Well we've been in there and done it now, at least on the small scale with a comparision between two profession platforms. Ragnar (as spear-throwing W/P) and Wirr Ling (scythe-waving D/Mo).
The Dervish wasn't working out very well.
- Low armour left Wirr Ling face down in the dirt more than any of the others in the party.
- Unsuitable weapon (easily solved) left occasional agro range issues and energy problems. The scythe is too slow for energy maintenance, drags the wielder to melee range to be used and also leaves no room for the defence of a shield.
Meanwhile the Warrior was holding most of the aces.
- Sentinel Armour for defence.
- Stonefist Elite Kurzick Gauntlets for knockdown extension.
- Appropriate weapon selection for keeping Ursan Blessing up and running.
The one advantage that the Dervish had over the Warrior was in post-battle energy recovery and I suspect that the advantage was probably quite small given the adrenal and signet skills available to the Warrior bar.
I found myself actually thinking that the Dervish might have been more potent with a selection of other PvE skills. Point blank Lightbringer's Gaze and Light of Deldrimor could be interesting. Having said that I'm also wondering how they would play as a Volfen Blessing Dervish in a pack of Ursan Blessing characters... Two Enchantments on the bar and speed buffs for everyone, plus a deep wound condition in the primary attack...
Problems we both faced
Margonite Anur Kaya
These Mesmers were screwing us hard. I had to be constantly aware of Spirit Shackles or my energy would get shredded in seconds. In many cases the results started heading in the direction of partial wipes.
Margonite Anur Dabi
This was partly because of the Paragon mid-line I brought in, but anyway... Vocal Minority was a killer. Without Ursan Roar spamming, my self-support healing (reacting off a couple of Motivation chants) dropped sharply and that was on top of the sudden lack of inflicting a weakness condition on enemies and +14 damage per attack damage bonus on friendlies. Protection, damage and self healing all balled up in the one skill likewise kicked off a domino effect in the party when that one annoying hex hit me. Honorable mention also goes to the skill Meekness that could slow our attack speeds and thus screw with our energy management quite harshly in Ursan mode.
Aside from knocking out enemy Monks those two quickly became critical priority, particulary seeing as 5/8 of the party were physical attack shouters with two of that number being the Ursan Blessing characters. Kill or be killed and hit those two Margonites early would seem to be the general game plan. A back line with an incredible amount of hex removal also looks like an option worth taking.