Why are Paragons so disliked?

Crazyvietguy

Crazyvietguy

Krytan Explorer

Join Date: Aug 2005

[Njk]

Rt/

So basically both of your are championing the Rit and Para. Which are both incredible classes, have their pros and cons. YET very different classes.

@ Mad5cout
To be honest, I think that A-Net's "nerf" on Ritualists evened out the playing field for Paragons. Because to be honest, If you are holding a room/area. Rits will be and always be far superior because the rit can cover the entire team with shelter, union, displacement, soothing and the friendly shadowsong by staying out of damage range and placing huge protection throughout the room. But also they can lay offensive spirits to help with damage with pain, dissonance, shadowsong, wanderlust, etc.

@oinkers
However if you are constantly moving (like much of Elona is) Paragon is superior because it allows you to "take" protection with you. ToF is equivalent to a Life bond, what many people who dont play GOOD paragons forget to see is that The burning should be focused upon the enemies harrassing the monks/eles/ritualist. A single Paragon can render one enemy burning for the entire duration of their life (usually ends before 20 seconds). HOWEVER while the paragon is protecting its casters and healers, he/she can also be buffing their melee attackers through skills like Go for the eyes, Anthem of Envy, and Anthem of Flame.

All in all, Ritualists are more inclined to stationary protection and defending waves of attacks (why they work amazing in Factions.. cause everything is so close together). While Paragons work more effective in quick protection and fast movement. (why they were placed in Elona.. cause again.. you do a lot of that). Both classes have a lot to offer, just in different areas.

I think it would be neat to have a P/Rt or Rt/P maybe that will be my next project. That way everyone can be happy.

clawofcrimson

clawofcrimson

Desert Nomad

Join Date: Sep 2006

Crimson Claw

W/

I see the paragon as a utility character...and I disagree that builds are narrowed to three categories...tank...dps...heal... there is more to this game than this...


The paragon has some excellent skills...and while I agree that many skills need a buff to become worthwile...the paragon itself is extremely valuable for many reasons...


I have found ab paragons very useful with skills like [card]"stand your ground!"[/card] [card]"fall back!"[/card] [card]"go for the eyes!"[/card] [card]"watch yourself!"[/card] mobility is very valuable when capping shrines and builds like this add 40 plus armour to the party as well as mobility..without even using an elite....... if mobbing (not reccomended) you can effect the entire group.


[card]angelic bond[/card] +[card]stoneflesh aura[/card] = pretty good bonder

[card]awe[/card] probably my favorite skill in the entire line I usually combine with shock

[card]stunning strike[/card] I have found this to be very useflul as well...again...not for damage..but for another niche


bottom line... assasins,derv,rits, and paragons dont really have there own niche... until people start to get creative with the skills...and play them well...I have enjoyed playing the paragon and would welcome one in both pvp (ab especially) and pve...

oinkers

Frost Gate Guardian

Join Date: Dec 2006

Quote:
Originally Posted by Crazyvietguy
However if you are constantly moving (like much of Elona is) Paragon is superior because it allows you to "take" protection with you. ...

All in all, Ritualists are more inclined to stationary protection and defending waves of attacks (why they work amazing in Factions.. cause everything is so close together). While Paragons work more effective in quick protection and fast movement. (why they were placed in Elona.. cause again.. you do a lot of that). Both classes have a lot to offer, just in different areas.
I was initially inclined to agree, but thinking about this it seems to be that the 'patrolling' behaviour of groups in GW (Elona included) in PvE favours the Rit over the Para in that the Rit can easily lay down spirits before each encounter. The mobility of enemy groups in GW (NF included) isn't that great - certainly it's less than the 1-radar range that rit spirits encompass. Assuming your group dont Leeroy headlong into groups, the few second a Rit uses to lay down spirits can also be discounted. To cite a few examples:

1. Drazgonur Bastion - a center-based Rit can cover the east+west positions with the huge radar range of spirits. A Paragon cannot without running about a bit as the enemy waves come in.

2. Grand Court of Sebelkeh - a communer can hold the central altar easy whilst the rest of the group capture the 3 rifts.

3. Ruins of Morah - after killing Varesh once, retreating back to the on-ramp is ideally suited for Rits. There is no need for mobility on this map at all.

4. Gate of Madness - after capturing the 5 shrines, most teams move to the central open depression area so have the space to kite. A rit lays down spirits covering the entire area in one go. A Para has to move with the squishes or tanks depending on which chant he's trying to cover. The only time the 2 overlap is when a dumb tank moves torwards the squishies - which is a mistake of course.

On the basis of this and other missions, I really do think that the mobility of chants/shouts is more suited to PvP and therefore Rits have qualities that are simply more friendly to use without micromanagement in most of GW's PvE areas.

Quote:
I think it would be neat to have a P/Rt or Rt/P maybe that will be my next project. That way everyone can be happy. Already tried that (before I deleted my Para). Vocal was Sogolon is the prime example of a synergistic skill covering both professions, but you lose a lot holding ashes. Plus, I really dont want shouts/chants to last longer, I want them to heal for more, or give back more energy, or trigger multiple times instead of just once, or re-apply themselves with a certain percentage-chance occurence. There's a reason why I stick a few points in tactics to make Watch Yourself minimally useful - it's a way of triggering stuff (along with GFTE). There's no need to lengthen WY/GFTE when I can spew it out every 2 seconds with Focused Anger.

Beyond that, there's not a lot to be had being P/Rt or Rt/P - beyond Song of Power (hint).

Govtmorgue

Academy Page

Join Date: Oct 2006

Dirty Angels go to Hell [HELL]

P/E

Quote:
So Paragons outdamage SF nukers (according to your argument) only when built as GFTE spammers in a physical damage heavy group (i.e. all warriors/dervishes, no eles, no necros, no mesmers) ? You're nuts - nobody would ever make a group like that unless under very special situations.

Put a SF nuker and a Paragon side by side in a high-end environment like the Deep with a variety of situations as an example. You don't seriously think a group to the Deep would replace 3 eles with paragons?

And you don't seriously think a Paragon can outdamage a SF nuker? Rodgorts (which is another area spell) + SF is more than 200+ damage to an entire AREA which physical-heavy warriors cannot do. SF nukers can wipeout PvE monsters in like 3 casts.

The rest of your argument doesn't even bear reading - I can see some of the math is already wrong.
Oinkers

I would like to state that I run a SF ToF Para build all the time. While I don't do the major damage, I start the enemies on fire for my SF nuker's to start dishing out the damage right away. While enemies are on fire, since I have a Sup Leadership rune, all those enemies that are on fire are dealing 53% less damage...right off the bat. I then watch the enemies, and as soon as they stop burning, I throw out another SF to get them started again...for the damage reduction. So I'm not stuck in some crap ass "support" build, nor am I stuck in the "tank" build, but I do get to do some great damage, providing some awesome damage reduction (I've gotten noting but prop's for the way my build synergizes with SF ele's, plus monks love me since I am helping provide a *nearly* constant 53% damage reduction. You have a point stating that we won't replace 3 ele's in the Deep, but I can *almost* guarantee that at least one Para (Using my SF ToF build) will help boost the mobility and killing speed of the team, while keeping them protected.

Quote: I did read your previous post (and again after you posted this) and you did not include the entire skill set that you included here. Now that you posted it but didn't explain how it works, I went to wiki and tried to figure that out.

Displacement: Create a level 1...8 Spirit. Attacks made by all non-Spirit foes within its range are "evaded." Every time an attack is evaded in this way, this Spirit takes 60 damage. This Spirit dies after 30...54 seconds.

So, this does what you said 100% evade for all non-spirit attackers. So, just to actually truthfully explain this, understand that this does NOT give you 100% damage reduction vs spells, hexes, and the like. This is still very good. Now, someone with Factions help me out. How much Hp does this guy have. Cause with 60 damage for every evade, I gotta believe this thing is not lasting long. It takes 45 seconds to recharge. So, how much damage is really "evaded"? I truly would like an answer. I could not find HP values on wiki only AR.

Union: Create a level 1...7 Spirit. Whenever a non-Spirit ally in its range takes damage, that damage is reduced by 15 and the Spirit takes 15 damage. This Spirit dies after 30...54 seconds.

So, this takes away some of the hex or spell damage incurred beyond all the evades. This one probably lasts until recast as it only takes 15 damage per thing, but again, someone with this char type please confirm actual practice (oinkers? wanna put some factual hard evidence up for once?)

Shelter: Create a Level 1...7 Spirit. Non-Spirit allies within its range cannot lose more than 10% maximum Health from a single attack. When this Spirit prevents damage, it loses 75...51 Health. This spirit lasts 30...54 seconds.

This is good, too. It does take a lot of damage when preventing damage, though, so it might die before recast, too. Recharge os 45 seconds.

I might also point out that to actually get all of these cast it takes 13 seconds. Not necessarily significant for groups who are patient but very significant to those who are not.

So the way this works is that Displacement allows you to evade all physical attacks for a period of time, then Union reduces any other damage by 15. If what is left goes above 10% of your HP, then anything above 10% damage is negated. So, in the end, you are protected for a short time of physical attacks but are vulnerable to hexes and heavy elemental strikes for the most part and will can still take up to 10% of your HP as damage.

You could also add in Soothing to prevent adrenaline building in your enemies and Dulled Weapon to prevent critical strikes for small amount of foes.

***

I will conceed to this point, a rit protector is better. I just tried a protector paragon and the echos are just to friggin complicated. You have to be attacking to recharge adrenaline and then target a specific ally to cat an echo and some of the other target specific chants. My only vindication is that I admitted that I had never tried one of these before. Just tried one, and it SUCKED. The paragon echos are absolutely useless. ANet should've made these castable on the entire party and then it would be fine. The energy conservation was all off and I could not keep track of the differnt casts (which are echos and which are chants, which are target specific, which are not, which ally to cast them on,, BLAH!) This gets the crap stamp by me. Stick with the other builds I posted.

You are better of going SF paragon with ToF and settling for a mere 41% damage reduction... oh and all that SF damage they do...

pingu666

Jungle Guide

Join Date: Jul 2006

guildhall

[DETH]

dont the rit spirits die rather quickly?, plus the cast time is painful 3-5 seconds..

each profession has its place

oinkers

Frost Gate Guardian

Join Date: Dec 2006

Quote:
Originally Posted by pingu666
dont the rit spirits die rather quickly?, plus the cast time is painful 3-5 seconds..

each profession has its place Rit lord were nerfed fairly recently - and yes, spirits die quickly even before the nerf. Despite that, they still out-prot Motivation/Command Paragons. That's saying MORE about the Paragons than it does about the Rit. I did Gate of Madness (shiro+lich) and was surprised how easy it was with a rit lord instead of my para - the sole monk had to do so little healing in between the downtime of my spirits she got noticeably lazy with healing.

About the 45/30 second recharge? Thats why they're called Rit Lords - reduces the recharge times by about 70%.

As for stacking, you'll find rits are careful about casting Shelter/Union/Displacement in the right order to ensure the reductions are optimised.

Consider resto Rits too - the machine gun healing with Attuned was Songkai means you can pump out 2 energy heals for 100hp approx like there was no tomorrow. And with Spirit of Preservation (drop Songkai) doing 122hp spot heals every 4 seconds on auto-pilot all by self without needing energy/management from the Rit - it seriously out-motivates Motivation Paragons (Song of Resto heals for only 90ish, dependent on using skill, needs energy unlike Preservation)

Each profession has its place, but you have to consider which areas are more 'sympathetic' to the common cases, and I have to say there are far fewer places in PvE that are suited to a Paragon more than a Rit.

Coming back to DoA builds, a Song of Power Paragon isn't gonna help trapper teams because the energy regen stops the moment they lay another trap - but trappers keep laying traps fairly constantly when building them up.

Thinking about this, my Rit build is going to be refined with Communing + Well of Power to be a combined BIP+prot in one char slot - WoP working well because where trapping a point repeatedly makes for lots of corpses near the trap - where the well would easily reach the rangers (not one ranger like BIP, but the entire party). And the spirit prot can be laid down before encounter because they dont need adrenaline to be built up to work.

Mad5cout

Academy Page

Join Date: Oct 2006

Thanks oinkers. One point that you have made this entire time had factual basis to it and two other people had to provide the information.

BTW, check out this link. If you want to continue on and on about Rit Protectors, this is where it should go:

http://www.guildwarsguru.com/forum/f...play.php?f=224

Also, just like to say that I went into tombs yesterday and saw at least 3 groups pulling in paragons with them. So, it seems word is getting out about their usefulness. I don't know about the other groups but the one I brought my paragon in did the entire tombs run in 45 minutes flat and every single ranger there thought it was the coolest thing since sliced bread.

You should see how fast those worms go down with deep wound on them... owned.

CagedinSanity

CagedinSanity

Wilds Pathfinder

Join Date: Jul 2006

Away from you.

W/

I find is somewhat pathetic that the Rit kept being brought up to begin with. There's no reason for that. i know they're both support characters, but that's still like saying "My necro can solo everything so it's better than the paragon." Blaahh.

oinkers

Frost Gate Guardian

Join Date: Dec 2006

Quote:
Originally Posted by CagedinSanity
i know they're both support characters, but that's still like saying "My necro can solo everything so it's better than the paragon." Blaahh. That's precisely what I'm saying. The Rit is much more soloable for farming than a Paragon.

CagedinSanity

CagedinSanity

Wilds Pathfinder

Join Date: Jul 2006

Away from you.

W/

Yes, but that's still going a tad off topic.
Solo'ing isn't the only part of the game.

oinkers

Frost Gate Guardian

Join Date: Dec 2006

Quote:
Originally Posted by CagedinSanity
Yes, but that's still going a tad off topic.
Solo'ing isn't the only part of the game. Oh ffs, nobody reads my posts carefully. See my above points about resto rits and SF nukers outdamaging paragons. Soloing using rits was another point I made, but by no means the only one. On all of these counts, the Paragon loses.

Mad5cout

Academy Page

Join Date: Oct 2006

Quote:
Originally Posted by oinkers
Oh ffs, nobody reads my posts carefully. See my above points about resto rits and SF nukers outdamaging paragons. Soloing using rits was another point I made, but by no means the only one. On all of these counts, the Paragon loses. Ah but you offered no proof for your arguments and I showed how your assumptions are incorrect in some instances. Unless you are going to actually go in game and record data and PROVE what you say, your opinions are complete BS. I have shown how paragons can come close to the damage of an SF and adds other benefits that a SF does not provide.

Both the SF/ToF paragon build and the GFTE/Envy spammer in a physical heavy group will come close to the damage of a SF but the SF/ToF adds massive damage reduction in the process. Sure Rit Lords can do more protection but they can't add the damage. So, a SF/ToF Paragon is the best of both worlds. A high damage character (in comparison to most other characters) AND it adds 41% damage reduction - you won't find many other builds in the game that add that many benefits. The GFTE/Envy spammer does even more damage (as previously shown) in groups with a lot of physical damage dealers (I should clarify. Its not just physical damage it's any non spell attack) AND it it can help heal, AND it adds deep wound, AND it can energy buff for the casters - again not many characters in the game that can add that much damage and add all the other benefits.

Your problem oinkers is that you have a one sided view to your characters. Rather than looking at a characters overall benefit you think to yourself *in nerdy voice* "Well my Rit Lord can out protect your SF/ToF paragon any day... neah..." Yeah... but is it adding over 1000 damage every ten seconds? HELL NO.

or you are saying, "Well, SFs do A TON more damage than a SF/ToF paragon." Which in reality they only go from 91 to like 98 on SF and 53 to 58 with a superior Rune of Fire Magic in. Also, there isn't an SF ele in the game that is adding 41% damage reduction while doing it.

That's just dumb strategy. So, to answer the question of the original post by using oinkers as an example. People don't like the paragon because they are dumb. They don't look at the actual numbers, don't know how to add, and are too one track minded to see the full benefit of the character type.

That's really what it all comes down to. People don't understand how their skills work and are too lazy to actually figure it out and are too ignorant to listen to the people that have. Par for the course for the 15 million 12 year olds that play this game.

LouAl

Wilds Pathfinder

Join Date: Dec 2005

I am gonna weigh in on this too...

I am pretty sure that the only real reason that Para is a little less than popular right now is because there are so many and their role isn't fully understood by most players. I also think that it isn't really understood because the Para has too many skills in the spear category and not enough in the others. Having more in the spear category, while not inherently bad, makes more people think that Paras should be trying to put out mass damage.

My personal favorite Para setup is to put my spear mastery as low as possible while meeting the req (using 1 or maybe 2 spear attacks), then focusing on doing some damage with my spear but buffing the rest of the team so that I can, essentially, be a support character that has reasonable damage output. I haven't had 2 monks on a team with my paragon since I figured this out and it has made all the fights shorter and less painful.

So, I would say that the paragon (primary att is Leadership) shouldn't be the person on the team that does the most damage or has the best protection or healing, but instead is the person on the team that makes everyone else more efficient and more effective at what they do. Also, you don't need to have GFTE or ToF on your skill bar to be a good para, there are plenty of other good skills.

oinkers

Frost Gate Guardian

Join Date: Dec 2006

Motivation Paras have been totally nerfed!!!

From the latest skill balances:

# Aria of Restoration: decreased healing to 30..90.
# Aria of Zeal: decreased Energy gained to 1..6.
# Ballad of Restoration: decreased healing to 30..90, decreased recharge time to 15 seconds.
# Chorus of Restoration: decreased healing to 30..90.
# Song of Restoration: decreased healing to 30..90.

All resto in Motivation has been decreased! Spear appears to have been very slightly buffed, but it's still unusable.

Rits on the other hand:
# Life: decreased recharge time to 20 seconds, decreased duration to 20 seconds, increased healing-per-second it was alive to 1..7.
# Preservation: decreased recharge time to 20 seconds, increased duration to 90 seconds.
# Spirit Light: increased healing to 60..180.
# Weapon of Warding: decreased casting time to 1 second.

All buffs My resto rit is even more powerful now ))

byteme!

byteme!

Forge Runner

Join Date: Jan 2006

On Earth

W/P

Quote:
Originally Posted by oinkers
Motivation Paras have been totally nerfed!!!

From the latest skill balances:

# Aria of Restoration: decreased healing to 30..90.
# Aria of Zeal: decreased Energy gained to 1..6.
# Ballad of Restoration: decreased healing to 30..90, decreased recharge time to 15 seconds.
# Chorus of Restoration: decreased healing to 30..90.
# Song of Restoration: decreased healing to 30..90.

All resto in Motivation has been decreased! Spear appears to have been very slightly buffed, but it's still unusable.

Rits on the other hand:
# Life: decreased recharge time to 20 seconds, decreased duration to 20 seconds, increased healing-per-second it was alive to 1..7.
# Preservation: decreased recharge time to 20 seconds, increased duration to 90 seconds.
# Spirit Light: increased healing to 60..180.
# Weapon of Warding: decreased casting time to 1 second.

All buffs My resto rit is even more powerful now )) More powerful? I don't see any dmg buffs. So you can prot a team what else is new?

jinshifu

Ascalonian Squire

Join Date: Jan 2007

What I don't get is that if paragon's were underused and useless, why would Anet feel the need to nerf motivation?

oinkers

Frost Gate Guardian

Join Date: Dec 2006

Quote:
Originally Posted by byteme!
More powerful? I don't see any dmg buffs. So you can prot a team what else is new? Prot isn't heal. I was talking about restoration, not communing. Spirit Light now heals for more (180), Preservation lasts for 90 seconds (up from 60).

Rit's channeling also got buffed (see Destructive was Glaive giving 25% armor penetration, Bloodsong now channeling instead of communing, Channeled Strike decreased recharge time), but I really dont care for it. What's significant is resto rits got seriously buffed, whereas Paragon motivation is even more broken than before due to it healing less.

oinkers

Frost Gate Guardian

Join Date: Dec 2006

Quote:
Originally Posted by jinshifu
What I don't get is that if paragon's were underused and useless, why would Anet feel the need to nerf motivation? Not that paragons were underused, there's lots of them running around still. They weren't useless as such, but the point is that other classes out-perform Paragons in most configurations.

But it's not like Motivation was such a must-have line to be nerfed so hard. And spear was tweaked slightly upwards, but the increases in spear don't seem to have offset the heavy losses that motivation has taken. I can't find one spear skill that I like to use, even with the changes.

One of the nicest elites for Paragons (Song of Restoration) is now healing for less. And none of the useless elites like Incoming (lasts 4 seconds!?) were made any better. Makes Paragons even less attractive.

Mad5cout

Academy Page

Join Date: Oct 2006

Quote:
Originally Posted by oinkers
Motivation Paras have been totally nerfed!!!

From the latest skill balances:

# Aria of Restoration: decreased healing to 30..90.
# Aria of Zeal: decreased Energy gained to 1..6.
# Ballad of Restoration: decreased healing to 30..90, decreased recharge time to 15 seconds.
# Chorus of Restoration: decreased healing to 30..90.
# Song of Restoration: decreased healing to 30..90.

All resto in Motivation has been decreased! Spear appears to have been very slightly buffed, but it's still unusable.

Rits on the other hand:
# Life: decreased recharge time to 20 seconds, decreased duration to 20 seconds, increased healing-per-second it was alive to 1..7.
# Preservation: decreased recharge time to 20 seconds, increased duration to 90 seconds.
# Spirit Light: increased healing to 60..180.
# Weapon of Warding: decreased casting time to 1 second.

All buffs My resto rit is even more powerful now )) FOR CLARIFICATION (yet again... oinkers lacks research):

These skills were altered but the descriptions on GW website is slightly inaccurate. The lower end levels on these skills have been decreased BUT the higher end on most of these skills have been INCREASED. They have readjusted the scale of what you get at each level.

Aria of Restoration: old = 40...88, new = 30...90
Aria of Zeal (actual nerf): old = 1...7, new = 1...6 (oooo....)
Ballad of Restoration: old = 30...78, new = 30..90 (doesn't look like a decrease to me...oops GW website) , decreased recharge time to 15 seconds. (this used to be 10 seconds and is now longer)
Chorus of Restoration: old = 40..88, new = 30..90.
Song of Restoration: old =40-88, new = 30..90.

Hmm... since no one in their right mind would use these skills unless maxing the attributes, it looks like the spells got STRONGER. NOT NERFED. They did this because they realized the people who were packing skills out of their maxed attributes were OWNING with these secondary buffs. So, they make the lower end values less.

...GL with the new Rit balances oinkers...

oh btw, you missed this before:

http://www.guildwarsguru.com/forum/f...play.php?f=224
Well, if you are a "motivation paragon" then a good chance you are. Mine does, 16 for most builds and 15 for a few. I can not say how many do this as I do not know, but looking at motivation builds submitted to GuildWiki appears quite a few run at 15 or 16.

Quote:
Compared to a Paragon where you have to micro-manage your Angelic Bond on selected players - you can't maintain bonds party wide with 2 pips regen!

Angelic protection? Pffft...prot spirit (and its big brother Shelter) still rule for spike protection. The trigger for Angelic Prot is too high anyway. With something like Prot-spirit/Shelter - the 10% equates to about 40/50 in health (depends on party member) and not the 250-130 damage the angelic needs to work. Plus, with Angelic Bond you're wasting an elite slot. oinkers

Your information is wrong. With a Leadership based para, with a Superior rune, it's damage over 90...and with *I think* a 9 or 12 in Leadership, it's damage over 130. (Just a statement for correct information...nothing for or against what you actually pointed out)

bartwart

Ascalonian Squire

Join Date: Nov 2006

I love my para but I don't much love the idea that I'm supposed to be some crap ass "support" char, like the above poster mentions. My primary character was an echo ss necro for the longest time, and now that I'm a ToF tank we are annihilating Kourna mobs and missions much quicker. Granted, my SS necro didn't have much trouble with the Kournas to begin with, but the results speak for themself. I'll have to see how we do against the Margonites, but I suspect the results will be the same.

I just capped SF yesterday for Zhed, but I'll have to try the SF para for myself. I noticed Guild Wiki had an unfavored SF para build listed, and frankly the negatives against it were crap, as are most negatives against para builds. "Para is for support," to paraphrase the common sentiment towards paragons. "This would be much better as two builds," is another bunk argument because pick-up missions or AB don't afford such luxuries as being able to custom pick every class and skill you can take into battle. Or "such and such will counter this build therefor it sucks," which you can say about any other build. I also fundamentally disagree that you should compare a build from one type of char with a build from another. I mean, now that SF is out there how many good builds are now obsolete using this logic?

I think a double standard is being applied to the paragon. For example, a promiment guild wiki poster voted against a clever virulence para build because "untainted disease hurts your party." Well no kidding! Using that logic the Me/N virulence build would have never seen the light of day.

[sarcasm]
For that matter, mesmer just plain owns all so guild wiki should remove all those non-mesmer builds. [/sarcasm]

I do, however, think the spear line needs at least one AoE attack and one attack that can travel farther than normal range.

oinkers

Frost Gate Guardian

Join Date: Dec 2006

Quote:
Originally Posted by Govtmorgue
Oinkers
... we won't replace 3 ele's in the Deep, but I can *almost* guarantee that at least one Para (Using my SF ToF build) will help boost the mobility and killing speed of the team, while keeping them protected. I've toyed around with an SF Para, but came to the conclusion most mixed PUGs would have a nuker ele in there somewhere, and didn't need me to waste my secondary on it. The only time a SF Para is useful is when there are no nukers to set things on fire around - and that's kinda rare.

Use the SF Para build if it suits you - it just wont be around for too much longer as SF is being nerfed in the coming weeks. We'll be back to WY/GFTE spamming.

Angelic Bond is still unbelievably crap for an elite - prot spirit or shelter owns it every which way. Larger range, unconditional, party-wide without having to cast on individual members, and non-elite to boot. Angelic Prot has a ridiculous threshold of 130+ (who is going to put 16 in leadership honestly), and is predicated on total damage per second instead of a single attack like prot spirit. Heck, even Life Barrier or Life Bond is better. Most of the Paragon elites are really crap - Song of Resto is probably the best elite but only heals like a 10-point Heal Party and is elite and also limited by earshot - an E/Mo HP pumper will out perform Song of Resto anyday.

oinkers

Frost Gate Guardian

Join Date: Dec 2006

Quote:
Originally Posted by bartwart
My primary character was an echo ss necro for the longest time, and now that I'm a ToF tank we are annihilating Kourna mobs and missions much quicker. I dont want to downplay the significant of a ToF tank, but almost any half-baked Para build will work on the early stages of the game. I had mistakenly left out Stand Your Ground/ToF for most of game until around Kodash for some reason, but still steamrollered through the missions in no time. Granted, I was using Incoming before the nerf.

You could even get by Realm of Torment missions on a messed up build. That's the nice thing about PvE - its still fun and rewarding even if your builds aren't optimal. The real test is if you can make a Paragon that is worth including in a DoA team over a traditional monk or nuker or warrior. Post a build here if you do, I'd love to see one.

I do wish ANet would buff Song of Power and un-nerf Incoming for PvE.

bartwart

Ascalonian Squire

Join Date: Nov 2006

I haven't made it that far with either my para or necro, so I can't gauge how valuable a para is during those missions. With my necro I made it to that undead whats-his-name guy's palace (Palawi?) before I got bored and started the para.

I guess I'm not surprised to see that paras are looked over for DoA. I noticed a similar phenomena during the Tyrian fire island missions where people were very picky about who they wanted to go on missions with (kick the mesmer!), being kicked for not running a particular build (can you go MM?) or were very intollerant of mistakes to the point of being nasty. The level of snobbery seems to increase the farther you get into any campaign.

And when I get to DoA and find a great build I'll make sure to post it

Mad5cout

Academy Page

Join Date: Oct 2006

Quote:
Originally Posted by oinkers
So Paragons outdamage SF nukers (according to your argument) only when built as GFTE spammers in a physical damage heavy group (i.e. all warriors/dervishes, no eles, no necros, no mesmers) ? You're nuts - nobody would ever make a group like that unless under very special situations.

Put a SF nuker and a Paragon side by side in a high-end environment like the Deep with a variety of situations as an example. You don't seriously think a group to the Deep would replace 3 eles with paragons?

And you don't seriously think a Paragon can outdamage a SF nuker? Rodgorts (which is another area spell) + SF is more than 200+ damage to an entire AREA which physical-heavy warriors cannot do. SF nukers can wipeout PvE monsters in like 3 casts.

The rest of your argument doesn't even bear reading - I can see some of the math is already wrong. I am saying that a SF ele still out damages a paragon even in a physical heavy group but that it does not add any other benefits to the party such as support healing, energy boosts, adding deep wound, etc.

Also, lets analyze your Rodgort Invocation tiwst you put it. Sorry you're just grasping at straws now man. Rodgort takes 3 seconds to cast, you just eliminated one of your SF casts in the 10 second period to cast a spell that does about the same amount of damage (unruned max for Rodgort 98, unruned max for SF 91). That's why experienced SFs don;t even bother with Rodgort. It is slow and doesn't do any more damage. All you do is lower your damage per second yield. Not surprised you missed that though... You don't read any of the other skills sets either.

Tell which part of my math is wrong... Actually show it. Because the math is right. If any of it is "off" at all, it is because I had to make guesses or apporximations on some values (IE: how many arrows per barrage, or how many enemies would be hit by an SF cast.) In all of these cases, I tried to use equal values in both builds (4 arrows per barrage - hitting area enemies against 4 area enemies hit by SF - equal values)

Don't worry about that whole not reading the rest of my arguement. We all know that you just say crap that doesn't have any factual backing in actually reading skill descriptions or doing in game tests or anything like that... we know you don't read any of it.

Mad5cout

Academy Page

Join Date: Oct 2006

Quote:
Originally Posted by oinkers
Read my post. Shelter/Union/Displacement is unconditional and huge range (about 1 radar). Displacement alone is 100% aegis (all attacks miss), which is worth more than 40% damage reduction. Shelter is prot spirit (no more than 10% health reduction). Union is -15 damage reach time.

Compared to a Paragon where you have to micro-manage your Angelic Bond on selected players - you can't maintain bonds party wide with 2 pips regen!

Angelic protection? Pffft...prot spirit (and its big brother Shelter) still rule for spike protection. The trigger for Angelic Prot is too high anyway. With something like Prot-spirit/Shelter - the 10% equates to about 40/50 in health (depends on party member) and not the 250-130 damage the angelic needs to work. Plus, with Angelic Bond you're wasting an elite slot.

The rest of your damage reduction spells only work if you have cast them on everyone - a rit lord's protection is practically unconditional. I seriously doubt you can keep up all those chants/shouts on everyone in a party all the time anyway - not on a 35/40 energy base pool.

ToF is nice, but is conditional on enemies being burning. Without an SF nuker making this happen, it's limited. Burning Finale makes 2 or 3 burning at a time unless the enemies are all bunched up beating on your attacking tank, which is unlikely for most balanced groups, since the squishes tend to stay near the back.

There are 2 faces to prot - monks (boon prots) and rit (communers). You can't be serious in saying Paragons out-perform either of them.
And I can't see how reducing the healing (ANet's words, not mine) is a buff. Are you sure you want to run with this after reading the above posts comparing numbers? You may wish to step back for a moment and think about how such statements make you look.

oinkers

Frost Gate Guardian

Join Date: Dec 2006

Quote:
Originally Posted by strcpy
Well, if you are a "motivation paragon" then a good chance you are (running with 16)
I seriously doubt this. You wont get enough points to put in Leadership to get any decent amount of energy back to fuel your motivation. Plus, Paragons are more vulnerable than other classes to have a wide points-spread across multiple attributes because of the way the char is setup - putting 9 points in spear is not uncommon, for example. That makes a full 16 in motivation less likely.

Quote:
Originally Posted by strcpy
Are you sure you want to run with this after reading the above posts comparing numbers? You may wish to step back for a moment and think about how such statements make you look. Let's talk numbers.

Rits get a 50% increase in duration of Preservation and a decreased recharge time to 20secs, and Spirit Light goes up to 180hp from around 130 before. Prot was Kaolai now heals party for 85 when dropped. Spirit Light Weapon now heals for 15 per second (up from 10).

Paras get a +2hp increase at the top end with 16 in motivation - 88 to 90. Whoopee-doo-dah. Big fat heap dead loss. You've put a Sup Rune to get 16 in motivation and this update gives you a +2hp increase in a CONDITIONAL heal. Blow me over.

And Aria of Zeal which was the only vaguely usable energy-returning skill is now reduced to 1-6e regain (Energizing Finale was already nerfed to +1e last update). Song of Power wasn't buffed, so Paragons can't really party-wide buff on energy. I fail to see how any of this is a improvement at all.

Note: I tested my Rit with Well of Power over the past 2 days - it's really, really seriously juicy to buff the entire party's energy. Nothing the Para has can compare.






I know which combo I'd prefer. You may now step back to the dunce's corner and STAY there.

Mad5cout

Academy Page

Join Date: Oct 2006

Quote:
Originally Posted by oinkers
I seriously doubt this. You wont get enough points to put in Leadership to get any decent amount of energy back to fuel your motivation. Plus, Paragons are more vulnerable than other classes to have a wide points-spread across multiple attributes because of the way the char is setup - putting 9 points in spear is not uncommon, for example. That makes a full 16 in motivation less likely.
mmmk. First the values that are listed in the skill discription are NEVER with runes in. So, the top values are not at 16 but max with no Runes. Given how the math works out from lowest level to highest I am willing to bet that the higher end with a rune in turns out to be more than just a increase of 2. What I was pointing out was that the top values have not been nerfed but rather they have been increased and your lack of knowledge of the paragon skills past and present is clearly evident yet again.

Secondly, the paragon motivation healer that I posted and that has been in question in this particular thread (which you STILL have not looked at) does not run with attributes spread out. NONE of the builds I have posted (check the orignal post links) use a spread attribute set up. They all have two max attributes and the rest in spear or something else.


Quote:
Let's talk numbers.

Rits get a 50% increase in duration of Preservation and a decreased recharge time to 20secs, and Spirit Light goes up to 180hp from around 130 before. Prot was Kaolai now heals party for 85 when dropped. Spirit Light Weapon now heals for 15 per second (up from 10).

Paras get a +2hp increase at the top end with 16 in motivation - 88 to 90. Whoopee-doo-dah. Big fat heap dead loss. You've put a Sup Rune to get 16 in motivation and this update gives you a +2hp increase in a CONDITIONAL heal. Blow me over.

And Aria of Zeal which was the only vaguely usable energy-returning skill is now reduced to 1-6e regain (Energizing Finale was already nerfed to +1e last update). Song of Power wasn't buffed, so Paragons can't really party-wide buff on energy. I fail to see how any of this is a improvement at all.

Note: I tested my Rit with Well of Power over the past 2 days - it's really, really seriously juicy to buff the entire party's energy. Nothing the Para has can compare.


I know which combo I'd prefer. You may now step back to the dunce's corner and STAY there. Read my previous post.

Some other helpful links, oinkers:

click here/

VERY important

strcpy

strcpy

Desert Nomad

Join Date: Jul 2005

One of Many [ONE]

Quote:
Originally Posted by oinkers
I seriously doubt this. You wont get enough points to put in Leadership to get any decent amount of energy back to fuel your motivation. Plus, Paragons are more vulnerable than other classes to have a wide points-spread across multiple attributes because of the way the char is setup - putting 9 points in spear is not uncommon, for example. That makes a full 16 in motivation less likely.
Good one - more reason to not really listen to you. If your non-damage support build is putting 9 in spear mastery to meet its damage req you aren't really in the position to be commenting on builds. You don't understand enough of the game to do so. I have more than enough for 15 or 16 in motivation and have a good leadership and either command or a secondary attribute line.

I see quite a few vetted paragon builds in the wiki that have no spear mastery. In fact, it is rare to see a support build with any spear mastery at all in the effective builds. But, again, if that is what you want us to believe you think a support paragon build should look like, more power too you. Like I said, you may want to rethink that position.

Quote:
Rits get a 50% increase in duration of Preservation and a decreased recharge time to 20secs, and Spirit Light goes up to 180hp from around 130 before. Prot was Kaolai now heals party for 85 when dropped. Spirit Light Weapon now heals for 15 per second (up from 10). Hmm, did I ever say otherwise? Obviously a Rit specced entirely towards healing will out heal a Paragon. Just a monk specced towards healing will out heal that Rit (and would, by your logic, dictate that a ritualist sucks). GG, you grasp a fundamental aspect of guildwars: the more specialized a class is towards a specific function the better they are than all the rest in that ability.

Quote: Paras get a +2hp increase at the top end with 16 in motivation - 88 to 90. Whoopee-doo-dah. Big fat heap dead loss. You've put a Sup Rune to get 16 in motivation and this update gives you a +2hp increase in a CONDITIONAL heal. Blow me over. So, in other words, you were wrong and is wasn't a nerf to a motivation paragons healing ability but, in some form or fashion, everyone who saw that the numbers got larger for the builds in discussion are the idiots? OK.

Quote:
And Aria of Zeal which was the only vaguely usable energy-returning skill is now reduced to 1-6e regain (Energizing Finale was already nerfed to +1e last update). Song of Power wasn't buffed, so Paragons can't really party-wide buff on energy. I fail to see how any of this is a improvement at all. The Energy gain was a nerf, I do not think that anyone argued otherwise. If it makes you feel better, you are 100% correct on this. I will assume that when you say "I fail to see how any of this is a improvement at all" you meant to limit that to energy gain only as you said that healing was improved in an above paragraph.

Quote:
Note: I tested my Rit with Well of Power over the past 2 days - it's really, really seriously juicy to buff the entire party's energy. Nothing the Para has can compare. I suggest you don't play a a Paragon if you find you are unable to play one well. Personally I find them both useful classes and depends on the rest of my team which works better.

If we want to use your logic then may I suggest a Necro - they are much better batteries than a rit.

Quote:
I know which combo I'd prefer. You may now step back to the dunce's corner and STAY there. For what? Half your post has nothing to do with anything I have ever said. The other half is talking about a terrible build being terrible, not even remotely addressing what I said. You supplied a straw man and were *gasp* able to knock it down.

The main point of the only thing I have said to you - that you are refusing to pay attention to what anyone says and instead choose to rant about what you want them to have said - is only re-enforced. You are arguing about things obviously not true (a paragon main specced in motivation got their heals nerfed) and creating a terrible build to bolster your argument plus trying to argue with me about something I never said or even implied.

At this point, if I have no experience with some of the skills and how they work I have reason to believe you are incapable of rational and objective testing and comparison. If you can not even get simple things correct and refuse to even acknowledge simple mistakes I can not see how I should trust you on more complex issues. That is why you really ought to step back and make sure you want to stand by some of these statements.

strcpy

strcpy

Desert Nomad

Join Date: Jul 2005

One of Many [ONE]

I did notice that the skill updates page is not capped at 12, so the heals actually are decreased across the board, not just the lower levels. I just checked in game, at 12 motivation Song of Restoration does 78, 10 lower than before and definitely not 90. Currently I have my paragon's equipment using 16 leadership so I can not see where you get 90 health without changing runes(hero) and my paragaon character doesn't have any of the "restoration" line of skills. So, they were all nerfed down some.

Which sorta make Oinker's all over the place post even more amusing.

Jegred2

Ascalonian Squire

Join Date: Jan 2007

If you guys would read the posts in the weekend testing center then you would have known that they skills were posted up as 0-15 not 0-12.

Mad5cout

Academy Page

Join Date: Oct 2006

He's right... Wow. They really f'ed us right up. I am going to test this build in the Domain of Fear and surrounding areas again to see if it is even viable anymore.

So, the big problem with paragons was that their spear attack/base damage was far to weak to be viable (IMO) and instead of fixing that, they decided to F up the motivation aspect of the character.

How did they decide those skills were too strong? They were just fine...

oinkers

Frost Gate Guardian

Join Date: Dec 2006

ANet better have made a mistake, because no one has anything nice to say about the Paragon updates in the Skill Changes sub-forum. The bunnies are revolting.

Mad5cout

Academy Page

Join Date: Oct 2006

Everyone who loves paragons, needs to go comment on these skill nerfs here:

http://www.guildwarsguru.com/forum/f...play.php?f=252

Go, do it now. These skill nerfs are ridiculous, particularly for a class that is clearly already in jeopardy of being viewed as weak and useless by the community.