My double paragon hero setup

Gigashadow

Gigashadow

Jungle Guide

Join Date: Aug 2005

Bellevue, WA

W/

Here's my latest hero setup, works with the player being a warrior, not sure about other professions. Note, this is a different setup from the one I posted in the "What Heroes for Warrior" thread earlier today, although the classes and some of the concepts are similar. This is a much stronger setup than that one, as I've had a lot more bake time optimizing this one.

P/Mo Motivation paragon with Strength of Honor, Hexbreaker Aria
P/Rt Command Paragon with Splinter Weapon
N/Mo Minion bomber with Empathic, Dwayna's and some Curses

The motigon uses Anthem of Fury to give himself and the command guy +4 adrenaline. This allows for a very rapidly obtained Hexbreaker Aria, as well as more frequent spammage of adrenaline-based chants (which are energy management for both paragons). More chants = more of those good Finales triggering.

The command guy does splinter weapon and spirits, and his disruption and envy anthems affect his spirits. As I made reference to in another thread, you have 6 entities here (3 spirits + 2 paragons + you) who take advantage of Anthem of Envy and Disruption, and Anthem of Envy is not consumed if you hit someone above 50% health, so it will stick around until used (or it times out). The command guy also supplies the deep wound, which you can optionally pre-cast on yourself before the next battle so it's up again earlier.

Conditions are dealt with quite well by Purifying Finale, Foul Feast, Empathic, but if they are still a problem for the area you are in, you can move Anthem of Fury to the command guy and put Song of Purification on the motigon. However you'll lose the spirits and their side-benefits from the shouts.

Hexes are taken care of fairly well between Empathic and the rapidly obtained Hexbreaker Aria.

Spear mastery is not really very relevant to these guys, as they have only one attack skill, which is used to trigger various things.

Both of them use Spear of Lightning as their attack skill, due to its low recharge. The Weaken Armor on necro/Chest Thumper trick on paragons unfortunately doesn't work out in this setup, because the necro ends up being too busy doing other things to be quick enough on the Weaken Armor.

Command P/Rt
10+1+1 leadership
8+1 command
8+1 spear mastery
10 channeling

Signet of Spirits {elite}
Splinter Weapon
Spear of Lightning
"Never give up!"
"Find their weakness!"
"Go for the eyes!"
Anthem of Disruption
Anthem of Envy


Motivation P/Mo
12+1+1 leadership
10+1 motivation
2+1 spear mastery
8 smiting

Anthem of Fury {elite}
Strength of Honor
Spear of Lightning
Hexbreaker Aria
Blazing Finale
Finale of Restoration
Purifying Finale
"They're on Fire!"


N/Mo minion bomber
10+1+1 Death magic
8+1 Soul Reaping
10+1 Curses
8 Healing Prayers

Empathic Removal {elite}
Dwayna's Sorrow
Animate Bone Minions
Death Nova
Rip Enchantment
Enfeebling Blood
Foul Feast
Signet of Lost Souls

MercenaryKnight

MercenaryKnight

Forge Runner

Join Date: May 2006

Wolf of Shadows [WoS]

P/

Seems really odd imo. 1 paragon has 10 channeling for splinter weapon and signet of spirits. The other has 8 smiting for a single skill which is going to be bad.

Just don't see it being that great atm.

Gigashadow

Gigashadow

Jungle Guide

Join Date: Aug 2005

Bellevue, WA

W/

While unusual, it works really well. 8 smiting is fine and adds a fair amount of damage; people often run 10 smiting or so on other secondary smiting characters for SoH, and the difference between and 8 and 10 spec is a whole 2 points of damage per hit, or between 8 and 12 spec (which is a ton of attribute points) is only 5 points per hit. Paragons get great energy management returns from their adrenaline shouts, so -1 energy regen is really not a big deal to him. He was a great place to stick SoH as he wasn't otherwise using a secondary, and it frees up someone else's secondary.

Splinter weapon is a spell you put on a character that can preferably cast it on recharge. The trick is to find a character that has the pacing required where it can do that, while having useful skills on the rest of his bar. The command paragon has a couple of shouts with no cast time, and other skills on medium recharges, so splinter is well suited to him. The 3 spirits do provide quite a bit of benefit, their interrupts alone are very noticeable, let alone the damage.

This is actually the strongest of the hero setups I've run in Guild Wars to date, and I've run all the usual stuff.

IronSheik

IronSheik

Forge Runner

Join Date: Mar 2008

Wolfenstein: Goldrush

Zombies Go Nom Nom [Nom]

N/

Conditions are lol in PvE

I do like the disruption syncing with Signet of spirits...but still quite the odd setup
I'd take vicious over FTW, although I guess FTW can be used to find a better thing to DW.

I'll bookmark this to try out later.

Super Igor

Banned

Join Date: Mar 2008

why should you kno? Oo

A/W

looks pretty random.
Synergiez tho.
Why are you running FF? You have enough condition removal on your bar imo.

Carnivorous Cupcake

Carnivorous Cupcake

Academy Page

Join Date: Jul 2009

Lolrus League [lol]

A/E

Looks strange but I can see it has a good synergy and might work well.

I will try it on my Warrior and post the results, after all, Discordway looked strange too when it first came out! ^^

Racthoh

Racthoh

Did I hear 7 heroes?

Join Date: May 2005

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

Quote:
Originally Posted by Gigashadow View Post
2+1 spear mastery
Quote:
Spear of Lightning Ignoring the fact that having no Spear Mastery on a Paragon isn't the wisest choice there are two problems I have with this. One, you have an attack skill on a character that will do less damage than a caster does with a wand auto-attacking. Two, you're using a minor rune for some reason. Even if we don't take into account this there is also the fact that Spear of Lightning has the same +damage at a 2 or 3 spec.

You have an absurd amount of condition removal unless this is designed specifically for doing Shards of Orr or Frostmaw's. Even then there is a serious lacking of party wide condition removal, be it Extinguish, Song of Purification, Recovery, whatever.

Terrokian

Terrokian

Frost Gate Guardian

Join Date: Feb 2008

Alliance,Ohio

Terrokian's Avengers

W/

Frostmaws is conquered in HM with ease with one single skill. Pain Inverter.

Axel Zinfandel

Axel Zinfandel

Desert Nomad

Join Date: Sep 2007

Northeastern Ohio

LaZy

P/W

Leadership- 9 +1
Motivation- 9+ 2 + 1
Smiting Prayers- 9
Spear Mastery- 9+1

Spear of Redemption
Wild Throw
Merciless Spear
Song of Purification (E)
Ballad of Restoration
Chorus of Restoration / "Go For the Eyes" (GFTE for low adrenal energy management. even with no points, it's at least half decent)
Aggressive Refrain
Strength of Honor

A great deal better attribute spread and ridiculous energy management to cover for the lack of regen. Because of the need for adrenaline, consider an orders hero to help.

If you don't want song of Purification (though that one skill pretty much makes conditions go away), you can sub it for something like Anthem of Fury and put a +2 rune on Leadership instead of Motivation

Carnivorous Cupcake

Carnivorous Cupcake

Academy Page

Join Date: Jul 2009

Lolrus League [lol]

A/E

I tried this with my Warrior and Asassin yesterday and I must say WOW THIS THING ROCKS!!!


Heroes are able to use every skill on the bar effectively, they spread echos all over the party, echos trigger very often thanks to constant shouts ending, I always had all of my sdrenal skills charged and killed arguebly as fast, if not faster than with Discord.
It's also very versatile because it can handle all hex and condition heavy areas with ease, it also doesn't fear lower ammount of healing because of higher AL.


I advise everyone try running this build before comenting because it doesn't fall under any logic.


Gigashadow, you get one internet!

Riot Narita

Desert Nomad

Join Date: Apr 2007

Your Command paragon... I was trying something similar on my Paragon to boost a pair of Rit spirit spam heroes. Anthem of Disruption, Anthem of Envy, Anthem of Weariness.

Anthem of Envy seemed to work best... the interrupts were nice but a bit random... applying weakness, I got better results with Enfeebling Blood on a Curses Necro instead (seems you found that too). GFTE! affects "allies" too, but it seems spirits aren't capable of critical hits (BAH! :-P). I didn't get my team working very well though, and I gave up on the idea.

I also tried a Command Paragon hero, for my R/Rt + Rit Hero Spirit Spam team... but once again I gave up on it, I was getting better results replacing the Paragon with another Rit for healing/prot, or a Curses Necro.

But I think I might revisit the concept now though, based on your team (and Axel's post). With me as R/Rt spamming extra spirits though - probably Communing spirits and Signet of Ghostly Might. I like that your team is a bit "off-the-wall", thanks for sharing.

By the way - is the Necro hero good at casting Dwayna's Sorrow on minions (rather than party members)... or does it need some micro-management? And are you doing OK without any rez skills?

Carnivorous Cupcake

Carnivorous Cupcake

Academy Page

Join Date: Jul 2009

Lolrus League [lol]

A/E

Hissy

This build is build shines on high damage melee builds that use SY!, it is less effective on everything else.

Riot Narita

Desert Nomad

Join Date: Apr 2007

Quote:
Originally Posted by Carnivorous Cupcake View Post
Hissy

This build is build shines on high damage melee builds that use SY!, it is less effective on everything else. Not sure I undertsand you - are you saying Giga is running SY! on his Warrior, that's why the team is effective, and classes that can't keep SY! up won't get such good results with these heroes?

I could run these heroes with a SY! character (my Paragon or my Ranger), but I am interested to see what the shout synergies would do, given a bunch of extra spirits. I mean, if I'm going to spam SY!... I don't need this hero team - I can take ANY team that does big damage and has some healing...

Carnivorous Cupcake

Carnivorous Cupcake

Academy Page

Join Date: Jul 2009

Lolrus League [lol]

A/E

Hissy


Thats exactly what I'm trying to say. Dont know about you but this build looks very melee/sy! orientated. Burning Finale, FTW!, Anthem of Envy, GTFE!, Anthem of Fury all fovor these things greatly.


I however think you should try your idea anyway, I think that a spirit wall will make up for lack of SY! and spirits will do allot of damage and interrupting.

Gigashadow

Gigashadow

Jungle Guide

Join Date: Aug 2005

Bellevue, WA

W/

Quote:
Originally Posted by Racthoh View Post
Ignoring the fact that having no Spear Mastery on a Paragon isn't the wisest choice there are two problems I have with this. One, you have an attack skill on a character that will do less damage than a caster does with a wand auto-attacking. Two, you're using a minor rune for some reason. Even if we don't take into account this there is also the fact that Spear of Lightning has the same +damage at a 2 or 3 spec.
The point of him having that one skill is to trigger the anthem of fury on himself to get 5 adrenaline from one hit, as well as to also trigger attack skill chants (interrupt, +damage), and various other on-chant-end effects on himself. That is all the spear mastery is there for, this guy is just not set up to do damage with his spears, so his level of spear mastery is irrelevant to him. It could be 0, he just happened to have a minor spear rune still on him from previous, more conventional paragon builds.

I'm not generally that impressed with the damage of spears, and that is not why I bring paragons in a H/H setup where I control the build of only 3 heroes instead of a full team; the chants/shouts/echoes are what I am really after here. And although I don't have them in this particular setup, many spear skills that I would consider for their utility (deep wound, stance removal, interrupt) don't even require much of an investment, or are in leadership (spear swipe).

In this setup, most of the time of the paragons should preferably be spent casting those. This is also why I'm using Anthem of Fury instead of skills such as Soldier's Fury/Aggressive Refrain etc. which benefit from you continuously attacking; he is not continuously attacking; instead, he throws the odd attack in here and there to trigger things and get the big adrenaline return every 10 seconds, then immediately goes back to chanting.

On the subject of condition removal I agree, more than really needed, I can get rid of Foul Feast on the necro.

Quote:
Originally Posted by Axel Zinfandel View Post
Leadership- 9 +1
Motivation- 9+ 2 + 1
Smiting Prayers- 9
Spear Mastery- 9+1

Spear of Redemption
Wild Throw
Merciless Spear
Song of Purification (E)
Ballad of Restoration
Chorus of Restoration / "Go For the Eyes" (GFTE for low adrenal energy management. even with no points, it's at least half decent)
Aggressive Refrain
Strength of Honor

A great deal better attribute spread and ridiculous energy management to cover for the lack of regen. Because of the need for adrenaline, consider an orders hero to help.

If you don't want song of Purification (though that one skill pretty much makes conditions go away), you can sub it for something like Anthem of Fury and put a +2 rune on Leadership instead of Motivation You took out "They're on Fire!" and "Blazing Finale" though, which are the main attractions of the setup, as ToF has substantial party-wide damage reduction that also works on yourself (unlike SY), not to mention being yet another shout to trigger various things every 10 seconds, and conveniently having no cast time.

As you point out, the problem with the above will be adrenaline. This is one reason why it's tougher to make these sorts of setups work when you have control over only 3 hero builds and are trying to take a couple of paragons; you need to fit in all the usual stuff you want in builds, and then you are really tempted to try to squeeze in Dark Fury somewhere as well (and maybe Orders as well), as that supercharges everything the paragons do. But then, to take the most advantage of that, you'd really like them to be attacking most of the time (and perhaps using a personal attack speed/adrenaline increaser as well), rather than casting chants most of the time as they do now. If they're attacking most of the time, you'd then want them to have some proper level of attributes in spears, etc. Going down that path tends to work against the chant focus I was experimenting with.

With only 3 heroes, you can see my bizarre use of secondaries on the paragons to squeeze in splinter weapon and strength of honor on them, at the expense of their spear mastery, in order to leave my third hero free for other things. I feel the tradeoff of spear mastery for splinter and SoH was worth it in this setup though, as they don't really attack much.

One thing about experimenting with adrenaline skills on paragon heroes is that you really have to watch their skill bar while you're fighting and see if which skills they are using or neglecting. I've spent a whole bunch of time on this, and Spear of Lightning (for example) is something they will use fairly often. Having 3 or more adrenaline skills often results in starvation, depending on what you have. Some other skills that often seem like a great idea, don't get used; for example, Wearying Spear seems ideal for paragons with low to moderate spear mastery, because it does a lot of +bonus damage, and you don't really care that much about weakess at such low levels; unfortunately, the AI rarely uses it.


Quote:
Originally Posted by Hissy View Post
Your Command paragon... I was trying something similar on my Paragon to boost a pair of Rit spirit spam heroes. Anthem of Disruption, Anthem of Envy, Anthem of Weariness.

Anthem of Envy seemed to work best... the interrupts were nice but a bit random... applying weakness, I got better results with Enfeebling Blood on a Curses Necro instead (seems you found that too). GFTE! affects "allies" too, but it seems spirits aren't capable of critical hits (BAH! :-P). I didn't get my team working very well though, and I gave up on the idea.

I also tried a Command Paragon hero, for my R/Rt + Rit Hero Spirit Spam team... but once again I gave up on it, I was getting better results replacing the Paragon with another Rit for healing/prot, or a Curses Necro.

But I think I might revisit the concept now though, based on your team (and Axel's post). With me as R/Rt spamming extra spirits though - probably Communing spirits and Signet of Ghostly Might. I like that your team is a bit "off-the-wall", thanks for sharing.

By the way - is the Necro hero good at casting Dwayna's Sorrow on minions (rather than party members)... or does it need some micro-management? And are you doing OK without any rez skills? Yes, Anthem of Weariness was too random, which is why I don't have it; Enfeebling Blood is just so good.

Dwayna's doesn't need micro'ing, the heroes cast it perfectly well.

I haven't found Rez skills to be important, although Death Pact Signet (if you can fit it in) is really nice to get someone up immediately while you can still recover from the situation. If you die, whether in a dungeon or vanquishing, you rez at the closest shrine anyway. I carry a Scroll of Resurrection on my character, which doesn't require a skill slot, although I don't really ever care to use them. I'm happy to rez at a nearby shrine if there is a wipe, or retreat and let a hero rez, or let a healer hero use its hard rez after the fight is over.

Regarding your consideration of a Command paragon; I'm currently experimenting with a 1 paragon setup, with him being Command. The skills I like most on that guy, though, are the Leadership skills, "They're on Fire" and "Blazing Finale". In addition to providing the trigger for "They're on Fire!"'s 33% damage reduction, Blazing Finale is just so good, it's AOE damage that mobs don't scatter from, like a mini Balthazar's Aura.

I've also been experimenting with Bladeturn Refrain, which the AI uses very well, although you really want 13+ Command for this to be worthwhile, as it is really quite a lot more effective when you are getting ~18%+ out of it. Depending on what other shouts you have in your build (e.g. I have "Fall Back!") you can end up having Bladeturn Refrain kept up on the entire party as it moves from mob group to mob group.

Something else I tried, which is pretty out-there, is 2 paragons somewhat similar to the above, plus a curses N/P (I'd have used a 3rd paragon hero if one existed though). The N/P has Enfeebling Blood, Dark Fury, and even more shouts, and handles some of the Refrains (which at 5 energy are cheap to cast, as they are priced for paragons), which results in a completely ridiculous number of shouts being thrown around. It is very experimental and is too crazy to make a serious post about anyway.

Carnivorous Cupcake

Carnivorous Cupcake

Academy Page

Join Date: Jul 2009

Lolrus League [lol]

A/E

Ok, I have done some testing on hero casting patterns for this skill. It seems they are only going to cast this spell on a target surrounded by 3 or more foes, thats why pulling can be very helpful with this build.


Just a bit of useful info.

Riot Narita

Desert Nomad

Join Date: Apr 2007

Quote:
Originally Posted by Carnivorous Cupcake View Post
Hissy


Thats exactly what I'm trying to say. Dont know about you but this build looks very melee/sy! orientated. Burning Finale, FTW!, Anthem of Envy, GTFE!, Anthem of Fury all fovor these things greatly.
Yes, I can see how it is geared for melee. However, most of those skills would also help any player that uses martial weapons including Rangers and Paragons, even more so if they use adrenal skills. It's Blazing Finale that wouldn't be so good, and Strength of Honor would be useless without some melee in the party.

The thing is, I'm not a great fan of using SY! with a melee character... I seem to be out of shout range of some party members at the worst moment, or SY! drops when I'm snared or running between scattered targets. I prefer using SY! on my Paragon or Ranger since they don't have to run around so much, and tend to stay in the mid-line with most of the party within shout range.

Quote:
Originally Posted by Carnivorous Cupcake View Post
I however think you should try your idea anyway, I think that a spirit wall will make up for lack of SY! and spirits will do allot of damage and interrupting. So far I haven't had a lot of success with the team as it is. Possibly because it's optimal for a Warrior - and I don't have a Warrior (or any other proper melee character) with these heroes. Bunny thumper, axe ranger, and scythe ranger didn't work too well for me in Hard Mode, with or without SY!

SY! Paragon was better, but I still had problems if there were no minions up.
I also had to use one or two melee henchies to fit the team build... but they tend to suck and/or chase enemies til they've aggro'd the whole map. Using a Warrior hero and me playing one of the team paragons was similarly bad, and also meant no SY!

So instead I am trying to use some of the concepts here, with my Ranger as a spirit-spammer. I already have a hero team geared up to support that and it has worked very well everywhere I've tried it, in HM and in places where you can't make minions.

I want to see if I can get better results using a modified version of this team. I'm just starting to test a few ideas, but I won't go into details, as it's too far off-topic. But there's one thing that is relevant:

So far I'm not happy with Anthem of Disruption - it seems it causes a bunch of pretty random interrupts by the spirits and attackers for a couple of seconds, every 15 seconds. Which I don't think is that useful. Perhaps replacing Anthem of Disruption with Disrupting Throw would be better - so you'd have an interrupt that can be used when it's really needed?

evilsofa

Pre-Searing Cadet

Join Date: Jul 2009

New Under The Sun

W/

At first glance I am very impressed with this build. As a warrior, I'm quite excited to find a build that might be better than Sabway, because I have found Discord to be just unworkable.

Initially I find that for henchmen, using two healers and two melee types seems good.

I've put 5 Centurion's Insignias and shields with 30hp and -5 received physical damage on both, and they seem to consistently be the last left alive when wiping; still working on getting good spears - I'm thinking energy +5 and Furious 10% would be most useful to them.

If Anthem of Disruption is not effective, perhaps Death Pact Signet would be the way to go, because otherwise the group lacks that entirely.

Have you tweaked this further since?

Paul Dawg

Krytan Explorer

Join Date: Apr 2008

House of Myrthe (HoMe)

W/

I guess my three questions are:

1. What are you going to do against blockers? The Sabway curser has defile defenses or rigor mortis. I guess that means you can put it on the N/Mo, but what would you take off for it?

2. What weapon does the second para use with 3 spear mastery?

3. How are you getting healed?

Oh, make it four questions:

4. Don't you find that in difficult areas strength of honor gets stripped so often that it doesn't even pay to bring the skill (and invest 8 points in smite for it)?

Gigashadow

Gigashadow

Jungle Guide

Join Date: Aug 2005

Bellevue, WA

W/

Quote:
Originally Posted by Paul Dawg
View Post
I guess my three questions are:

1. What are you going to do against blockers? The Sabway curser has defile defenses or rigor mortis. I guess that means you can put it on the N/Mo, but what would you take off for it?

2. What weapon does the second para use with 3 spear mastery?

3. How are you getting healed?

Oh, make it four questions:

4. Don't you find that in difficult areas strength of honor gets stripped so often that it doesn't even pay to bring the skill (and invest 8 points in smite for it)? 1. Blockers aren't a problem for several reasons. In addition to anything standing next to them inducing essentially permanent burning, or the poison degen from minions, or exploding minions, Sun & Moon Slash, Brawling Headbutt, and Finish Him! all ignore blocking.

Mobs generally flash their block stance once they get to about 60% health, at which point you can easily S&M, then Finish Him, and let degen/exploding minions do the rest; or Brawling Headbutt for another 70.

2. Since he has the spear of lightning skill, he needs a spear. It's there only to trigger the on-attack-skill chants.

3. The healer and prot henchies (I was using this in EoTN, which has better skill bars though), large amounts of finale of restoration triggers, dwayna's for aoe healing.

4. Not really actually. Dwayna's is often still sitting on me, or you can pre-cast it or death nova before charging in if it's really a problem. Even in places like Vloxen it's only moderately annoying, and still worthwhile to have, and I'll certainly have my necro spend 2 seconds recasting it if it gets stripped mid-battle. The Dwayna's/Death Nova enchants are so spread around that the only time you'll really get stripped is when you charge in first.

Paul Dawg

Krytan Explorer

Join Date: Apr 2008

House of Myrthe (HoMe)

W/

Well, you and I have different experiences about Nos. 1 and 4.

Stances are not the only kinds of blocks; there's also aegis and stuff like that (edit to add: anti-melee wards can be a real downer too). I find that any hero team based on a human physical has to have some kind of blocking counter because if the physical starts missing with his attacks, he doesn't accumulate adren for his critical skills and the whole team starts getting gimped. Shrug. Maybe it works for you.

As for No. 4: I experimented with strength of honor when they buffed it because it seemed too good to pass up for a human physical. Then I noticed how often it would get stripped, forcing me not only to manual it, but, more importantly, to kill the poor smiter's energy. In Vloxen HM this was a lot more than "moderately annoying": as soon as I met a new enemy mob, strength and honor was gone almost instantaneously. Since I can survive pretty much anywhere without it, I no longer see the logic of forcing a hero to do little more than keep casting and recasting a skill that doesn't last on me long enough to make a difference anyway.

Dusk_

Dusk_

Lion's Arch Merchant

Join Date: Jun 2005

W/

I haven't tested this build, but just from a cursory glance it looks like your two paragons could be condensed into a single build, and your Channeling/Smiting buffs into another. Something like this Rt/Mo seems like it would be far more effective , covering the spirit allies, SoH, Splinter Weapon, plus having condition/hex removal that works well with the melee-range theme.

EDIT: Alright, purely theory-craft here, but:

Ol' Yeller Paragon - P/Mo
Leadership 11+1
Command 10+1+1
Motivation 10+1
Spear Mastery 1

"Go for the Eyes"
"They're on Fire!"
"Find their Weakness!"
Blazing Finale
Anthem of Envy
Anthem of Weariness
Stunning Strike {E} / Empathic Removal {E}
"We shall Return!"

Buffer - Rt/Mo
Channeling 12+1+1
Smiting 12
Spawning Power 3+1

Signet of Spirits {E}
Siphon Spirit
Splinter Weapon
Castigation Signet
Strength of Honor
Smite Condition
Smite Hex
Flesh of Flesh

Obligatory Necromancer - N/Any
Death Magic 12+3+1
Curses 10+1
Soul Reaping 8+1

Aura of the Lich {E}
Animate Bone Minions
Death Nova
Barbs
Mark of Pain
Rigor Mortis
Foul Feast
Signet of Lost Souls

The Paragon is probably terrible, but eh. Team build would probably be you as a Melee, plus two monks and two melee henches.

Gigashadow

Gigashadow

Jungle Guide

Join Date: Aug 2005

Bellevue, WA

W/

Combining the two paragons like that kills all of the shout synergy the build had, with the constant shout-ends triggering effects. It also lowers the shout throughput a lot since one guy can only cast them so fast. There is also no way that guy would have enough energy to use that bar.

You don't need an AOE rez on the paragon in addition to another rez on the Rt/Mo, and 2 more on the hench monks. I also prefer Death Pact Signet on a Ritualist to something like Flesh of my Flesh, as it gets someone back into the battle while it is still possible to recover from the situation. The hench monks have the more conventional rez spells.

You got rid of Enfeebling Blood from the necro, and replaced it with Anthem of Weariness on the paragon, but Enfeebling Blood is so much better. Heroes will attack what you attack, and as a side effect proc AoW; the heroes don't know they're causing weakness, so they don't try to spread it around. Enfeebling Blood the necro will spread around on targets that don't have it, and it's also AOE, and costs only 1e.

Mark of pain is not something I like to put on heroes, as they don't use it well. I noticed you got rid of the enchantment removal. Personally, I always keep Rip Enchantment somewhere in a build, it's always useful.

You also removed Dwayna's Sorrow, so now there is no way to deal with AOE party damage. I usually try to have an AOE heal in the build somewhere, where it is PwK, Dwayna's, or a Resto paragon, etc.

You suggested melee henchies, but the melee AI is not very good, so they are best avoided.

I don't think your build would work, it seems it's given up a lot without gaining that much, but if you try it out let me know how it goes.

Paul Dawg

Krytan Explorer

Join Date: Apr 2008

House of Myrthe (HoMe)

W/

I don't like Dusk's team. The Rt/Mo is going to run out of energy very quickly (like--in less than a minute of combat), and I agree with Gigashadow that mark of pain isn't a great skill for heroes and that taking off dwayna's sorrow represents a serious loss.

I didn't dislike the combined para bar, actually, but I like the one that I recently posted at the end of Racthoh's sticky a lot better. Lately I'm kinda meh on Command skills.

evilsofa

Pre-Searing Cadet

Join Date: Jul 2009

New Under The Sun

W/

I'm still running with this build. The only change I've made was giving the Command Paragon Death Pact Signet instead of Anthem Of Disruption. They use it very effectively. I was doing a poor job of pulling in the Sepulchre of Dragrimmar hard mode, and wound up wiping the group many times; I was down to 60% DP while the Command Paragon had a 10% bonus.

Yes, I know I'm not very good if I'm wiping the group like that, but this build with Death Pact Signet seems very forgiving. I haven't had time to try this on unforgiving dungeons like hard mode Vloxen or Rragar's yet. I might not ever go back to Vloxen again since I managed to beat it in Hard Mode once, but I have yet to get Rragar's hard mode done.

Gigashadow

Gigashadow

Jungle Guide

Join Date: Aug 2005

Bellevue, WA

W/

One of the things I was trying to do with this build, apart from having fun with the shout theme, was to cram as many of my favorite build aspects into one build as I could. Minions, splinter weapon, dwayna's, signet of spirits, AOE burning, strength of honor, hex removals, it's all in there. But to cram all that in you end up with very bizarre looking character builds, although it does in fact work very well. I should probably look at it again and tune it some more, it was a lot of fun putting that together.

You can remove "Find their Weakness!" from the command paragon and replace it with something else. I've decided I don't like that skill any more, it's a bit too expensive for what it is, and the recharge is too long.

Lately I've been playing with another build that uses Chest Thumper on a paragon, Weaken Armor on a necro, and a 14 chaneling Rt with Ancestors Rage, and so far I'm really happy with the extremely rapid applications of deep wound and Ancestors' damage (and other goodies). I'll post that build when I've finalized it, but it takes a while to watch the AI under a lot of situations and really tune the skills.

This is especially true for paragons, as there is a feedback effect; the more adrenaline you get and the faster you get it, the faster you can spam skills and the better energy management you have. But when at zero energy, paragons will be forced to wait for adrenaline skills to charge and then use them to get out of the energy hole, so when tuning builds you really need to watch their energy constantly during a battle and see if they keep getting stuck in that hole and constantly bouncing off zero. You also need to see if they can keep "They're on Fire!" up, or if they lack the energy to do so. It gets even harder when trying to tune 2 paragons in the same build if there is any sort of cross-dependency in adrenaline gaining skills or shouts.

re: Spirit Siphon. I do use this these days, but only because a 14 channeling ritualist is so much fun to play with (and 14 Ancestors' is really under-rated, even without cracked armor; yes, I know, high armor values in hard mode, but still, it's quite good!). Make no mistake, it's no Soul Reaping though. You'll get a lot back the first time it uses it, and maybe more afterwords if he's kited around so that a different spirit is closer. It will only target the closest spirit, and the AI will use it even if it won't get much back from it, so sometimes you will need to manually force a re-cast Signet of Spirits so it has fresh spirits with energy. Generally things die fast enough that worrying about long drawn out battles is not a problem. However, I'm thinking about giving him some energy help from a motivation paragon.

syphonus

syphonus

Lion's Arch Merchant

Join Date: Dec 2007

The Dirtiest Parts Of My Mind

Phlying Skwirls[PS]

N/

D-throw on the Motigon is a better bet than spear of lightning.

Carnivorous Cupcake

Carnivorous Cupcake

Academy Page

Join Date: Jul 2009

Lolrus League [lol]

A/E

Gigashadow


The idea is actually beter than you might think, I use this on my Warrior and Assassin it kills very fast and 300dmg hits on some targets makes me smile.
Anyway, I dropped Foul Feast because Henchies and Purifying Finale is enough condition removal and replace it with Barbs. Spear of Lightning wont trigger the hex from what I know but minions and normal autoattacking would, that in the end turns into quite an impressive damage boost. Also thinking of replacing Barbs with Weaken Armor and Chest Thumper on one of the paragons for more dw spammage.

Gigashadow

Gigashadow

Jungle Guide

Join Date: Aug 2005

Bellevue, WA

W/

Quote:
Originally Posted by Carnivorous Cupcake View Post
Gigashadow

The idea is actually beter than you might think, I use this on my Warrior and Assassin it kills very fast and 300dmg hits on some targets makes me smile.
Anyway, I dropped Foul Feast because Henchies and Purifying Finale is enough condition removal and replace it with Barbs. Spear of Lightning wont trigger the hex from what I know but minions and normal autoattacking would, that in the end turns into quite an impressive damage boost. Also thinking of replacing Barbs with Weaken Armor and Chest Thumper on one of the paragons for more dw spammage. I have definitely come to appreciate Weaken Armor a lot over Barbs. I used to be pretty down on Weaken Armor, but that is only because I tried to add it to a curse necro that was already using Barbs, and that doesn't really work, because you usually don't manage to get both on (things die too fast, and it seems to prioritize spamming Barbs). I could see it was rarely applying Weaken Armor because Body Blow would almost never trigger.

However, taking out Barbs and replacing it with Weaken Armor, it's an entirely different story. Weaken Armor is nice because it is a 1s cast vs 2s for Barbs, it's AOE so you can often avoid multiple casts, and it benefits elemental damage (ancestors' etc), and higher crit rates (GftE). Even if you valued Weaken Armor less than Barbs, the necro spends so much less time casting Weaken Armor on things than it did Barbs, it has much more time available to get on with using its other skills.

I think even when using a minion bomber, Barbs is not that great, because the minions are spread out all over the place, and take a while to walk to the next target mid-fight, which often dies so quickly anyway. However, with a conventional minion master (not bomber) with the ranged minions which don't have to walk anywhere, I think Barbs is still a great choice.

I will say that the Weaken Armor/Chest Thumper combo is working really well for me on another setup (and it enables me to replace Finish Him! with Ebon Vanguard Assassin Support, who benefits nicely from cracked armor), but I don't think you can make it work here, because Weaken Armor would be on the Minion Bomber, and minion bombers place a HUGE priority on spamming Death Nova on things, spending almost all of their time casting it in fact. I am actually kind of down on minions these days, and run without them.

beagle warrior

beagle warrior

Krytan Explorer

Join Date: Mar 2008

[HERE]

W/

i just tried this build out today on a vq and it is awesome. I actually had to double check to see if i was in HM lol. thank you very much for posting this build. I just have two questions...

1) wut hench do u use? when i was vqing (in nf) i used the two monks, a derv, and a war

2) have u thought about a 6 hero version of this?

thanks

-beagle

Zicmu

Ascalonian Squire

Join Date: Aug 2006

Denmark

ROAR

D/Rt

this is awsome :O
i use the 2 monk hench and hammer hench and earth hench with the heroes.. im Dervish using Avatar of Dwayna, brawling headbutt, Eremite's Attack, Mystic Sweep, asura scan, Eternal Aura, Faithful Intervention, res sig.

doing around 100dmg each hit it goes very fast with the killing