(I love the new Flash Enchantments!)
I am going to go ahead and say it, I am a Dervish! Dervish is my main profession ever since the Nightfall preview where it C-Spaced it’s way into my clogged gamer heart (Ryan says, “go exercise!”). 20+ million experience points later he is still my most spoiled character. Over the years the dervish got minor tweaks but usually every build I had has stood the test of time, until this latest Dervish update. Prior to the update I was proud to lead the charge in areas like FOW where no one would usually attack the same target as me since I was 3 hit killing and 1 hit killing the undead. As over powered as it may have been nothing makes you feel like a GWAMM quite like that did. These were scythe wielding grim reapers from Elona that could easily make red dots drop Vials of Brown Dye!
That was then, this is Dervish 2.0! The class was nearly completely rebuilt, 90% of the skills were changed as well as Mysticism. Couple that with the changes to Asuran Scan, Aura of Holy Might, and “By Ural’s Hammer!” and that means nothing can hit as hard as it used to. Part of me is bummed out and wishes I was quick enough to get that screenshot where foe I hit in FOW for 904! (He was undead, holy damage FTW!) Another part of me is happy for the revamp. It is nice to have a new way to play, new mechanics to learn, and new skill combinations to discover!
In Relics Of Orr episode 30, Ryan briefly mentioned some of my concerns. There is no inherent buff that makes the Dervish the hardest hitter with the scythe – base damage alone. If you think of base damage a Warrior beefs up his damage with the strength attribute just like an Assassin beefs up his damage with the Critical Strikes attribute. But where the Dervish has the advantage is energy management with their enchantments and the effects of those enchantments. Numerous skills now remove Dervish enchantments and those enchantments give you bonuses like extra damage, HP, conditions, energy, and/or adrenaline.
Now I can forgive my first concern about base damage based on the above paragraph, but lets touch on my second concern – Enchantments. “Shatter bait” is what we called it. If you are not familiar with Shatter Enchantment, especially in Hard Mode, then you have not played a Dervish very much because it easily hits for 150+ damage. It is not just Shatter Enchantment but any enchantment remover, the Dervish gets hit by it first. Why does this bother me? I LOVE doing elite areas more than anything else in the game but places like The Deep, FOW, UW, and DOA hate enchantments. The Dervish is certainly an option for these areas and still works but if their profession mechanic wasn’t so enchantment heavy it would make a Dervish as viable as any other class for that area. It would just be nice to not rely so much on enchantments (in my opinion ).
That gets the bad out of the way. Asuran Scan nerf means our MASSIVE melee spikes are MIA (some of you still may be sour about that), but in it’s place is a mass of smaller numbers! The Dervish can output damage similar to the SoS Ritualist! Feel free to stand in the middle of the chaos and watch the numbers fly! When the dust settles you are surrounded by corpses standing like a bad ass with your scythe shining in the Tyrian sun. Couple that with the new Flash Enchantments and Dervish 2.0 is a ton of fun!
I have always been a fan of changes to the Guild Wars world. It makes this game something you have to adapt to and it keeps things fresh! Keep up keeping it fresh! We love it!