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Old Mar 09, 2008, 02:52 AM // 02:52   #21
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Your cracked armor will last about 5 seconds, tops, before Dunk gets condition-happy with the healing. Olias is dead as KFC, but at least I don't have cracked armor!
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Old Mar 09, 2008, 04:34 AM // 04:34   #22
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I would like to point out that -20 armour doesn't always increase all damage by 40%. It only affects armour-affecting sources so something like a Sin will hit you roughly the same with each attack, Frenzy literally is 100% damage though
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Old Mar 09, 2008, 05:00 AM // 05:00   #23
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agressive refrain is 25 energy tho...hard to use mid battle if it runs out

still, after recently starting my paragon, I would have to say AR is better than frenzy, because I put condition removal on all my hero monks and lose the cracked really fast
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Old Mar 09, 2008, 05:02 AM // 05:02   #24
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If AR runs out when you're in battle then you fail at being a paragon
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Old Mar 09, 2008, 05:04 AM // 05:04   #25
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Quote:
Originally Posted by blue.rellik
If AR runs out when you're in battle then you fail at being a paragon
Yes. I really don't see how it's possible for a character that specializes in shouts go without a chant ending in ~20 seconds.
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Old Mar 09, 2008, 06:06 AM // 06:06   #26
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Quote:
Originally Posted by Arkantos
Yes. I really don't see how it's possible for a character that specializes in shouts go without a chant ending in ~20 seconds.
If your group is really rolling along, it can be a pain in the ass to keep AR up. If I'm going to spend 70% or more of my time running between fights, I just grab flurry. It's not like the damage reduction is going to matter if I'm chainsawing things that quickly.
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Old Mar 09, 2008, 06:22 AM // 06:22   #27
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Matsif, your AR should only run out if you die in the middle of a fight.

Bring a staff with ya and switch to it when you rez and that'll fix ya right up.
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Old Mar 09, 2008, 06:22 AM // 06:22   #28
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Quote:
Originally Posted by Dr Strangelove
If your group is really rolling along, it can be a pain in the ass to keep AR up. If I'm going to spend 70% or more of my time running between fights, I just grab flurry. It's not like the damage reduction is going to matter if I'm chainsawing things that quickly.
Apologies if I misunderstood your statement, but as mentioned before, you don't have to stop to shout.
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Old Mar 09, 2008, 06:27 AM // 06:27   #29
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The Campfire strikes again.

Frenzy is good on a Warrior, bad on everything else. Just use Aggressive.
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Old Mar 09, 2008, 06:35 AM // 06:35   #30
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Quote:
Originally Posted by kobey
Apologies if I misunderstood your statement, but as mentioned before, you don't have to stop to shout.
Yes, but you can't be lazy. Anyway, TNTF! is often my only non-adrenaline unconditional self-targeting shout on my bar, and it alone isn't really enough to keep AR up. At 12 leadership, AR has a 21 second duration matched with a 20 second recharge on TNTF!. That really doesn't leave a lot of leeway.

It's pretty easily the better option if you're actually spending most of your time fighting, though.
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Old Mar 09, 2008, 06:41 AM // 06:41   #31
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An option is just to bring "They're on fire!", especially with the buff to blazing spear
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Old Mar 09, 2008, 06:42 AM // 06:42   #32
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I've found that to keep it up, just bring Anthem of Flame. It's hard NOT to keep it up that way... and with 12 leadership it's a 3 second burn, so that's a good thing.
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Old Mar 09, 2008, 06:44 AM // 06:44   #33
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The only problem with that is that the chanter has to stop, which can get annoying. Especially if some have mending refrains on them
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Old Mar 09, 2008, 06:51 AM // 06:51   #34
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True, but it's just for a second, better than the alternative (having to spend 25e over and over)
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Old Mar 09, 2008, 06:57 AM // 06:57   #35
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Quote:
Originally Posted by blue.rellik
An option is just to bring "They're on fire!", especially with the buff to blazing spear
Hmmm... that might work nicely with [skill]burning refrain[/skill], I'll give it a shot.

As for anthem of flame, it's a pain to keep stopping if I'm running around a lot. However, I usually do use that or anthem of weariness if I'm not.
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Old Mar 09, 2008, 07:04 AM // 07:04   #36
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Quote:
Originally Posted by Dr Strangelove
At 12 leadership, AR has a 21 second duration matched with a 20 second recharge on TNTF!. That really doesn't leave a lot of leeway.
See attached. Headpiece swap's are win with refrains.
Attached Images
File Type: jpg TNTFProblem.JPG (16.1 KB, 93 views)
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Old Mar 09, 2008, 07:06 AM // 07:06   #37
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TNTF Recharges in 20 seconds, therefore it ends once every 20 seconds (assuming you use it on recharge), in that case you should have 1 second leeway when running between fights, and AR should never go down. Just switch to a staff the first time you put up AR so you can use tntf straight away if you have to, (and you can wait a bit of time before putting it up due to it ending in 12 seconds (i think thats how long it lasts)

AR > Frenzy when shouts happen. However, frenzy is better for warrior primary's because it isnt in para's primary attribute.
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Old Mar 09, 2008, 07:07 AM // 07:07   #38
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The only reasonable alternative for AR is (imo) Drinking + Drunken Master + disabling post processing effects.

It'll cost you a PvE only slot, but it's a cheap maintainble 33% ias. (as is Soldiers fury, but that costs you your elite slot and lasts less long.)
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Old Mar 09, 2008, 07:19 AM // 07:19   #39
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Quote:
Originally Posted by Racthoh
See attached. Headpiece swap's are win with refrains.
Add a 15 minute forum browsing time to that 20 second recharge, and it becomes a lot harder to maintain .
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Old Mar 09, 2008, 07:22 AM // 07:22   #40
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Quote:
Originally Posted by Dr Strangelove
Add a 15 minute forum browsing time to that 20 second recharge, and it becomes a lot harder to maintain .
Lemme guess; finding that one patrol to get credit for the vanquish?
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