User:Illusion of End/My Builds/Build:D/Mo 130hp Dervish

Build:D/Mo 130hp Dervish From GuildWiki

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This build has been designed for the following use:

PvE farming

This build has been archived in userspace, at User:Funky King, because of the impending builds wipe. Editing this article is likely a waste of time. 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

Armor

 * +3-Scythe Mastery Rune, +3-Earth Prayer Rune, +3-Mysticism Rune, +3-Rune(Your Choice), and +3-Rune(Your Choice)
 * Radiant Insignia (x5) for more energy (but not necessary)
 * 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.

Weapons

 * 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 gain enough energy to recast all 3 enchantments. Note that energy mangement when facing a single foe may become easier by dropping Balthazar's Spirit and Essence Bond.
 * 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 your energy to regen. 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. *If you're having trouble staying alive, consider deliberately getting yourself killed; the resultant Death Penalty will lower your health and therefore make the build more effective.


 * Mystic Regeneration is quite effective at keeping your health up, however enemies with fast attack speed or powerful health degen spells can render it useless. Try not to face your target alone, make sure he has company. When you aggro a group, make sure they are more or less mobbed up. With the help of Mystic Vigor, you will gain about 25 health each hit; with 3 targets in one hit you will gain 75 health per hit. With fast attacks and the assistance of Mystic Regeneration, you should survive quite easily.


 * Mystic Vigor is your anti-spike skill. When you get spiked, it should only take one hit from you while enchanted with Mystic Vigor to bring your health 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.


 * For some bosses, it is more effective to insert Mirage Cloak into the build instead of Eremite's Attack, to help counter the onslaught of melee attackers. This variation can often be used without having to harvest Death Penalty first, and also gives nice AoE damage. Note, however, that Mirage Cloak will lower the effectiveness of Balthazar's Spirit and Essence Bond, so don't attempt to use it unless you have a zealous scythe equipped.

Counters

 * Blind
 * Weakness
 * Blurred Vision
 * Enchantment removal
 * Avatar of Grenth
 * Health Degeneration exceeding 20 pips
 * Health Stealing
 * Energy Denial (Spirit Shackles)
 * Chilblains (this skill can ruin many of your farming runs)

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 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.

Replace Reaper's Sweep with any form except for Avatar of Melandru, which gives +100 health boost. Avatar of Balthazar and Avatar of Dwayna are particularly useful here; the former with its armor boost(doesn't matter due to Protective Spirit) and armor-penetrating damage; the latter with its hex removal and healing, which can negate the need for Mystic Vigor. Avatar of Lyssa works wonders against Mage Bosses, as they are constantly casting spells on you, you dish out +38 damage on a target that is casting a spell.(Remember you will only have about a minute to kill each group, however, if you rely on a form to make the build work.)

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.

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.). Managing your energy with this set-up might be a hassle, however.

It is possible to prevent bosses from healing (this has only been tested on Marobeh Sharptail) by taking replacing an attack skill with Rending Aura. However, to make this set-up effective, Wind Prayers need to be at 6. Lowering Mysticism to 9 can accomodate this.

Unlike the traditional 55 build, Death Penalty is not an issue 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 (0) Protection Prayers 10 Scythe Mastery 12 + 1 + 3 Earth Prayers 5 (6) + 3 Mysticism 6 + 3

Always check your enchantments

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 Minotaurs Mountain Trolls (Prophecies campaign) Plants (mirage iboga's can be a pain but it can be done) only tested in Nightfall campaign Tusked Howlers/Tusked Hunters (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 to manage. So wait for the patrols to go and lure 2, you should be fine.) 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.) Whuup Buumbuul (Takes A While, line him up with the Mountain Trolls to keep up your health) 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)(User note: Try replacing Mystic Vigor with Scourge Healing, you can take points from Earth Prayers till it is at 8 and put those points into Smiting Prayers, keep Scourge Healing on him at all times so he cant heal) 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 Cho, Spirit Empath Lieutenant Kayin 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)can someone define good spawn Acolyte of Melandru (die once, kill seers first, cover protective spirit with mystic regeneration and mystic vigor. Rezone if there are any priests.) Acolyte of Balthazar no dying requied he is relatively easy to farm (please note that this works well in a group where the 130hp derv attacks first) 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) Jishol Darksong (Medium, Takes very long time, but possible) Note: if you add a boss to this list, please post a screenshot on the Talk page.

Templates Template Guide The Skills Template for this build is: A6UyqmqPpTweT9g9+dbuM3zt8QfA

See also Invincible Monk Retrieved from "http://gw.gamewikis.org/wiki/Build:D/Mo_130hp_Dervish"