Earthen overkill
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Earthen overkill
I'm planning on turning my Dervish into a Terra tank, but it looks to me that it might be better to remain in Mysticism and use earth magic rather than earth prayers. Any suggestions on what to do?
six-dragons- Level 19
- Posts : 98
Points : 175
Join date : 2010-05-04
Age : 33
Location : Arizona
Re: Earthen overkill
You can turn yourself into an Obi tank with Mystic Regen as a very good back-up.
Re: Earthen overkill
Thanks for the advice, imma tinker around on my derv, and I'll post any builds I come up with here. ^_^
These are the builds I came up with...dun read it if your not playin a derv..it's kinda long and the form is confusing >.>
Dervish terra tank: Option 1: The enchanted stance
1. Ebondust aura (elite): Earth prayers: 10: Elite Enchantment Spell. (5...29...35 seconds.) Inflict Blindness condition
(4...9...10 seconds) when you use melee attack skills. No effect unless wielding an earth weapon.
2. Glow stone: 5: Spell. Projectile: deals 5...41...50 earth damage. You gain 5 Energy plus 1 Energy for every 2 ranks of
Energy Storage if target foe is Weakened.
3. Mystic regeneration: Earth prayers: 10: Enchantment Spell. (5...17...20 seconds.) You have +1...3...4 Health
regeneration for each enchantment (maximum of on you.
4. Armor of sanctity: Earth prayers: 5: Enchantment Spell. Inflicts Weakness condition on all adjacent foes (5...13...15).
You take 5...17...20 less damage from foes with a condition. (15 seconds.)
5. Glyph of lesser energy: Energy management: 5: Glyph. (15 seconds.) Your next 2 spells cost 10...16...18 less Energy
6. Armor of earth: earth magic: 5: Enchantment Spell. (30 seconds.) You have +24...53...60 armor. You move 50...21...14%
slower.
7. Conviction: 5: Stance. (10...30...35 seconds.) Gain +24 armor. You also have +50% block chance if you are enchanted.
8. Stone flesh aura: Earth magic: 5: Enchantment Spell. (5...13...15 seconds.) Reduces damage you take by 1...25...31, and
you are immune to critical hits.
Strengths: High survivability (regen/Armor/Damage reduction/50% block/interupt prevention), Conditions: Blind, weakness.
Glowstone= Free spell,
Weaknesses: Disenchantments will tear it appart. Low Damage. High energy consumption. Conditions: no cripple, Glowstone
offers no energy regen
Recommended: Areas with high damage but few disenchanters (vq, certain missions) 1/6: Weapon: Heavy scythe of enchanting,
dance with death or guided by fate inscription
Dervish terra tank: Option 2: Mad dragon
1. Mirage Cloak: Earth prayers: 15: Enchantment Spell. (10 seconds.) You have 50% chance to block. End effect: deals
15...63...75 earth damage to nearby foes.
2. Mystic Regeneration: Earth Prayers: 10: Enchantment Spell. (5...17...20 seconds.) You have +1...3...4 Health
regeneration for each enchantment (maximum of on you.
3. Mystic sandstorm: Earth prayers: 10: Spell Remove all your enchantments. Removal effect: deals 10...30...35 earth damage
(maximum 130) for each enchantment lost to nearby foes
4. Sand shards: Earth prayers: 5: Enchantment Spell. (30 seconds.) Ends early if you use an attack skill. End effect: creates
a sand storm at your location that deals 10...18...20 earth damage each second to nearby foes (10 seconds).
5. Vow of strength (elite): Earth prayers: 5: Elite Enchantment Spell. (20 seconds.) Adds 5...41...50% damage to your attacks
against foes not suffering from any conditions.
6. Dragon stomp: Earth magic: Spell. Deals 26...85...100 earth damage. Causes knock-down. Also hits foes near this foe. You
are Exhausted.
7. Ash blast: Earth magic: 5: Spell. Deals 35...59...65 earth damage. Inflicts Blindness condition (3...13...15 seconds) if
target foe is knocked-down.
8. Glyph of lesser energy: Energy management: 5: Glyph. (15 seconds.) Your next 2 spells cost 10...16...18 less Energy
Strengths: High damage, medium survivability(regen, 50% block) , PBAoe's won't disperse enemies, Conditions: blind
Weaknesses: Blind foes will not take damage from VoS, Exhaustion, conditions: no cripple,
Recommended: Areas where Dps is as important as survival for the tank/party 5/6: Weapon: scythe of Devotion, I have the power
inscription
Dervish terra tank: option 3: Obsigen
1. Obsidian flesh: Earth magic: 25: Elite Enchantment Spell. (8...18...20 seconds.) You have +20 armor and enemy spells
cannot target you. You cannot attack and have -2 energy degeneration.
2. Mystic Regeneration:Earth prayers: 10: Enchantment Spell. (5...17...20 seconds.) You have +1...3...4 Health regeneration
for each enchantment (maximum of on you.
3. Glyph of swiftness: Air Magic: 5: Glyph. (15 seconds.) Your next 1...3...3 spell[s] recharge 25% faster and projectiles
from them move 200% faster.
4. Conviction: Earth prayers: 5: Stance. (10...30...35 seconds.) Gain +24 armor. You also have +50% block chance if you are
enchanted
5. Dust cloak: Earth prayers: 10: Enchantment Spell. (30 seconds.) Your attacks deal earth damage. Initial effect: deals
20...68...80 earth damage to adjacent foes. End effect: inflicts Blindness condition (1...4...5 seconds) on adjacent foes.
6. Aura of thorns:Earth prayers: 5: Enchantment Spell. (30 seconds.) Initial effect: inflicts Crippled condition (4...9...10
seconds) on nearby foes. End effect: inflicts Bleeding condition (5...13...15 seconds) on nearby foes.
7. Sand shards: Earth prayers: 5: Enchantment Spell. (30 seconds.) Ends early if you use an attack skill. End effect: creates
a sand storm at your location that deals 10...18...20 earth damage each second to nearby foes (10 seconds).
8. Vail of thorns: Earth prayers: 5: Enchantment Spell. (5...17...20 seconds.) Inflicts Crippled condition on your attackers
(5...13...15 seconds).
Strengths: High survivability(+44 armor/spell immunity/regen/50% block), conditions: blind, bleeding, crippled
Weaknesses: Low energy regen, disenchantmens may ruin build (SoD, WoD), conditons: no weakness
Recommended: Anywhere Obsidian flesh can be maintained 6/6 Zealous weapon:scythe of enchanting, I have the power inscription
Dervish terra tank: option 4: Oblitertation
1. Obsidian flesh: Earth magic: 25: Elite Enchantment Spell. (8...18...20 seconds.) You have +20 armor and enemy spells
cannot target you. You cannot attack and have -2 energy degeneration.
2. Mystic Regeneration:Earth prayers: 10: Enchantment Spell. (5...17...20 seconds.) You have +1...3...4 Health regeneration
for each enchantment (maximum of on you.
3. Glyph of lesser energy:
4. Conviction: Earth prayers: 5: Stance. (10...30...35 seconds.) Gain +24 armor. You also have +50% block chance if you are
enchanted
5. Dust cloak: Earth prayers: 10: Enchantment Spell. (30 seconds.) Your attacks deal earth damage. Initial effect: deals
20...68...80 earth damage to adjacent foes. End effect: inflicts Blindness condition (1...4...5 seconds) on adjacent foes.
6. Aura of thorns:Earth prayers: 5: Enchantment Spell. (30 seconds.) Initial effect: inflicts Crippled condition (4...9...10
seconds) on nearby foes. End effect: inflicts Bleeding condition (5...13...15 seconds) on nearby foes.
7. Sheild of force: Earth prayers: 5: Enchantment Spell. (1...13...16 seconds.) Blocks the next attack skill against you;
inflicts Weakened condition to your attacker (5...17...20 seconds).
8. Vail of thorns: Earth prayers: 5: Enchantment Spell. (5...17...20 seconds.) Inflicts Crippled condition on your attackers
(5...13...15 seconds).
Strengths: High survivability (+44 armor/spell imuity/regen/50% block) conditons: blind bleeding, crippled, weakness
Weaknesses: Low energy regen, low dps, disenchantmens may ruin build (SoD, WoD)
Recommended: Anywhere Obsidian flesh can be maintained 4/6 Zealous weapon: scythe of enchanting, I have the power inscription
Dervish terra tank: option 5: Stoned balthazar
1. Avatar of Balthazar: Mysticism: 10: Elite Form. (10...74...90 seconds.) You gain +40 armor, you move 33% faster, and your
attacks deal holy damage. This skill is disabled for 120 seconds.
2. Mystic vigor: Mysticism: 5: Enchantment Spell. (20 seconds.) You gain 1...6...7 Health (maximum 25) for each Enchantment
on you whenever you hit with an attack.
3. Armor of earth: Earth magic: 10: Enchantment Spell. (30 seconds.) You have +24...53...60 armor. You move 50...21...14%
slower.
4. Silver armor: Earth magic: 10: Enchantment Spell. (5...10...11 seconds.) You have 25...45...50% chance to block. Deals
5...29...35 earth damage to one nearby foe whenever you are the target of a hostile spell or attack.
5. Stoneflesh aura: Earth magic: 10: Enchantment Spell. (5...13...15 seconds.) Reduces damage you take by 1...25...31, and
you are immune to critical hits.
6. Ward of Weakness: Earth magic: 10: Ward Spell. (5...17...20 seconds). Inflicts Weakened condition (5...17...20 seconds)
to any foes that take elemental damage in this ward.
7. Eremites zeal: Mysticism: 5: Spell. Remove one of your enchantments. Removal effect: you gain 1...5...6 Energy (maximum
15) for each adjacent foe.
8. Eternal aura: Sunspear rep: 10: Enchantment Spell. All nearby foes take 65...100 holy damage. For 10 seconds, nothing
happens. When this Enchantment ends, all other Dervish Skills are recharged.
Strenghs: High survivability (+93 armor/health regen/Damage reduction/critical immunity), conditions: weakness
Weaknesses: Energy extensive
Recommended: Underworld 3/6 Heavy scythe of enchanting, guided by fate insciption
Dervish terra tank: option 6: Kinetic VoS
1. Vow of Silence: Mysticism: 5: Elite Enchantment Spell. (5...9...10 seconds.) Spells cannot target you. You cannot cast
spells.
2. Kinetic armor: Earth Magic: 15: Enchantment Spell. (8 seconds.) You have +20...68...80 armor. Renewal bonus: cast a spell.
3. Lyssa's assault: Scythe mastery: 10: Scythe Attack. Deals +5...17...20 damage. You gain 3...10...12 Energy if you are
enchanted.
4. Pious fury: Scythe mastery: 5: Scythe Attack. Deals +5...17...20 damage. You gain 3...10...12 Energy if you are
enchanted.
5. Aura slicer: Scyther mastery: 5: Scythe Attack. Deals +10...22...25 damage. Inflicts Bleeding condition (5...13...15
seconds) if you or target foe are enchanted.
6. Cripling sweep: Scythe mastery: 5: Scythe Attack. Inflicts Crippled condition (7 seconds) for each enchantment on you
(maximum 10...18...20 seconds).
7. Reap impurities: Scythe masterY: 5: Melee Attack. Deals +10...26...30 damage. You gain 15...63...75 Health for each foe
you hit that has a condition
8. Resurrection signet: Y'all know what it does
Strengths: Spell immunity, high armor, self heal, res, conditions: bleeding, crippled
Weaknesses: requires tiresome enchantment control to maintain Kinetic armor
Recommended: those who want a challenge? 2/6 weapon: Crippling/barbed scythe of enchanting, guided by fate inscription.
These are the builds I came up with...dun read it if your not playin a derv..it's kinda long and the form is confusing >.>
Dervish terra tank: Option 1: The enchanted stance
1. Ebondust aura (elite): Earth prayers: 10: Elite Enchantment Spell. (5...29...35 seconds.) Inflict Blindness condition
(4...9...10 seconds) when you use melee attack skills. No effect unless wielding an earth weapon.
2. Glow stone: 5: Spell. Projectile: deals 5...41...50 earth damage. You gain 5 Energy plus 1 Energy for every 2 ranks of
Energy Storage if target foe is Weakened.
3. Mystic regeneration: Earth prayers: 10: Enchantment Spell. (5...17...20 seconds.) You have +1...3...4 Health
regeneration for each enchantment (maximum of on you.
4. Armor of sanctity: Earth prayers: 5: Enchantment Spell. Inflicts Weakness condition on all adjacent foes (5...13...15).
You take 5...17...20 less damage from foes with a condition. (15 seconds.)
5. Glyph of lesser energy: Energy management: 5: Glyph. (15 seconds.) Your next 2 spells cost 10...16...18 less Energy
6. Armor of earth: earth magic: 5: Enchantment Spell. (30 seconds.) You have +24...53...60 armor. You move 50...21...14%
slower.
7. Conviction: 5: Stance. (10...30...35 seconds.) Gain +24 armor. You also have +50% block chance if you are enchanted.
8. Stone flesh aura: Earth magic: 5: Enchantment Spell. (5...13...15 seconds.) Reduces damage you take by 1...25...31, and
you are immune to critical hits.
Strengths: High survivability (regen/Armor/Damage reduction/50% block/interupt prevention), Conditions: Blind, weakness.
Glowstone= Free spell,
Weaknesses: Disenchantments will tear it appart. Low Damage. High energy consumption. Conditions: no cripple, Glowstone
offers no energy regen
Recommended: Areas with high damage but few disenchanters (vq, certain missions) 1/6: Weapon: Heavy scythe of enchanting,
dance with death or guided by fate inscription
Dervish terra tank: Option 2: Mad dragon
1. Mirage Cloak: Earth prayers: 15: Enchantment Spell. (10 seconds.) You have 50% chance to block. End effect: deals
15...63...75 earth damage to nearby foes.
2. Mystic Regeneration: Earth Prayers: 10: Enchantment Spell. (5...17...20 seconds.) You have +1...3...4 Health
regeneration for each enchantment (maximum of on you.
3. Mystic sandstorm: Earth prayers: 10: Spell Remove all your enchantments. Removal effect: deals 10...30...35 earth damage
(maximum 130) for each enchantment lost to nearby foes
4. Sand shards: Earth prayers: 5: Enchantment Spell. (30 seconds.) Ends early if you use an attack skill. End effect: creates
a sand storm at your location that deals 10...18...20 earth damage each second to nearby foes (10 seconds).
5. Vow of strength (elite): Earth prayers: 5: Elite Enchantment Spell. (20 seconds.) Adds 5...41...50% damage to your attacks
against foes not suffering from any conditions.
6. Dragon stomp: Earth magic: Spell. Deals 26...85...100 earth damage. Causes knock-down. Also hits foes near this foe. You
are Exhausted.
7. Ash blast: Earth magic: 5: Spell. Deals 35...59...65 earth damage. Inflicts Blindness condition (3...13...15 seconds) if
target foe is knocked-down.
8. Glyph of lesser energy: Energy management: 5: Glyph. (15 seconds.) Your next 2 spells cost 10...16...18 less Energy
Strengths: High damage, medium survivability(regen, 50% block) , PBAoe's won't disperse enemies, Conditions: blind
Weaknesses: Blind foes will not take damage from VoS, Exhaustion, conditions: no cripple,
Recommended: Areas where Dps is as important as survival for the tank/party 5/6: Weapon: scythe of Devotion, I have the power
inscription
Dervish terra tank: option 3: Obsigen
1. Obsidian flesh: Earth magic: 25: Elite Enchantment Spell. (8...18...20 seconds.) You have +20 armor and enemy spells
cannot target you. You cannot attack and have -2 energy degeneration.
2. Mystic Regeneration:Earth prayers: 10: Enchantment Spell. (5...17...20 seconds.) You have +1...3...4 Health regeneration
for each enchantment (maximum of on you.
3. Glyph of swiftness: Air Magic: 5: Glyph. (15 seconds.) Your next 1...3...3 spell[s] recharge 25% faster and projectiles
from them move 200% faster.
4. Conviction: Earth prayers: 5: Stance. (10...30...35 seconds.) Gain +24 armor. You also have +50% block chance if you are
enchanted
5. Dust cloak: Earth prayers: 10: Enchantment Spell. (30 seconds.) Your attacks deal earth damage. Initial effect: deals
20...68...80 earth damage to adjacent foes. End effect: inflicts Blindness condition (1...4...5 seconds) on adjacent foes.
6. Aura of thorns:Earth prayers: 5: Enchantment Spell. (30 seconds.) Initial effect: inflicts Crippled condition (4...9...10
seconds) on nearby foes. End effect: inflicts Bleeding condition (5...13...15 seconds) on nearby foes.
7. Sand shards: Earth prayers: 5: Enchantment Spell. (30 seconds.) Ends early if you use an attack skill. End effect: creates
a sand storm at your location that deals 10...18...20 earth damage each second to nearby foes (10 seconds).
8. Vail of thorns: Earth prayers: 5: Enchantment Spell. (5...17...20 seconds.) Inflicts Crippled condition on your attackers
(5...13...15 seconds).
Strengths: High survivability(+44 armor/spell immunity/regen/50% block), conditions: blind, bleeding, crippled
Weaknesses: Low energy regen, disenchantmens may ruin build (SoD, WoD), conditons: no weakness
Recommended: Anywhere Obsidian flesh can be maintained 6/6 Zealous weapon:scythe of enchanting, I have the power inscription
Dervish terra tank: option 4: Oblitertation
1. Obsidian flesh: Earth magic: 25: Elite Enchantment Spell. (8...18...20 seconds.) You have +20 armor and enemy spells
cannot target you. You cannot attack and have -2 energy degeneration.
2. Mystic Regeneration:Earth prayers: 10: Enchantment Spell. (5...17...20 seconds.) You have +1...3...4 Health regeneration
for each enchantment (maximum of on you.
3. Glyph of lesser energy:
4. Conviction: Earth prayers: 5: Stance. (10...30...35 seconds.) Gain +24 armor. You also have +50% block chance if you are
enchanted
5. Dust cloak: Earth prayers: 10: Enchantment Spell. (30 seconds.) Your attacks deal earth damage. Initial effect: deals
20...68...80 earth damage to adjacent foes. End effect: inflicts Blindness condition (1...4...5 seconds) on adjacent foes.
6. Aura of thorns:Earth prayers: 5: Enchantment Spell. (30 seconds.) Initial effect: inflicts Crippled condition (4...9...10
seconds) on nearby foes. End effect: inflicts Bleeding condition (5...13...15 seconds) on nearby foes.
7. Sheild of force: Earth prayers: 5: Enchantment Spell. (1...13...16 seconds.) Blocks the next attack skill against you;
inflicts Weakened condition to your attacker (5...17...20 seconds).
8. Vail of thorns: Earth prayers: 5: Enchantment Spell. (5...17...20 seconds.) Inflicts Crippled condition on your attackers
(5...13...15 seconds).
Strengths: High survivability (+44 armor/spell imuity/regen/50% block) conditons: blind bleeding, crippled, weakness
Weaknesses: Low energy regen, low dps, disenchantmens may ruin build (SoD, WoD)
Recommended: Anywhere Obsidian flesh can be maintained 4/6 Zealous weapon: scythe of enchanting, I have the power inscription
Dervish terra tank: option 5: Stoned balthazar
1. Avatar of Balthazar: Mysticism: 10: Elite Form. (10...74...90 seconds.) You gain +40 armor, you move 33% faster, and your
attacks deal holy damage. This skill is disabled for 120 seconds.
2. Mystic vigor: Mysticism: 5: Enchantment Spell. (20 seconds.) You gain 1...6...7 Health (maximum 25) for each Enchantment
on you whenever you hit with an attack.
3. Armor of earth: Earth magic: 10: Enchantment Spell. (30 seconds.) You have +24...53...60 armor. You move 50...21...14%
slower.
4. Silver armor: Earth magic: 10: Enchantment Spell. (5...10...11 seconds.) You have 25...45...50% chance to block. Deals
5...29...35 earth damage to one nearby foe whenever you are the target of a hostile spell or attack.
5. Stoneflesh aura: Earth magic: 10: Enchantment Spell. (5...13...15 seconds.) Reduces damage you take by 1...25...31, and
you are immune to critical hits.
6. Ward of Weakness: Earth magic: 10: Ward Spell. (5...17...20 seconds). Inflicts Weakened condition (5...17...20 seconds)
to any foes that take elemental damage in this ward.
7. Eremites zeal: Mysticism: 5: Spell. Remove one of your enchantments. Removal effect: you gain 1...5...6 Energy (maximum
15) for each adjacent foe.
8. Eternal aura: Sunspear rep: 10: Enchantment Spell. All nearby foes take 65...100 holy damage. For 10 seconds, nothing
happens. When this Enchantment ends, all other Dervish Skills are recharged.
Strenghs: High survivability (+93 armor/health regen/Damage reduction/critical immunity), conditions: weakness
Weaknesses: Energy extensive
Recommended: Underworld 3/6 Heavy scythe of enchanting, guided by fate insciption
Dervish terra tank: option 6: Kinetic VoS
1. Vow of Silence: Mysticism: 5: Elite Enchantment Spell. (5...9...10 seconds.) Spells cannot target you. You cannot cast
spells.
2. Kinetic armor: Earth Magic: 15: Enchantment Spell. (8 seconds.) You have +20...68...80 armor. Renewal bonus: cast a spell.
3. Lyssa's assault: Scythe mastery: 10: Scythe Attack. Deals +5...17...20 damage. You gain 3...10...12 Energy if you are
enchanted.
4. Pious fury: Scythe mastery: 5: Scythe Attack. Deals +5...17...20 damage. You gain 3...10...12 Energy if you are
enchanted.
5. Aura slicer: Scyther mastery: 5: Scythe Attack. Deals +10...22...25 damage. Inflicts Bleeding condition (5...13...15
seconds) if you or target foe are enchanted.
6. Cripling sweep: Scythe mastery: 5: Scythe Attack. Inflicts Crippled condition (7 seconds) for each enchantment on you
(maximum 10...18...20 seconds).
7. Reap impurities: Scythe masterY: 5: Melee Attack. Deals +10...26...30 damage. You gain 15...63...75 Health for each foe
you hit that has a condition
8. Resurrection signet: Y'all know what it does
Strengths: Spell immunity, high armor, self heal, res, conditions: bleeding, crippled
Weaknesses: requires tiresome enchantment control to maintain Kinetic armor
Recommended: those who want a challenge? 2/6 weapon: Crippling/barbed scythe of enchanting, guided by fate inscription.
Last edited by six-dragons on Thu May 06, 2010 11:29 am; edited 1 time in total (Reason for editing : Adding to it.)
six-dragons- Level 19
- Posts : 98
Points : 175
Join date : 2010-05-04
Age : 33
Location : Arizona
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