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Earthen overkill

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Earthen overkill Empty Earthen overkill

Post  six-dragons Wed May 05, 2010 7:10 pm

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?
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Earthen overkill Empty Re: Earthen overkill

Post  Markus Clouser Thu May 06, 2010 5:37 am

You can turn yourself into an Obi tank with Mystic Regen as a very good back-up.
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Post  six-dragons Thu May 06, 2010 8:33 am

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 Cool 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 Cool 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 Cool 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 Cool 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
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