User:Discount Bob/BuildArchive/Dervish

Death's Charge Spiker

Attributes and Skills
AoM / Imbue Health

Attributes and Skills
Wounding Strike Spiker

Attributes and Skills
Harrier's Grasp

Attributes and Skills
Harrier's Scythe

Attributes and Skills
Lyssa's Avatar

Attributes and Skills
OR

Pious/Mystic

Equipment

 * Radiant armor.
 * Insightful Staff of Enchanting
 * +2 Earth Prayers rune, +3 Mysticism rune, Superior Vigor rune, and two Runes of Attunement.

Usage
Before engaging, cast in order of Enchantment duration:
 * Aura of Thorns --> Heart of Holy Flame --> Vital Boon --> Armor of Sanctity --> Mirage Cloak --> Pious Renewal then get near an enemy or a group of enemies and hit Mystic Sandstorm. This will result in:


 * 130 damage from Mystic Sandstorm to nearby enemies.
 * 75 damage from Mirage Cloak to nearby enemies.
 * +30 energy from Mysticism.
 * +12 energy and +60 health from Pious Renewal
 * +200 health from Vital Boon
 * 4 seconds of burning from Heart of Holy Flame
 * 15 seconds of bleeding from Aura of Thorns.

Casting Armor of Sanctity shortly after sandstorm can help reduce damage against those you inflicted bleeding and/or burning on.

The health and energy gain should leave you enough energy to repeat the process.

Reaper's Onslaught

Attributes and Skills
130hp

Equipment
((+3-Scythe Mastery Rune)) ((+3-Earth Prayer Rune)) ((+3-Mysticism Rune)) ((+3-Rune(Your Choice)) ((+3-Rune(Your Choice))
 * Runes

((Radiant Insignia (x5) for more energy (*But not necessary*))
 * Insignias


 * 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 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.

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.

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 Rune 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.
 * A sword of enchanting with a shield that lowers damage taken while enchanted and HP +45 while enchanted.

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.


 * Earth Prayers | 12 + 2


 * Mysticism | 12 + 1 + 2


 * Shadow Arts | 3

Pious Haste provides a fast alternative as well as lets you skip investing anything in Wind Prayers, giving you longer duration on all your skills, higher max health, better energymanagement though it has a downside of removing an enchantment when it ends but if timed right you may even use it to your advantage (Vital Boon).

Attributes and Skills
Obsidian Derv

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 definitely the way to go.

Usage

 * Keep up constantly Stoneflesh Aura, Armor of Earth, and Mystic Regeneration.
 * Spell Breaker and Obsidian Flesh can be cycled constantly.
 * If facing minor interrupts, cover your spells with Glyph of Concentration.
 * If facing heavy amounts of hard interrupts, cover Glyph of Concentration with Mirage Cloak.

Counters

 * Non-Spell Enchantment removal
 * Interrupts
 * Dazed

Variants

 * If you're doing single areas with minimal knockdown, replace Fleeting Stability.
 * If not doing Ravenheart Gloom, replace Mirage Cloak.
 * If an elementalist is using Deep Freeze, Ward Against Foes may be replaced.
 * For less experienced teams, you can include a Resurrection Signet.
 * Conviction, Vital Boon, Sliver Armor, and Grasping Earth are good variants.
 * Fire Storm can be used to pull the monks in the mobs up to you.

Shielded Derv

Equipment

 * Armor
 * Two Radiant Insignias and three Survivor Insignias.
 * One Rune of Attunement & Vitae
 * 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

Vermin Farmer

Equipment
(Earth Prayers needs to hit 13 in order for Mystic Regeneration to hit +4 which is imperative when fighting Shreader)
 * Scythe of Enchanting
 * Runes need not be adhered to strictly as long as you hit the breakpoints

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 knockdown 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.

Equipment

 * Windwalker and Radiant Insignias
 * A Zealous Scythe of Enchanting
 * Runes of Attunement

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.
 * Consume Corpse. Corpse denial, self-healing, energy management.

Convicted Wounder

Attributes and Skills
D/Mo


 * Add in Mending Touch and/or Rebirth if you decide to go D/Mo. If you do not think a resurrection skill is needed, it is recommended to bring either Mystic Sweep or Eremite's Attack.

D/W


 * Add in Wild Blow and/or Resurrection Signet for D/W. If you do not think a resurrection skill is needed, it is recommended to bring either Mystic Sweep, Eremite's Attack, or Distracting Blow.

D/A


 * Add in Signet of Malice and/or Resurrection Signet for D/A. If you do not think a resurrection skill is needed, it is recommended to bring either Mystic Sweep, Eremite's Attack, or any Assassin utility skills.

Equipment

 * Armor: Windwalker's Insignia armor with a Scythe Mastery hood (70 AL).
 * Runes: Major Scythe Mastery, Minor Mysticism, Major Earth Prayers, Vigor, Attunement x1
 * Weapon: Sundering or Zealous Scythe of Fortitude with energy+5 inscription.

Usage

 * When entering combat, activate Faithful Intervention, Armor of Sanctity, and Mystic Regeneration to give you max health regeneration (20hp/second).
 * Use Conviction. At this point, you will have at least 109 armor (70 from normal armor, 15 from windwalker's, and 24 from conviction). This does not include Armor of Sanctity's damage reduction, which is 18 less damage from all sources.
 * Find a target.
 * Try as much as possible to spread Deep Wound. My suggestion is to use Wouding Strike followed by Victorious Sweep to deal some significant damage. Then, move on to another target and do the same thing. This will greatly help your party's overall damage output and you can easily serve as a tank with Armor of Sanctity.

Mystic Renewal

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.

Reaper's Vow

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:

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.

Forge Runner

Equipment

 * Maximum level armor with Radiant or Windwalker insignias.
 * The runes you will need are as follows: Major Mysticism, minor Wind Prayers, Minor Earth Prayers, Rune of Attunement, and a Superior Rune of Vigor (if you can afford it).
 * Any weapon with an enchantments last 20% longer mod and +5 energy inscription and a shield or a staff with similiar mods.
 * Totem Axe and a Wooden Buckler from Luci
 * Kepkhet's Refuge

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.

Avatar Forge Runner

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.