How are paras with ursan?

jon0592

jon0592

Wilds Pathfinder

Join Date: Jan 2006

N/

I just made a para yesterday and I was thinking how para would be with ursan. With 12 leadership you are getting 6 energy everytime you ursan roar. I'm trying to think here, but is that good e-management?

Yichi

Yichi

Furnace Stoker

Join Date: Sep 2005

Guild Hall, Vent, Guesting, PvE, or the occasional HA match...

Dark Alley [dR]

paras w/ ursan... one word : NO!

Div

Div

I like yumy food!

Join Date: Jan 2006

Where I can eat yumy food

Dead Alley [dR]

Mo/R

Why would you make a para for ursan when you can use SY? If you want to go ursan, go warrior or something :P

Tyla

Emo Goth Italics

Join Date: Sep 2006

Wasting your Paragon's skillset on Ursan = bad.
Imbagon > Ursan.

pfaile

pfaile

Lion's Arch Merchant

Join Date: Oct 2007

Orlando

Divine Order of Heroes

P/R

A well done para can make an Ursan Team stronger by shouting instead of spamming 1,2,3.

odly

Krytan Explorer

Join Date: Jan 2006

N/

How to say this properly :

Paragon is the best profession for Ursan, but they are more powerfull if you don't use it.

But comparing Imbagon and Ursan is silly, Ursan is for dealing damage and Imbagon for reducing damage.

Albert Algorn

Albert Algorn

Frost Gate Guardian

Join Date: Apr 2007

Oregon, USA

MARA: Our Turtles Know True [LOVE]

R/Me

I usually run as an HB Monk with Ursan groups for dungeons. The other day we had two HB's and a Para and pretty much steam rolled everything in sight. So yeah makes sense...

Hugh Manatee

Hugh Manatee

Jungle Guide

Join Date: May 2007

Nice But Deadly[nice]

N/

Hell take both, there's not much to the imbagon that you can't stick ursan blessing in there as the elite slot...

Esoteric Mesmer

Esoteric Mesmer

Academy Page

Join Date: Jan 2008

Ryders of The Sword [FRND]

Me/N

There seems to be some confusion here, if you are going Ursan for general PvE play, like playing through NF that's a bad idea because using regular Paragon skills are much more effective then Ursan.

However, if what I think you are asking is does Paragon make a good Ursan for DOA/UW/FOW, the regular Ursan usage areas, then I would say Paragon is the best choice IMO. The reasoning for this is because Paragon is a non-squishy Ursan (high AL) with decent amount of total energy. Also, since they use shields already, with a 9 in command/motivation you be able to get all 16 armor.

Plus, like you mentioned already decent e-management with high leadership, as well as the ability to use refrains before switching into Ursan form.

Richardt

Richardt

Jungle Guide

Join Date: Sep 2007

http://friendsofloa.com/forum

Leader-Legion of Avalon [LoA] Alliance-Recruiting PM for info!

Quote:
Originally Posted by odly
But comparing Imbagon and Ursan is silly, Ursan is for dealing damage and Imbagon for reducing and causing damage damage. Fixed it for ya

Commander Kanen

Lion's Arch Merchant

Join Date: Mar 2008

[DVDF]

P/

Paragons make THE BEST ursan's armour al at 80+ 10 w affected by a chant echo or shout. you can keep echo's on you all time so 90 al vs everything. not only that buy you have ursan roar which is a shout = you can gain energy and keep ursan up always nuff said

Action Jacson

Action Jacson

Academy Page

Join Date: Mar 2007

The Devil Fish

N/E

Well, I disprove of Paragons using Ursan or spirits, but you can keep them up easily you gain alot of energy with shouts

DarkSpirit

DarkSpirit

Desert Nomad

Join Date: Feb 2006

Redmond

Quote:
Originally Posted by Action Jacson
Well, I disprove of Paragons using Ursan or spirits, but you can keep them up easily you gain alot of energy with shouts Disapprove? Geez...are you our dad wanna-be?

Antithesis

Antithesis

Desert Nomad

Join Date: Jan 2007

BrisneyLand

Sphincter Says [What]

W/

Quote:
Originally Posted by DarkSpirit
Disapprove? Geez...are you our dad wanna-be? I dunno, ask your mother
(stock-standard Dad response)

DarkSpirit

DarkSpirit

Desert Nomad

Join Date: Feb 2006

Redmond

Quote:
Originally Posted by Antithesis
I dunno, ask your mother
(stock-standard Dad response) My mother has much better taste than that.

BTW, Paragons make good Ursans and I dont see why an Imbagon can't Ursan too, especially when you are the last man standing, spamming SY! would be totally useless.

matsif

matsif

Frost Gate Guardian

Join Date: Jun 2006

Warriors of Factions [WOF]

E/Me

lol, if you are running imbagon right no one should die therefore your last one standing argument doesnt work.

it isn't a bad idea, but paragons are better for other things in my opinion.

DarkSpirit

DarkSpirit

Desert Nomad

Join Date: Feb 2006

Redmond

Quote:
Originally Posted by matsif
lol, if you are running imbagon right no one should die therefore your last one standing argument doesnt work.

it isn't a bad idea, but paragons are better for other things in my opinion. Actually after running an imbagon with H/H across all of GWEN HM, I am realizing that imbagons are not as invincible as many here seem to think.

Sure, the 100 armor from SY! is nice if you can keep it up with the adrenaline, if you are not blinded, or your attacks blocked, or hexed with faintheartedness/soothing images, or your orders D/N chased around/killed, etc. Furthermore, there are still many ways of getting around that 100 armor which many places in HM do get around it well.

The "no one should die when running an imbagon right" argument is not as guaranteed as you think.

Savio

Savio

Teenager with attitude

Join Date: Jul 2005

Fifteen Over Fifty [Rare]

That's why the rest of the team is dedicated to keeping the imbagon going. And when was the last time you saw the enemy actively trying to get around +100 AL?

DarkSpirit

DarkSpirit

Desert Nomad

Join Date: Feb 2006

Redmond

Quote:
Originally Posted by Savio
That's why the rest of the team is dedicated to keeping the imbagon going. And when was the last time you saw the enemy actively trying to get around +100 AL? Having the rest of the team configured to support SY! also gives a single point of failure.

Let's take the Orders D/N for example, if she is being chased around she stops casting Dark Fury, causing a break in the SY chain. Both Dark Fury, OOP has steep life sacrifices so she needs some self heal or rely on the monks. Or she can be killed and gain DP.

Monsters can also exploit enchantments on your guys (since you are using orders and DF) in areas with skills that benefit against enchanted foes. Even shatter enchantments do 100+ armor ignoring damage in HM. Also multiple casters with Aegis can screw up your attacks. Burning/Bleeding/Poison/Disease all ignore armor with knockdown and AoE attacks can still cause a team wipe in HM, if you are not careful, even with an Imbagon.

You basically need to configure your hero builds around the different PvE areas in HM even though you are using an Imbagon. You are not as invincible as people think and certainly expect deaths within your team, especially in some of the toughest dungeons in HM.

The "if you are running imbagon right no one should die" argument is definitely an exaggeration and shouldn't be treated literally or I would call it a joke.

Kale Ironfist

Kale Ironfist

Jungle Guide

Join Date: Jul 2006

Australia

Venatio Illuminata [VEIL]

W/

Let's put this in order, you argue:
1. Orders is dying while under "SY!", causing "SY!" chain to drop
2. Enchantments can be exploited
3. Blocking stops it
4. Conditions aren't affected by armor
5. Knockdowns and AoE affect you more than normal.

I argue:
1. Dark Fury has a 3/4 activation time, you have ~600 health and have +100 armor due to "Save Yourselves!". You will not be dying quickly, so any prot+heal will keep you well alive while you kite in between each Dark Fury. Thus, no big deal unless the D/N Orders doesn't know how to kite, or the Monk isn't paying attention. We assume that neither situation happens, because it isn't affected by the imbagon build.

2. The worst enchantment exploit is Shatter Enchantment and Strip Enchantment. Neither are particularly bad, since the you'll have at most 3 or 4 enchantments at once, which means you won't be going down unless you weren't at close to full health (not imbagons fault), or "Save Yourselves!" wasn't up (something happened to not have "Save Yourselves!" up on the character - may be imbagons' fault, maybe not.)

3. Rigor Mortis, target switching, removing the source of the block. Therefore, not imbagon builds' problem.

4. Degeneration conditions do pitiful amounts, and can be easily removed through a myriad of ways, most notably Foul Feast.

5. This is where the team support shines. You can either avoid the knockdown through kiting away from where it would appear, or bring along anti-knockdown skills. As for AoE, so long as you all don't stand within adjacent/nearby (you've got earshot), the party won't collapse under the strain. Moreover, most AoE is affected by armor anyway, so your "Save Yourselves!" reduces it.

As far as I can glean from your arguments, you're saying stupidity breaks the incredible resilience "Save Yourselves!" adds to your team. Which indicates that it is not the builds' fault, but the players'.

DarkSpirit

DarkSpirit

Desert Nomad

Join Date: Feb 2006

Redmond

Quote:
Originally Posted by Kale Ironfist
I argue:
1. Dark Fury has a 3/4 activation time, you have ~600 health and have +100 armor due to "Save Yourselves!". You will not be dying quickly, so any prot+heal will keep you well alive while you kite in between each Dark Fury. Thus, no big deal unless the D/N Orders doesn't know how to kite, or the Monk isn't paying attention. We assume that neither situation happens, because it isn't affected by the imbagon build.
Then you should tell that to Melonni.
Does the hero AI know the best time to kite based on the which skills are recharging? I doubt it.

Quote: 2. The worst enchantment exploit is Shatter Enchantment and Strip Enchantment. Neither are particularly bad, since the you'll have at most 3 or 4 enchantments at once, which means you won't be going down unless you weren't at close to full health (not imbagons fault), or "Save Yourselves!" wasn't up (something happened to not have "Save Yourselves!" up on the character - may be imbagons' fault, maybe not.) Enchantment stripping itself is not a problem in an orders build but exploiting enchants for further damage (e.g. Melandru's arrows or Desecrate/Defile Enchantments) can be.

Quote: 3. Rigor Mortis, target switching, removing the source of the block. Therefore, not imbagon builds' problem. Perhaps so, if heroes use Rigor Mortis on the appropriate targets and at the right time since imbagons are P/W. Otherwise Aegis doesn't care of you switch target.

Quote:
4. Degeneration conditions do pitiful amounts, and can be easily removed through a myriad of ways, most notably Foul Feast. Unless it is AoE burning or disease which Foul Feast from a hero usually doesn't keep up. May work with a party removal like Martyr, I dont know, but that would mean changing my hero build based on the area again, like I said before.

Quote:
5. This is where the team support shines. You can either avoid the knockdown through kiting away from where it would appear, or bring along anti-knockdown skills. As for AoE, so long as you all don't stand within adjacent/nearby (you've got earshot), the party won't collapse under the strain. Moreover, most AoE is affected by armor anyway, so your "Save Yourselves!" reduces it. Avoiding knockdown is easy on a human character but unfortunately heroes have a response time and they tend to clump together.

Quote:
As far as I can glean from your arguments, you're saying stupidity breaks the incredible resilience "Save Yourselves!" adds to your team. Which indicates that it is not the builds' fault, but the players'. I am not saying it is a bad build at all. But saying that absolutely no one in your team would ever die with an Imbagon is a sheer exaggeration.

Anyone wants to prove this with me in the game, in HM, with H/H that no one would EVER die? I name the area/dungeon. If Imbagons really magically makes a H/H team invincible this shouldn't be a problem right?

odly

Krytan Explorer

Join Date: Jan 2006

N/

I like the way people on these forums contradict themselves and each other.

Argument 1 : +100 armour makes you invincible.
Argument 2 : allways take survivor insignia and vitea runes, +armour is not going to help you as much as more health because there is degen and lots of armour ignoring damage.
Argument 3 : Don't bother about cracked armour (AR), -20 armour is not important if you give +100 to the rest of the team.

I'm an armour junky myself, but I'm not blinded to the fact that more armour is not allways going to keep you alive.

Racthoh

Racthoh

Did I hear 7 heroes?

Join Date: May 2005

Scars Meadows [SMS], Guild Leader (Not Recruiting)

The stone summit found in the southern shiverpeaks are particularly nasty. You get:

-Conjure Phantasm, Crippling Anguish, Bleeding, Life Siphon for a -10 cap
-Melandru's Arrows with Precision and Penetrating Shot
-Shatter Enchantment, sometimes echoed
-Cleave with FGJ!
-Deep Freeze and Water Trident (Rust hurts the warrior henchmen as well)
-Maelstrom and Mind Freeze

It wrecks Mhenlo and Lina if your heroes are not well equipped.

Richardt

Richardt

Jungle Guide

Join Date: Sep 2007

http://friendsofloa.com/forum

Leader-Legion of Avalon [LoA] Alliance-Recruiting PM for info!

I've never found Dark Fury to be fully essential-sure it helps, but I can keep up SY! pretty much constantly without it.

My biggest problem with the D/N is pretty much what DarkSpirit described-the hero will sack themselves at the most inappropiate times 'cause the hero AI is kinda dumb. And there has been many times when I've been getting hit hard, and they'll just sit there, full energy-all healing skills recharged, and all they do is sac themselves with orders.

Kale Ironfist

Kale Ironfist

Jungle Guide

Join Date: Jul 2006

Australia

Venatio Illuminata [VEIL]

W/

Quote:
Originally Posted by DarkSpirit
I am not saying it is a bad build at all. But saying that absolutely no one in your team would ever die with an Imbagon is a sheer exaggeration. It's true, under the assumption every single spot has at least human intelligence, the team build is synergistic and you have good teamwork.

If that assumption is not true (and H/H fulfills two of those three conditions, so long as you choose well), then we can expect some degradation of the teams' power. It's the closest to invincibility you're going to get.

DarkSpirit

DarkSpirit

Desert Nomad

Join Date: Feb 2006

Redmond

Quote:
Originally Posted by Kale Ironfist
It's true, under the assumption every single spot has at least human intelligence, the team build is synergistic and you have good teamwork.

If that assumption is not true (and H/H fulfills two of those three conditions, so long as you choose well), then we can expect some degradation of the teams' power. It's the closest to invincibility you're going to get. Imbagon is a great build, and I like it. But I wouldn't over exaggerate and call it god mode or that "no one would die with an Imbagon in the team". There is a difference.

One weakness with Paragons is that if your team happens to be dying in a tough battle, you dont gain as much energy from your adrenaline shouts, so in a sense, you are weakened in a time when you need to be at your strongest. This is when Ursan can be more useful.

Savio

Savio

Teenager with attitude

Join Date: Jul 2005

Fifteen Over Fifty [Rare]

Quote:
Originally Posted by odly
I like the way people on these forums contradict themselves and each other.

Argument 1 : +100 armour makes you invincible.
Argument 2 : allways take survivor insignia and vitea runes, +armour is not going to help you as much as more health because there is degen and lots of armour ignoring damage.
Argument 3 : Don't bother about cracked armour (AR), -20 armour is not important if you give +100 to the rest of the team.
How are they contradictory? In arguments 1 and 3, you don't get a choice to increase health. Regarding argument 2, +10 AL has much less of an impact when you have +100 AL.

Quote:
Originally Posted by DarkSpirit
One weakness with Paragons is that if your team happens to be dying in a tough battle, you dont gain as much energy from your adrenaline shouts, so in a sense, you are weakened in a time when you need to be at your strongest. This is when Ursan can be more useful. If your team is dying with an imbagon, an ursan team is probably going to die under the same conditions.

DarkSpirit

DarkSpirit

Desert Nomad

Join Date: Feb 2006

Redmond

Quote:
Originally Posted by Savio
If your team is dying with an imbagon, an ursan team is probably going to die under the same conditions. Maybe I am not making myself clear. I H/H 99.9% of the time and have never joined an Ursan group yet, even though my Paragon has norn rank 7 at the moment.

What I am saying is, wouldn't bringing Ursan for just such a situation be useful? All I need to do is to replace Focused Anger with Ursan, I still have FGJ (Dark Fury/OOP from my hero D/N), and swap to my Zealous Spear when I need to Ursan, right?

Kale Ironfist

Kale Ironfist

Jungle Guide

Join Date: Jul 2006

Australia

Venatio Illuminata [VEIL]

W/

Quote:
Originally Posted by DarkSpirit
Imbagon is a great build, and I like it. But I wouldn't over exaggerate and call it god mode or that "no one would die with an Imbagon in the team". There is a difference.

One weakness with Paragons is that if your team happens to be dying in a tough battle, you dont gain as much energy from your adrenaline shouts, so in a sense, you are weakened in a time when you need to be at your strongest. This is when Ursan can be more useful. Hardly. If you brought Ursan instead of the imbagon, they would have been dead already, simply because there isn't enough defense on the Ursan bar, and the extra DPS brought out by Ursan is minimal.

As a comparison, Ursan deals 37.5 DPS through Ursan Strike plus an additional ~12.3 DPS through Ursan Rage, which also provides adjacent foe knockdown.

A Paragon at 12 Spear Mastery deals 19-37 damage per hit against a foe with 60 armor, for around 25 DPS if I calculated it correctly. This is then augmented by attack skills, and more importantly, trigger suff like Order of Pain and Barbs. I'm going to assume we're only triggering Order of Pain with a D/N Orders @12 Blood. Overall base DPS is augmented to 36.4, close enough to Ursan Strike itself. Moreover, we have the +100 armor capability of "Save Yourselves!", and we have the ability to keep it up permanently, or near permanent.

We now have to analyse the last two abilities of Ursan Blessing. One gives earshot weakness to foes, the other provides +33% IMS. For a spear wielding Paragon, IMS isn't as effective as when used on a melee, since you've got the range to not require movement to counter kiting. Moreover, while you can't apply weakness, you have the +100 armor from "Save Yourselves!", which is stronger than -66% base physical damage anyway (and then there's the fact that you can bring a Curses Necromancer for weakness).

So, the we come down to the last thing we can analyse: the power of the 2 second knockdown provided by Ursan Rage. With it, comes two seconds of immunity from anything affected by it. Given the fact that you'll be in touch range, you can easily choose who'll be affected by it.

Which means it all boils down to: How many Ursans are there in the party compared to characters that will support the imbagon? For the Ursan to always be better, there must be a large majority of Ursans in the party. Otherwise, it's better to bring the imbagon complemented by non-Ursan players.

wazz

wazz

Academy Page

Join Date: Dec 2007

WML, MELL, RUNI

P/

@op: E-management is just fine when going ursan.

But if you gonne vanquish with H/H, imbagon is better 80% of the time (only exception would be 4 man areas and majesty's rest).

IMO the only thing that really kills imbagons are conditions and hexes... and heros who have no idea how to remove em.

With a full/near full human team it depends on what the other people bring.

DarkSpirit

DarkSpirit

Desert Nomad

Join Date: Feb 2006

Redmond

Quote:
Originally Posted by Kale Ironfist
Hardly. If you brought Ursan instead of the imbagon, they would have been dead already, simply because there isn't enough defense on the Ursan bar, and the extra DPS brought out by Ursan is minimal.
What I am saying is, I replace Focused Anger with Ursan, and play my Imbagon build by default with my H/H team. But when party members start dying in a tough battle, I switch to my zealous spear and activate Ursan. Would that work?

Quote:
As a comparison, Ursan deals 37.5 DPS through Ursan Strike plus an additional ~12.3 DPS through Ursan Rage, which also provides adjacent foe knockdown.

A Paragon at 12 Spear Mastery deals 19-37 damage per hit against a foe with 60 armor, for around 25 DPS if I calculated it correctly. This is then augmented by attack skills, and more importantly, trigger suff like Order of Pain and Barbs. I'm going to assume we're only triggering Order of Pain with a D/N Orders @12 Blood. Overall base DPS is augmented to 36.4, close enough to Ursan Strike itself. Moreover, we have the +100 armor capability of "Save Yourselves!", and we have the ability to keep it up permanently, or near permanent.

We now have to analyse the last two abilities of Ursan Blessing. One gives earshot weakness to foes, the other provides +33% IMS. For a spear wielding Paragon, IMS isn't as effective as when used on a melee, since you've got the range to not require movement to counter kiting. Moreover, while you can't apply weakness, you have the +100 armor from "Save Yourselves!", which is stronger than -66% base physical damage anyway (and then there's the fact that you can bring a Curses Necromancer for weakness).

So, the we come down to the last thing we can analyse: the power of the 2 second knockdown provided by Ursan Rage. With it, comes two seconds of immunity from anything affected by it. Given the fact that you'll be in touch range, you can easily choose who'll be affected by it. I agree that as a full party build, Imbagon works better.

Quote: There is a reason I don't bring Signet of Return on my paragon when using SY. If people are dying the last thing I want to do is stop pumping out +100 AL because clearly out monks must be under some kind of pressure for someone to die. Swapping to Ursan when people start to die isn't going to accomplish much; I can't see extra DPS being better than +100 AL.

Quote:
Which means it all boils down to: How many Ursans are there in the party compared to characters that will support the imbagon? For the Ursan to always be better, there must be a large majority of Ursans in the party. Otherwise, it's better to bring the imbagon complemented by non-Ursan players. How about a 4-man party? Using SY would not have as a great an impact, not to mention fewer energy points returned.

MasterSasori

MasterSasori

Desert Nomad

Join Date: Dec 2007

USA

[Thay]

R/Mo

Paragon using Ursan? Get out.

Racthoh

Racthoh

Did I hear 7 heroes?

Join Date: May 2005

Scars Meadows [SMS], Guild Leader (Not Recruiting)

Quote:
Originally Posted by DarkSpirit
What I am saying is, I replace Focused Anger with Ursan, and play my Imbagon build by default with my H/H team. But when party members start dying in a tough battle, I switch to my zealous spear and activate Ursan. Would that work?
How about a 4-man party? Using SY would not have as a great an impact, not to mention fewer energy points returned. Personally I've used three paragons and the D/N for every single four man area that I've vanquished so far (all of Cantha/Elona, half of Tyria). The biggest issues have been... Grawls. The only area I don't plan on using the same setup will be Diessa Lowlands because I remember it taking way too long as a warrior with 4. I'll be using 6 from Yak's with cons. Anyway the size of the party doesn't make much of a difference, the build has the same weakness and that is the imbagon getting focus.

DarkSpirit

DarkSpirit

Desert Nomad

Join Date: Feb 2006

Redmond

Quote:
Originally Posted by Racthoh
There is a reason I don't bring Signet of Return on my paragon when using SY. If people are dying the last thing I want to do is stop pumping out +100 AL because clearly out monks must be under some kind of pressure for someone to die. Swapping to Ursan when people start to die isn't going to accomplish much; I can't see extra DPS being better than +100 AL. I am curious. Would you still try to pump SY if there is only 1 more hench (e.g. Herta) alive other than yourself? SY wouldn't last long in that situation either. In my case, it only lasts 4s and it takes awhile to build up the adrenalilne again.

Isn't the whole SY spamming strategy based on having the D/N present, and hopefully doing a good job, to enable you to do that? If I can keep my SY up constantly without the D/N, I would but I can't so it becomes a choice of waiting for a long time of not having SY activated and being low on energy yourself and FGJ is in its 45s recharge or activate Ursan for a last ditch effort to kill off the remaining enemies.

Shaz

Shaz

Krytan Explorer

Join Date: Aug 2005

Scars Meadows [SMS]

Quote:
Originally Posted by DarkSpirit
I am curious. Would you still try to pump SY if there is only 1 more hench (e.g. Herta) alive other than yourself? SY wouldn't last long in that situation either. In my case, it only lasts 4s and it takes awhile to build up the adrenalilne again.
This situation shouldn't happen, if it did you should rethink the build of what make you almost wipe and change accordingly. And you should retreat, if Herta or yourself have a res, otherwise just wipe and respawn at res shrine.

Quote:
Originally Posted by DarkSpirit
Isn't the whole SY spamming strategy based on having the D/N present, and hopefully doing a good job, to enable you to do that? If I can keep my SY up constantly without the D/N, I would but I can't so it becomes a choice of waiting for a long time of not having SY activated and being low on energy yourself and FGJ is in its 45s recharge or activate Ursan for a last ditch effort to kill off the remaining enemies. The D/N help you pump out SY more often with Dark Fury, but at 4 seconds, you should be able to maintain SY quite well even without it. Dark Fury is not require to run the Imbagon properly, it help but not require. Rarely happen, but I sometime run Imbagon with friends in group that do not consist of any physical other than myself, or it is full and therefore cannot fit the Order in, and I don't find much problem keeping SY up. Mine is at 4 seconds also.

Washi

Washi

Wilds Pathfinder

Join Date: May 2007

Quote:
Originally Posted by DarkSpirit
Unless it is AoE burning or disease which Foul Feast from a hero usually doesn't keep up. May work with a party removal like Martyr, I dont know, but that would mean changing my hero build based on the area again, like I said before.
[skill]Pure Was Li Ming[/skill] This skill is crazy. Use it before they nerf it.

Quote:
Originally Posted by DarkSpirit
Isn't the whole SY spamming strategy based on having the D/N present, and hopefully doing a good job, to enable you to do that? If I can keep my SY up constantly without the D/N, I would but I can't so it becomes a choice of waiting for a long time of not having SY activated and being low on energy yourself and FGJ is in its 45s recharge or activate Ursan for a last ditch effort to kill off the remaining enemies. I don't use D/N and I have no problems keeping SY up all the time (unless they fuk me with [skill]soothing images[/skill]). Focused anger is the key, ofcourse you will not have SY up if you swap it with ursan...

Also [skill]Spear of fury[/skill] helps when you missed few times / got blocked and you need SY asap.

odly

Krytan Explorer

Join Date: Jan 2006

N/

Dark fury helps you spam SY twice as much, so you have excess energy which can be used for attack skills and for more expensive things like the ebon battle standard of honour.

Without it you can keep SY up almost all the time as well, depending on your kurzick/luxon rank. It doesn't make any difference for TNTF. So your imbagon part is almost as good as it is with dark fury, but you're restricted to doing that and you'll be dealing less damage.

zling

zling

Desert Nomad

Join Date: Apr 2006

Quote:
Originally Posted by DarkSpirit
I am curious. Would you still try to pump SY if there is only 1 more hench (e.g. Herta) alive other than yourself? SY wouldn't last long in that situation either. In my case, it only lasts 4s and it takes awhile to build up the adrenalilne again.

Isn't the whole SY spamming strategy based on having the D/N present, and hopefully doing a good job, to enable you to do that? If I can keep my SY up constantly without the D/N, I would but I can't so it becomes a choice of waiting for a long time of not having SY activated and being low on energy yourself and FGJ is in its 45s recharge or activate Ursan for a last ditch effort to kill off the remaining enemies. I'm sorry but if only 1 other hench is alive in your party how will Ursan help you exactly?
you will end up dead either way, but Imbagon with Ursan is just FAIL because it's a handicapped Imbagon that if uses Ursan stops being Imbagon and most likely causes a party whipe, or at least wont stop it.

as for the original question here: Imbagon is great inside an Ursan group, +100AL Ursans? yes please! but yes Paragons are also the best chars to use Ursan, so if you have more than 1 Paragon in party 1 should be Imbagon the rest Ursan. as having more than 1 Imbagon is useless, SY doesnt stack with itself

DarkSpirit

DarkSpirit

Desert Nomad

Join Date: Feb 2006

Redmond

No, I couldn't get my 4s SY up at all times without the D/N, there will be breaks in between. With only 1 ally alive SY is not returning enough energy too. I could only get FGJ up if I am too low on energy. My AR was also gone since I couldn't cast other shouts or chants to maintain it.

I am also lazy to check out the area monster builds before heading out sometimes so mobs that are anti-physical with blind spam, block, anti-physical hexes, etc tend to be troublesome for me and my 2 other Paragon heroes. My D/N doesn't attack and neither does Mhenlo. This means more than half my team is not churning out damage as much as I hope.

Quote:
Originally Posted by zling
I'm sorry but if only 1 other hench is alive in your party how will Ursan help you exactly?
If I get a team wipe, it is usually a close battle so only about 2 or 3 enemies would be left alive. Even without a monk, an Ursan can still finish them off.

Quote:
Originally Posted by washi
Also [skill]Spear of fury[/skill] helps when you missed few times / got blocked and you need SY asap. TNTF, SY, EVSH are already 3 PvE skills so I cant equip Spear of Fury. If I get rid of my D/N and other Paragons, I may replace EVSH with Spear of Fury.

This is why I am rethinking my team build to be less physical, so as to be more universal across PvE areas. I was using Rac's hero build, a good build but because of my laziness, I didnt change it for anti-physical areas. If you know that the area is physical friendly, then a group of buffed Paragons can certainly kill faster. If you dont want to do too much research before heading out, like me, you may want a more "universal" team build (perhaps with some caster heroes). I am thinking of getting rid of my D/N (except for physical friendly areas where 2 Paragon heroes make sense), and replacing it with alternative forms of gaining adrenaline for just 1 Paragon, like Mark of Fury or Infuriating Heat.

Racthoh

Racthoh

Did I hear 7 heroes?

Join Date: May 2005

Scars Meadows [SMS], Guild Leader (Not Recruiting)

Quote:
Originally Posted by DarkSpirit
I am curious. Would you still try to pump SY if there is only 1 more hench (e.g. Herta) alive other than yourself? SY wouldn't last long in that situation either. In my case, it only lasts 4s and it takes awhile to build up the adrenalilne again.
I would just wipe. I don't use Signet of Return on my paragon unless consumables are present so if Herta has already burned her sig there is no point in continuing. DP works off pretty quickly in Hard Mode.

Quote:
Isn't the whole SY spamming strategy based on having the D/N present, and hopefully doing a good job, to enable you to do that? Having someone with Dark Fury just means you don't have to worry about energy as much. In turn that means I have hit my attack skills more frequently to kill stuff faster.

Quote:
If I can keep my SY up constantly without the D/N, I would but I can't so it becomes a choice of waiting for a long time of not having SY activated and being low on energy yourself and FGJ is in its 45s recharge or activate Ursan for a last ditch effort to kill off the remaining enemies. If the party is taking deaths because they can't survive for the one second or so that SY is down without Dark Fury the problem lies elsewheres. If you're low on energy, weapon swap. Every paragon should have a +energy set anyway in case DP builds up enough that you can't cast AR.

I'm getting confused. In the 20 seconds that FGJ is up your monks have somehow burned all of their energy and you've taken deaths despite the +100 AL of SY. You have also somehow burned all of your energy as well. But if you go into Ursan mode at that point, losing the +100 with monks drained of energy, you have a better chance of winning?