Questioning The Use of The Imbagon
Ccat
For anyone that has used one, most people will know that an Imbagon is mostly used for the Allegiance Rank skill "Save Yourselves!", whilst keeping at range and negating the 'all but you' effect of the shout. But lately I've started to question the skills use - is it really worth it?
I've tried a few PvE Team builds out, more notably the Meta ones. I started off with Racway first, and I could keep my SY! up for the most part with 5 seconds. But I found I couldn't Vanquish some areas. If there were too many enemies I just got overwhelmed. Then I tried Discord, and it seemed as though I could handle huge pressures, because when the enemies started to rise, the minions would rise therefore. There was literally no place I couldn't go into (save for elite missions and the like).
So this lead me to believe that SY! was not worth the effort, even for all its posturing and boasting a massive 82.3% damage reduction. Why is this? Because Save Yourselves is NOT 82.3% damage reduction. It barely scratches the surface.
Here are a few statistics -
Save Yourselves is primarily a HM skill. Normal mode is whimp mode when you've been playing the game for 3 years or so (like me) and hardly needs anything to pass through the campaign. So in this mode, there are powerful nukers, skill spammers, reduced activation times and faster IAS.
It doesn't take much to figure out most kinds of Necromancer and Mesmer damage go straight through SY!, so powerful SS damage from Shadow Beasts will do big numbers.
Then, there's melee damage, but SY! doesn't affect this much either. HM Melee professions tend to be the type of skill spamming, thus high damage output. People should know that the +damage effect from attack skills is too, armor-ignoring. HM enemies are constantly spamming skills anyway so it won't do much against that sort of damage. Blocking is a more effective route especially with 75%, rendering the attack skills hopeless, for the mostpart.
Physical damage is much easier to counter as always with ace-in-the-hole skills such as Soothing Images, Well of Silence or blocking, Zombies in SoO. While casters only really need comfort from Dazing possibly, and usually have what it takes to remove those conditions. Imbagons need pampering constantly with condition and hex removal to make sure they get the shout through, as well as often needing a Dark Fury player in case of blocking or missy Hexes.
So what I come to is that SY! is only really useful against Ele nukers, a great deal. Am I missing something? From where I see it this build is not worth much more than traditional Monking (PS, Guardian, Aegis, the usual). I know Imbagons are held as something sacred being the only good build Paragons have (hence Imbalanced-agon) so when I criticise it try not to be rude and dismissive. Tell me where I am wrong.
Thanks.
I've tried a few PvE Team builds out, more notably the Meta ones. I started off with Racway first, and I could keep my SY! up for the most part with 5 seconds. But I found I couldn't Vanquish some areas. If there were too many enemies I just got overwhelmed. Then I tried Discord, and it seemed as though I could handle huge pressures, because when the enemies started to rise, the minions would rise therefore. There was literally no place I couldn't go into (save for elite missions and the like).
So this lead me to believe that SY! was not worth the effort, even for all its posturing and boasting a massive 82.3% damage reduction. Why is this? Because Save Yourselves is NOT 82.3% damage reduction. It barely scratches the surface.
Here are a few statistics -
Save Yourselves is primarily a HM skill. Normal mode is whimp mode when you've been playing the game for 3 years or so (like me) and hardly needs anything to pass through the campaign. So in this mode, there are powerful nukers, skill spammers, reduced activation times and faster IAS.
It doesn't take much to figure out most kinds of Necromancer and Mesmer damage go straight through SY!, so powerful SS damage from Shadow Beasts will do big numbers.
Then, there's melee damage, but SY! doesn't affect this much either. HM Melee professions tend to be the type of skill spamming, thus high damage output. People should know that the +damage effect from attack skills is too, armor-ignoring. HM enemies are constantly spamming skills anyway so it won't do much against that sort of damage. Blocking is a more effective route especially with 75%, rendering the attack skills hopeless, for the mostpart.
Physical damage is much easier to counter as always with ace-in-the-hole skills such as Soothing Images, Well of Silence or blocking, Zombies in SoO. While casters only really need comfort from Dazing possibly, and usually have what it takes to remove those conditions. Imbagons need pampering constantly with condition and hex removal to make sure they get the shout through, as well as often needing a Dark Fury player in case of blocking or missy Hexes.
So what I come to is that SY! is only really useful against Ele nukers, a great deal. Am I missing something? From where I see it this build is not worth much more than traditional Monking (PS, Guardian, Aegis, the usual). I know Imbagons are held as something sacred being the only good build Paragons have (hence Imbalanced-agon) so when I criticise it try not to be rude and dismissive. Tell me where I am wrong.
Thanks.
Reverend Dr
Aside from all of the armor ignoring damage, 2 SY on your frontline (easy to slot in w/x and x/w formats) the imbagon largely becomes redundant.
It really is kind of a specialized build, there are some places it is amazing and others where it just doesn't do much. It really is a gimmick since, other than TNtF, the entire bar is based around spamming SY.
But it is going to be highly sought after in a PuG. It is still largely effective and ridiculously easy to play. Much like Healers Boon monks, they really are inferior to WoH/Prot hybrids, but they are easy enough to play that just about anyone can do it. Same reason PuG's have always hated frenzy.
It really is kind of a specialized build, there are some places it is amazing and others where it just doesn't do much. It really is a gimmick since, other than TNtF, the entire bar is based around spamming SY.
But it is going to be highly sought after in a PuG. It is still largely effective and ridiculously easy to play. Much like Healers Boon monks, they really are inferior to WoH/Prot hybrids, but they are easy enough to play that just about anyone can do it. Same reason PuG's have always hated frenzy.
reaper with no name
Supposedly, enemy nukers can do serious amounts of damage in HM, so I'd say that alone justifies the imbagon's presence, to say nothing of his effects on physical damage dealers.
But you have to remember, the imbagon has more than SY!. There's two other damage-reducing skills in his arsenal. As well as whatever else he puts on his bar (GftE, for example).
But you have to remember, the imbagon has more than SY!. There's two other damage-reducing skills in his arsenal. As well as whatever else he puts on his bar (GftE, for example).
Gennadios
You're wrong - somewhat.
The first problem /w the paragon is that it's one of the last classes to be released, hence it has the smallest skill selection to begin with.
The second problem is that 1/4th of the paragons skill tree is utterly, brokenly useless (motivation.)
I don't find SY! worth it, as Reverend said, the build is based entirely on maintaining it, and not only can DS warriors keep it up more regularly and for longer durations, but Imbas sacrifice alot of utility to spam it.
To the person 3 or 4 posts down that will eventually say it, NO, IMBAS DO NOT DO HIGH DAMAGE. They relying on too many 1sec casting time/ >6sec recharge skills to really spam attacks.
The PvE skills I usually lean on Ebon Battle Standard of honor and There's Nothing to Fear, the damage output from a well placed standard is far more valuable than SY! I also cut out all the chants in favor of shouts, as every second you're chanting is a second that you're not attacking.
The first problem /w the paragon is that it's one of the last classes to be released, hence it has the smallest skill selection to begin with.
The second problem is that 1/4th of the paragons skill tree is utterly, brokenly useless (motivation.)
I don't find SY! worth it, as Reverend said, the build is based entirely on maintaining it, and not only can DS warriors keep it up more regularly and for longer durations, but Imbas sacrifice alot of utility to spam it.
To the person 3 or 4 posts down that will eventually say it, NO, IMBAS DO NOT DO HIGH DAMAGE. They relying on too many 1sec casting time/ >6sec recharge skills to really spam attacks.
The PvE skills I usually lean on Ebon Battle Standard of honor and There's Nothing to Fear, the damage output from a well placed standard is far more valuable than SY! I also cut out all the chants in favor of shouts, as every second you're chanting is a second that you're not attacking.
madriel222
For any HM area in Guild Wars, cookie cutter builds like the Imbagon are going to be inferior to builds designed specifically for a zone. Are the omnipresent Sab and Discord awesomely effective in every area? Of course not, so why should the Imbagon be?
That said, you have to check to see where the enemy damage is coming from when you're deciding on whether to run Imbagon. Like you hinted at, high powered HM elementalists are a great reason to bring such a great armor buff, but that's not all. Warrior, ranger, and paragon auto-attacks in HM can deal big damage to squishies, so SY can really help here, negating virtually all damage outside of the +bonus from the skill. Mesmers and necros your main threats? You may want to consider running another bar. No real damage threats but powerful monks in your way? Think about things like Stunning Strike. You just have to come prepared, that's all.
I like D-Slash as much as the next guy, but I tend to favor a para bringing SY if we're going to bring it at all. It's not as much of a problem with careful pulling and grouping, but all too often I find that heroes like to run out of earshot if I'm frontline.
Just my two cents ^_^
That said, you have to check to see where the enemy damage is coming from when you're deciding on whether to run Imbagon. Like you hinted at, high powered HM elementalists are a great reason to bring such a great armor buff, but that's not all. Warrior, ranger, and paragon auto-attacks in HM can deal big damage to squishies, so SY can really help here, negating virtually all damage outside of the +bonus from the skill. Mesmers and necros your main threats? You may want to consider running another bar. No real damage threats but powerful monks in your way? Think about things like Stunning Strike. You just have to come prepared, that's all.
I like D-Slash as much as the next guy, but I tend to favor a para bringing SY if we're going to bring it at all. It's not as much of a problem with careful pulling and grouping, but all too often I find that heroes like to run out of earshot if I'm frontline.
Just my two cents ^_^
IronSheik
I prefer SY on a sin or barrager. Easy upkeep without major build interference, where the imbagon is completely built to keep it up with maybe 3-4 variabile skills...granted I love my paragon..I hate using one build with it, it's imbagon or porogon, boring.
Racthoh
The Dragonslash guy is always going to be inferior because of positioning.
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Originally Posted by Ccat
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Quote: Originally Posted by Ccat Then, there's melee damage, but SY! doesn't affect this much either. HM Melee professions tend to be the type of skill spamming, thus high damage output. People should know that the +damage effect from attack skills is too, armor-ignoring. HM enemies are constantly spamming skills anyway so it won't do much against that sort of damage. Enemies attacking 25% faster most definitely improves the effectiveness of "Save Yourselves!". In any case it's entirely dependent on where/what you're fighting. Most Tyrian mobs pack very few attack skills making the bulk of their damage come in auto-attack form. While the +damage skills are armor ignoring that's what "There's Nothing To Fear!" is for, a skill the Dragonslash user will not have access to.
Quote: Blocking is a more effective route especially with 75%, rendering the attack skills hopeless, for the mostpart. 75%? Are you suggesting all profession go /w for stances because outside of Shield of Deflection you're not going to find skills with that high a block value. PvE is not about putting all your eggs in one basket, if something is worth doing it's worth overdoing. You bring your Aegis, Guardian, Shield of Absorption, "Save Yourselves!", Enfeebling Blood, all of it because fall backs are always a good thing.
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But then this is only one campaign. "There's Nothing to Fear!" only reduces damage by 35% (Nowhere near whay SY! claims it does) and doesn't last forever. I have a 10 second downtime on it.
Originally Posted by Ccat
Physical damage is much easier to counter as always with ace-in-the-hole skills such as Soothing Images, Well of Silence or blocking, Zombies in SoO. While casters only really need comfort from Dazing possibly, and usually have what it takes to remove those conditions. Imbagons need pampering constantly with condition and hex removal to make sure they get the shout through, as well as often needing a Dark Fury player in case of blocking or missy Hexes.
This depends entirely on the skill level of the player and whether or not the team has the hindsight to build appropriately, in addition to knowing the mechanics of the AI. I would expect my group to understand the strength of "Save Yourselves!" and the maintenance it can require under certain circumstances. I would expect the Paragon to be familiar with the skills that really wreck the way physicals function and know when to call for cleaning. I would expect the Paragon to understand when their defensive purpose overrides the offense they provide and attack whatever is not under the effects of a blocking enchantment/stance.
Enemies attacking 25% faster most definitely improves the effectiveness of "Save Yourselves!". In any case it's entirely dependent on where/what you're fighting. Most Tyrian mobs pack very few attack skills making the bulk of their damage come in auto-attack form. While the +damage skills are armor ignoring that's what "There's Nothing To Fear!" is for, a skill the Dragonslash user will not have access to.
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While I am perpetually told that Hexes are reapplied anyway in PvE, there are other worries. Spiteful Spirit was only an example of armor ignoring damage, but then there's skills like Ineptitude, Icy veins and touch skills
Then there's people holding the skill at god stature. I'm not trying to make the skill look terrible, just point out that the 82.3% reduction is a false claim. Teams like Racway labeled 'great' rely totally on the skill, but in reality it won't protect against huge spikes from The Drought or whatever. Quote: |
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75%? Are you suggesting all profession go /w for stances because outside of Shield of Deflection you're not going to find skills with that high a block value.
I was more talking about Aegis combined with Guardian will technically give a 75% block chance, Displacement on top of it making health bars high especially for the spirit. You pretty much pointed it out in the rest of this post, just wanted to verify.
Originally Posted by Ccat
But then this is only one campaign. "There's Nothing to Fear!" only reduces damage by 35% (Nowhere near whay SY! claims it does) and doesn't last forever. I have a 10 second downtime on it.Originally Posted by Ccat
That can add up to alot of pressure on the healers though can't it? Like I've said before casters don't have to worry about so many conditions, and before that hexes are applied instantly in PvE anyway (supposedly). It sounds like a lot of micromanagement for a skill that won't be as effective as say, PS combined with other prots. It's a matter of being a good enough player to know when to use skills. An Imbagon that hits TNTF on recharge is not going to be as effective as one who is reading the battlefield and using TNTF when it is most prudent to do so.
For example, a good Imbagon is going to know that Icy Veins is elemental damage, not armor-ignoring, as you've claimed in your post. Likewise with any damage done by The Drought. And he'll know that SY and TNTF can be used in conjunction to reduce that damage.
It's the same deal with SY/TNTF vs prots. There are areas where enchant stripping is so prevalent that prots at are a serious disadvantage to the unstrippable protection of shouts. Then again, there are areas (fewer, such as some desolation and vabbi areas) that have so much physical and shout hate that running adrenal/shout based protection is quite tricky. It's a matter of skill and experience to not only bring the right protection for the area, but also to play it effectively.
And, of course, a team can always run a combination of shout and enchant based protection...
I wholeheartedly acknowledge that complaining SY! doesn't do anything in terms of AI damage is stupid and is a big hole in logic, but it's about more than meets the eye. My mentioning of this was really about questioning the skills effectiveness again. Going back to Racway (inoinoino) you see it's basically the only skill that keeps the team build off terrible red-barring, as if excellent red-barring wasn't bad enough. Yet the build is held in great. Why? It has no Weakness condition, blocking or a good healer, and most of all it doesn't have PS.
That right there leads me to believe that people really are taking 82.3% damage reduction way too seriously. It is NOT 82.3% reduction, it is NOT an ace in the hole. I just want people to acknowledge this before they go creating Racway builds. SY! is great, but it needs backup Prots. Racway as it is now is like it was made for farming Aatxe's in the labyrinth before /resigning - so specific.
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Heroes/Henchies cannot prioritize and rupt like ass.That right there leads me to believe that people really are taking 82.3% damage reduction way too seriously. It is NOT 82.3% reduction, it is NOT an ace in the hole. I just want people to acknowledge this before they go creating Racway builds. SY! is great, but it needs backup Prots. Racway as it is now is like it was made for farming Aatxe's in the labyrinth before /resigning - so specific.
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Quote: Originally Posted by Ccat Then there's people holding the skill at god stature. I'm not trying to make the skill look terrible, just point out that the 82.3% reduction is a false claim. Teams like Racway labeled 'great' rely totally on the skill, but in reality it won't protect against huge spikes from The Drought or whatever.
As an aside the builds I used were never really meant for PvX, I had just been asked what hero combination I used when using my Paragon so figured I'd post it up here on Guru. It works for some, not for others, so yeah it's clearly not as good as other makeups. There is a reason the very first line of that post doesn't say "every" vanquish, only "just about".
Quote: Originally Posted by Ccat But then this is only one campaign. "There's Nothing to Fear!" only reduces damage by 35% (Nowhere near whay SY! claims it does) and doesn't last forever. I have a 10 second downtime on it. Tyria was just an example, and even still Aegis on the Protection Henchmen will do plenty to reduce adrenaline gain and halt attack skills as well. We still take monks for a reason, naturally some damage is going to get through that has to be dealt with. Even the best Monk who pre-prots everything is still going to need some way to red bar the team eventually. It's not like these enemies are all using Dragon Slash with "For Great Justice!", capable of outputting armor ignoring damage with every single attack. They have to build adrenaline and deal with recharge times just like we do.
Quote: Originally Posted by Ccat I was more talking about Aegis combined with Guardian will technically give a 75% block chance, Displacement on top of it making health bars high especially for the spirit. Fair enough.
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Originally Posted by Ccat
That can add up to alot of pressure on the healers though can't it?
If I'm clean they only have to worry about armor ignoring damage and the other 18% that's slipping through "Save Yourselves!". I'm also reducing overall damage by 17.5% since "There's Nothing To Fear!" has a 50% uptime and healing 480 health every 20 seconds as well. This is of course just what I'm doing to mitigate damage, nevermind the hammer Warrior knocklocking a target, the Necromancer throwing out Weakness. Defense is very easy to overload on. Quote:
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