Description
Tyrian Dervishes are an off-shoot of traditional Elonian Dervishes. This particular order fled north by ship, predicting Joko’s successful reign. Their ship wrecked at sea, however, scattering them across Tyria, where they have formed various orders and learned from all races. Though secretive, their existence was eventually discovered by the Order of Whispers, who have taken an interest in their unique talents.
Armor – Heavy
The new Dervish order is one that places its faith in steel. While this armor reduces their speed, they use its weight to add force to smooth, graceful dances.
Available Weapons
2-Handed
Scythes
Greatswords
Staff (Melee)
Hammers
Longbow
Shortbow
Main-Hand
Sword
Dagger
Axe
Off-Hand
Sword
Dagger
Axe
Profession Mechanic – Dances
The Dervish cannot swap weapons, as they are limited to one-weapon set (like the Elementalist and Engineer). They can, however, swap between three Dances.
Each weapon has its own three dances with their own unique names. Each dance, like an attunement swap, is also associated with 5 weapon skills.
The fun of the Dervish, however, comes in the form of its secondary activation – the Crescendo. These are powerful skills, like Burst Skills, that only become available if you stay in a Dance for a long enough duration, as it requires that you build up a Tempo. Thus, unlike the Elementalist, the Dervish encourages lengthy, informed decisions over rapid swaps. And unlike the Warrior, the Dervish encourages patience over reckless abandon. Swapping Dances, of course, resets any progress towards a Crescendo skill, even if you’ve completely unlocked it.
Unique Attribute
The unique attribute of the Dervish is Rhythm. This speeds up the acquisition of Tempo while in a dance.
Utilities
Signet
Shout -
Dervish shouts are based on Tempo. They consume it and a boosted by your current percentage of Tempo with effectiveness ratios to produce powerful support effects.
Song-
Effectively a channeled shout, an Aria has the Dervish sing, much like a Mesmer’s Mantra. Unlike a Mantra, the Dervish can use other skills while singing, but they can be interrupted at any point, along with any other skill the Dervish might be using.. Songs are devoted to powerful non-boon support effects, much like Ranger spirits, though they only last for a few seconds or until interrupted.
Example
Song of Might and Malice (Elite) – Sing a Song of Power over the next 5 seconds, granting allies in the area (including yourself) 300 bonus Power and Condition Damage. (May need adjustment)
Vow-
Vows, now a form of personal strength as opposed to religious statement, are an effect with a pre-requisite. If the Dervish fulfills the requirement within a time limit, they get a powerful bonus. If they do not, they gain no benefit.
Example
Vow of Strength (Elite) – Make a Vow of Strength. If you deal x damage within y seconds, you gain doubled Power for z seconds. Failure to meet your vow results in no benefit.
Enchantment
Enchantments are Boon modifiers. They each effect all boons – boosting their benefits and giving you a special effect when a Boon begins or ends on you.
Examples
Fire Enchantment – Gain an enchantment of Fire, causing each unique Boon to grant you 20 Power and Condition Damage. Deal damage in an area when you gain or lose a unique boon.
Water Enchantment – Gain an enchantment of Ice. Each Boon on you grants you a very small amount of healing over time. When you gain or lose a unique boon, heal allies in a small area.