My paragon's buddies
- Tain -
TNtF imo.. you don't need the extra adren for SY!, and with this build you aren't using adren for anything else. So SoF is almost strictly just there for damage, and would not contribute enough to the build to steal the TNtF spot.
Ghostcell
Quote:
Originally Posted by - Tain -
TNtF imo.. you don't need the extra adren for SY!, and with this build you aren't using adren for anything else. So SoF is almost strictly just there for damage, and would not contribute enough to the build to steal the TNtF spot.
all right thanks

Coloneh
sooo, if i only have 1 paragon hero (so far) what should it's setup be?
Antithesis
Quote:
Originally Posted by Coloneh
sooo, if i only have 1 paragon hero (so far) what should it's setup be?
I'd be inclined to drop the Stunning Striker and replace with a BHA / Volley Ranger.
Racthoh
Quote:
Originally Posted by Antithesis
I'd be inclined to drop the Stunning Striker and replace with a BHA / Volley Ranger.
That would probably be best since Dazed wins life.
Mickey
Quote:
Originally Posted by Racthoh
That would probably be best since Dazed wins life.
Has this been dubbed Ractohway yet?
Ghostcell
Quote:
Originally Posted by Mickey
Has this been dubbed Ractohway yet?
most ppl just call it godmode
thejerk
Quote:
Originally Posted by thejerk
Tried this build in frostmaw without much success. I got to level 5 but I was dying a lot. I know I am prolly screwing it up. I brought both ranger hench, menhlo, and herta. Any modifications to this build that I am not considering? I wanna do it w/o too much DP and no cons. The dam frostmaw comes up and takes off too much damage with wurm bile and assorted necro skills. Heroes/hench always manage to get a nice sized dp cause they are stupid. Maybe I am not pulling/flagging properly. Keep this in mind that I tried this in nm.
Any answers on this?
- Tain -
I don't remember having any trouble with Frostmaw, but I could imagine that the AI behavior could cause issues. The KD's, along with armor-ignoring Wurm Bile and FoC are all aoe, so the clumped hench are nice targets. I'd consider bring a Ward of Stability (helps vs the mandragors as well), and either another monk hench or some hex removal on heroes (Expel/Empathic, or inspired/revealed hex work well on wurm bile).
thejerk
Finally beat it. Used a n/rit healer with recuperation (instead of Hayda) I threw well of blood on the derv, and the Hex build on Morghan. I took pain inverter and it owned whatever it hit. Thanks guys. Now I need to know if I could Hero/Hench the 4 subosses and Duncan. What should I watch out for more conditions or hexes. Can I do this in nm w/o cons? or do I need them. Anybody have any advice on this I would appreciate them.
randomperson
I've done Rand/Thommis and Selve with this setup in NM, henchway just using the anti-DP consumables. I assume the rest can be done. Make sure to micro hex removal on yourself for soothing images and target the dreamers first because they are the ones using it.
Super Igor
Consumables make anything win, so its a matter of how good u win with concies.
~Super Igor
~
~Super Igor
psycore
Tried this out vanqing in tyria, doesn;t work so well vs losaru with the healers. Even 3 vs 6 the damage output is so low the losaru healer can outheal all the damage done.
Works great vs the hydra though but so frustrating when you cant put a 4 legs down even with the target pain inverted.
Works great vs the hydra though but so frustrating when you cant put a 4 legs down even with the target pain inverted.
randomperson
Umm what? You have 3+ physicals (should be making that to 4 in a 6-man team tbh) and an orders, looks like you're doing it wrong. Also pain inverter is a waste of your PvE slots for this.
DarkSpirit
Quote:
Originally Posted by psycore
Tried this out vanqing in tyria, doesn;t work so well vs losaru with the healers. Even 3 vs 6 the damage output is so low the losaru healer can outheal all the damage done.
Works great vs the hydra though but so frustrating when you cant put a 4 legs down even with the target pain inverted. The Losaru Bladehands have 2 stances that are anti-melee and their healers have Protective Spirit and Reversal of Fortune.
To handle mobs like that, one solution is to go for conditions and degen hexes, but watch out as their mesmers have backfire and diversion.
Paragons may synergize well with one another, but having a team of spear chunking Paragons also means they all have the same weaknesses like blocking, blind, anti-physical hexes, no enchant removal, etc. So, if you want to use this build, you have to be prepared to adapt around all these weaknesses.
Works great vs the hydra though but so frustrating when you cant put a 4 legs down even with the target pain inverted. The Losaru Bladehands have 2 stances that are anti-melee and their healers have Protective Spirit and Reversal of Fortune.
To handle mobs like that, one solution is to go for conditions and degen hexes, but watch out as their mesmers have backfire and diversion.
Paragons may synergize well with one another, but having a team of spear chunking Paragons also means they all have the same weaknesses like blocking, blind, anti-physical hexes, no enchant removal, etc. So, if you want to use this build, you have to be prepared to adapt around all these weaknesses.
psycore
Quote:
Originally Posted by randomperson
Umm what? You have 3+ physicals (should be making that to 4 in a 6-man team tbh) and an orders, looks like you're doing it wrong. Also pain inverter is a waste of your PvE slots for this.
No, looks like your reading comprehension is wrong.
This particular team build as mentioned by the poster above me does not work vs certain enemy groups they can counter most if not all of the damage making the entire setup useless.
And PI is very invaluable with taking down elementalists and the crystal desert is crawling with them.
This particular team build as mentioned by the poster above me does not work vs certain enemy groups they can counter most if not all of the damage making the entire setup useless.
And PI is very invaluable with taking down elementalists and the crystal desert is crawling with them.
Coloneh
Quote:
Originally Posted by DarkSpirit
To handle mobs like that, one solution is to go for conditions and degen hexes, but watch out as their mesmers have backfire and diversion.
is this 2005? degen sucks, same reason regen sucks, its slow. and if those conditions arent DW, Weakness, dazed or blind you had better be kidding.
Antithesis
Quote:
Originally Posted by DarkSpirit
Paragons may synergize well with one another, but having a team of spear chunking Paragons also means they all have the same weaknesses like blocking, blind, anti-physical hexes, no enchant removal, etc. So, if you want to use this build, you have to be prepared to adapt around all these weaknesses.
Stunning Strike, Spear of Redemption, Swift Javelin, Wild Throw, Anthem of Guidance, Empathic Removal, Expel Hexes, Remove Hex, Song of Purification, ... yep, Paragons are weak. I've gone through all campaigns never once using enchant removal, it's a non-issue but if you need it, how about Rip Enchantment.
Avatar Exico
Ya that why must have Support Paragon somewhere to help Spear Chunking Paragons get rid of those weaknesses.
DarkSpirit
Quote:
Originally Posted by Antithesis
Stunning Strike, Spear of Redemption, Swift Javelin, Wild Throw, Anthem of Guidance, Empathic Removal, Expel Hexes, Remove Hex, Song of Purification, ... yep, Paragons are weak. I've gone through all campaigns never once using enchant removal, it's a non-issue but if you need it, how about Rip Enchantment.
I am definitely not saying Paragons are weak. I love my Paragon. 
But every build has its strengths and weaknesses. If you use a build it is useful to know what they are so you can adjust it according to your area. A team of 3 Paragons (including the Paragon character), using only Paragon offensive skills, tend to carry similar strengths and weaknesses on each of them. The D/N is a pure support character that is set to avoid combat.
Another weakness the default build has is a lack of AoE attacks (e.g. Splinter Weapon), even though it has strong single target attacks. This means Reversal of Fortune and Protective Spirit can be a pain.
Rip Enchantment is fine, even at low level curse, it still removes the enchantment, which is what you really need most of the time. Personally, I think enchant removal is useful enough to be built in. I remember when I first tried the default build against the Charrs in HM Dalada Uplands just outside Doomlore Shrine, the 2 Charr Flameshielders that cast Aegis in the group gave me grief and being cursed with Faintheartedness (with Suffering to cover from Emphatic) was a pain too.
If you want to use this build you need to know how to adjust it according to what you are fighting, you cant use it as universally as you can with sabway, without tweaking. Even Rac uses necro heroes sometimes to get past problematic areas. I use a N/Rt to replace the D/N sometimes too:
[skill]Order of Pain[/skill][skill]Dark Fury[/skill][skill]Splinter Weapon[/skill][skill]Rip Enchantment[/skill][skill]Mark of Fury[/skill][skill]Vampiric Spirit[/skill][skill]Signet of Lost Souls[/skill][skill]Death Pact Signet[/skill]
Template: OAhkQoG7RIqjhYSgx2dQ1ZWVN5C
Vampiric Spirit requires a little micro-management to cast it for the hero but it lasts 16s so it is not that much of a pain, especially if you bind it to a key. Otherwise replace it with Reaper's Mark or Icy Veins if you prefer those.
Replacing my D/N with my N/Rt also decreases the healing alittle, but it is nothing that cant be covered by bringing Lina, along with Mhenlo, for my trips.

But every build has its strengths and weaknesses. If you use a build it is useful to know what they are so you can adjust it according to your area. A team of 3 Paragons (including the Paragon character), using only Paragon offensive skills, tend to carry similar strengths and weaknesses on each of them. The D/N is a pure support character that is set to avoid combat.
Another weakness the default build has is a lack of AoE attacks (e.g. Splinter Weapon), even though it has strong single target attacks. This means Reversal of Fortune and Protective Spirit can be a pain.
Rip Enchantment is fine, even at low level curse, it still removes the enchantment, which is what you really need most of the time. Personally, I think enchant removal is useful enough to be built in. I remember when I first tried the default build against the Charrs in HM Dalada Uplands just outside Doomlore Shrine, the 2 Charr Flameshielders that cast Aegis in the group gave me grief and being cursed with Faintheartedness (with Suffering to cover from Emphatic) was a pain too.

If you want to use this build you need to know how to adjust it according to what you are fighting, you cant use it as universally as you can with sabway, without tweaking. Even Rac uses necro heroes sometimes to get past problematic areas. I use a N/Rt to replace the D/N sometimes too:
[skill]Order of Pain[/skill][skill]Dark Fury[/skill][skill]Splinter Weapon[/skill][skill]Rip Enchantment[/skill][skill]Mark of Fury[/skill][skill]Vampiric Spirit[/skill][skill]Signet of Lost Souls[/skill][skill]Death Pact Signet[/skill]
Template: OAhkQoG7RIqjhYSgx2dQ1ZWVN5C
Vampiric Spirit requires a little micro-management to cast it for the hero but it lasts 16s so it is not that much of a pain, especially if you bind it to a key. Otherwise replace it with Reaper's Mark or Icy Veins if you prefer those.
Replacing my D/N with my N/Rt also decreases the healing alittle, but it is nothing that cant be covered by bringing Lina, along with Mhenlo, for my trips.
Madeentje
Isn't Mark of fury a little redundant with all that adrenaline already flowing around.
Also why do you use vampiric spirit, icy veins has lots of damage + aoe...
Also why do you use vampiric spirit, icy veins has lots of damage + aoe...
DarkSpirit
Quote:
Originally Posted by dimitjeeuuhh
Quote:
To the posters above this means anything suggested should probably not use EOTN skills, not just PvE only skills.
Quote:
is it possible to adjust this build?
Losing the second paragon hurts because it is a powerful profession, in addition to losing the ebon battle standard. In that spot I'd use either a Broadhead Arrow ranger, curses necro (Weaken Armor and Barbs helps the loss from EBSHonor), or even just a warrior/dervish hero. Melee heroes can work, just not that well in areas with lots of AoE or really big mobs that risk bodyblocking the idiots.
DarkSpirit
Although I like this team build, I am still considering replacing one of the Paragon heroes, with Sab's MM. Don't minions synergize with Paragon shouts to provide more energy back too? Besides all that body blocking and damage soaking goodness?
![]() I also like Gfte which should affect minions too. Maybe a MM with some points into curse would be useful. Richardt
As far as I know only GtfE affects minions.
Most of the other paragon shouts trigger when you use a skill. DarkSpirit
Quote:
Originally Posted by Richardt
As far as I know only GtfE affects minions.
Most of the other paragon shouts trigger when you use a skill. Also, wouldn't the energy returned from Paragon shouts be greater? With more energy, you can also use TNTF more often right? ![]() Furthermore, if you have Barbs, Weaken Armor, or Splinter Weapon from among your heroes, wouldn't those help the minions too as well as yourself as a paragon? |