the Ebon Dust Aura build above). Looking at this line in its entirety, Earth Prayers is very condition focused. To my eyes, that makes offensive skills in this line that don't inflict conditions more valuable since a) you may not have a condition based strategy or want to use cold damage from Wind Prayers and b) I don't think dervs have hexes. Consider Sand Shards vs. larger mobs, perhaps Mirage Cloak for smaller.
    ~0:30:34 Regarding Shield of Force.... The more I look at this one the less I like it. As a derv on a condition based team facing a material number of physicals, I've already got lots of blind and weakness flowing like the Amazon. On a derv, that means investing a slot for the hope that a hit gets through in order to reapply weakness and knockdown some adjacent foes if they are attacking. On a player earth elementalist, optimum use would require the same hit through blind and perhaps other blocking and be so situationally aware to get an (e.g.) Aftershock in. A hero could likely get that window, assuming Aftershock isn't on recharge. The optimum use is likely on a warrior that can manage the energy, as they can extend the knockdown and have lots of skills that benefit from both weakness and knockdown.....
    Warrior's Endurance [Shield of Force]: Shield of Force, Warrior's Endurance, Crude Swing, Counter Blow, Auspicious Blow, Fierce Blow, Renewing Smash, [Open]
    ~0:33:05 General observation.... After the clear and generally consistent skill naming conventions used for the assassin, the developers appear to have gone all in with (at least) the "pious" derv skills, as they all clearly are designed to be used with Pious Renewal. I'll also note here that the derv seems to be the only profession with a "core" self heal in each of the third lines of the profession. Warrior's in Tactics (but it only has one third line). Ranger's in Wilderness Survival.... In contrast, the derv has Signet of Pious Light in Earth Prayers and Pious Restoration in Wind Prayers.
    ~0:36:02 Regarding Staggering Force (and Dust Cloak).... Upon really thinking about a non-teardown build, it became clear that Staggering and Dust do not fit those builds. To emphasize, one still gets the initial aoe earth damage but has no control over the timing of the end effect (i.e. cracked armor or blind respectively) without a teardown skill, and these enchantments last 30s. At the same stats other than cracked armor or blind, the cracked looks far more useful since my team likely has another source of both and I'm wanting the cracked more for my damage if any foes escaped getting inflicted somehow. Digging deeper I likely would never favor Dust over Staggering. Sometimes I will use a condition based strategy even against foes with condition transfer skills. I can live with cracked armor until my healers handle it, but getting blind back is another matter.
    ~0:37:30 Regarding Veil of Thorns.... I've come 180 degrees on this one a bit upon a closer look. I still see the possibilities, but would have preferred some changes to the skill in light of how I see use. Specifically, I see value here when facing mass casters with heavy spell damage (e.g. hard mode elementalists). In this situation, I want the damage reduction immediately and end effect damage after I get to them. On a derv that means "Spell damage is reduced by x%. End effect: nearby foes are struck for y piercing damage." As is, this has initial effect damage. At least it lasts longer than recharge.
    ~0:44:26 Regarding Vow of Strength.... As an elite enchantment, I would never use with a teardown build due to the risk of self-removal. I'll note that being in Earth Prayers keeps a typical derv 3 line investor from bringing Splinter Weapon on their own bar, as opposed to (e.g.) a Hundred Blades Warrior, a Barrage/Volley ranger, or a Death Blossom assassin. Since there is no earth damage attached to this elite, it likely should have been put in Mysticism; however, Earth Prayers needed another elite and perhaps the developers wanted pairing with Splinter to require a teammate.

  • @tarheel7406
    @tarheel7406 5 ปีที่แล้ว +1

    Regarding derv enchantments like Armor of Sanctity: This is an analysis of skills (and to a much lessor degree tactics) for PvE. There the player is mostly concerned about how these skills can be used by the player and/or a hero. Dervs are mostly an enchantment teardown profession. With this skill, yes the weakness applied is nice and the defense buff is as well, but how long will that enchantment last? For the full 15 seconds or likely much less? A PvE player will likely prefer that melee be concentrated on damage rather than their own defense. If in a large party, someone else is likely handling the weakness department. If in a small party, is this a good option compared to alternatives for a derv?
    In contrast, Aura of Thorns has an "end effect", which makes it much more attractive for the PvE player. Mass bleeding and cripple seems relatively rare to me, so if those conditions have value in a particular area then this is far more attractive than (e.g.) Armor of Sanctity. (I may be incorrect, but conditions applied by dervs seem to have shorter durations than when applied by skills from other professions.)
    Conviction fits somewhere in-between. It provides some immediate relief from conditions while your healers work on them and your tear down attack skills recharge, and then feeds those attack skills providing some relief for your backline healers. A solid option when facing heavy conditions, but a poor choice for lighter conditions.
    Dust Cloak and Staggering Force are the A-Listers in Earth Prayers, as they have immediate aoe damage, a beneficial end effect, can last relatively long, and have a short recharge to feed teardown attack skills. In contrast Ebon Dust Aura is crap. You don't get the one and done earth damage as you do from Dust Cloak and the recharge is more than x3. If you need a longer blind, likely your backline is doing it or you don't need an elite to do it. There isn't a Conjure Earth, but do you want to burn an elite spot for that? Finally, there are much better ways to handle your own blindness plus other conditions.
    Fleeting Stability: Given the nature of how dervs work their skill bars are prime real estate, I'm not going to waste a slot just for a short speed boost and maybe a knockdown or two. Plus the skill works backwards. It should reward you if it prevents a KD by auto renewal. Use Balanced Stance to prevent all KDs during half it's recharge or "I Am Unstoppable!" for much greater effect. Just trash. Mirage Cloak fares slightly better since it does do damage. The problem is that it's a short enchantment that you want to keep for a while and has no inherent end effect. Rather use a blocking stance, or an enchantment/weapon spell from the backline. You nailed my thoughts on Mystic Regeneration exactly.
    Mystic Sandstorm: My play style heavily favors energy skills since they are always on demand if recharged. On occasion I do have a slot to use the free adrenaline, and when Earth this is it. With my go to elite, I am always enchanted so the bonus damage is there. There are some cripple options In Earth, but no worries, no conditions required. Scattering foes are foes not doing damage to the party. Relative to my viable adrenaline options when using Earth, a 4 rating.
    Never use Pious Concentration, but I should reconsider. The skill reads interrupted, not what is interrupted (e.g. spell), and my preferred elite would also provide the needed enchantment. This looks great vs. the mes attack rupt hexes. They would be completely ineffective. I need to test this.
    Sand Shards requires some discipline. You will need to quickly cover with one or more additional enchantments so any teardown skills don't end this early or just auto-attack for a few than go back into your teardown skills. I do like the effect, but no special end effect hurts this in my eyes. I don't like the skills like Shield of Force. Like you, I would only like this on a backline caster. An earth ele could really use this due to the PBAOE skills in that line that benefit from KD.
    I believe the game designed dervs to also serve as a support healer/protector, but I've never made one. I can see Signet of Pious Light as a great solo self heal from Earth with my go to elite. With a different lete, both Conviction and especially Vital Boon from this line are strong options to feed the signet. I don't want my frontline derv to stop attacking to heal a party member though. Using just Vital Boon as a solo self heal would require to keep a similar recharge teardown skill to use on demand.
    Veil of Thorns is really appealing to me for the spell damage relief (the real attraction) and the one and done damage. The lack of an end effect doesn't bother me here, since I actually want this enchantment to last its duration. The challenge for my play style is to not accidentally remove it via a tear down skill. You'll really want to quickly cover this one. I need to practice using.
    Seems to be a lot of love for Vow of Strength, but I rarely use. There are non-elite options that can work with teardown for similar effect. I understand the attraction though.
    Aura if Holy Might is great when enchantments are safe or relatively so, risky at best in other areas. Also as you said, be careful tearing it down by accident. In safe areas, cast pre-battle and go to town. In relatively safe areas, don't precast since it may get stripped right of the bat; wait a bit first then got to town. Holy damage effective everywhere, but especially vs. undead. Leave at home in enchantment hostile areas.
    Eternal Aura is a waste of a PvE skill. Like you, I'm not going to waste a slot on a rez. If you do get in trouble in an area without a rez shrine, run away like you're facing the Killer Rabbit of Caerbannog and use rez scrolls.

    • @Sientir
      @Sientir  5 ปีที่แล้ว

      It is reasonable to build a Dervish not focused on teardowns, and there are a few skills that reward that (mostly in Mysticism). Armor of Sanctity is useful in more solo situations, but can also be used by a caster to help defend themselves, and may be useful for some farming builds, too. Still not a skill I bring often.
      Ebon Dust Aura was cooler when it made your attack skills inflict blind if you were using a weapon that dealt Earth damage. Unfortunately, it was changed from that, probably because it was ridiculous and impossible to balance.
      Pious Concentration doesn't even need an Enchantment to remove to prevent interrupts. If you don't have one, it'll end after preventing one interrupt.
      I understand that Vow of Strength adds a ton of damage, and is apparently the meta choice. I've not used it a ton. According to the wiki, it does trigger Barbs and Mark of Pain, which means it has a powerful synergy with them.
      In general, I prefer Wind Prayers over Earth Prayers.