User:Dr Dread/rescued builds/11-055 Dervish Tank

I copied this page from the trial builds area, as it looks like it's scheduled for deletion, and there are several interesting points that I want to refer to in the future. Dr Dread 00:59, 25 February 2011 (UTC)

This versatile build utilises the newly changed skills to acquire high amounts of armor, damage reduction and health to survive assaults for your party.

Attributes and Skills
[build prof=Dervish/Any Mystic=10+1+1 Earthprayers=11+1][Eternal Aura][Intimidating Aura][Veil of Thorns][Mystic Regeneration][Optional][Optional][Optional][Optional][/build]

Protection Variant
[build name=%2526quot%253B130hp dervish" prof=dervi/monk protec=10 scythe=12+1+3 earthp=6+3 mystic=6+3][Protective Spirit][Banishing Strike][Mystic Regeneration][Veil of Thorns][Intimidating Aura][Vow of Silence][Balthazar's Spirit][Essence Bond][/build]

Shadow Variant
[build name=%2526quot%253B130hp dervish" prof=dervi/monk Shadow=12 Earthprayers=10+1 Mysticism=8+1+1][Death's Charge][Banishing Strike][Mystic Regeneration][Veil of Thorns][Intimidating Aura][Shadow Form][Shroud of Distress][Eternal Aura][/build]

Channeling Variant
[build prof=d/rt Mysticism=8+1+1 Earthprayers=10+1 Channeling=12][Destructive Was Glaive][Spirit Rift][Ancestors' Rage][Optional][Optional][Intimidating Aura][Veil of Thorns][Mystic Regeneration][/build]

Elite skill choices

 * for energy management.
 * or for physical/elemental armor, and even more health in the latest case.
 * for healing (if a teardown skill is taken) and hex removal.
 * for a spammable feeder enchantment.
 * when the situation requires so.

Earth Prayers optionals
Spec 12 Mysticism, 12 Earth Prayers if this and Mysticism skills are your only chosen skills.
 * , when Conditions are the business of the day.
 * , when Conditions are the business of the day.
 * , when Conditions are the business of the day.
 * , when Conditions are the business of the day.

Mysticism optionals
Spec 12 Mysticism, 12 Earth Prayers if this and Earth Prayers skills are your only chosen skills.
 * , highly advised if the healer isn't capable, with your high health, this means a splendid heal.
 * and/or for feeder enchantments.
 * , highly advised if the healer isn't capable, with your high health, this means a splendid heal.
 * and/or for feeder enchantments.
 * and/or for feeder enchantments.

Wind Prayers optionals
Spec 10+1 Wind prayers when using this.
 * for healing.
 * for an utility interrupt and enchantment speedup.
 * for party healing.
 * and for self healing.
 * to avoid interrupts, very effective with Eternal Aura (4s -> 0s).
 * and/or for feeder enchantments.

Scythe Mastery Optionals
Spec 10+1 Scythe Mastery and equip a Zealous scythe of Fortitude 15^50.
 * for 100b, scythe style.
 * for conjure earth and blind spam, requires an ebon scythe.


 * for lulzy condition spam.
 * and (and Whirlwind Attack if /W) for mobbing, beware of scatter.
 * for DW.
 * for stance hate and major damage.
 * for Emanaging big damage.
 * cause it's awesome.
 * cause its awesome.

Tactics optionals
Spec 10 Tactics and equip a tactics shield, perhaps comes in handy for stancetanking.
 * for stancetanking.


 * for adrenaline building and even more health.
 * more armor.
 * take an IAS and a furious spear to build adrenaline fast.
 * when the need arises.
 * for stancetanking.
 * partywide uncounterable blocking skill.

Protection Prayers optionals
Spec 10 Protection prayers and equip a Hale protection staff of Fortitude with an inscription of choice.
 * for a panic button.
 * when it is needed.
 * when the need arises.
 * big armor and block buff.
 * bigger armor and HP regen.


 * and for major energy management.


 * for anti-conditioning.
 * when the need arises.
 * for a lulzy blocking buff.
 * to allow better alivekeeping of you.
 * for anticondition spam on frontline.
 * to let conditions slip off of you.
 * for a panic button.
 * and/or for more damage reduction.
 * and when major damage is expected.

Smiting Prayers optionals
Spec 10 Smiting Prayers and equip a Hale Smiting staff of Fortitude with an inscription of choice.


 * for non-scattering AoE damage.
 * when it comes in use.
 * when it comes in use.


 * and for major energy management.


 * for Emanagement and minor damage.
 * for damage return.
 * for a panic button for you or your allies.
 * for damage return.
 * , and/or  when they come in handy.
 * for AoE damage and anti-condition.
 * for AoE damage and anti-hex.
 * for party support.

Inspiration magic optionals
Spec 10 Inspiration magic and equip a Hale Inspiration staff of Fortitude with an inscription of choice.
 * when the need arises.
 * for a utility interrupt


 * for more energy management.
 * for an utility interrupt.
 * for an utility interrupt and damage/degen when a mesmer (or a hex of your own) is on the site.
 * and/or for an utility interrupt.
 * for major Emanagement (requires a spec of 3 to be upkept, so it's useable with another skill line).
 * and/or for more armor.
 * and/or one of it's sister skills when a particular damage type is common.
 * and/or when the use arises (like against Varesh).

Earth Magic optionals
Spec 10 Earth Magic and equip a Hale Earth staff of Fortitude (or Enchanting, when stated) with an Aptitude, not Attitude inscription.
 * with instead of  and an of Enchanting mod.


 * for a major armor buff.
 * (possibly with ) with an of Enchanting mod for more damage reduction.
 * for blocking and nearly uncontrollable damage.
 * when KD's are the business of the day.
 * for antimelee
 * for a panic button
 * for a humongous armor bonus, requires spell spamming.
 * for better Emanagement, no spec required.

Shadow Arts optionals
Spec 10 Shadow Arts.
 * , requires a 12 Shadow arts Spec and an of Enchanting mod.


 * for a panic button.
 * for a rush/selfheal.
 * for a emergency evacuation skill.
 * for a panic button.
 * for a panic heal.
 * for a emergency evacuation skill.
 * for extra defense, also a nice combination with Shadow Form.
 * for a panic button.
 * for a panic button.

Channeling Magic optionals
Spec 10 Channeling Magic and equip a Hale Channeling staff of Fortitude.
 * for a big damage spam, it might be in your interest to spec 12 channeling, 8+1+2 Mystic, 10+1 Earth in this case.
 * for party support.


 * for damage spam, good combination with Destructive was Glaive or Cruel was Daoshen.
 * Armor Penetration buffing item spell, together with a major bit of dropping damage.
 * for the lulz.
 * so your spirit lord can take something else.
 * for Emanagement with spirits nearby.
 * for party support.

Restoration Magic optionals
Spec 10 Restoration Magic and equip a Hale Restoration staff of Fortitude.


 * for minor extra armor and contra-Interrupts.
 * for a panic button of sorts.


 * for a AoE blind.
 * for a contra-condition.
 * to make conditions and hexes your new best friends.
 * to make hexes and conditions your new best friends.
 * for damage return.
 * and/or for panic buttons.

Command Optionals
Spec 10 command and equip a Command Shield.
 * for party running.


 * when it comes in handy.
 * when it comes in handy.
 * for party running.
 * for party support.
 * when your party mainly consists of physicals.
 * for a panic button.
 * for a party pressure relieve.
 * for more armor for you and frontliners.
 * when overdoing it on the res department is wished.
 * when mass interrupts are wished.
 * when mass weakness is wished.

Equipment

 * Full Windwalker's (or Survivor's)
 * Given runes, best vigor attainable, possibly a rune of Recovery when less daze is needed, and fill the rest up with Vitae.


 * by default a Sword/Axe/Spear of Fortitude +5 energy and a Shield of Fortitude with either a -3 physical damage when enchanted or a +10 armor against *type* damage when one is prominent.

Usage

 * Upon entering the zone, cast
 * When nearing an encounter, ensure to be the one attracting aggro and run in, casting 2-4 on the go.
 * use optionals accordingly.


 * Might you die, you will immediately resurrect, when such happens cast Veil of Thorns first, then Intimidating Aura and Mystic Regeneration, and then finally Eternal Aura again, then go with the regular tactics again.

Counters

 * Major enchantment hate.
 * Countering of optionals