Archive talk:D/Mo HB RoJ Derv

You aren't using RoJ. 217.120.228.192 15:22, 16 December 2008 (EST)
 * was just a typo?  -- Gringo TALK 20:23, 16 December 2008 (EST) 
 * I thought that was pretty funny. 217.120.228.192 15:25, 16 December 2008 (EST)
 * Every build should have RoJ from now on, tbh. [[Image:Surprise.png|19px]] Karate  Jesus   15:25, 16 December 2008 (EST)
 * see its funny when you post it on like warriors with RoJ, but this is actually good, so stop being stupid.  -- Gringo TALK 20:26, 16 December 2008 (EST) 
 * Lol short fuse much? This is good, but that doesn't mean it disqualifies my statement. [[Image:Surprise.png|19px]] Karate  Jesus   15:34, 16 December 2008 (EST)
 * my fuse is only short with idiots, pardon me.  -- Gringo TALK 20:35, 16 December 2008 (EST) 
 * Your fuse seems to get shorter. Keep NPA in mind. - Star Seeker  15:37, 16 December 2008 (EST)
 * It's not NPA unless I get offended...which, I'm not. If he wants to make me angry, he'll have to do better than "idiot". Uncreative name calling is not really offensive. Now, if I said something about how his quick temper will probably keep him in his mother's basement wacking off while dismembering innocent animals, that would be offensive (and probably NPA), but luckily I didn't. Anyway, back to the build. I like it. I'm gonna go test it out right now. [[Image:Surprise.png|19px]] Karate  Jesus   15:42, 16 December 2008 (EST)
 * lol, this page is for talking about the build. any changes need to be made?  -- Gringo TALK 20:39, 16 December 2008 (EST) 
 * Strong but doesn't SoH remove itself after a certain distance, so you will always need this nearby (meaning you can't let it go solo cap), or do you generally run it with you. --F rosty 15:41, 16 December 2008 (EST)
 * when its 4v4 or 3v3, you just keep SoH up. he can then solo cap, and when he comes back within range just recast SoH.  <font color="#444">-- Gringo <small style="font-family:Verdana;"><font color="#444">TALK 20:42, 16 December 2008 (EST) 

Tried this, non elemental damage owns vs r/p cappers. Brandnew. 05:47, 17 December 2008 (EST)

With other derv cappers attributes are 12 mysticism, 11 earth and 11 in other attirbute. Is it better with this 13 earth - 11 other attribute - 9 mysticism. Zuko 08:27, 17 December 2008 (EST)
 * You probably need the energy back from having to cast all the beefy enchantments.-- Ikimono <font color ="Silver">I know my Paragons [[Image:Paragon-icon-small.png]] 09:04, 17 December 2008 (EST)
 * na, actually try running it, 9 myst + castigation = enough.  <font color="#444">-- Gringo <small style="font-family:Verdana;"><font color="#444">TALK 14:11, 17 December 2008 (EST) 

It's a good build yes. Taking the surviving abilities from a Dervish mixing it with the spiking power from a D/E AND adding SoH. The only flaw (which I told Massacre, the creator of this) is that when you split this D/Mo and you get stripped its QQ no SoH. The obvious advantage, however, is the fact you can drop the standard Mo/N for something different such as a Rt/N with Weapon of Fury (This D/Mo probably should only be used with BB sins btw). I'm not a big fan of it, and think a A/W, D/E, Mo/N, Mo/E-like setup is better. Nonetheless, a greatworthy build. Smurf Ohai 11:57, 17 December 2008 (EST)

ive been using this with a wastrels collapse sin. means im more mobile then other sins in HB. While still having tht rawr spike dmg. Used a mo/w and a rt/a with mark of insecurity. this owns. Zuko 13:04, 17 December 2008 (EST)

Hi, I don't know how to post on this or whatever, but I noticed something wrong. In the "Usage" section you talk about the skill "Strength of Honor". This skill is not in the build.