My Paragon JQ Build, Works Great
Ari Chandelier
Hey Guys
I'm sorry if this is the wrong place to post this.
I've been playing JQ with my Paragon lately and I came up with this build. I have to say, it works really good. I even got few comments from people saying its a nice build, so I thought I post it here, so others could use it, comment on it or even improve.
Template Code : OQKkYtlpJii0QmoIvFuRtkxBtxmB
Weapons I use it
Req 9 Command Shield
Req 9 Spear, 15^5 / Lengthens Daze duration on foes by 33% / 30HP (Customized 20% Damage)
Armor
I use full Radiant
Spear 1+1 headpiece
I use Strike as One first followed by Spear Swipe then the other damage skills. casters are normally dead before the daze runs out.
This build is NOT perfect, but its a fun, decent build that kills, so do give it a try and comment on it. and yes I know there is no "self heal"
I'm sorry if this is the wrong place to post this.
I've been playing JQ with my Paragon lately and I came up with this build. I have to say, it works really good. I even got few comments from people saying its a nice build, so I thought I post it here, so others could use it, comment on it or even improve.
Template Code : OQKkYtlpJii0QmoIvFuRtkxBtxmB
Weapons I use it
Req 9 Command Shield
Req 9 Spear, 15^5 / Lengthens Daze duration on foes by 33% / 30HP (Customized 20% Damage)
Armor
I use full Radiant
Spear 1+1 headpiece
I use Strike as One first followed by Spear Swipe then the other damage skills. casters are normally dead before the daze runs out.
This build is NOT perfect, but its a fun, decent build that kills, so do give it a try and comment on it. and yes I know there is no "self heal"
Tenebrae
I see its a nice combo for JQ , lots of conditions. My only suggestion would be for the only skill that i see kinda "redundant" , poisonous bite. Maybe some shout there would help you with energy , armor boost , movement boost or condt removal. Even Predatory Bond ( wich is a shout ) for some self healing could help to stand in some foes spawn or near teleports if you dont expect any monk near.
Ofc GFTE! would make a nice damage add and almost 2 granted critical hits and +5 energy. Another change if you add GFTE! would be Vicious Spear instead of Merciless. Ill give it a try next week.
Ofc GFTE! would make a nice damage add and almost 2 granted critical hits and +5 energy. Another change if you add GFTE! would be Vicious Spear instead of Merciless. Ill give it a try next week.
Dorny
You don't kneed Charm Animal, as you have Comfort Animal.
Other than that, and what Tenebrae said, quite nice
Other than that, and what Tenebrae said, quite nice
IronSheik
Quote:
Originally Posted by Dorny
You don't kneed Charm Animal, as you have Comfort Animal.
He's playing jade Quarry
Shayne Hawke
Quote:
Originally Posted by Ari Chandelier
I use Strike as One first followed by Spear Swipe then the other damage skills. casters are normally dead before the daze runs out.
You're doing it wrong. I don't know what kind of casters you're fighting, but the only ones worth preparing against are healers that watch over quarries and carriers. Using Spear Swipe means you're having to get in melee range of this healer, which likely puts you in casting range of the quarry, which makes you dead. The same goes for your pet.
This build looks somewhat decent for taking out turtles, but seeing how the pet is a melee range attacker, it's not a build I would ever consider running. Anything that's trying to get within a sword's swing of distance to kill a target in JQ is not okay. At least you can teleport your pet to your target.
Get an IMS. Drop Spear Swipe, put the points into Beast Mastery, and slot Run as One, or something. You can even make use of those useless Command points and run "Make Haste!" or "Fall Back!" so that you can power your own team's carriers places. Disrupting Throw might also be an option so that you can 'rupt RoJ on Monks when they come by a quarry, from a distance.
This build looks somewhat decent for taking out turtles, but seeing how the pet is a melee range attacker, it's not a build I would ever consider running. Anything that's trying to get within a sword's swing of distance to kill a target in JQ is not okay. At least you can teleport your pet to your target.
Get an IMS. Drop Spear Swipe, put the points into Beast Mastery, and slot Run as One, or something. You can even make use of those useless Command points and run "Make Haste!" or "Fall Back!" so that you can power your own team's carriers places. Disrupting Throw might also be an option so that you can 'rupt RoJ on Monks when they come by a quarry, from a distance.
Ari Chandelier
Quote:
Originally Posted by Shayne Hawke
You're doing it wrong.
Wow im sorry... you came out like you were perfect there o.o
anyway thanks you for your opinion, i appriciate it
and thanks everyone else for their views as well, i've taken Tenebraes advise and looks like there are better skills than the poison bite. thanks
anyway thanks you for your opinion, i appriciate it
and thanks everyone else for their views as well, i've taken Tenebraes advise and looks like there are better skills than the poison bite. thanks
FoxBat
Quote:
Originally Posted by Shayne Hawke
Anything that's trying to get within a sword's swing of distance to kill a target in JQ is not okay.
Assassins seem to work fine.
Oh and there are plenty of RoJs and random ele nukers to rupt and explode to keep your shrine alive. If you can snare the bomber necs early enough you can get them as well.
Oh and there are plenty of RoJs and random ele nukers to rupt and explode to keep your shrine alive. If you can snare the bomber necs early enough you can get them as well.
Bloody Dominator
Quote:
Originally Posted by Shayne Hawke
Anything that's trying to get within a sword's swing of distance to kill a target in JQ is not okay. At least you can teleport your pet to your target.
My derv must be doing something wrong to then. And not to mention all the necro bombers. They get up close, and they seem to do fine.
IronSheik
chuckles79
I don't see why he has any points in command on this build.
As for the build, I run a para in JQ and I find 5 skills essential for it. Barbed Spear, crippling spear, Spear Swipe, Fall Back, and Make Haste.
As for the rest I bring Never Surrender for area healing, blazing spear for damage, and the elite is Angelic Bond.
This build is not for capping but for keeping a quarry. Swipe and cripple are for suicide necros, Make Haste for carriers, and NS and AB are for saving a quarry or guardpost if it does get nuked.
As for the build, I run a para in JQ and I find 5 skills essential for it. Barbed Spear, crippling spear, Spear Swipe, Fall Back, and Make Haste.
As for the rest I bring Never Surrender for area healing, blazing spear for damage, and the elite is Angelic Bond.
This build is not for capping but for keeping a quarry. Swipe and cripple are for suicide necros, Make Haste for carriers, and NS and AB are for saving a quarry or guardpost if it does get nuked.
Dzjudz
Quote:
Originally Posted by chuckles79
I don't see why he has any points in command on this build.
Shield. 12chars
mage767
Quote:
Originally Posted by IronSheik
Anything that can't kill/support carriers effectively, or cap shrines within one wave seems useless to me.
And about camping the other teams portal...if there is y'know..more than one person?
Quote: