User:Jasminethetender/builds/derv

Dervish

=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
OR

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.

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).

=Harrier's Grasp= This build uses the powerful effects of the Dervish elite skill Avatar of Melandru to give a constant Health bonus and condition immunity. In combination with powerful Scythe Mastery attacks that would normally incur a penalty towards the player, that is neutralized, resulting in an extremely powerful Melee build.

Equipment

 * Radiant's insignia is required to maintain your energy level.
 * A Scythe with "Guided by Fate" or "Strength and Honor" inscriptions.
 * If you want an even larger energy pool, look for the "I Have the Power" inscription.
 * Runes of Major Mysticism, Superior Vigor, Minor Wind Prayers, Minor Scythe Mastery.

Usage

 * Keep Avatar of Melandru active as much as possible, and as energy allows for.
 * Victorious Sweep, Wearying Strike, and Mystic Sweep are your primary attack skills.
 * Follow up Wearying Strike with Mystic Sweep for a fast Deep Wound spike.
 * Use Wild Blow to remove stances.
 * Featherfoot Grace should be used as a speed boost. Note the reduced duration for Conditions can be helpful when not under the effects of Avatar of Melandru.
 * Maintain Harrier's Grasp for chasing down kiting foes.
 * Resurrection Signet is to be used on fallen party members.

Counters

 * This build has no means of removing hexes and is vulnerable to the same types of hexes as most melee oriented builds such as Spiteful Spirit and Empathy.
 * Heavy Energy denial can be troublesome, especially if trying to activate Avatar of Melandru.
 * Heart of Fury can be used for an attack speed boost.
 * Fragility has a nasty effect on AoM because conditions are immediately removed.

Variants

 * Instead of Featherfoot Grace, consider Pious Haste, Enchanted Haste, Lyssa's Haste, or Harrier's Haste.
 * Harrier's Grasp can be replaced with other anti-kiting skills.
 * If under high energy constraints, such as not having an enchantment caster in your party, consider replacing an attack with an enchantment such as Guiding Hands, Intimidating Aura, or Zealous Renewal.

=Imbue Health AoM Dervish= This Dervish exists to both carry a considerable amount of offensive power while also bringing along condition removal and a potent heal to aid allies in times of duress.

Equipment

 * Armor:
 * Two major attribute runes, One superior rune of Vigor, Two runes of Attunement (+ energy).
 * Radiant insignias (+ energy).
 * Weapons:
 * Sundering Scythe of Enchanting, with a "Guided by Fate" inscription.
 * Vampiric Scythe as well, switching out as you need them.
 * A staff in case of Dealth Penalty, as DP will reduce your max energy below that required for your Avatar.

Usage

 * Before the upcoming confrontation and while clearly out of a ranger interruption range, activate Avatar of Melandru. Your HP should be at an impressive 685. Use Victorious Sweep upon targets with lower HP than yourself. Use Wearying Strike every 10 seconds to keep a Deep Wound upon your target. Since conditions do not affect you, you won’t suffer weakness from Wearying Strike. Always put Zealous Renewal back up once it drops while being careful not to use it prematurely.
 * Helping teammates: If you have the energy to spare, and you should, use draw condition to totally wipe out all conditions when it really matters. You won’t have to worry about them affecting you due to Avatar of Melandru. Use Imbue Health to give other party members a potent 300 HP heal (which you should easily be able to grant with your large HP pool), esp. when allied healer is unable to heal at the right moment.

Variants

 * You may want to swap out a skill for Mystic Vigor.
 * You may want to swap out a skill for Crippling Sweep, to prevent kiting.
 * You may want to swap out a skill for Watchful Intervention, for even more anti-spike protection.

Counters

 * Anti-Melee hexes can cause problems with attacking.
 * While Avatar of Melandru is down, like all Avatar builds, the build will lose some functionality. Mainly, you cannot use Draw Conditions unless in extreme situations, Wearying Strike is mostly out of the question, and Imbue Health will take a slight hit.
 * If you happen to get totally destroyed, your Imbue Health won't be too much help to your allies. Plus, healing yourself with Victorious Sweep will be harder to manage.
 * Fragility will decimate you. Since Avatar of Melandru applies conditions and then instantly removes them, the damage from fragility can be fatal. Be extremely wary of this hex!

=Golden Corruption=

This Dervish uses a rather short Assassin combo combined with Mystic Corruption for a long lasting daze to shutdown casters. Energy is controlled with Zealous Renewal and Heart of Fury works as an IAS.

Attributes and Skills
Optional One Optional Two
 * Jagged Strike
 * Leaping Mantis Sting
 * Golden Fox Strike
 * Golden Lotus Strike
 * Nine Tail Strike
 * Horns of the Ox
 * Twisting Fangs

Equipment

 * Full Radiant armor or Windwalker Insignia's
 * Silencing Daggers of Enchanting with 15% while enchanted

Usage

 * Cast your enchantments
 * Run to a foe and use your dagger combo, this will give a long daze effect
 * If have Jagged Strike, re-use it to cover the daze
 * Attack the caster to easily interupt them

Counters

 * Condition removing signets
 * Blind, Empathy etc
 * Enchantment removal

Variants

 * Watchful Intervention or Faithful Intervention over Mystic Vigor
 * If in Alliance Battles, you may use Pious Haste before battle for a speed buff
 * Temple Strike can be used instead of Golden Skull Strike for blind too cover daze at the cost of 5 more energy and increased recharge
 * If your want a snare, you can drop Mysticism to 11 + 1 + 1 and drop either Heart of Fury or Mystic Vigor for Harrier's Grasp and use the spare points for wind prayers

Equipment

 * Max Radiant armor with Windwalker insignias
 * A Furious scythe of Enchanting with 15% while enchanted

Usage

 * Before a battle begins cast your enchantments.
 * Pick a caster for a target.
 * Start off the battle with Crippling Sweep and build up Adrenaline.
 * When you have enough Adrenaline, use Skull Crack.
 * Re-use Crippling Sweep to cover daze and use Mystic Sweep on your foe

Counters

 * Mending Touch
 * Normal Melee counters (Blind, Empathy)
 * Enchantment removal

Variants

 * Mystic Sweep can be replaced for Distracting Blow or Eremite's Attack
 * Faithful Intervention can be replaced for Watchful Intervention
 * "For Great Justice!" if your having aderalaine issues
 * Mystic Vigor can replaced Faithful Intervention as you have a high attack rate

=Harriers Scythe=

This Dervish build uses Mysticism and Wind Prayers to heal and to deal damage. The build's name comes from the combination of Featherfoot Grace and Harrier's Grasp to deal massive damage whilst crippling fleeing foes.

Equipment

 * Radiant Insignia for energy.
 * Windwalker Insignia for more armor while enchanted.
 * Runes:
 * Major or Superior Rune of Scythe Mastery
 * Superior Rune of Vigor
 * Minor Rune of Wind Prayers
 * Minor Rune of Mysticism


 * Sundering, Vampiric, or Elemental Scythe of Fortitude or of Enchanting with a 15^50 or +15% while enchanted damage mod.

Usage

 * Cast and maintain Zealous Renewal as much as possible.
 * Use Reaper's Sweep on targets with health 50% or below.
 * Use Chilling Victory after Reaper's Sweep to deal massive spike damage.
 * Alternate attack pattern:
 * Use Chilling Victory to get your target to 50% or below health, then use Reaper's Sweep followed by Mystic Sweep for a fast spike.
 * Cast Harrier's Grasp then Harrier's Haste in order to catch and deal major damage to fleeing foes.
 * Use Wild Blow to deal critical damage and to remove stances.

Counters

 * Anti-melee conditions/hexes apply.
 * Enchantment removal will hinder this build.

Variants

 * Replace Mystic Sweep with Pious Restoration for a quick healing spell and a situational hex removal.
 * Replace Mystic Sweep with Mystic Vigor for a form of self-healing.
 * Replace Mystic Sweep with Dwayna's Touch for a sufficient self-heal.
 * Replace Reaper's Sweep with Wounding Strike for a situational attack.
 * Replace Chilling Victory with Victorious Sweep if you want a more sufficient heal.
 * Replace Featherfoot Grace with Harrier's Haste for a cheaper stance with bonus damage.

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.

Counters

 * Massive enchantment removal before Mystic Sandstorm is launched.
 * Anything preventing the casting of enchantments on you.
 * Repetitive knockdowns and interrupts to fail enchantment spells.
 * Kiting.

Variants

 * Pious Renewal can be replaced with Arcane Zeal. This reduces your health gain after using Mystic Sandstorm, but it allows for more costly, more powerful enchantments to be used instead. For example:


 * By sacrificing a few points in Earth Prayers and placing them instead in Scythe Mastery, you can provide yourself with an acceptable alternative should you find yourself up against an enchantment-remvoing or interrupting foe.
 * Despite the health spike after casting Mystic Sandstorm, it's very easy to get killed while casting the enchantments. For this reason, Mystic Regeneration works very well when used as your first enchantment.

Attributes and Skills

 * Optional slot: Vital Boon, Extend Enchantments, Conviction, Mystic Regeneration, or Shroud of Distress
 * In AB or CM, Swap resurrection Signet for One of the above

Equipment

 * Full Radiant armor with runes of attunement.
 * Zealous Scythe of Enchanting with an Energy +5 inscription.

Usage

 * Cast Faithful Intervention before battle.
 * Find a Target and cast Vow of Strength, Death's Charge, Shadowy Burden, and Heart of Fury.
 * Let rip as many attacks as possible.
 * Use dash to anti-kite or get away from sticky situations.

Counters

 * Mass Conditions (Blind) pose the biggest threat to this build. Try and team with a monk.

Attributes and Skills
=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.

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.

Attributes and Skills

 * 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 definitely 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

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

=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.

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.

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.

Variants

 * Reaper's Sweep can replace Wounding Strike as you see fit.

Counters
=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.
 * Enchantment removal.
 * Hexes.

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.

=Pious Sandstorm= This build takes advantage of Pious Renewal's energy and health gain when removing multiple enchantments with Mystic Sandstorm, resulting in spike damage and bringing you back to near full health and energy to remove downtime.

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.

Counters

 * Massive enchantment removal before Mystic Sandstorm is launched.
 * Anything preventing the casting of enchantments on you.
 * Repetitive knockdowns and interrupts to fail enchantment spells.
 * Kiting.

Variants

 * Pious Renewal can be replaced with Arcane Zeal. This reduces your health gain after using Mystic Sandstorm, but it allows for more costly, more powerful enchantments to be used instead. For example:


 * By sacrificing a few points in Earth Prayers and placing them instead in Scythe Mastery, you can provide yourself with an acceptable alternative should you find yourself up against an enchantment-remvoing or interrupting foe.
 * Despite the health spike after casting Mystic Sandstorm, it's very easy to get killed while casting the enchantments. For this reason, Mystic Regeneration works very well when used as your first enchantment.

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.

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.