Mar 20, 2010, 10:18 AM // 10:18
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#1
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Ascalonian Squire
Join Date: Mar 2010
Location: UK
Profession: P/R
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My Paragon JQ Build, Works Great
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"
Last edited by Ari Chandelier; Mar 20, 2010 at 12:51 PM // 12:51..
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Mar 20, 2010, 10:57 AM // 10:57
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#2
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Forge Runner
Join Date: Feb 2007
Location: Spain
Guild: LHV
Profession: R/N
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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.
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Mar 20, 2010, 01:17 PM // 13:17
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#3
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Frost Gate Guardian
Join Date: Apr 2008
Location: Switzerland
Guild: Dragons of Shadows [DOS]
Profession: N/E
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You don't kneed Charm Animal, as you have Comfort Animal.
Other than that, and what Tenebrae said, quite nice
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Mar 20, 2010, 01:29 PM // 13:29
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#4
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Forge Runner
Join Date: Mar 2008
Location: Wolfenstein: Goldrush
Guild: Zombies Go Nom Nom [Nom]
Profession: N/
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Quote:
Originally Posted by Dorny
You don't kneed Charm Animal, as you have Comfort Animal.
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He's playing jade Quarry
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Mar 20, 2010, 01:41 PM // 13:41
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#5
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Departed from Tyria
Join Date: May 2007
Guild: Clan Dethryche [dth]
Profession: R/
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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.
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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.
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Mar 20, 2010, 02:30 PM // 14:30
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#6
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Ascalonian Squire
Join Date: Mar 2010
Location: UK
Profession: P/R
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Quote:
Originally Posted by Shayne Hawke
You're doing it wrong.
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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
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Mar 20, 2010, 02:54 PM // 14:54
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#7
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Furnace Stoker
Join Date: Apr 2006
Guild: Amazon Basin [AB]
Profession: Mo/Me
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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.
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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.
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Mar 20, 2010, 04:10 PM // 16:10
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#8
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Academy Page
Join Date: Jun 2009
Location: Belgium
Guild: Sent Fromhell [SFH]
Profession: D/
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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.
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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.
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Mar 21, 2010, 06:45 AM // 06:45
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#9
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Desert Nomad
Join Date: Oct 2006
Location: USA
Guild: LOVE
Profession: Me/E
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Quote:
Originally Posted by Shayne Hawke
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.
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No. Shayne: You are thinking it wrong. You are assuming that the monks already have captured a quarry. When the monks from other side don't have a quarry, this paragon build works extremely well in slowing down the monk, necs, and everything for that matter. Leave capping to your team mates and focus on slowing and killing their cappers mercilessly.
I used to do Jade Quarry on my paragon. I camped near the portal where the Lux/Kurz spawned (near yellow quarry), waiting in anticipation of monks and necs. As soon as they appeared, I spear swiped them, and killed them within 10 seconds. They can't heal, they can't do shit. So THIS works. Since I didn't use a pet, I lashed out maximum spear damage, which is deadly with IAS. Anyway, the build OP mentioned is also quite good and will serve the same effect. A paragon stopping 2-3 enemy quarry cappers is better than a single ROJ monk attempting to cap quarries one at a time.
Finally, don't forget to get a running skill to catch up with any runners, or hastening your turtle.
Last edited by mage767; Mar 21, 2010 at 06:49 AM // 06:49..
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Mar 22, 2010, 05:29 PM // 17:29
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#10
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Forge Runner
Join Date: Mar 2008
Location: Wolfenstein: Goldrush
Guild: Zombies Go Nom Nom [Nom]
Profession: N/
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Quote:
Originally Posted by mage767
Leave capping to your team mates and focus on slowing and killing their cappers mercilessly.
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If that's what all of your teammates think?
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?
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Mar 22, 2010, 09:41 PM // 21:41
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#11
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Wilds Pathfinder
Join Date: Mar 2009
Guild: FILA
Profession: P/
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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.
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Mar 23, 2010, 01:48 AM // 01:48
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#12
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Furnace Stoker
Join Date: Jun 2005
Guild: gwpvx.com/user:dzjudz
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Quote:
Originally Posted by chuckles79
I don't see why he has any points in command on this build.
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Shield. 12chars
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Mar 23, 2010, 06:15 AM // 06:15
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#13
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Forge Runner
Join Date: Mar 2008
Location: Wolfenstein: Goldrush
Guild: Zombies Go Nom Nom [Nom]
Profession: N/
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Quote:
Originally Posted by 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.
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I would throw rend in there for bombers..more reliable than running up to them to spear swipe/cripple
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Mar 23, 2010, 06:48 AM // 06:48
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#14
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Desert Nomad
Join Date: Oct 2006
Location: USA
Guild: LOVE
Profession: Me/E
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Quote:
Originally Posted by IronSheik
If that's what all of your teammates think?
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?
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Since most enemy capper don't bring condition removal, crippling one and killing another with spear swipe is easily possible. Do you have any idea how much damage a properly tuned spear paragon (without any hex or condition check) can pump out? JQ is a perfect playing ground for para wanting to hunt casters and melee alike.
Quote:
Originally Posted by IronSheik
I would throw rend in there for bombers..more reliable than running up to them to spear swipe/cripple
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A crippled necro will take roughly 30 sec to go from portal to quarry (yellow one). Since he will die in under 10 sec from your spear hits alone (without spear swipe), rend is not necessary.
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Mar 23, 2010, 10:20 PM // 22:20
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#15
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Wilds Pathfinder
Join Date: Mar 2009
Guild: FILA
Profession: P/
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Quote:
Originally Posted by mage767
A crippled necro will take roughly 30 sec to go from portal to quarry (yellow one). Since he will die in under 10 sec from your spear hits alone (without spear swipe), rend is not necessary.
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If you are pushing jugs, it's very important to a speed buff and a quick acting skill like Swipe. While I agree with the idea of Rend, spear swipe is still more effective because it can deal with any caster type, not just nec-bombers. Taking out RoJ makes monk cappers impotent and you can limit the dmg a fire nuker can do.
Like I said though, I like Angelic Bond and never surrender for when you miss or there are more than one caster.
responding to the build posted... I fail to see why you would be a para as opposed to a ranger. Daze is available from two skills as a ranger (neither melee range) and you could put more points into Beast M.
The increase in armor is nice, but since all but the spear swipe is ranged or pet, it's not necessary.
Don't be afraid to let a paragon be a paragon.
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Mar 24, 2010, 07:16 AM // 07:16
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#16
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Wilds Pathfinder
Join Date: May 2008
Profession: R/
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Quote:
Originally Posted by mage767
A crippled necro will take roughly 30 sec to go from portal to quarry (yellow one). Since he will die in under 10 sec from your spear hits alone (without spear swipe), rend is not necessary.
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The Necro would die quicker. Because he will probably have Contagion on, when you apply the Bleeding and the Crippled, he will take extra damage from the sacrifice. If reapplying conditions triggers Contagion, great - spam Barbed Spear. If reapplying conditions does not trigger Contagion, and the Necro reaches the shrine, then Signet of Agony won't do its full damage because he should already be bleeding from your spear.
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May 03, 2010, 05:54 AM // 05:54
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#17
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Krytan Explorer
Join Date: Nov 2007
Location: The Netherlands, Noord-Brabant
Guild: Mu-Tants [MU]
Profession: Me/
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Quote:
Originally Posted by Dorny
You don't kneed Charm Animal, as you have Comfort Animal.
Other than that, and what Tenebrae said, quite nice
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Charm target animal. Once charmed, your animal companion will travel with you whenever you have Charm Animal equipped. You cannot charm an animal that is more than 4 levels above you.
gg.
Build looks nice Imo, im going to try it out.
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