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Old Jun 24, 2008, 07:07 AM // 07:07   #21
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Quote:
Originally Posted by Tyla
AoE blind? Where?

I've vanquished most areas on my Ranger, and never noticed AoE blind. Maybe except for the Blinding Surge boss ofcourse.
[skill]throw dirt[/skill]

pretty common
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Old Jun 24, 2008, 07:37 AM // 07:37   #22
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Quote:
Originally Posted by Tyla
AoE blind? Where?

I've vanquished most areas on my Ranger, and never noticed AoE blind. Maybe except for the Blinding Surge boss ofcourse.
Quote:
Originally Posted by Washi
[skill]throw dirt[/skill]

pretty common
..and [Dust Cloak] and [Eruption] and [Dust Trap] etc, depending on where you are.
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Old Jun 24, 2008, 08:33 AM // 08:33   #23
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8 gons are very easy to find. During prime US hours I can get a team in a few minutes.

Anthem of Disruption is pretty lame due to rechsrge/energy/cast time. Id look at 2 copies of Don't Trip for great anti KD (read: abyssal). then put Anthem of Envy in your blank spot. Also in this case drop the IMBA for a Stunning Para or look into Angelic Bond with so muvh party heal and dmg reduction. Didnt see it but another Chorus of Resto is alwsys good. Lastly Holy Spear is pretty weak, SoR is lower andren same +dmg and great side effect..

Mending Refrain > Signet of Synergy. A constant +3 regen with that dmg reduction pays for itself.

pink
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Old Jun 24, 2008, 03:01 PM // 15:01   #24
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Quote:
Originally Posted by Washi
[skill]throw dirt[/skill]

pretty common
Heh, that's something I always manage to interrupt anyway, and in the case of it hitting; it's adjacent target only. Send an Incoming-gon in to take all of the blind first in my opinion.

Don't jump on the interrupt thing, you can always bring interrupts on a Para bar. Cry of Frustration rawks.
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Old Jun 24, 2008, 05:33 PM // 17:33   #25
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Quote:
Originally Posted by DarkSpirit
..and [Dust Cloak] and [Eruption] and [Dust Trap] etc, depending on where you are.
They're all adjacent so as long as you aren't stupid about positioning it shouldn't get on more than 3 targets.
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Old Jun 24, 2008, 06:43 PM // 18:43   #26
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thnx for the input... i have some comments too

1) I think that having 8 paragons is a good idea because hey... this is a paragon forum and just like mesmers meet every sat i was wondering ... hell... why not paras too

2) Incomng with 14 command gives it 5 seconds duration time so there is a chain of 50% less dmg at all times

3) Imbagon is just there to make sure dmg never goes over 9

4) There is more than enough healing in the bar... from my experience (34 years of living on this planet) nothing ever really is what is seen on paper or in theory so dont think that it is flawed all that much till you tried it out.

5) the only areas this thing isnt capable of dealing with is DoA HM cos of mass silence thingies

6) Blind is a problem cos cracked is applied every like 2 seconds if not less

7) This build can go take on anywhere else

8) Damage is not a problem.. believe me

9) I'm thinking

10) I've thought

11) I came up with nothing XD
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Old Jun 24, 2008, 08:21 PM // 20:21   #27
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Quote:
Originally Posted by lustnlood
1) I think that having 8 paragons is a good idea because hey... this is a paragon forum and just like mesmers meet every sat i was wondering ... hell... why not paras too
All prof. teams are just a fun gimmick to play around with.

Quote:
2) Incomng with 14 command gives it 5 seconds duration time so there is a chain of 50% less dmg at all times
This is true, but you're gimping yourself in other places. Lets say a team mate gets hit for a 100 pts. SY! is roughly equivalent to 80% damage reduction-so that by itself reduces the hit to 20 pts. Throw in TNtF and that 20 pts. becomes 13-and with the amount of heals you have that's easily overcome. So while being able to chain 24/7 Incomming is nice, it's not really needed. And with a high enough damage potential (like you have) most mobs will be dead by then (unless they're big and/or have excellent healing).

Quote:
5) the only areas this thing isnt capable of dealing with is DoA HM cos of mass silence thingies
Well...yeah. That's why you pack more hex removal than what you currently have. AoE hex removal like [hex eater signet] would work beautifully with some spot hex removal like [remove hex].

Quote:
6) Blind is a problem cos cracked is applied every like 2 seconds if not less
Have you not been listening to me or Tyla? Blind is a serious issue I'll give you that, but skills like [spear of redemption] and [song of purification] can easily overcome this issue while at the same time nipping the Cracked Armor. If you're really concerned about condition removal, try [purifying finale]. That with [chorus of restoration] will not only result in healing everytime you use a shout/chant, but will remove a condition.

Quote:
7) This build can go take on anywhere else
Actually, no single build can work everywhere-each location will require a subtle retweaking of the individual builds-even if it's only one skill.
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Old Jun 24, 2008, 08:31 PM // 20:31   #28
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For DoA hexes, in the cave at Gloom, you will need alot of hex removal to sort it out.

I'm not really sure how it's doable in HM with a balanced or 8 man same profession group team though, even packing an Imbagon.

Last edited by Tyla; Jun 24, 2008 at 08:34 PM // 20:34..
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Old Jun 24, 2008, 08:32 PM // 20:32   #29
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So let me sum up what basically everybody else is saying: hexes and conditions are problems. Therefore:

needs moar [Hex Eater Signet] (remove one of the unnecessary monk secondaries)
needs moar [Remove Hex]
needs moar [Purifying Finale] (drop one of the [Finale of Restoration] for it)

And my own suggestion since you're using Kurzick/Luxon skills:
needs moar [Spear of Fury]

But overall should do dandy.
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Old Jun 24, 2008, 09:32 PM // 21:32   #30
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Quote:
Originally Posted by Tearz1993
They're all adjacent so as long as you aren't stupid about positioning it shouldn't get on more than 3 targets.
Depending if the SoP Paragon is among the 3 targets.

Anyway, it is not a big issue.
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