I had a weird moment and needed to make a paragon.
So I have come up with a build (mostly based on Kway, but I tweaked a little bit) and I wanted to know if you guys had any suggestions or tips to improve it.
Here goes:
My build: Standard Imbagon (12+1+1 Leadership, 10+1 Command, 8+1 Spear)
Hero 1: P/R Volley 1 (12 Marksmanship, 11+1+1 Leadership, 6+1 Command) [Vampiric Shortbow of Fortitude]
Hero 2: P/R Volley 2 (12 Marksmanship, 10+1+1 Leadership, 4+1 Motivation, 7 Command) [Vampiric Shortbow of Fortitude]
Hero 3: P/Me Hex Eater (11+1 Spear, 11+1 Motivation, 8+1+1 Leadership, 3 Inspiration) [Furious Spear of Fortitude & -20Blind +30hp Shield]
Hero 4: SoS Orders (12+1+1 Channeling, 8+1 Spawning, 10 Blood) [Insightful Staff of Enchanting]
Hero 5: PI (11+1+2 Domination, 10+2 Fast Casting, 10+1 Inspiration, 1 Healing) [Insightful Staff of Fortitude]
Hero 6: PoD Support (10+1+2 Curses, 8+1 Soul Reaping, 12 Restoration) [Insightful Staff of Fortitude]
Hero 7: HB Monk (12+1+1 Healing, 11+1 Divine, 6 Inspiration) [Insightful Staff of Fortitude]
These builds are based on the Rangerway Tyran Hellcaster created, but I changed a few things to increase the surviveability (idk how to spell this..). You are free to critize it, and yes, I am aware that Mesmers are meta at the moment, but this is something else than always using mesmer and is quite fun!
Alright here it is:
My build: OgASc5MT8aVgghWiqG5izkYH
Ranger Hero 1: OgkjcxZs5Q8aVgghOGPGrG+YWYA (+4marksmanship +3expertise)
Ranger Hero 2: OgkjcxZs5Q8aVgghOGWiPGrGWYA (+4marksmanship +3expertise)
Ranger Hero 3: OggjcxZc4Q8aVgghOGWiPGrGJXA (+4marksmanship +3expertise)
Ranger Hero 4: OggjcxZc4Q8aVgghOGWiPGrGJXA(+4marksmanship +3expertise)
Necro Hero 1: OAhjQwGYoOWbDRnYyJNHnDzqKA (+4blood +1soul reaping)
Necro Hero 2: OANCY8zDDJgUP0ivk7aFpqC (+3soul reaping)
Rit Hero 1: OACkAyhioRuE2k1zjT4EZozE0EzE (+4communing +3spawning)
I am also using Zealous Flatbows of Fortitude instead of Vampiric, since mobs drop to quick that you'd be better off with the energy.
And for those who would like to use it, precast the spirits before engaging a group!
Can you post builds please? would like to try this out and I have only recently got back into Guild Wars so I can't tell what the spells are by looking at them lol
Good to see people using the forums again and experimenting. I started playing a year ago gleaming what information I can and its nice to see some new stuff. If you post the builds like the previous user said I would love to give it a go for shits and giggles.
What areas have you tried out with this? How does the eotn or endgame in Elona hm work out? There are quite a few anti-physical mobs with blinds, evading stances etc.
And By +4 marksmanship and +3 expertise, you mean you add 2 superior runes to your heroes? How does -150hp add to your survival?
Looks cool, though. Gonna check it out over the weekend. Hope you add some more info about the build
So far I completed FoW HM, DoA NM except Foundry and some HM ZMissions. The blind will be countered through antidote signet. Also the -150hp will cause them to take less damage, the ST rit will decrease the damage they take. In the beginning I recommend to precast the spirits before going into a fight. You may also like to take the ST rit as hero 1,2 or 3 due to being able to flag him to the background where he will be safe. But in my experience flagging the st rit back doesnt make him spamming the spirits like when he is in combat. The stances sure are annoying, they are in DoA aswell(margonite rangers have whirling). You can change an attack skill for an anti-block attack, but they should go down anyways, just attack that mob first and when he uses the stance, start spiking others, since the mob will do the stance quite fast when he is attacked.
If there is anything else feel free to ask. I won't be in-game a lot because of work and some other stuff, but I check guru daily!
Looks like a load of fun, and a lotta strain for the eyes glaring into 7 pillars of pure light.
Have tried to make an 7x RoJ team but never really worked it out, will give this a try.
But just three pointers!
1) Id personally swap the Bane Signets for Banish.
2) And Perhaps make a little room for Divine/Judge's Intervention.
3) When you unlock the third rit (Zei Ri) it could make a better replacement for Offense/Healing then the Dervish.
(12 Smite, 10 Resto, 8 Channeling for Spirit Siphon)
As you please, here is some feedback that hopefully won't disturb the essence of your build too much.
- I would drop swift javelin on that human paragon and replace with vicious attack or spear of lightning. That is unless you really need swift javelin for the 'no block' part.
- Your rangers disguised as paragons do not add enough utility to justify the drop in damage. This damage drop is pretty huge as they have marksmanship 12 instead of the 18 that rangers have with expert's dexterity. Not even the 15 cooldown deepwound can make up for that.
- I understand that you want to trigger finale of restoration as much as possible with the paragons. But, since your backline are not auto attackers they will not get the most benefit from it, and in particular from the 'go for their eyes' skill which is the most important trigger. What I am saying here is that finale of restoration will keep your front line healed, but not so much your backline. Even if you put 'the power is yours' in the build it would not be overly great. Finale of resto is really something for an 8 man para team or something like that, where the mobs won't be focusing on a particular low armor backline character. Added to this, the heroes seem to fail at using it to its full potential. They use it as a normal heal and therefore even use it on someone already affected by it.
- Having skills with casting times will drop your P/R's damage-per-second quite a bit. Aside from the lost time of the duration of the skills, heroes may begin to initiate an auto attack and then cancel just before the attack is carried out to use it.
- The above reason is also why most attack skills are not sensible on heroes. You may have noticed in combat that a ranger auto attacking may decide to use a skill just before its auto attack is completed. This lost attack often means that the skill that is used causes the ranger to do less damage than if it carried out the auto attack normally. Only when the attack skill is used precisely after an attack has been carried out does it not lose damage. This is why attack skills should be reserved for multi attack skills like volley, dual shot and triple shot, deep wound attacks, or interrupts.
- Consider 'we shall return' on at least one of the paras.
- Blood bond is a bit of an iffy skill. The eventual heal that it does is sadly only in adjacent range so it will rarely be healing your team that way. Your team tends to be healed only if you kill off melee mobs that happen to be standing next to an ally. Nightmare weapon would be a good replacement as its performance is much less conditional and you have many points in channeling already.
- The monk's energy management skills conflict slightly with the mesmer's requirement to land its (superior) interrupts. You would no doubt rather want that the mesmer lands his elite skill or cry of frustration than that the monk interrupts the skill instead for emanagement. To resolve this you could look to other emanagement skills, or turn the monk into a N/Mo or N/Rt, albeit at the cost of some party-wide healing potential.
So basically, my main reservation is that I wonder whether finale of restoration is worth the drop in damage compared to real rangers, as the skill is not optimally used by heroes. Ideally, if the heroes used the skill properly, you'd want two paras to keep spamming that on the team without overlap. Then, yes, it would be very nice.