The changes made today made the Paragon worth keeping IMO. ANET has solved many problems with this skill while still allowing people to use secondaries for Sunspear Skills.
The new skill reads
There's Nothing to Fear
15 cost 10recycle
Shout
For 4 seconds and 1 second for every 2 ranks in Leadership. All allies have 35% damage reduction, Affected allies are healed for 60 when this shout ends.
Connecting the Sunspear skills to the primary attributes for this skill and the assassin skill was the is correct thing to do IMO to preserve class uniqueness.
Whats your opinion?
Could there have been a better way to implement this?
Personally I don't think so as it was I could run a Restoration Rit with VoS and keep Nothing to Fear up constant 100% of the time with no drawbacks. This change was the correct way of addressing many paragon player concerns.
Thanks ANET.
There's Nothing to Fear for Paragons
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I don't follow. This doesn't make Paragons or Assassins more useful, just makes their skills less friendly to the many secondaries out there. And no, I don't feel more inclined to accept Paragons in my party. If anything, I'd rather take a profession who doesn't need to have its secondary competitors nerfed in order to seem valuable.
r
This just proves that they DO listen to the community. From the day the sunspear skills were introduced, most people suggested that it should be tied to the professions primary attribute.
The only difference in the skill for a paragon now is that you need 12 Leadership to keep it up indefinately. At first I feared that these new sunspear skills would be WAY to good, ending up with players filling up their skillbar with nothing but sunspear and kurzick/luxon skills. IMO, the skills shouldn't be a "must have" skill, but an addition to the skillset. All in all, this is a very attractive skill to put on my skillbar.
But, as I see it now, the sunspear rank is still kinda pointless. I'm a little ambivalent regarding whether it should be tied to the rank or just the primary attribute.
The only difference in the skill for a paragon now is that you need 12 Leadership to keep it up indefinately. At first I feared that these new sunspear skills would be WAY to good, ending up with players filling up their skillbar with nothing but sunspear and kurzick/luxon skills. IMO, the skills shouldn't be a "must have" skill, but an addition to the skillset. All in all, this is a very attractive skill to put on my skillbar.
But, as I see it now, the sunspear rank is still kinda pointless. I'm a little ambivalent regarding whether it should be tied to the rank or just the primary attribute.
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This skill single-handedly made a Paragon an absolutely integral part of any HM team, or any elite PVE area. I still have gripes about the abundance of crap skills in all Paragon lines...but this will work for a while. 
I can lazily spam this skill, TOF, and Watch Yourself! and watch as my party takes little damage, much of which is healed whenever it ends. Whether that is a good thing is yet to be seen.

I can lazily spam this skill, TOF, and Watch Yourself! and watch as my party takes little damage, much of which is healed whenever it ends. Whether that is a good thing is yet to be seen.
Quote:
posted by -Byron-
This skill single-handedly made a Paragon an absolutely integral part of any HM team, or any elite PVE area. I wish I can say that was true but some prejudices die hard. It will still be sometime until people willingly begin letting Paragons into Urgoz teams.
BUT I agree with you this skill can breath new life into this class again.
This skill single-handedly made a Paragon an absolutely integral part of any HM team, or any elite PVE area. I wish I can say that was true but some prejudices die hard. It will still be sometime until people willingly begin letting Paragons into Urgoz teams.
BUT I agree with you this skill can breath new life into this class again.
S
If one very powerful skill suddenly makes class alive again, that tell you a lot about other skills. 50% of paragon skills suck and 50% are mediocre.
Look at updates, practically every update lately buffs more than 5 ele/necro/mesmer/rit skills. Paragon buffs that didn't get renerfed? Anthem of Fury and now Never Surrender. Never surrender is actually useful in AB cos it affects allies. Because of use of anthem of flame on spirits, now practically everything but GTFE has been nerfed to affect party members only. It is arena-net's own damn fault for giving practically no offensive support and mostly defensive support to paragon. Also I have no idea why don't they make any of the trash skills viable. For instance all it takes to make "Can't touch this" more viable is change it to target ally. But they don't actually buff less used skills.
So now paragon profession has 1 good skill in PvE on which the destiny of the whole class depends, gratz.
Look at updates, practically every update lately buffs more than 5 ele/necro/mesmer/rit skills. Paragon buffs that didn't get renerfed? Anthem of Fury and now Never Surrender. Never surrender is actually useful in AB cos it affects allies. Because of use of anthem of flame on spirits, now practically everything but GTFE has been nerfed to affect party members only. It is arena-net's own damn fault for giving practically no offensive support and mostly defensive support to paragon. Also I have no idea why don't they make any of the trash skills viable. For instance all it takes to make "Can't touch this" more viable is change it to target ally. But they don't actually buff less used skills.
So now paragon profession has 1 good skill in PvE on which the destiny of the whole class depends, gratz.
Quote:
Originally Posted by GloryFox
I wish I can say that was true but some prejudices die hard. It will still be sometime until people willingly begin letting Paragons into Urgoz teams.
It will also take some time to be able to find a Paragon in Urgoz to take with the party too, lol. It will take some time for people to test new HM builds with Paragons in them to find a new build that suits them well, but I wouldn't be surprised if Paras start getting some love someday.
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Quote:
Originally Posted by Spura
If one very powerful skill suddenly makes class alive again, that tell you a lot about other skills. 50% of paragon skills suck and 50% are mediocre.
Look at updates, practically every update lately buffs more than 5 ele/necro/mesmer/rit skills. Paragon buffs that didn't get renerfed? Anthem of Fury and now Never Surrender. Never surrender is actually useful in AB cos it affects allies. Because of use of anthem of flame on spirits, now practically everything but GTFE has been nerfed to affect party members only. It is arena-net's own damn fault for giving practically no offensive support and mostly defensive support to paragon. Also I have no idea why don't they make any of the trash skills viable. For instance all it takes to make "Can't touch this" more viable is change it to target ally. But they don't actually buff less used skills.
So now paragon profession has 1 good skill in PvE on which the destiny of the whole class depends, gratz. Agreed for the most part. In time (probably too soon) me and many others will remember the crap skills that plague all four attribute lines of the Paragon and its lack of unique builds. But however patheticly, this has still revived a long dead class.
Look at updates, practically every update lately buffs more than 5 ele/necro/mesmer/rit skills. Paragon buffs that didn't get renerfed? Anthem of Fury and now Never Surrender. Never surrender is actually useful in AB cos it affects allies. Because of use of anthem of flame on spirits, now practically everything but GTFE has been nerfed to affect party members only. It is arena-net's own damn fault for giving practically no offensive support and mostly defensive support to paragon. Also I have no idea why don't they make any of the trash skills viable. For instance all it takes to make "Can't touch this" more viable is change it to target ally. But they don't actually buff less used skills.
So now paragon profession has 1 good skill in PvE on which the destiny of the whole class depends, gratz. Agreed for the most part. In time (probably too soon) me and many others will remember the crap skills that plague all four attribute lines of the Paragon and its lack of unique builds. But however patheticly, this has still revived a long dead class.
Quote:
Originally Posted by Nuclfus
I don't follow. This doesn't make Paragons or Assassins more useful, just makes their skills less friendly to the many secondaries out there. And no, I don't feel more inclined to accept Paragons in my party. If anything, I'd rather take a profession who doesn't need to have its secondary competitors nerfed in order to seem valuable.
1. You know your in the paragon forums right?
2. We never needed our secondary competitors nerfed, were valuable enough for ourselfs, I could go P/X right now and completely reduce damage to about 1/8 of what it was.
2. We never needed our secondary competitors nerfed, were valuable enough for ourselfs, I could go P/X right now and completely reduce damage to about 1/8 of what it was.
G
Quote:
Originally Posted by Mickey
1. You know your in the paragon forums right?
2. We never needed our secondary competitors nerfed, were valuable enough for ourselfs, I could go P/X right now and completely reduce damage to about 1/8 of what it was. And u might still do a great deal of damage either by direct means or by buffing other combatant attacks.
2. We never needed our secondary competitors nerfed, were valuable enough for ourselfs, I could go P/X right now and completely reduce damage to about 1/8 of what it was. And u might still do a great deal of damage either by direct means or by buffing other combatant attacks.
Something you paragon fans should consider for HM builds using TNTF, You might also increase your Kurzick rank to at least 3.
Spear Mastery 10+1 11
Command 10+1 11
Leadership 11+1+3 15
1) Spear of Fury (Recommended because it gives 2-4 free adrenalin)
2) Focused Anger ELITE (for adrenalin management)
3) Aggressive Refrain (Increased Attack Speed)
4) Go For the Eyes (for Energy-management)
5) Save Yourselves (4 seconds at rank 3-6)
6) There is Nothing to Fear
7) Leaders Comfort (self heal)
8) Signet of Return (Res)
I can almost keep Save yourselves up constant and in combo with There is nothing to Fear my party takes very little to no damage in Hard Mode. Great for Hard Mode area clearing.
I have had zero energy management issues with this build. You might also consider changing out Spear of Fury and Leaders comfort with a skill that does Fire damage and There on Fire, that would bring significant damage reduction.
Spear Mastery 10+1 11
Command 10+1 11
Leadership 11+1+3 15
1) Spear of Fury (Recommended because it gives 2-4 free adrenalin)
2) Focused Anger ELITE (for adrenalin management)
3) Aggressive Refrain (Increased Attack Speed)
4) Go For the Eyes (for Energy-management)
5) Save Yourselves (4 seconds at rank 3-6)
6) There is Nothing to Fear
7) Leaders Comfort (self heal)
8) Signet of Return (Res)
I can almost keep Save yourselves up constant and in combo with There is nothing to Fear my party takes very little to no damage in Hard Mode. Great for Hard Mode area clearing.
I have had zero energy management issues with this build. You might also consider changing out Spear of Fury and Leaders comfort with a skill that does Fire damage and There on Fire, that would bring significant damage reduction.
Quote:
posted by Racthoh
I can't see the logic behind a superior leadership rune in that build. The reason is Focused Anger, in long battles the stronger adrenalin % is needed to maintain Save Yourselves. With the runes and equipment I use, thats 540 hp 35 Energy. So it's not like I'm lacking any hit points or anything.
Head 5 hp Leadership +1 Rune +3
Arms 5 hp Spear Mastery +1
Chest 3 E Command + 1
Legs 2 E 50 hp Rune
Feet 5 hp 10 hp Rune
Furthermore there are times I want There on Fire in my build.
I can't see the logic behind a superior leadership rune in that build. The reason is Focused Anger, in long battles the stronger adrenalin % is needed to maintain Save Yourselves. With the runes and equipment I use, thats 540 hp 35 Energy. So it's not like I'm lacking any hit points or anything.
Head 5 hp Leadership +1 Rune +3
Arms 5 hp Spear Mastery +1
Chest 3 E Command + 1
Legs 2 E 50 hp Rune
Feet 5 hp 10 hp Rune
Furthermore there are times I want There on Fire in my build.
p
A
Quote:
Originally Posted by GloryFox
The reason is Focused Anger, in long battles the stronger adrenalin % is needed to maintain Save Yourselves. With the runes and equipment I use, thats 540 hp 35 Energy. So it's not like I'm lacking any hit points or anything.
Head 5 hp Leadership +1 Rune +3
Arms 5 hp Spear Mastery +1
Chest 3 E Command + 1
Legs 2 E 50 hp Rune
Feet 5 hp 10 hp Rune
Furthermore there are times I want There on Fire in my build. Adrenaline increase is capped at 100% sadly. If your team has SF eles though, you should of course be using "They're on Fire!", and a higher leadership makes it prevent more damage.
Head 5 hp Leadership +1 Rune +3
Arms 5 hp Spear Mastery +1
Chest 3 E Command + 1
Legs 2 E 50 hp Rune
Feet 5 hp 10 hp Rune
Furthermore there are times I want There on Fire in my build. Adrenaline increase is capped at 100% sadly. If your team has SF eles though, you should of course be using "They're on Fire!", and a higher leadership makes it prevent more damage.
75 health isn't a good reason to pump They're On Fire! by an additional 4%, especially when you already have There's Nothing To Fear! on the same bar.
Quote: Head 5 hp Leadership +1 Rune +3
Arms 5 hp Spear Mastery +1
Chest 3 E Command + 1
Legs 2 E 50 hp Rune
Feet 5 hp 10 hp Rune 15 leadership is returning you 7 energy per shout, in some cases 6 depending on the number of humans that like to run away from the monks so getting everyone in your bubble is a lot harder. Save Yourselves! with Go For The Eyes! under Focussed Anger and Aggressive Refrain is going to return an absurd amount of energy. I do not see a reason to have an extra buffer of 5 energy over two more survivor insignias. If you need the extra energy to get your Aggressive Refrain maintained before combat, a +30/-2 energy set or even a simple +10 energy staff is more than enough start the shouting cycle until the initial combat begins. I could never see myself dropping below 5 energy with two adrenaline shouts.
With that build I would personally run 12 + 1 + 1 leadership, 8 + 1 command, and 10 + 1 spear with centurions all around. If your shield has a higher command req, you could swap it around with your spear since all you're doing is auto-attacking and the +damage from Spear of Fury comes from the title track anyway. With that change, you're looking at 2% less on your They're On Fire! when you sub it in, same duration for There's Nothing To Fear!, you'll still hit the healing cap on your self heal, and your energy return remains the same per shout. Go For The Eyes! has a lower critical rate (6%), and your Signet of Return is 1% less health on a res. But really, with a TNTF paragon in the group the only reason there should be deaths is because you decided to aggro three groups.
Quote: Head 5 hp Leadership +1 Rune +3
Arms 5 hp Spear Mastery +1
Chest 3 E Command + 1
Legs 2 E 50 hp Rune
Feet 5 hp 10 hp Rune 15 leadership is returning you 7 energy per shout, in some cases 6 depending on the number of humans that like to run away from the monks so getting everyone in your bubble is a lot harder. Save Yourselves! with Go For The Eyes! under Focussed Anger and Aggressive Refrain is going to return an absurd amount of energy. I do not see a reason to have an extra buffer of 5 energy over two more survivor insignias. If you need the extra energy to get your Aggressive Refrain maintained before combat, a +30/-2 energy set or even a simple +10 energy staff is more than enough start the shouting cycle until the initial combat begins. I could never see myself dropping below 5 energy with two adrenaline shouts.
With that build I would personally run 12 + 1 + 1 leadership, 8 + 1 command, and 10 + 1 spear with centurions all around. If your shield has a higher command req, you could swap it around with your spear since all you're doing is auto-attacking and the +damage from Spear of Fury comes from the title track anyway. With that change, you're looking at 2% less on your They're On Fire! when you sub it in, same duration for There's Nothing To Fear!, you'll still hit the healing cap on your self heal, and your energy return remains the same per shout. Go For The Eyes! has a lower critical rate (6%), and your Signet of Return is 1% less health on a res. But really, with a TNTF paragon in the group the only reason there should be deaths is because you decided to aggro three groups.
