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Old Jan 15, 2007, 04:25 PM // 16:25   #81
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So basically both of your are championing the Rit and Para. Which are both incredible classes, have their pros and cons. YET very different classes.

@ Mad5cout
To be honest, I think that A-Net's "nerf" on Ritualists evened out the playing field for Paragons. Because to be honest, If you are holding a room/area. Rits will be and always be far superior because the rit can cover the entire team with shelter, union, displacement, soothing and the friendly shadowsong by staying out of damage range and placing huge protection throughout the room. But also they can lay offensive spirits to help with damage with pain, dissonance, shadowsong, wanderlust, etc.

@oinkers
However if you are constantly moving (like much of Elona is) Paragon is superior because it allows you to "take" protection with you. ToF is equivalent to a Life bond, what many people who dont play GOOD paragons forget to see is that The burning should be focused upon the enemies harrassing the monks/eles/ritualist. A single Paragon can render one enemy burning for the entire duration of their life (usually ends before 20 seconds). HOWEVER while the paragon is protecting its casters and healers, he/she can also be buffing their melee attackers through skills like Go for the eyes, Anthem of Envy, and Anthem of Flame.

All in all, Ritualists are more inclined to stationary protection and defending waves of attacks (why they work amazing in Factions.. cause everything is so close together). While Paragons work more effective in quick protection and fast movement. (why they were placed in Elona.. cause again.. you do a lot of that). Both classes have a lot to offer, just in different areas.

I think it would be neat to have a P/Rt or Rt/P maybe that will be my next project. That way everyone can be happy.
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Old Jan 15, 2007, 06:24 PM // 18:24   #82
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I see the paragon as a utility character...and I disagree that builds are narrowed to three categories...tank...dps...heal... there is more to this game than this...


The paragon has some excellent skills...and while I agree that many skills need a buff to become worthwile...the paragon itself is extremely valuable for many reasons...


I have found ab paragons very useful with skills like [card]"stand your ground!"[/card] [card]"fall back!"[/card] [card]"go for the eyes!"[/card] [card]"watch yourself!"[/card] mobility is very valuable when capping shrines and builds like this add 40 plus armour to the party as well as mobility..without even using an elite....... if mobbing (not reccomended) you can effect the entire group.


[card]angelic bond[/card] +[card]stoneflesh aura[/card] = pretty good bonder

[card]awe[/card] probably my favorite skill in the entire line I usually combine with shock

[card]stunning strike[/card] I have found this to be very useflul as well...again...not for damage..but for another niche


bottom line... assasins,derv,rits, and paragons dont really have there own niche... until people start to get creative with the skills...and play them well...I have enjoyed playing the paragon and would welcome one in both pvp (ab especially) and pve...
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Old Jan 15, 2007, 07:30 PM // 19:30   #83
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Originally Posted by Crazyvietguy
However if you are constantly moving (like much of Elona is) Paragon is superior because it allows you to "take" protection with you. ...

All in all, Ritualists are more inclined to stationary protection and defending waves of attacks (why they work amazing in Factions.. cause everything is so close together). While Paragons work more effective in quick protection and fast movement. (why they were placed in Elona.. cause again.. you do a lot of that). Both classes have a lot to offer, just in different areas.
I was initially inclined to agree, but thinking about this it seems to be that the 'patrolling' behaviour of groups in GW (Elona included) in PvE favours the Rit over the Para in that the Rit can easily lay down spirits before each encounter. The mobility of enemy groups in GW (NF included) isn't that great - certainly it's less than the 1-radar range that rit spirits encompass. Assuming your group dont Leeroy headlong into groups, the few second a Rit uses to lay down spirits can also be discounted. To cite a few examples:

1. Drazgonur Bastion - a center-based Rit can cover the east+west positions with the huge radar range of spirits. A Paragon cannot without running about a bit as the enemy waves come in.

2. Grand Court of Sebelkeh - a communer can hold the central altar easy whilst the rest of the group capture the 3 rifts.

3. Ruins of Morah - after killing Varesh once, retreating back to the on-ramp is ideally suited for Rits. There is no need for mobility on this map at all.

4. Gate of Madness - after capturing the 5 shrines, most teams move to the central open depression area so have the space to kite. A rit lays down spirits covering the entire area in one go. A Para has to move with the squishes or tanks depending on which chant he's trying to cover. The only time the 2 overlap is when a dumb tank moves torwards the squishies - which is a mistake of course.

On the basis of this and other missions, I really do think that the mobility of chants/shouts is more suited to PvP and therefore Rits have qualities that are simply more friendly to use without micromanagement in most of GW's PvE areas.

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I think it would be neat to have a P/Rt or Rt/P maybe that will be my next project. That way everyone can be happy.
Already tried that (before I deleted my Para). Vocal was Sogolon is the prime example of a synergistic skill covering both professions, but you lose a lot holding ashes. Plus, I really dont want shouts/chants to last longer, I want them to heal for more, or give back more energy, or trigger multiple times instead of just once, or re-apply themselves with a certain percentage-chance occurence. There's a reason why I stick a few points in tactics to make Watch Yourself minimally useful - it's a way of triggering stuff (along with GFTE). There's no need to lengthen WY/GFTE when I can spew it out every 2 seconds with Focused Anger.

Beyond that, there's not a lot to be had being P/Rt or Rt/P - beyond Song of Power (hint).
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Old Jan 15, 2007, 09:44 PM // 21:44   #84
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So Paragons outdamage SF nukers (according to your argument) only when built as GFTE spammers in a physical damage heavy group (i.e. all warriors/dervishes, no eles, no necros, no mesmers) ? You're nuts - nobody would ever make a group like that unless under very special situations.

Put a SF nuker and a Paragon side by side in a high-end environment like the Deep with a variety of situations as an example. You don't seriously think a group to the Deep would replace 3 eles with paragons?

And you don't seriously think a Paragon can outdamage a SF nuker? Rodgorts (which is another area spell) + SF is more than 200+ damage to an entire AREA which physical-heavy warriors cannot do. SF nukers can wipeout PvE monsters in like 3 casts.

The rest of your argument doesn't even bear reading - I can see some of the math is already wrong.
Oinkers

I would like to state that I run a SF ToF Para build all the time. While I don't do the major damage, I start the enemies on fire for my SF nuker's to start dishing out the damage right away. While enemies are on fire, since I have a Sup Leadership rune, all those enemies that are on fire are dealing 53% less damage...right off the bat. I then watch the enemies, and as soon as they stop burning, I throw out another SF to get them started again...for the damage reduction. So I'm not stuck in some crap ass "support" build, nor am I stuck in the "tank" build, but I do get to do some great damage, providing some awesome damage reduction (I've gotten noting but prop's for the way my build synergizes with SF ele's, plus monks love me since I am helping provide a *nearly* constant 53% damage reduction. You have a point stating that we won't replace 3 ele's in the Deep, but I can *almost* guarantee that at least one Para (Using my SF ToF build) will help boost the mobility and killing speed of the team, while keeping them protected.

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Compared to a Paragon where you have to micro-manage your Angelic Bond on selected players - you can't maintain bonds party wide with 2 pips regen!

Angelic protection? Pffft...prot spirit (and its big brother Shelter) still rule for spike protection. The trigger for Angelic Prot is too high anyway. With something like Prot-spirit/Shelter - the 10% equates to about 40/50 in health (depends on party member) and not the 250-130 damage the angelic needs to work. Plus, with Angelic Bond you're wasting an elite slot.
oinkers

Your information is wrong. With a Leadership based para, with a Superior rune, it's damage over 90...and with *I think* a 9 or 12 in Leadership, it's damage over 130. (Just a statement for correct information...nothing for or against what you actually pointed out)
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Old Jan 15, 2007, 10:31 PM // 22:31   #85
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I love my para but I don't much love the idea that I'm supposed to be some crap ass "support" char, like the above poster mentions. My primary character was an echo ss necro for the longest time, and now that I'm a ToF tank we are annihilating Kourna mobs and missions much quicker. Granted, my SS necro didn't have much trouble with the Kournas to begin with, but the results speak for themself. I'll have to see how we do against the Margonites, but I suspect the results will be the same.

I just capped SF yesterday for Zhed, but I'll have to try the SF para for myself. I noticed Guild Wiki had an unfavored SF para build listed, and frankly the negatives against it were crap, as are most negatives against para builds. "Para is for support," to paraphrase the common sentiment towards paragons. "This would be much better as two builds," is another bunk argument because pick-up missions or AB don't afford such luxuries as being able to custom pick every class and skill you can take into battle. Or "such and such will counter this build therefor it sucks," which you can say about any other build. I also fundamentally disagree that you should compare a build from one type of char with a build from another. I mean, now that SF is out there how many good builds are now obsolete using this logic?

I think a double standard is being applied to the paragon. For example, a promiment guild wiki poster voted against a clever virulence para build because "untainted disease hurts your party." Well no kidding! Using that logic the Me/N virulence build would have never seen the light of day.

[sarcasm]
For that matter, mesmer just plain owns all so guild wiki should remove all those non-mesmer builds. [/sarcasm]

I do, however, think the spear line needs at least one AoE attack and one attack that can travel farther than normal range.
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Old Jan 15, 2007, 10:57 PM // 22:57   #86
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Originally Posted by Govtmorgue
Oinkers
... we won't replace 3 ele's in the Deep, but I can *almost* guarantee that at least one Para (Using my SF ToF build) will help boost the mobility and killing speed of the team, while keeping them protected.
I've toyed around with an SF Para, but came to the conclusion most mixed PUGs would have a nuker ele in there somewhere, and didn't need me to waste my secondary on it. The only time a SF Para is useful is when there are no nukers to set things on fire around - and that's kinda rare.

Use the SF Para build if it suits you - it just wont be around for too much longer as SF is being nerfed in the coming weeks. We'll be back to WY/GFTE spamming.

Angelic Bond is still unbelievably crap for an elite - prot spirit or shelter owns it every which way. Larger range, unconditional, party-wide without having to cast on individual members, and non-elite to boot. Angelic Prot has a ridiculous threshold of 130+ (who is going to put 16 in leadership honestly), and is predicated on total damage per second instead of a single attack like prot spirit. Heck, even Life Barrier or Life Bond is better. Most of the Paragon elites are really crap - Song of Resto is probably the best elite but only heals like a 10-point Heal Party and is elite and also limited by earshot - an E/Mo HP pumper will out perform Song of Resto anyday.

Last edited by oinkers; Jan 15, 2007 at 11:19 PM // 23:19..
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Old Jan 15, 2007, 11:10 PM // 23:10   #87
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Originally Posted by bartwart
My primary character was an echo ss necro for the longest time, and now that I'm a ToF tank we are annihilating Kourna mobs and missions much quicker.
I dont want to downplay the significant of a ToF tank, but almost any half-baked Para build will work on the early stages of the game. I had mistakenly left out Stand Your Ground/ToF for most of game until around Kodash for some reason, but still steamrollered through the missions in no time. Granted, I was using Incoming before the nerf.

You could even get by Realm of Torment missions on a messed up build. That's the nice thing about PvE - its still fun and rewarding even if your builds aren't optimal. The real test is if you can make a Paragon that is worth including in a DoA team over a traditional monk or nuker or warrior. Post a build here if you do, I'd love to see one.

I do wish ANet would buff Song of Power and un-nerf Incoming for PvE.
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Old Jan 16, 2007, 12:16 AM // 00:16   #88
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I haven't made it that far with either my para or necro, so I can't gauge how valuable a para is during those missions. With my necro I made it to that undead whats-his-name guy's palace (Palawi?) before I got bored and started the para.

I guess I'm not surprised to see that paras are looked over for DoA. I noticed a similar phenomena during the Tyrian fire island missions where people were very picky about who they wanted to go on missions with (kick the mesmer!), being kicked for not running a particular build (can you go MM?) or were very intollerant of mistakes to the point of being nasty. The level of snobbery seems to increase the farther you get into any campaign.

And when I get to DoA and find a great build I'll make sure to post it

Last edited by bartwart; Jan 16, 2007 at 12:22 AM // 00:22..
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Old Jan 16, 2007, 12:52 AM // 00:52   #89
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Originally Posted by oinkers
So Paragons outdamage SF nukers (according to your argument) only when built as GFTE spammers in a physical damage heavy group (i.e. all warriors/dervishes, no eles, no necros, no mesmers) ? You're nuts - nobody would ever make a group like that unless under very special situations.

Put a SF nuker and a Paragon side by side in a high-end environment like the Deep with a variety of situations as an example. You don't seriously think a group to the Deep would replace 3 eles with paragons?

And you don't seriously think a Paragon can outdamage a SF nuker? Rodgorts (which is another area spell) + SF is more than 200+ damage to an entire AREA which physical-heavy warriors cannot do. SF nukers can wipeout PvE monsters in like 3 casts.

The rest of your argument doesn't even bear reading - I can see some of the math is already wrong.
I am saying that a SF ele still out damages a paragon even in a physical heavy group but that it does not add any other benefits to the party such as support healing, energy boosts, adding deep wound, etc.

Also, lets analyze your Rodgort Invocation tiwst you put it. Sorry you're just grasping at straws now man. Rodgort takes 3 seconds to cast, you just eliminated one of your SF casts in the 10 second period to cast a spell that does about the same amount of damage (unruned max for Rodgort 98, unruned max for SF 91). That's why experienced SFs don;t even bother with Rodgort. It is slow and doesn't do any more damage. All you do is lower your damage per second yield. Not surprised you missed that though... You don't read any of the other skills sets either.

Tell which part of my math is wrong... Actually show it. Because the math is right. If any of it is "off" at all, it is because I had to make guesses or apporximations on some values (IE: how many arrows per barrage, or how many enemies would be hit by an SF cast.) In all of these cases, I tried to use equal values in both builds (4 arrows per barrage - hitting area enemies against 4 area enemies hit by SF - equal values)

Don't worry about that whole not reading the rest of my arguement. We all know that you just say crap that doesn't have any factual backing in actually reading skill descriptions or doing in game tests or anything like that... we know you don't read any of it.
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Old Jan 16, 2007, 01:50 AM // 01:50   #90
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Originally Posted by oinkers
Read my post. Shelter/Union/Displacement is unconditional and huge range (about 1 radar). Displacement alone is 100% aegis (all attacks miss), which is worth more than 40% damage reduction. Shelter is prot spirit (no more than 10% health reduction). Union is -15 damage reach time.

Compared to a Paragon where you have to micro-manage your Angelic Bond on selected players - you can't maintain bonds party wide with 2 pips regen!

Angelic protection? Pffft...prot spirit (and its big brother Shelter) still rule for spike protection. The trigger for Angelic Prot is too high anyway. With something like Prot-spirit/Shelter - the 10% equates to about 40/50 in health (depends on party member) and not the 250-130 damage the angelic needs to work. Plus, with Angelic Bond you're wasting an elite slot.

The rest of your damage reduction spells only work if you have cast them on everyone - a rit lord's protection is practically unconditional. I seriously doubt you can keep up all those chants/shouts on everyone in a party all the time anyway - not on a 35/40 energy base pool.

ToF is nice, but is conditional on enemies being burning. Without an SF nuker making this happen, it's limited. Burning Finale makes 2 or 3 burning at a time unless the enemies are all bunched up beating on your attacking tank, which is unlikely for most balanced groups, since the squishes tend to stay near the back.

There are 2 faces to prot - monks (boon prots) and rit (communers). You can't be serious in saying Paragons out-perform either of them.
I did read your previous post (and again after you posted this) and you did not include the entire skill set that you included here. Now that you posted it but didn't explain how it works, I went to wiki and tried to figure that out.

Displacement: Create a level 1...8 Spirit. Attacks made by all non-Spirit foes within its range are "evaded." Every time an attack is evaded in this way, this Spirit takes 60 damage. This Spirit dies after 30...54 seconds.

So, this does what you said 100% evade for all non-spirit attackers. So, just to actually truthfully explain this, understand that this does NOT give you 100% damage reduction vs spells, hexes, and the like. This is still very good. Now, someone with Factions help me out. How much Hp does this guy have. Cause with 60 damage for every evade, I gotta believe this thing is not lasting long. It takes 45 seconds to recharge. So, how much damage is really "evaded"? I truly would like an answer. I could not find HP values on wiki only AR.

Union: Create a level 1...7 Spirit. Whenever a non-Spirit ally in its range takes damage, that damage is reduced by 15 and the Spirit takes 15 damage. This Spirit dies after 30...54 seconds.

So, this takes away some of the hex or spell damage incurred beyond all the evades. This one probably lasts until recast as it only takes 15 damage per thing, but again, someone with this char type please confirm actual practice (oinkers? wanna put some factual hard evidence up for once?)

Shelter: Create a Level 1...7 Spirit. Non-Spirit allies within its range cannot lose more than 10% maximum Health from a single attack. When this Spirit prevents damage, it loses 75...51 Health. This spirit lasts 30...54 seconds.

This is good, too. It does take a lot of damage when preventing damage, though, so it might die before recast, too. Recharge os 45 seconds.

I might also point out that to actually get all of these cast it takes 13 seconds. Not necessarily significant for groups who are patient but very significant to those who are not.

So the way this works is that Displacement allows you to evade all physical attacks for a period of time, then Union reduces any other damage by 15. If what is left goes above 10% of your HP, then anything above 10% damage is negated. So, in the end, you are protected for a short time of physical attacks but are vulnerable to hexes and heavy elemental strikes for the most part and will can still take up to 10% of your HP as damage.

You could also add in Soothing to prevent adrenaline building in your enemies and Dulled Weapon to prevent critical strikes for small amount of foes.

***

I will conceed to this point, a rit protector is better. I just tried a protector paragon and the echos are just to friggin complicated. You have to be attacking to recharge adrenaline and then target a specific ally to cat an echo and some of the other target specific chants. My only vindication is that I admitted that I had never tried one of these before. Just tried one, and it SUCKED. The paragon echos are absolutely useless. ANet should've made these castable on the entire party and then it would be fine. The energy conservation was all off and I could not keep track of the differnt casts (which are echos and which are chants, which are target specific, which are not, which ally to cast them on,, BLAH!) This gets the crap stamp by me. Stick with the other builds I posted.

You are better of going SF paragon with ToF and settling for a mere 41% damage reduction... oh and all that SF damage they do...
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Old Jan 16, 2007, 06:35 AM // 06:35   #91
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dont the rit spirits die rather quickly?, plus the cast time is painful 3-5 seconds..

each profession has its place
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Old Jan 16, 2007, 09:05 PM // 21:05   #92
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dont the rit spirits die rather quickly?, plus the cast time is painful 3-5 seconds..

each profession has its place
Rit lord were nerfed fairly recently - and yes, spirits die quickly even before the nerf. Despite that, they still out-prot Motivation/Command Paragons. That's saying MORE about the Paragons than it does about the Rit. I did Gate of Madness (shiro+lich) and was surprised how easy it was with a rit lord instead of my para - the sole monk had to do so little healing in between the downtime of my spirits she got noticeably lazy with healing.

About the 45/30 second recharge? Thats why they're called Rit Lords - reduces the recharge times by about 70%.

As for stacking, you'll find rits are careful about casting Shelter/Union/Displacement in the right order to ensure the reductions are optimised.

Consider resto Rits too - the machine gun healing with Attuned was Songkai means you can pump out 2 energy heals for 100hp approx like there was no tomorrow. And with Spirit of Preservation (drop Songkai) doing 122hp spot heals every 4 seconds on auto-pilot all by self without needing energy/management from the Rit - it seriously out-motivates Motivation Paragons (Song of Resto heals for only 90ish, dependent on using skill, needs energy unlike Preservation)

Each profession has its place, but you have to consider which areas are more 'sympathetic' to the common cases, and I have to say there are far fewer places in PvE that are suited to a Paragon more than a Rit.

Coming back to DoA builds, a Song of Power Paragon isn't gonna help trapper teams because the energy regen stops the moment they lay another trap - but trappers keep laying traps fairly constantly when building them up.

Thinking about this, my Rit build is going to be refined with Communing + Well of Power to be a combined BIP+prot in one char slot - WoP working well because where trapping a point repeatedly makes for lots of corpses near the trap - where the well would easily reach the rangers (not one ranger like BIP, but the entire party). And the spirit prot can be laid down before encounter because they dont need adrenaline to be built up to work.
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Old Jan 17, 2007, 05:21 PM // 17:21   #93
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Thanks oinkers. One point that you have made this entire time had factual basis to it and two other people had to provide the information.

BTW, check out this link. If you want to continue on and on about Rit Protectors, this is where it should go:

http://www.guildwarsguru.com/forum/f...play.php?f=224

Also, just like to say that I went into tombs yesterday and saw at least 3 groups pulling in paragons with them. So, it seems word is getting out about their usefulness. I don't know about the other groups but the one I brought my paragon in did the entire tombs run in 45 minutes flat and every single ranger there thought it was the coolest thing since sliced bread.

You should see how fast those worms go down with deep wound on them... owned.
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Old Jan 18, 2007, 01:54 AM // 01:54   #94
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I find is somewhat pathetic that the Rit kept being brought up to begin with. There's no reason for that. i know they're both support characters, but that's still like saying "My necro can solo everything so it's better than the paragon." Blaahh.
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Old Jan 18, 2007, 07:42 AM // 07:42   #95
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i know they're both support characters, but that's still like saying "My necro can solo everything so it's better than the paragon." Blaahh.
That's precisely what I'm saying. The Rit is much more soloable for farming than a Paragon.
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Old Jan 18, 2007, 08:51 PM // 20:51   #96
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Yes, but that's still going a tad off topic.
Solo'ing isn't the only part of the game.
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Old Jan 18, 2007, 10:54 PM // 22:54   #97
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Yes, but that's still going a tad off topic.
Solo'ing isn't the only part of the game.
Oh ffs, nobody reads my posts carefully. See my above points about resto rits and SF nukers outdamaging paragons. Soloing using rits was another point I made, but by no means the only one. On all of these counts, the Paragon loses.
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Old Jan 19, 2007, 05:01 PM // 17:01   #98
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Originally Posted by oinkers
Oh ffs, nobody reads my posts carefully. See my above points about resto rits and SF nukers outdamaging paragons. Soloing using rits was another point I made, but by no means the only one. On all of these counts, the Paragon loses.
Ah but you offered no proof for your arguments and I showed how your assumptions are incorrect in some instances. Unless you are going to actually go in game and record data and PROVE what you say, your opinions are complete BS. I have shown how paragons can come close to the damage of an SF and adds other benefits that a SF does not provide.

Both the SF/ToF paragon build and the GFTE/Envy spammer in a physical heavy group will come close to the damage of a SF but the SF/ToF adds massive damage reduction in the process. Sure Rit Lords can do more protection but they can't add the damage. So, a SF/ToF Paragon is the best of both worlds. A high damage character (in comparison to most other characters) AND it adds 41% damage reduction - you won't find many other builds in the game that add that many benefits. The GFTE/Envy spammer does even more damage (as previously shown) in groups with a lot of physical damage dealers (I should clarify. Its not just physical damage it's any non spell attack) AND it it can help heal, AND it adds deep wound, AND it can energy buff for the casters - again not many characters in the game that can add that much damage and add all the other benefits.

Your problem oinkers is that you have a one sided view to your characters. Rather than looking at a characters overall benefit you think to yourself *in nerdy voice* "Well my Rit Lord can out protect your SF/ToF paragon any day... neah..." Yeah... but is it adding over 1000 damage every ten seconds? HELL NO.

or you are saying, "Well, SFs do A TON more damage than a SF/ToF paragon." Which in reality they only go from 91 to like 98 on SF and 53 to 58 with a superior Rune of Fire Magic in. Also, there isn't an SF ele in the game that is adding 41% damage reduction while doing it.

That's just dumb strategy. So, to answer the question of the original post by using oinkers as an example. People don't like the paragon because they are dumb. They don't look at the actual numbers, don't know how to add, and are too one track minded to see the full benefit of the character type.

That's really what it all comes down to. People don't understand how their skills work and are too lazy to actually figure it out and are too ignorant to listen to the people that have. Par for the course for the 15 million 12 year olds that play this game.
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Old Jan 19, 2007, 10:05 PM // 22:05   #99
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I am gonna weigh in on this too...

I am pretty sure that the only real reason that Para is a little less than popular right now is because there are so many and their role isn't fully understood by most players. I also think that it isn't really understood because the Para has too many skills in the spear category and not enough in the others. Having more in the spear category, while not inherently bad, makes more people think that Paras should be trying to put out mass damage.

My personal favorite Para setup is to put my spear mastery as low as possible while meeting the req (using 1 or maybe 2 spear attacks), then focusing on doing some damage with my spear but buffing the rest of the team so that I can, essentially, be a support character that has reasonable damage output. I haven't had 2 monks on a team with my paragon since I figured this out and it has made all the fights shorter and less painful.

So, I would say that the paragon (primary att is Leadership) shouldn't be the person on the team that does the most damage or has the best protection or healing, but instead is the person on the team that makes everyone else more efficient and more effective at what they do. Also, you don't need to have GFTE or ToF on your skill bar to be a good para, there are plenty of other good skills.
LouAl is offline   Reply With Quote
Old Jan 19, 2007, 11:50 PM // 23:50   #100
Frost Gate Guardian
 
Join Date: Dec 2006
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Motivation Paras have been totally nerfed!!!

From the latest skill balances:

# Aria of Restoration: decreased healing to 30..90.
# Aria of Zeal: decreased Energy gained to 1..6.
# Ballad of Restoration: decreased healing to 30..90, decreased recharge time to 15 seconds.
# Chorus of Restoration: decreased healing to 30..90.
# Song of Restoration: decreased healing to 30..90.

All resto in Motivation has been decreased! Spear appears to have been very slightly buffed, but it's still unusable.

Rits on the other hand:
# Life: decreased recharge time to 20 seconds, decreased duration to 20 seconds, increased healing-per-second it was alive to 1..7.
# Preservation: decreased recharge time to 20 seconds, increased duration to 90 seconds.
# Spirit Light: increased healing to 60..180.
# Weapon of Warding: decreased casting time to 1 second.

All buffs My resto rit is even more powerful now ))
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