Ive given a little bit of thought on how to buff paragons. Which is pretty tricky. Believe it or not it could be easy to make a Paragon over powered.
I have a few ideas for PvE
Motivation
All the descriptions are the same as now
Song of Restoration
10e 1sec 10-15sr
Elite Chant. For 10 seconds, the next time each party member within earshot uses a Skill, that party member gains 45...97...110 Health.
I think decreasing the recharge time could help alot. 10 seconds is a long time in the middle of a battle.
Finale of Restoration
5e 1/2sec 5sr
Echo. For 10...30...35 seconds, whenever a Chant or Shout ends on target non-spirit ally, that ally is healed for 15...63...75 Health.
This skill combined with another Paragon has a huge potential to become exploited, as shouts are always ending. However, its not used much. Reducing activation and recharge time can really help to spread this to party members in need of heals.
Purifying Finale
Same change as Finale of Restoration
Signet of Synergy
1/2sec 5sr
Signet. Target other ally is healed for 40...88...100 Health. If you are not under the effects of an enchantment, you are also healed for 40...88...100 Health.
One of the main reasons Paragons are less desirable is the inablility to spot heal, against spike damage. Here again the description is the same but reducing the cast and recharge would help keep up.
Leadership
Hexbreaker Aria
6adrenaline 1sec
Chant. For 1..10 seconds, the next time each ally within earshot uses a skill, that ally loses 1 hex.
The other failing of the paragon is the inability to remove hexes. They only have one hex removal skill. Without totally renaming and classication, or making a new skill altogether a healthy buff would be just as good. Activating on a skill rather than spell would make it much more useful. Also, lowering adrenaline cost would make it more likely to be used. Making the duration tied to Leadership would keep this skill from being exploited by other classes.
Defensive Anthem
10e 1sec 15sr
Elite Chant. For 4...9...10 seconds, each party member within earshot has a 50% chance to block incoming attacks.
This skill is an elite version of Aegis and deserves to be treated as such. There should be a good reason to take it in certain situations. I lowered the recharge and got rid of the ends on attack. Your still going to get hit half the time and is only maintainable 2/3 the time.
Command
Command is really close to where it should be IMO, but should offer more partywide DPS. Afterall thats what a good command does is tell you when and where to hit.
Anthem of Guidance
4adrenaline 1sec
Elite Chant. (10 seconds.) Party members in earshot are unblockable with their next attack skill and do +5...17...20 damage.
To me adding extra damage really helps this skill deserve an elite position.
"Never Surrender!"
5e 15sr
Shout. (15 seconds.) Party members in earshot gain +1...4...5 Health regeneration and strike for +8...15 damage. Only affects party members below 75% Health.
It would be nice if the damage was applied to spells as well.
"Never Give Up!"
5e 15sr
Shout. (15 seconds.) Party members in earshot gain +1...2...3 Energy regeneration and strike for +8...15 damage. Only affects party members below 75% Health.
Here again adding more DPS and keeping the < 75% requirement would make the player more cautious on how to use it. These two skills would not stack DPS if used together. What im thinking here is for a good way to turn the tide of battle after a party wide spike.
"Find Their Weakness!"
10e 25sr
Shout. (5...17...20 seconds.) Allies in earshot deals +5...41...50 damage and inflicts Deep Wound condition (5...17...20 seconds) against target foe.
This skill might be pushing it a little, but would allow the Paragon to do some party wide spike damage indirectly.
I know its not perfect, just an idea of how I would like to see the Paragon buffed.