Leadership change
LifeInfusion
Changed the functionality of Leadership to: “You gain 2 Energy for each ally affected by one of your shouts or chants (maximum 1 Energy for every 2 ranks).”
Read: +4energy from GFTE if you have a minipet. BUG FIX?
http://wiki.guildwars.com/wiki/Feedb...dates/20111117
Read: +4energy from GFTE if you have a minipet. BUG FIX?
http://wiki.guildwars.com/wiki/Feedb...dates/20111117
Kunder
Well, the minipet is technically your ally. Whats to be fixed?
If anything I would say that this is a desired feature since Anet clearly agrees that paragons suck horribly in small groups. Best change would be to simply give double bonus for shouts that affect the paragon itself, but w/e. Its a neat feature as is
If anything I would say that this is a desired feature since Anet clearly agrees that paragons suck horribly in small groups. Best change would be to simply give double bonus for shouts that affect the paragon itself, but w/e. Its a neat feature as is
HigherMinion
They still suck horribly; energy or none. They simply have no good skills to abuse... The only ones I can think of is barbed+maiming and that's it. What else are they good for?
Suggestions for a 4v4 arena Paragon bar?
Suggestions for a 4v4 arena Paragon bar?
Xenomortis
This has almost no effect on PvE; you were almost always limited by the energy gain cap, not the energy gained per ally. This is almost certainly an attempt to make paragons more flexible out of pure 8v8 in PvP.
wilebill
Guess it is good, but it causes me no excitement, just a fresh wave of ennui.
Rise of Cpu
i have a paragon - its a good feature - but its not my main - i don't really care too much about it, just use my paragon for show lol
DiogoSilva
Gonna copy my post from another thread here:
Just went through 25 wins on RA playing a paragon. ^^ Was with a really good team, though. I took the Enraged Spear build from rangers, switched Barb Spear with "Go For the Eyes!", and was spamming 7 energy gain very often. Didn't need expertise at all for energy management. The new flux kept beast mastery at 14.
But then again, I always thought paragons had great energy management with leadership - when it fully worked. Still, that's the only "viable" build I can think of for RA paragons from this update at the moment.
EDIT: That's because it's a build that both keeps me attacking (to activate adrenaline shouts) and abuses (non-paragon) skills thanks to the help of energy management.
Just went through 25 wins on RA playing a paragon. ^^ Was with a really good team, though. I took the Enraged Spear build from rangers, switched Barb Spear with "Go For the Eyes!", and was spamming 7 energy gain very often. Didn't need expertise at all for energy management. The new flux kept beast mastery at 14.
But then again, I always thought paragons had great energy management with leadership - when it fully worked. Still, that's the only "viable" build I can think of for RA paragons from this update at the moment.
EDIT: That's because it's a build that both keeps me attacking (to activate adrenaline shouts) and abuses (non-paragon) skills thanks to the help of energy management.
Showtime
I haven't played my para in a long time. Does this give some possibilities for high cost supports skills? Is it time to test out the radiant runes and high energy staff or even spear and offhand?
DiogoSilva
Here's another build I've been running on RA:
14 Leadership with +3 Rune and Head, for 7 energy gain per shout/ chant.
High tactics + tactics shield. Everything else on Spear Mastery.
-"Burning Refrain" plus (and because) "They're on fire" is now manageable (only costs 3), and because you'll have less health than your opponent.
-Slayer's Spear because you can pay for its cost now, and you'll have less health than your opponent.
-Burning Spear for synergy, plus Barbed Spear.
-"Watch Yourselves" for free 7 energy management and constant party protection.
- Soldier's Fury for IAS and more adrenaline (and thus more energy).
Focus on the damage dealers, like elementalists or the melee characters. Your party will have constantly 1/3 damage reduction from them PLUS +18-21 ARMOR.
Things to note:
-Because your attack skills deal mostly armor-ignoring damage, you can grind heavy armorers while still keep their damage reduced.
-You'll still have enough damage to help out killing anyone else.
-Your low health will be compensated by your protective skills.
-You can attach Burning Refrain to more players whenever you have free time and resources to do so, but the build doesn't needs it to be effective.
14 Leadership with +3 Rune and Head, for 7 energy gain per shout/ chant.
High tactics + tactics shield. Everything else on Spear Mastery.
-"Burning Refrain" plus (and because) "They're on fire" is now manageable (only costs 3), and because you'll have less health than your opponent.
-Slayer's Spear because you can pay for its cost now, and you'll have less health than your opponent.
-Burning Spear for synergy, plus Barbed Spear.
-"Watch Yourselves" for free 7 energy management and constant party protection.
- Soldier's Fury for IAS and more adrenaline (and thus more energy).
Focus on the damage dealers, like elementalists or the melee characters. Your party will have constantly 1/3 damage reduction from them PLUS +18-21 ARMOR.
Things to note:
-Because your attack skills deal mostly armor-ignoring damage, you can grind heavy armorers while still keep their damage reduced.
-You'll still have enough damage to help out killing anyone else.
-Your low health will be compensated by your protective skills.
-You can attach Burning Refrain to more players whenever you have free time and resources to do so, but the build doesn't needs it to be effective.
Bobby Sox
Well, back in 2007 I suggested this or a slight variation on it, doubling the amount of energy gained in 4-man areas and was shot down:
http://www.guildwarsguru.com/forum/l...tml?t=10232399
Anyways, outside of the 4-man areas, a few skills that this helps slightly are the single target shouts, such as "Find Their Weakness!", as well as the several shouts like "Never Surrender!", which don't always affect the entire party. It also allows for a little more splitting on a GvG team with a Paragon without worrying as much about compromising the Paragon's energy.
Quote:
Originally Posted by Lanier
http://www.guildwarsguru.com/forum/l...tml?t=10232399
Anyways, outside of the 4-man areas, a few skills that this helps slightly are the single target shouts, such as "Find Their Weakness!", as well as the several shouts like "Never Surrender!", which don't always affect the entire party. It also allows for a little more splitting on a GvG team with a Paragon without worrying as much about compromising the Paragon's energy.
Quote:
Take heart, though! Robert Gee has stated on the official wiki:
Quote:
Finales/echoes I already said remove completely, and Chants are included under the "only 1 party-wide effect rule" to begin with. So yeah, it would work.
This change was something we've been thinking about for a while to help out Paragons in 4 man areas and 4 man PvP. It's not the big Paragon update we've been talking about, rather it's just something simple we felt could help that wouldn't cause any collateral damage. It just made more sense to release once it was ready than to hold onto it.
KotCR
Nice change. Its simple but will really help Paragons maintain there use of their favourite builds in 4-man areas. Previously you'd have to sometimes sacrifice an extra skill slot (and therefore some utility you actually wanted) for an extra adrenaline shout/chant or glowing signet. This will no longed be neccessary...and as mentioned already, on the PvP side of things will make Paragons more viable for splits, RA and CA, as they do have a handful of skills which are still effective even with only 4 allies.
With the current flux it may be a perfect time to roll a Searing Flames + "They're on Fire" Paragon for a semi-useful and fun build in RA now. Wasn't really practical before with the gimped leadership, but now the energy costs of such a build won't be as big a deal. Skyy High
Simple, and it helps paras not feel gimped in 4 man areas. I like it.
As for the people saying that paras are terrible regardless of energy in RA: heck no. Leadership was always their problem; they do fine ranged damage (and can stack quite a few conditions) as they are. street peddler
this change is like a band-aid. solves one problem, but paragons are just fundamentally broken. their main tools (shouts, chants, echoes) need to be completely re-imagined. every class has useless skills, but 75% of the paras skillset is worthless because its either lackluster (the entire Motivation attribute) or outdone by another class (why use Its just a flesh wound when Restore Condition does the same thing except better, why use Defensive Anthem when its inferior to Aegis (in PvE) and its NON-ELITE, why use Anthem of Guidance when Ghostly Weapon is not as random and not an elite(and GW isnt even widely used)).
Kunder
The problem is that everything unique that a paragon does is almost entirely uncounterable short of running away and hoping the enemy team has to split up at some point. This has always been the problem from the start. Anet never really thought things through when they originally created the expansion professions, but it shows far more with the paragon than the others. As soon as paragon shouts become worthwhile alternatives to essential party functions they become uncounterable alternatives to essential party functions, which is imbalanced.
We saw the same problems with Assassins (shadowstepping), and Ritualists (Spirits). Both were horrible mechanics until Anet got their shit together and nerfed them (Dervs suffered the opposite problem originally, having no worthwhile mechanic and being nothing but warriors who were worse at warrioring). Fortunately the other professions had other attributes that proved semi-worthwhile, Paragons have none. Without usage of party wide shouts Paragons bring absolutely nothing to the table that isn't being done better already by the ranger. LifeInfusion
Quote:
* Only 1 paragon party-wide shout can be active at any time (i.e. same mechanic as weapon spells). Obviously for the purpose of preventing mass shout stacking. This would let Anet go back and power up shouts to reasonable levels. Single target shouts should remain completely spammable, even though mostly uncounterable they can be balanced and require some skill to use.
"Stand Your Ground!"/"Fall Back!"/"Incoming!"/"Never Surrender!"/"Never Give Up!"/"Can't Touch This!" |
"GFTE!" That wouldn't work because they aren't the problem, the echoes/finales/chants were. If you're on Fall Back! you aren't stationary, so you don't get the SYG bonus. We saw this with Invoke spike E/Ps that only used SYG+FB. Lanier
Or just buff paragon's normally and give other profs more counters to shouts and chants. Every class has some useless skills - some of these skills could be made useful by being shout/chant removal skills.
Also, I should probably point out that rit weapon spells are unstrippable and are not OP for the most part. In fact, many are well balanced. Kunder
Quote:
Originally Posted by LifeInfusion
"GFTE!" That wouldn't work because they aren't the problem, the echoes/finales/chants were. If you're on Fall Back! you aren't stationary, so you don't get the SYG bonus. We saw this with Invoke spike E/Ps that only used SYG+FB. |
Quote:
Quote: Originally Posted by Essence Snow
Any hex is easily countered by hex removal...that's why ppl use cover hexes.
So if we make it so paragons HAVE to be hexed to not be godmode, then we also FORCE every team to play hexway? Yeah that makes for great build diversity.