Need Some Advice On Commanding Paragon build

Pliskin MacReady

Ascalonian Squire

Join Date: Jun 2006

New York City, New York

The Neo Unholy Trio

W/

Hello, this is my first time posting a build for the purposes of seeking advice. I hope I'm within the rules and am doing everything accordingly. I apologize in advance if I misread or overlooked a rule.

I've been playing around with my Paragon now that I've reached the last skills trainer, and I'm trying to finalize a build focused on the Command attribute. There is at least one slot open, and I have also considered dropping Leader's Comfort. The following is what I've come up with. The main skills are listed first. Below them are the other skills I've considered for the free slot.

Commanding Paragon

Paragon/Any

Leadership: 10 (9+1)
Spear Mastery: 9
Command: 16 (12+4)

1) FREE SLOT

2) "Go For The Eyes!" (Command)
For 10 seconds, the next time each ally within earshot makes an attack, they have an additional 78% chance to critical.
Adrenaline:4

3) Leader's Comfort (Leadership)*
You gain 60 health, and 17 health for each ally within earshot (mximum 140 health).
Energy:5 Cast:2 Recharge:8

4) "Never Give Up!" (Command)
All allies within earshot and below 75% health gain 11 energy.
Energy:5 Cast:0 Recharge:20

5) "Never Surrender!" (Command)
For 10 seconds, all allies within earshot and below 75% health gain 5 health regeneration.
Energy:5 Cast:0 Recharge:20

6) "Stand Your Ground!" (Command)
For 37 seconds, all party members within earshot recieve 24 armour when not moving.
Energy:5 Cast:0 Recharge:45

7) "Incoming!" [Elite] (Command)
For 7 seconds, all party members within earshot take 50% less damage.
Energy:5 Cast:0 Recharge:20

8) RESURRECTION SLOT


Alternative skills under consideration:

- Barbed Spear (Spear Mastery)
If this attack hits, your target begins Bleeding for 11 seconds.
Adrenaline:3

- Wild Throw (Spear Mastery)
If this attack hits, it deals +14 damage, and any stance being used by your target ends. This attack cannot be "blocked" or "evaded".
Adrenaline:7

- "Find Their Weakness!" (Command)
For 21 seconds, the next time target ally criticals, that ally also inflicts a deep wound for 21 seconds,
Energy:10 Cast:0 Recharge:15

- "Help Me!" (Command)
For 11 seconds, other allies' Spells targeting you cast 50% faster.
Energy:5 Cast:0 Recharge:15

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Now, I'm wondering the following:

- Barbed Spear is quick to charge and applies a degen, but Wild Throw is useful for knocking a target out from its stance. Which do people prefer? I have a barbed spearhead already, and if I went for Wild Throw I'd take a Furious.

- Leader's Comfort - keep the self-heal or drop for another skill from the commanding line?

- Should I not worry about either spear skill and instead stay with a Command skill such as "Find Their Weakness!"?

- Currently, I'm equipped with a Superior Command and Vigor Rune, a Minor Leadership and Spear Master Rune, and a Rune of Purity. In addition, my shield is equipped with a Shield Handle of Fortitude +30 and a "Fear Cuts Deeper" inscription; together with the armor, bleeding, poison, and disease durations are reduced by 20% . I've considered dropping the Minor Rune of Spear Mastery for a Rune of Clarity, to reduce Weakness and Blind durations. Since I'm not very focused on doing damage myself, would it make sense to do so, especially if I take neither Barbed Spear or Wild Throw? Any opinions?

- Instead of the Rune of Clarity or Minor Spear Mastery, should I take a Rune of Restoration and replace the shield inscription with "Master of My Domain", so that I have a chance at 17 Command?

- For my Spear, given how I have so far had no Energy issues with my current selection, would it make sense to pick up a "Brawn Over Brains" insciption to receive the constant +15% damage at the cost of five energy?

- Are their any other skills to consider that I haven't thought of?

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Thank you in advance for you time.

LightningHell

LightningHell

(????????????)???

Join Date: Aug 2005

Hong Kong

Guildless

Mo/

Paragon/Warrior with "Watch Yourself!".

Energizing Finale.
Anthem of Flame.

Go for Vampiric, IMO.

Pliskin MacReady

Ascalonian Squire

Join Date: Jun 2006

New York City, New York

The Neo Unholy Trio

W/

Well, two of my heroes use "Watch Yourself", and I don't use any echoes to begin with so I don't see having since I rather focus on spamming "Go For the Eyes".

Energizing Anthem is a Motivation skill, so I'll not worry about that.

Anthem of Flame might be a decent choice I suppose.

But what about Leader's comfort? Keep or drop?

Elemental Cotton

Elemental Cotton

Frost Gate Guardian

Join Date: Nov 2006

E/Mo

I think you should keep Leader's Comfort. It's useful for when 1)the monk can't get to you fast enough, and 2) you encounter a mesmer who happen to have energy stealing spells. Haven't played Nightfall yet so I'm not entirely sure. Even if #2 didn't happen, I'd still advise you to keep Leader's Comfort. Decent health heal when near your allies for a low energy cost.