Can the balance team please modify some useless paragon skills?

Shriketalon

Lion's Arch Merchant

Join Date: May 2007

You know the biggest thing that annoys me about playing my paragon?

The actions I take are completely unlinked and rather awkward.

If I'm chanting, I'm not chucking spears. If I'm chucking spears, I'm not chanting. When chanting, I'm not building the adrenaline I need to fuel my skills, and when I'm fueling my skills by throwing spears, the party is left in a lurch because my chants have already ended. Shouts come across as intrinsically superior to chants simply because of ease of use. I can use them WHILE chucking spears, rather than switching back and forth.

It doesn't help that Command is mostly shouts, and Motivation is mostly chants.

Axel Zinfandel

Axel Zinfandel

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Personally, I'd like to see SY! Nerfed to about +50 armor and perhaps a bit longer duration.

Paragons have a few good builds and elites. Imbagon obviously.. Song of Purification is pretty good as well. Along with the problem of Paragons being an unpopular class, their skills don't allot for much synergy with secondary professions besides Warrior. Asside from one, maybe two builds, any other build is pretty 'meh' for support in PvE.

I've said it before, but the problem is that since Paragons and Dervishes are the newest of classes, their skills need to be of more general use to them. Dervishes accomplish this very well with the exception of few Wind Prayer skills. Paragons however don't.

Most skills in the Motivation and Command line are extremely situational for their potency. For example, Lyric of Zeal/Purification, "Help Me!", "Make Haste!", "Never Surrender!", ect. A lot of paragon skills are either too high recharge, too situation, or too crappy a reward to warrant putting on a bar.

Paragons don't synergize well with other secondaries though, because most/all of their skills and their primary profession revolve around shouts and chants, which only Warriors have. Paragons, though a good idea, were pretty poorly designed and even more poorly nerfed. It's a shame as I love the class themselves, and their armor :/

Tenebrae

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Quote:
Originally Posted by Axel Zinfandel View Post
Personally, I'd like to see SY! Nerfed to about +50 armor and perhaps a bit longer duration.
Well since its a warrior skill , thats kinda offtopic and dont think nerfing SY is going to solve anything.

Quote:
Originally Posted by Axel Zinfandel View Post
Paragons have a few good builds and elites. Imbagon obviously.. Song of Purification is pretty good as well. Along with the problem of Paragons being an unpopular class, their skills don't allot for much synergy with secondary professions besides Warrior. Asside from one, maybe two builds, any other build is pretty 'meh' for support in PvE.
Due to lack of skills. P and D have less skills than the rest of classes. Also their concept was made to "fill some gap" in NF story imo.

Quote:
Originally Posted by Axel Zinfandel View Post
I've said it before, but the problem is that since Paragons and Dervishes are the newest of classes, their skills need to be of more general use to them. Dervishes accomplish this very well with the exception of few Wind Prayer skills. Paragons however don't.
Ds do and Ps dont ? lol no. I see a lot more of Paragons around than Ds . Call it imbagon fever , call it whatever but Ds are the last melee option and thats its field but are Ps weak compared to others ranged attackers ( ranger ) ? nah , in fact many ppl will choose to have a Paragon in their party than a Ranger.

Quote:
Originally Posted by Axel Zinfandel View Post
Most skills in the Motivation and Command line are extremely situational for their potency.
Sunspears never fight alone. Command line is fine , if you buff it , think about 3+ Spear/Leader/Command Paragons on a team .... yea you noticed it.
Agree on Motivation , very VERY poor line. Long recharges , extremely situational and stupid cast times.

Thats the point , logic says that moti line should be buffed to hell in effect and recharges in PvE ..... maybe someday P get an update like Rits got in terms of skill casting times .... who knows.

Desert Rose

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Quote:
Originally Posted by Essence Snow View Post
It is geared more to asking if anyone uses Spear Mastery builds. U know a build that focuses more on SM skills than command, PvE Only, motivation(not like this is used either), or Imbagon.
I don't understand what you're trying to say. You mean that paragons should have feasible builds that consits mostly out of SM skills?
Well, the majority of good paragon builds I know have 12 or more points in SM and 2 or more spear attack skills; isn't that enough focus on SM?

Quote:
Originally Posted by Tenebrae View Post
Well since its a warrior skill , thats kinda offtopic and dont think nerfing SY is going to solve anything.
The main reason why you don't see many non-imbagons is because an imbagon is far more powerful than any other para build. If you bring imbagon more in line with other para builds (i.e. by nerfing "SY!") you will see other builds beside imbagon more often.

Khomet Si Netjer

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Quote:
Originally Posted by Desert Rose View Post
I don't understand what you're trying to say. You mean that paragons should have feasible builds that consits mostly out of SM skills?
Well, the majority of good paragon builds I know have 12 or more points in SM and 2 or more spear attack skills; isn't that enough focus on SM?
I don't want to assume what anyone else may be thinking but I think the issue is that the most effective PvE builds demand skills that affect many foes. e.g. Hundred Blades, Barrage, Death Blossom, Splinter Weapon, Ray of Judgment, Cry of Pain, Searing Flames, Mark of Pain, Spiteful Spirit, Visions of Regret. Single target skills are simply not strong enough (or not as strong as) these multi-target skills, and thus are designed more for PvP. You can see this idea in play if you look at meta for PvP warriors (dev hammer, shock axe, cripslash) whereas those same builds are less effective in PvE, where other things (hundred blades, earthshaker) are preferred.

The paragon spear mastery skills are PvP type skills akin to Eviscerate and Skull Crack. Strange how Anet seems to think that paragons are not meant to do damage when they have given paragons almost exact duplicates of warrior elite skills. And adrenaline to match. :-\

On a more productive note, the more useful paragon elites are the ones that affect multiple targets, so we're talking about skills like Defensive Anthem, Angelic Bond, Anthem of Fury, Song of Purification. Focused Anger is useful because it enables frequent use of a powerful PvE skill (Save Yourselves) that affects multiple targets so it still fits this pattern.
The spear skills are single target so they are not as effective as other options. If only we had multi-target spear skills like Barrage and Volley. :-)
Paragon is the only physical damage dealer without any skills that deal AoE damage. This is not exactly fair from a balance standpoint.

Quote:
Originally Posted by Desert Rose View Post
The main reason why you don't see many non-imbagons is because an imbagon is far more powerful than any other para build. If you bring imbagon more in line with other para builds (i.e. by nerfing "SY!") you will see other builds beside imbagon more often.
If you are running many physicals then Song of Purification is great. Anthem of Fury is a huge attack booster as well, it is basically Dragon Slash for the whole party. Soldier's Fury was/is the best elite for a damage oriented paragon though I am less fond of it post-nerf. Other than these there aren't too many builds that I would rely on in hardmode areas.

Axel Zinfandel

Axel Zinfandel

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Why do people bring up the multiple-paragon-defense for everything? I mean, I get it, I understand it, but since when do the majority of people have access to a team full of paragons? I thought that was a very rare minority.

Also, you see more Paragons than Dervishes because Paragon = Imbagon and Dervish = outclassed by assassins and warriors at their own weapon.

Command is not nearly as bad as Motivation, because it at least got a good buff to the skills. There are some unsightly skills laying around though :/

As far as I'm concerned, SY! everything but off topic when talking about balancing paragons. It's part of the best, and arguable only paragon build out there.

Khomet Si Netjer

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Quote:
Originally Posted by Axel Zinfandel View Post
Why do people bring up the multiple-paragon-defense for everything? I mean, I get it, I understand it, but since when do the majority of people have access to a team full of paragons? I thought that was a very rare minority.

Also, you see more Paragons than Dervishes because Paragon = Imbagon and Dervish = outclassed by assassins and warriors at their own weapon.

Command is not nearly as bad as Motivation, because it at least got a good buff to the skills. There are some unsightly skills laying around though :/

As far as I'm concerned, SY! everything but off topic when talking about balancing paragons. It's part of the best, and arguable only paragon build out there.
right, and sadly SY is not even a paragon skill to begin with. :-\
the idea behind this thread was to bring attention to those unsightly/useless/underpowered skills. if anyone can help bring this thread to the attention of people with the power to do something about it i think the game will be better for it.

thanks,
khomet

Commander Kanen

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Hmm. The thing i dont like about paragon IAS is the constant Cracked Armor. that pretty much makes you squishy and its not cool.
People say paragons have the same dps as a war. If that is true have a 1 on 1 and see what the outcome is. the dps ISNT the same and since war's got ALOT of skill buffs. They can do more damage heal themself better and have way more survivability.
(unless its 8 paragons vs 8 wars)
True a blend of paragons and war's in a team can really roll through areas, elite missions and so on.
Its quite possibly the most fun ive ever had in GW (check DVDF for info on Yellow-Way)

Paragons are mostly centerd around SY (but thats because its the only really good build you can use in most teams)
I would like to see a Pious Fury style IAS for para (possible rework of Natural Temper) Some form of spear attack that Explodes on hit that hurts foes close by, maybe even a ricochet attack that hits 2 close foes (almost like Chain Lightning)
Maybe some direct healing from Motivation or atleast a GOOD self heal and better self condi removal! (Healing sig > Leaders Comfort) for a example. (how the hell is Hex Breaker Aria any good to yourself also)

Just a couple idea's whacha think ?

Axel Zinfandel

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Sadly non-imbagon builds are only really good when a team is full of paragons, and we only have two other paragons to play around with People seem to talk as if we all have access to a magical second player to come make ridiculous team builds with

Quote:
Originally Posted by Commander Kanen View Post
Hmm. The thing i dont like about paragon IAS is the constant Cracked Armor. that pretty much makes you squishy and its not cool.
It knocks you down a peg, but it hardly makes you squishy. You're still backline, using Centurion (unless you're stupid lol) and a shield, which makes you far from squishy.
Quote:
People say paragons have the same dps as a war. If that is true have a 1 on 1 and see what the outcome is. the dps ISNT the same and since war's got ALOT of skill buffs. They can do more damage heal themself better and have way more survivability.
I think Paragons should have a niche build that allows them to DPS fairly well, and they already have a lot of skills that allow them to do that. Though Paragons are supposed to mix offence with support. Their goal is not DPS. I hardly think that's the case though anymore with melee DPS, with damage stacking orders with SoH
Quote:
True a blend of paragons and war's in a team can really roll through areas, elite missions and so on.
Its quite possibly the most fun ive ever had in GW (check DVDF for info on Yellow-Way)
I wish I had access to the ability to do that or I'd actually play GW again lol paragons are certainly awesome when teamed up, but sadly they don't allow us the ability to do that without adding another person... and considering how dead the game is, it's hard to get another person lol. People automatically relate this steamrolling as meaning that paragons are OP, which is hardly true. Try playing any other build but imbagon as the ONLY paragon on your team. It's really hard to get optimum use out of them in such case without going full DPS

Skyy High

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Quote:
Originally Posted by Axel Zinfandel View Post
Why do people bring up the multiple-paragon-defense for everything? I mean, I get it, I understand it, but since when do the majority of people have access to a team full of paragons? I thought that was a very rare minority.
Ever hear of a guy named Morgahn?

I did the majority of my vanquishing and dungeons on my ranger with two paras and one r/p spear chucker. I ran BHA for most of it.

Axel Zinfandel

Axel Zinfandel

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Quote:
Originally Posted by Skyy High View Post
Ever hear of a guy named Morgahn?

I did the majority of my vanquishing and dungeons on my ranger with two paras and one r/p spear chucker. I ran BHA for most of it.
unless you're in a 4 man area, that's not a full team :P

Turbo Ginsu

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Quote:
Originally Posted by Axel Zinfandel View Post
Paragons don't synergize well with other secondaries though, because most/all of their skills and their primary profession revolve around shouts and chants, which only Warriors have.
Not entirely correct. I can name Strike as One at the very least, an elite Ranger shout, and IMO, a very good one. I get quite a bit of use out of it personally, though others may argue it.

Regardless, just like my beloved Mesmers, I very much like Paragons, it's just a pity, as has been pointed out over and over, that it's Imbagon or piss off.

Do you know what annoys me more than that though? Why the hell would anyone be stupid enough to want SY! nerfed, when at the moment, it's all they bloodywell have? Blind leading the stupid around here sometimes, I swear it's true..

Tenebrae

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Quote:
Originally Posted by Axel Zinfandel View Post
Sadly non-imbagon builds are only really good when a team is full of paragons, and we only have two other paragons to play around with People seem to talk as if we all have access to a magical second player to come make ridiculous team builds with
What ? so if there are 8 paragons some skills are good but if there are 7 skills are BS ? cmon dude ..... no , just no. With 2 or 3 paragons Command line is really good and doesnt need buffs.

Quote:
Originally Posted by Axel Zinfandel View Post
It knocks you down a peg, but it hardly makes you squishy. You're still backline, using Centurion (unless you're stupid lol) and a shield, which makes you far from squishy.
Not backline , mid line but yes , still is a good amount of armor. Bosses will still hit hard and even harder with -20 armor but is not an issue , not even with SY! up and you being the less armored target.

Quote:
Originally Posted by Axel Zinfandel View Post
I think Paragons should have a niche build that allows them to DPS fairly well, and they already have a lot of skills that allow them to do that. Though Paragons are supposed to mix offence with support.
I dont think you read the shout/chant/echo descript. They buff entire party ( and allies sometimes ) with IRREMOVABLE stuff so no , they shouldnt do more DPS than they do know ( i wont bring the 2+ Paragons in a team if you like but , there it is ).

Quote:
Originally Posted by Axel Zinfandel View Post
I wish I had access to the ability to do that or I'd actually play GW again lol paragons are certainly awesome when teamed up, but sadly they don't allow us the ability to do that without adding another person.
Cough*Morghan* cough *Hayda* .

Quote:
Originally Posted by Axel Zinfandel View Post
It's really hard to get optimum use out of them in such case without going full DPS
So because you cant means nobody cant ... ok. Soz to tell you , thats not the case and just one question , how come an imbagon is an "optimum use" with a human party and is not with a H/H party or with another friend and its heroes ( with no P ) ?

Turbo Ginsu

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Imbagon is absolutely amazing, human team, H/H, whatever. I steamrolled NF in 1 day using an Imba and 2 necro's(3 after I got Master) and that was the first time I'd ever actually used one.
Perhaps the biggest problem I can see is that ppl load up an Imbagon, but don't actually study the skills it uses and add Henchies or Heroes that actually synergize with it.

Khomet Si Netjer

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Quote:
Originally Posted by Commander Kanen View Post
Hmm. The thing i dont like about paragon IAS is the constant Cracked Armor. that pretty much makes you squishy and its not cool.
People say paragons have the same dps as a war. If that is true have a 1 on 1 and see what the outcome is. the dps ISNT the same and since war's got ALOT of skill buffs. They can do more damage heal themself better and have way more survivability.
(unless its 8 paragons vs 8 wars)
True a blend of paragons and war's in a team can really roll through areas, elite missions and so on.
Its quite possibly the most fun ive ever had in GW (check DVDF for info on Yellow-Way)
My take on Paragon vs. Warrior:

similar armor, except that the warrior gets an inherent +20 vs. physical damage. warrior wins.

similar weapon damage, except that bonus damage on skills is typically 2x higher for warriors (+34 vs. +17). warrior wins. no need to even talk about the added advantage of armor penetration from Strength.

similar adrenaline gain options. tie.

ias options: many viable options for warriors, each with some kind of drawback. most can be mitigated. paragon's native IAS weakens his armor to caster level and the warrior IAS (other than frenzy and flurry) are unusable for non warriors. warrior wins easily.

self healing: warrior has good self healing (lion's comfort) in his primary attribute, and it even boost's the warrior's adrenaline. the paragon's self healing is weak in a one on one situation. warrior wins.

knockdown / anti-knockdown: warrior can do both, paragon can't do either one. warrior wins.

blocking: warrior has blocking stances, paragon does not. warrior wins.

I think it is fairly obvious that a competent warrior should beat a paragon in a one on one fight. To me this says that the paragon does not need any further nerfing; indeed, the IAS nerfs in particular should be reversed. So why would you ever bring a paragon on your team when a warrior is better one on one? Simple, the paragon is better against many... Warriors do not enhance the abilities of their teammates, paragons do.


Quote:
Originally Posted by Commander Kanen View Post
Paragons are mostly centerd around SY (but thats because its the only really good build you can use in most teams)
I would like to see a Pious Fury style IAS for para (possible rework of Natural Temper) Some form of spear attack that Explodes on hit that hurts foes close by, maybe even a ricochet attack that hits 2 close foes (almost like Chain Lightning)
Maybe some direct healing from Motivation or atleast a GOOD self heal and better self condi removal! (Healing sig > Leaders Comfort) for a example. (how the hell is Hex Breaker Aria any good to yourself also)

Just a couple idea's whacha think ?
All of these sound like great ideas to me. Perhaps a spear attack called 'explosive spear' that does some AoE damage, or 'splinter spear' which works like the ranger's Splinter Shot.

I was thinking that Natural Temper could use a boost too, perhaps make it more similar to the dervish's Natural Healing.

I have always been bothered by Hexbreaker Aria as well... IMO it should always have been 'Hexbreaker Ballad' and trigger on next skill use, that way paragons could use it for minor (but party wide) hex removal without having to carry a spell just to trigger it. We are probably getting off topic though, I think it is unlikely that any new skills will be brought into guildwars, I'm just hoping that some of the existing ones can be changed a little.

Khomet Si Netjer

Khomet Si Netjer

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re: Imbagon

we all know what Imbagon is, how to use it, how great it is, etc. but talking about how a paragon uses another profession's powerful PvE skill is not relevant here. i'm hoping that this thread will bring some underused/underpowered skills to Anet's attention so they can be fixed. SY is many things but it is certainly not underused or underpowered, so it is not helpful to our discussion.

I think the reason why SY always comes up in paragon discussions is because it's among the only viable options for hardmode. if paragons had some AoE skills perhaps they could fill more of a damage role on the team. They still might not do this as well as the hundred blades warrior, the death blossom assassin or the aura of holy might dervishes or the barrage rangers, but at least it would open up some new possibilities. right now the paragon is uber-defense or physical support or nothing. the existing damage options are underpowered in PvE and the healing skills have been nerfed so badly that other professions are (much) more attractive. So once again we come back to skill changes. I'm hoping that some positive changes can be made even if it's only for PvE.

thanks,
khomet

Axel Zinfandel

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Quote:
Originally Posted by Tenebrae View Post
Cough*Morghan* cough *Hayda* .
That's two heroes. While they are good, there's still not enough reason to take those skills like Chorus of Restoration that react on shout/chant unless you're in a full/near full paragon team. Same with the signet one/ones. Paragons and warriors are the only ones that use shouts, paragons being the only ones who use them regularly (I really don't count Ranger shouts).

If you're bringing a skill like CoR that reacts on shouts, and you only have three/four people that could possibly benefit from it, I call that a bad move.

That's a big reason to why motivation sucks, is that a lot of the skills are very skill specific that have the same energy cost, cast time, recharge, and roughly the same numbers as their counterparts that are not as skill specific. I call that a balancing faux pas, personally. No reason that a situational skill should have the same stats as non-situational skill.

Command is fine, I agree. It still has some unsightly skills that are crap for PvE but good for PvP, and skills like Anthem of Envy, which is a good idea, but <50% skills aren't too useful in PvE. Still, Command is in much better shape than Motivation.

Shouts being Irremovable isn't too much of a plus in PvE. It -is-, but enchantment removal isn't much a threat in PvE as it is in PvP. It's usually just annoying.

Quote:
but talking about how a paragon uses another profession's powerful PvE skill is not relevant here.
How is it not relevant? while it exists, no other defensive paragon build will be used. Even -If- motivation was buffed to a more usable state, Imbagons reduce damage so much that there's no point to take a healing build instead of it. Prot > Healing, esspecially when said Prot build reduces most damage by >80% Maybe in tandem with an imbagon via hero... but the point is, to make other options more appealing, spiking the better options down a peg sometimes isn't a bad idea.

Paragons are fine offensive as they are, too. Sure it'd be cool if they were a bit more powerful, but they already have very good options to them. They are pretty damn good offensively as it is, even though that is NOT what the point of paragons are. They don't need to be able to do AoE damage and frankly if I ever saw that, I'd throw my hands up in defeat.

But one thing I will agree on is that Motivation needs a dire buff and rework, even.

Commander Kanen

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I really wish someone from Anet (that is a paragon lover) read this thread.

Some good ideas being thrown around and i bet most people want to see updates for paragon for ATLEAST pve.

IMO paragons are support, so they should beable to heal Atleast 3/5th's as good as monks. Offer close to the best party defence out of all other professions, (obviously not all on the same bar) But also offer some aoe damage as ALL other professions have it.
I think this would make paragons see more play and become a more attractive choice to start a new paragon or dig out the old one thats currently your mule!

Khomet Si Netjer

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Quote:
Originally Posted by Axel Zinfandel View Post
That's two heroes. While they are good, there's still not enough reason to take those skills like Chorus of Restoration that react on shout/chant unless you're in a full/near full paragon team. Same with the signet one/ones. Paragons and warriors are the only ones that use shouts, paragons being the only ones who use them regularly (I really don't count Ranger shouts).

If you're bringing a skill like CoR that reacts on shouts, and you only have three/four people that could possibly benefit from it, I call that a bad move.

That's a big reason to why motivation sucks, is that a lot of the skills are very skill specific that have the same energy cost, cast time, recharge, and roughly the same numbers as their counterparts that are not as skill specific. I call that a balancing faux pas, personally. No reason that a situational skill should have the same stats as non-situational skill.

Command is fine, I agree. It still has some unsightly skills that are crap for PvE but good for PvP, and skills like Anthem of Envy, which is a good idea, but <50% skills aren't too useful in PvE. Still, Command is in much better shape than Motivation.

Shouts being Irremovable isn't too much of a plus in PvE. It -is-, but enchantment removal isn't much a threat in PvE as it is in PvP. It's usually just annoying.
can't really argue with any of this.

Quote:
Originally Posted by Axel Zinfandel View Post
re: Save Yourselves

How is it not relevant? while it exists, no other defensive paragon build will be used. Even -If- motivation was buffed to a more usable state, Imbagons reduce damage so much that there's no point to take a healing build instead of it. Prot > Healing, esspecially when said Prot build reduces most damage by >80% Maybe in tandem with an imbagon via hero... but the point is, to make other options more appealing, spiking the better options down a peg sometimes isn't a bad idea.
no need to mess with SY in my opinion, and besides, what we are talking about is giving paragons MORE OPTIONS instead of taking away the one popular build that is commonly used. If your party is not doing tank'n'spank and they want to bring an Imbagon for defense, then great. If there is more than one paragon, they can fill some other role. The goal here is to give them another role that they can excel at. I don't think anyone will disagree that Paragons already excel at the party defense / damage reduction role. Ritualist can do party defense very well with Shelter, Displacement, etc. but at least Ritualists have some other popular options to work with, including solo farming.

Quote:
Originally Posted by Axel Zinfandel View Post
Paragons are fine offensive as they are, too. Sure it'd be cool if they were a bit more powerful, but they already have very good options to them. They are pretty damn good offensively as it is, even though that is NOT what the point of paragons are. They don't need to be able to do AoE damage and frankly if I ever saw that, I'd throw my hands up in defeat.
You should throw up your hands in defeat then.
If paragons were not meant to be offensive characters, why do they carry weapons, why do they use adrenaline, why do they have heavy armor, why are their spear mastery elites clones of warrior elites? Anet could have made them caster-shouters, maybe something resembling the ritualist. Give me 4 energy regen please. But they chose to make paragons into warrior-shouters, with low energy regen, high armor, shields and adrenaline. I'm not complaining about the paragon design at all (i love it), my intent was only to draw attention to some of the weaker skills that need attention.

Back to the AoE issue... every other profession (even monk and mesmer) have some form of AoE damage. ALL OF THEM. Paragon is the only one that does not. This seems like an imbalance to me, and I think it is the primary reason why paragons do not have any significant offensive role in PvE. When fighting many monsters we need skills that affect many opponents or at least more than one. Mesmer suffers from this problem too but at least they have a few mass attack options, e.g. Visions of Regret, Clumsiness/WanderingEye, Cry of Pain, Ether Nightmare. Not too many options but a few is still much better than none.

Quote:
Originally Posted by Axel Zinfandel View Post
But one thing I will agree on is that Motivation needs a dire buff and rework, even.
Agreed. I don't think it would take that much work though, if Anet reverted all of the nerfs to motivation since the release of nightfall that would probably do the trick. (revert only for PVE, since they have already decided that there are some problems in PVP). Fixing the PvP issues basically requires addressing the shout stacking concept and adding additional countermeasures against shouts. Best option there would be to work it into existing skills so that no one has to bring a skill that is solely focused at paragons and warriors. As an example, in pvp you might carry some skill (even an elite) that removes enchantments or hexes. Those skills are useless if the enemy is not using enchantments or hexes, but as it happens those things are fairly common. Shouts are not commonly used by anyone; warriors don't use them after all the nerfs, and paragons are rarely seen thanks to all the nerfs. So no one will carry any shout countermeasures and why should they? But if existing countermeasures had some effect against shouts as well as their normal effect they could help fix this problem.

Khomet Si Netjer

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Quote:
Originally Posted by Commander Kanen View Post
I really wish someone from Anet (that is a paragon lover) read this thread.

Some good ideas being thrown around and i bet most people want to see updates for paragon for ATLEAST pve.

IMO paragons are support, so they should beable to heal Atleast 3/5th's as good as monks. Offer close to the best party defence out of all other professions, (obviously not all on the same bar) But also offer some aoe damage as ALL other professions have it.
I think this would make paragons see more play and become a more attractive choice to start a new paragon or dig out the old one thats currently your mule!
I hope so too! I think there are a lot of misconceptions about what paragons should and shouldn't be and this has played into the PVP nerfing situation. Here are my thoughts on that, if any of the designers care to comment that would be even better.

In the beginning, we had 6 core classes, each with a different specialty.

With Factions we introduce two new professions... assassin, which IMO is basically a guerilla warrior which uses enchantments for offense and defense... and ritualist, which is a jack-of-all-trades profession that can deliver damage (channeling), healing (restoration), or defense and utility (communing).

With Nightfall we introduce two more professions... dervish, which IMO is another variant on the assassin, it also uses enchantments for offense and defense... and the paragon, which has offense (spear), healing (motivation), and defense and utility (command and leadership).

I feel that the assassin and dervish are very similar, and the ritualist and the paragon are very similar. Ritualist is a caster while Paragon is a physical, but both of them deliver a great amount of utility in that they can fill (or were intended to fill) multiple roles on the team. Contrast with warrior, assassin, dervish, and ranger, which all have the same role... kill the enemy. Ritualist and Paragon can be offensive but they could also be completely defensive or completely healing depending on the need. Perhaps I am the only one that thinks this way but IMO ritualist and paragon are two variants of the same concept.

What does this mean... is paragon a support character? No, because he can be all spear and dish damage and conditions as if he were a warrior or ranger. Is he a healer? Possibly, but this would mean sacrificing damage and utility. Is he a defensive character? Possibly... in this case he's basically filling the ritualist's communing spirit spam role, and doesn't have much room for other roles. But like the ritualist he can perform multiple roles within the party and that's the beauty of the paragon and ritualist professions IMO. They have flexibility that other professions do not. Unfortunately due to the current state of paragon skills they can only perform one of these roles well, and that is defensive. It is very effective but not very flexible. I don't think this is what the designers intended.

Commander Kanen

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Yes i totally agree with you right there !

Paragon's are the NF versions of a Rit.

Rits are powerfull damage dealers with spirit spam builds. Paragons not so much.
Rits make great healers with good condi removal and party heals. Motivation sucks.
Rits can offer both of the above (or less on damage more on support im talking skills like splinter weapon or other helpfull spirits) with the same build, Paragons pretty much have to choose one or the other most of the time, you only have maybe 2 free slots on your bar after loading imbagon and they pretty much go on spear attacks.

Commander Kanen

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Now with all that said, Everyone can agree Motivation sucks, And some Leadership skills need a rework.
So lets discuss a fiew skills that could be changed without "OMG that skill is so IMBA !!! QQ"

Song of Restoration: Change to a shout, All Party Members in earshot are healed for xx -110 HP 20 en 10 cooldown. (in a 8 group this will cost you roughly 10 energy depending on your leadership rank)

Aria of Restoration: the same with 15 recast and a lesser heal. xx - 65

Here is why....

LoD can heal for 148 in 12 seconds with the same 10 energy cost.
Heaven's Delight + Divine Healing will heal for 63 each x2 126 in 15 seonds (Double that with UA Active)

Inspirational Speech: Skill, 2-10 seconds Target ally is under the affects of Inspirational Speech and gains 0-1 energy regen and 2-10 hp a second. when this skill ends ally gains 50hp. ends premachure if a chant or shout is cast or ends on target. 10 en. 15 recast 1 cast time

Mending Refrain: For 1-10 secondsTarget Ally gains + 2-6 hp regeneration. When this echo ends target ally gains 5-50 Health. 10 en 10 recast. 1 cast time.

Purifying Finale: For 1-12 seconds target ally looses 1 Condition every 3 seconds. 5 en 15 recast. 1 cast time

Angelic Bond: Elite skill for 10 seconds damage dealt to target ally is reduced by 20 - 50%. 5 en 25 recast. 1 cast time

Angelic Protection: Skill For 10 seconds, damage and life steal received by target ally is reduced by 3 - 15, 5 en 20 recast. 1 cast time

Hasty Refrain: Shout, for 2-12 seconds target ally moves 25% faster This shout ends if they use a skill or attack, 5 adrenaline 0 recharge

Natural Temper: Skill for 2-6 seconds. you attack 25% faster. 5 en 10 recast

Hexbreaker Aria: Shout, All allys in earshot loose one hex. 10 adrenaline 2 second cast time.


Just a fiew main skills here that bugged me. What do you all think ? Remember this isnt a flaming contest its a Suggestion.

So if you think any of the skill i mentioned would work better in a different way, just say =)

Lanier

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I would really like to see Angelic Bond reverted to its previous behavior, except with a cost of 5 en rather than 10 en. It was an interesting skill and led to some interestingly effective builds.

I also think that when it comes to the motivation line, paragons should be given skills that would allow them to take more of an active role in healing, similar to how the rit's resto line allows them to completely take the place of the monk.

Khomet Si Netjer

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@ commander kanen: i like how some of the paragon skill modifications you suggesting mirror monk skills. those have been extensively balanced so i can't imagine anyone having a problem with it. i don't like hasty refrain at all, its duration is too short for any shout to refresh it without going to extremes. I tried to use hasty refrain in a running build but it's pretty useless, I think the only way to refresh it reliably is to have multiple paragons shouting, and paragons don't need IMS too much anyway. If you want to make someone else run faster, Make Haste owns this completely, and Fall Back and Incoming do it for entire groups. Speaking of running skills.... how about Godspeed? Anyone use this? I wonder at the logic of a paragon skill that paragons can't actually use because they don't have enchantments. I used Godspeed on a running build with enchantments but Dwarven Stability + Dark Escape is better by far. I don't think Godspeed is used by anyone, people prefer Fall Back because it is unconditional.
re: angelic bond, angelic protection, i think the thing to consider is whether these should be heavy prot or light prot. the original angelic protection is definitely heavy prot with very long recharge, though I'm not sure why since the monk heavy prots recharge in 1 or 2 seconds. your suggestion for angelic protection reminded me of Shielding Hands which would be pretty good though a very different use for this skill. if they choose that kind of function then it should have cost and recharge similar to the monk skill. remember that the monk has divine favor and has various ways to lengthen enchantment spells so the prot monk is still going to be better at this than the paragon can be. your suggestion for mending refrain looks like a weaker version of Shadow Refuge, I like it. It's not quite as strong as shadow refuge but you can put it on other people, and it doesn't last forever anymore.

One thing that I definitely want to suggest is that all paragon skills have fairly short recharge, IMO they are meant to be spammable. If there is a problem with power level then the power of the skill should be reduced to match a quick recharge. The paragon's energy and function depend on shouting all the time, the skills depend on shouts ending all the time, and some skills depend on being affected by shouts all the time. This also makes them fairly easy to shut down, if you can prevent them from shouting for any length of time or prevent them from gaining adrenaline they are done. Simple things like Empathy or Insidious Parasite will stop the flow of energy pretty well unless your monk can remove it or heal through it.


@ Lanier: I like Angelic Bond much better in its current form, it is mass divine intervention. I think the PVE version should recharge much faster though, like every 10 or 15 seconds instead of 30. I still don't see anyone using this except in special cases, I don't see monks using Divine Intervention either so I don't think it's overpowered at all. I used Angelic Bond (old version) to get through Divinity Coast hardmode, the one where you have to defend the villagers. Balthazar's Spirit + Angelic Bond + Shielding Hands worked pretty well to save them. I'm sure a monk could have done better but it worked well enough for me. The problem is that except in special cases like this it is hard to use, you can't tell when the Angelic Bond expires on the target so you don't know when to refresh it. If you're only bonding one target it's simple but if you're trying to do more than one... good luck.

re: motivation and party-wide healing... obviously i am a paragon fan and biased, but IMO paragons can not match monks in terms of raw healing, even if they have a lot of party wide healing. Monk can use Healer's Boon + Heal Party to heal for 100+ every two seconds. Energy is something of a problem with this method, but it fixes AoE spikes. Alternatively he can use UA + divine healing + heaven's delight to heal for ~100 at a cost of 5 energy per shot. this is much more reasonable, and with a 20/20 set he can do even more than that. I use that combination along with the Ebon Battle Standard of Wisdom to spam party heals frequently. Paragons can not match that because they have no way to boost their healing like the monk does, no divine favor to strengthen their single target healing, no easy way to make their skills recharge more quickly since they are not spells, and they will always need to spend time attacking or using other skills to gain adrenaline to maintain energy flow. So while a pre-nerf paragon can be pretty decent at healing, I still would not take one in a group unless there are other paragons in the group to synergize with. Despite being heavily armored they are much easier to shut down compared to the monk, and any blocking / blind / miss / anti-adrenaline / anti-shout effects kill the energy flow leaving you without a healer. I used a paragon healer to vanquish the 4-man areas of ascalon so I can attest that it does work if used properly. Was it the best choice? I don't know about that, but it was fun.

Commander Kanen

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Yeah. my idea's were to offer more for less without being imba.

I think command offers quite good armor style defence as it is. (you can always use the old SY builds if you dont like it through command)

I was thinking of ways to add better healing through the motivation changes.

Also the changes i have suggested to Angelic Bond and to Angelic Protection are to try and offer diredt protection (im thinking of tanks running into mobs, offer some form of UNSTRIPABLE PS like skills) These skills i have stated as Skills, not shouts or chants so they cannot be influenced by Vocal Was Sogolon or Enduring Harmony.

DigitalFear

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I totally agree with you, Paras need a buff in PvE.

Axel Zinfandel

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On the topic of Angelic Bond, I like the idea of it, but at it's current state, it sucks. In PvE, if you find yourself needing a party-wide Divine Intervention, You're already far, far past dead and skrewed.

I'd much rather it be a party wide Faithful or Watchful Intervention. It wouldn't be imba since it would end on everyone when it triggers on anyone, and it'd be a nice blanket protection.

The relationship between monk and Paragon healing is one that Anet has always been afraid of. They do not want to make paragon healing -too- good because paragons are heavily armored classes. I believe that was the reason given in dev notes way back.

While I agree with them, their current state is far too weak. They need to have a good enough potency to be good at party healing, without them over classing other skills.

A recharge reduction on a lot of motivation skills would be nice. 10 I think is a bit too low. 12-15 seems like a logical choice. I'd pick 12 (referring to those chants of course.).

There IS the option of reworking chants altogether. Right now they are shouts with a cast time. 10 energy isn't much when you're getting like.. 6 of that back immediatly. There's a few options I can see for those main motivation chants... Buff the potancy and recharge, while doing one of the following:

1. Make chants work "in the Area", and not Earshot. Earshot might as well say "all party members", because rarely do people wander outside that area. making them "In the Area" makes sense logically (chants being quieter then shouting), gives a bit of a downside to the potency, and makes paragons actually have to move around in order to effect, say, the front line. In this same respect, Adjacent is way too small. just throwing that out there. don't do it, anet XD Nearby is an option too, but I personally would think "In the Area" would make more sense. Added onto that would be the fact that, if you can't effect all your team at once, you won't gain back the maximum amount of energy from leadership.

2. raise the energy cost of those chants to, say, 15. Paragons have the downside of, from a statistical PoV, being ranged warriors. Leadership is good to the point where 5 energy skills net them energy, and 10 energy skills only cost them like.. 4 energy. ooo, scarey. 15 energy means a net loss of about 9 energy at 12 leadership. This can be gained back, probably, by just slapping GTFE on your bar, but that's good, mind you. That means no mindless spamming, and using synergies to circumvent the downside. It also means limited possibility of other classes utilizing them better then paragons themselves.

3. Add a downside to motivation chants. something like, for 5 seconds, you have -40 health. I personally don't like this, but it still came to my mind as an option.

The functionality on those way-too-specific skills need to be dealt with too. that's a different matter though. Making some of those weird Signet specific/spell specific skills more useful would be cool too. Making them perhaps an adrenaline counterpart of Ballad of Restoration would be even cooler.

I might get into more skill specific changes later though. I do like thinking on it

Khomet Si Netjer

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There are some interesting skill change ideas in here as well:

http://pvx.wikia.com/wiki/User:St._M...alance#Command

A lot of the paragon skill change ideas in there are very similar to what we have discussed here.

MasterSasori

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Just fix Motivation so its not complete shit in PvE.

Commander Kanen

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I just read the page you posted Khomet. There is some good idea's however if it was all updated that much paragon would become imba.

iToasterHD

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This might be a bit crazy, but what if Paragons could be Melee and Ranged? When focusing on party-wide protection, Paragon uses Ranged attacks that do single target damage.

But if a Paragon wanted to focus on damage, he lowers the spear and uses it as a melee. At which point AoE damage would be common place.

I never understood why people never realize Spears or Pikes are good weapons. They keep regular Swords, Axes and Hammers away from you while still hurting the enemy.

P.S. Just a thought, but perhaps ranged attacks help with casting protection shouts/chants. While melee attacks help with just damage and prevent protection shouts/chants or weakens them. Ranged shouts/chants help casters, melee shouts/chants help other melee.

Lanier

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Quote:
Originally Posted by Khomet Si Netjer View Post
There are some interesting skill change ideas in here as well:

http://pvx.wikia.com/wiki/User:St._M...alance#Command

A lot of the paragon skill change ideas in there are very similar to what we have discussed here.
Those are some interesting suggestions, though I think some of them are a little overpowered. I especially like the suggested change to signet of aggression, as i always wanted to see a non-elite version of focused anger.

There are also a couple of minor annoyances regarding Aggresive Refrain and Soldier's Fury. First, I definitely think that the cracked armor penalties for both skills should be taken away in PvE. Paragons are supposed to be a hybrid class that can both deal some damage at range and take more punishment than other professions. They shouldnt have to choose between doing damage or "tanking" damage, as they dont do either one particularly well individually. Another annoyance I would like changed is aggresive refrain. Personally, I hate having to maintain it constantly between fights. In my opinion, the energy cost should be changed to 5-10. This change wouldn't make the skill any more powerful as AR can already easily be maintained, but it would make playing paragons a lot less tedious.

Khomet Si Netjer

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Quote:
Originally Posted by Commander Kanen View Post
I just read the page you posted Khomet. There is some good idea's however if it was all updated that much paragon would become imba.
yeah, maybe... or maybe not. The "imba" in Imbagon comes from PvE skills after all, not really from the paragon skills. Some of the changes suggested there were strange to me but actually kind of interesting. One of my favorite things was the change making Holy Spear into AoE holy damage... though I think I would prefer to see Holy Spear left the way it is now, and change Mighty Throw to do damage to all adjacent. A little bit like Volley.

Khomet Si Netjer

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Quote:
Originally Posted by Lanier View Post
Those are some interesting suggestions, though I think some of them are a little overpowered. I especially like the suggested change to signet of aggression, as i always wanted to see a non-elite version of focused anger.

There are also a couple of minor annoyances regarding Aggresive Refrain and Soldier's Fury. First, I definitely think that the cracked armor penalties for both skills should be taken away in PvE. Paragons are supposed to be a hybrid class that can both deal some damage at range and take more punishment than other professions. They shouldnt have to choose between doing damage or "tanking" damage, as they dont do either one particularly well individually. Another annoyance I would like changed is aggresive refrain. Personally, I hate having to maintain it constantly between fights. In my opinion, the energy cost should be changed to 5-10. This change wouldn't make the skill any more powerful as AR can already easily be maintained, but it would make playing paragons a lot less tedious.
Agreed 100% on Soldier's Fury and Aggressive Refrain, they should not hurt the paragon's armor. It's kinda sad that warriors can use their native IAS (flail for example) and become a 116+ AL armor penetrating spear turret, but a paragon trying to do the same thing (with 96-106 AL) is imba. :-\ I hope that Anet fixes this.

If I am understanding you correctly, you want to make Aggressive Refrain have a limited duration so it doesn't refresh anymore. Naturally it should cost much less in this state since it would need to be activated often instead of merely refreshed. I wonder what the point of making it cost 25 energy was though... after all, it is something that gets refreshed forever if you are going to take it, so the initial cost is pretty meaningless, you pay it once and then forget about it. This is usually done outside of battle, even in PvP... so what is the point of such a high startup cost? It serves no purpose except to annoy the player.

Khomet Si Netjer

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Quote:
Originally Posted by iToasterHD View Post
This might be a bit crazy, but what if Paragons could be Melee and Ranged? When focusing on party-wide protection, Paragon uses Ranged attacks that do single target damage.

But if a Paragon wanted to focus on damage, he lowers the spear and uses it as a melee. At which point AoE damage would be common place.

I never understood why people never realize Spears or Pikes are good weapons. They keep regular Swords, Axes and Hammers away from you while still hurting the enemy.

P.S. Just a thought, but perhaps ranged attacks help with casting protection shouts/chants. While melee attacks help with just damage and prevent protection shouts/chants or weakens them. Ranged shouts/chants help casters, melee shouts/chants help other melee.
I think a lot of people are out of touch with reality, lol.
In the real world the soldiers almost always used spears and shields and usually carried shortswords as backup weapons. examples: greek hoplites, roman centurions, yari samurai. this is the main bulk of your army, and supplemented by cavalry and archers.

Spears could kill the enemy before he reached you or even take a swing, or else they could be planted to defend against cavalry. The shield defends against archers and opposing infantry. Really, people ought to pay attention to what was shown in 300.

Lanier

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Quote:
Originally Posted by Khomet Si Netjer View Post
This is usually done outside of battle, even in PvP... so what is the point of such a high startup cost? It serves no purpose except to annoy the player.
Yea, that is the point that im trying to make. Im not saying that it shouldnt refresh (it is a refrain after all). Im just saying that the high energy cost makes upkeeping it during battle necessary, which is a very annoying downside. The skill wouldnt really be any more powerful if it were changed to costing 5 energy and this would make it so it could be used at the beginning of every battle rather than having to use TnTF upon recharge even outside of battle.

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Quote:
Originally Posted by Khomet Si Netjer View Post
I think a lot of people are out of touch with reality, lol.
Quote:
Really, people ought to pay attention to what was shown in 300.
lol, wut? 300 was about as shockingly unrealistic as they come.


And the a melee spear, while generally a poor idea as there's no formation to fight in as 1 person, is not really any less ridiculous than a guy throwing an unlimited number of spears. That said, it would still look stupid if you could Melee with a spear.

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Quote:
Originally Posted by Commander Kanen View Post
Yes i totally agree with you right there !

Paragon's are the NF versions of a Rit.

Rits are powerfull damage dealers with spirit spam builds. Paragons not so much.
Rits make great healers with good condi removal and party heals. Motivation sucks.
Rits can offer both of the above (or less on damage more on support im talking skills like splinter weapon or other helpfull spirits) with the same build, Paragons pretty much have to choose one or the other most of the time, you only have maybe 2 free slots on your bar after loading imbagon and they pretty much go on spear attacks.
Well, uh, 2 spear attacks + SY! + TNTF! + Focused Anger + FGJ! + IAS + support chant or res = a whole lot of offensive and defensive power, on one bar.

Quote:
I wonder what the point of making it cost 25 energy was though... after all, it is something that gets refreshed forever if you are going to take it, so the initial cost is pretty meaningless, you pay it once and then forget about it. This is usually done outside of battle, even in PvP... so what is the point of such a high startup cost? It serves no purpose except to annoy the player.
To punish the player for letting it drop, of course. High reward (permanent, unstrippable IAS) balanced by a large penalty if you don't fulfill the condition.

Commander Kanen

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I dont think that 2 spear attacks are "whole lot of offensive".

Khomet Si Netjer

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so... after all that has been said here, I was hoping that we could get some kind of response from Anet or the Test Krewe to say something along the lines of "we're looking at it" or "we have no plans to change anything". Just curious to see if there is a possibility of getting some positive changes made?