Jan 27, 2009, 07:59 PM // 19:59
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#1841
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Jungle Guide
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The paragon build vastly improves if you drop your motivation spec, drop your skills that require a high motivation spec, and replace your elite.
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Jan 27, 2009, 08:13 PM // 20:13
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#1842
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Wilds Pathfinder
Join Date: May 2007
Guild: Free Wind
Profession: R/
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This is slightly more offensive, while still capable of a supportive role:
[support para;OQCjUunLKSxYqYub2bAZmhEZCAA]
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Jan 28, 2009, 02:53 AM // 02:53
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#1843
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Wilds Pathfinder
Join Date: Jul 2005
Location: Canada
Guild: Black Crescent [BC]
Profession: W/
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Quote:
Originally Posted by Artisan Archer
[Support Paragon;OQOjUqnMKOx4Wi72eXhVxpYBAA]
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The build just doesn't have a role in RA (or anywhere). 2 healers is overkill, yet this build cannot sustain a team as the lone healer. Generally the better beatdown in RA wins, so if you're going to play a "support" role it needs to have some combination of shutdown and damage. Support as a pure healer or buffer is basically useless.
A better support role for a paragon would be one with an attack speed boost, with barbed+maimed to spam cripple (among other things). If you want to get clever and toss in a command shout to help your team out, that's doable as well. Generally motivation won't mix well with this type of build since you have to stop attacking for all of your shouts.
There aren't a lot of "good" paragon arena builds due to the leadership flaw, but there are definitely ways to make yourself useful. Condition spammer with IAS can be useful, and dazed can also be very effective if used properly. I run them every now and then for shits and giggles. Playing RA you sort of expect someone playing Paragon to suck or be new or whatever, so it's fun to catch people off guard.
Quote:
Originally Posted by Artisan Archer
This is slightly more offensive, while still capable of a supportive role:
[support para;OQCjUunLKSxYqYub2bAZmhEZCAA]
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You will have trouble maintaining AR without an energy based chant/shout.
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Jan 28, 2009, 07:34 AM // 07:34
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#1844
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Wilds Pathfinder
Join Date: May 2007
Guild: Free Wind
Profession: R/
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Ah yes, I noticed that, I thought I might wanne switch out mending refrain, since it doesn't seem to help too much, for anthem of flame, a melee buff.
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Feb 01, 2009, 08:06 PM // 20:06
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#1845
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Academy Page
Join Date: Nov 2008
Location: EST
Profession: Mo/W
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[Way Of the Assassin][Mark of Instability][Black Spider Strike][Twisting Fangs][Falling Lotus Strike][Blades of Steel][Signet of Deadly Corruption][Resurrection Signet]
Dagger Mastery 12+1
Critical Strikes 10+1+1
Deadly Arts 8+1
Pretty self-explanatory, a high damage chain utilizing Black Spider to skip leads with Mark and Blades of Steel for KD with damage. Deadly Corruption is really just icing on the cake in case you can't finish off something with auto-attacks (like a monk that protted too late) or a Warrior or a Ranger in a stance. Oh yeah, if you want to for lolz, with WotA up, you can auto-attack kill most squishies.
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Feb 03, 2009, 03:49 PM // 15:49
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#1846
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Lion's Arch Merchant
Join Date: Jul 2008
Guild: KaVa
Profession: N/
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anyone know what that E/Mo build is, where you put up [life bond] on everyone and maintain energy with [ether renewal]? it's kinda a gimmicky build, but fun to run every now and then. i'm worried that the pvp version of ether renewal won't last long enough and i'll run out of energy. maybe have something like:
[ether renewal][aura of restoration][glyph of lesser energy][life bond][reversal of fortune][spirit bond][shield guardian][resurrection signet]
maybe swap out shield guardian for [vital blessing] for another enchant on yourself leaving you with neutral energy gain.
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Feb 03, 2009, 06:58 PM // 18:58
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#1847
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Krytan Explorer
Join Date: Dec 2005
Guild: hydrponic agriculture society [Herb]
Profession: Mo/
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Quote:
Originally Posted by HotPocket
[Way Of the Assassin][Mark of Instability][Black Spider Strike][Twisting Fangs][Falling Lotus Strike][Blades of Steel][Signet of Deadly Corruption][Resurrection Signet]
Dagger Mastery 12+1
Critical Strikes 10+1+1
Deadly Arts 8+1
Pretty self-explanatory, a high damage chain utilizing Black Spider to skip leads with Mark and Blades of Steel for KD with damage. Deadly Corruption is really just icing on the cake in case you can't finish off something with auto-attacks (like a monk that protted too late) or a Warrior or a Ranger in a stance. Oh yeah, if you want to for lolz, with WotA up, you can auto-attack kill most squishies.
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never did understand a full builds that relay on 1 skill. lets say u team up with a ranger,monk,war and u and u face jua bout the same, u hex, monk that preveil remove, u stand clueless for 20 sec til mark recharged? but wait!! uave daggers that can do 7-17!!! lol
a build like that can be 90% useless with one hex that has a 20 sec cool down.
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Feb 04, 2009, 09:29 AM // 09:29
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#1848
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Academy Page
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^^^ Sure, provided the monk on the team removes a 1/4 cast hex, before two attacks hit. Not to mention the attacks have some amount of faster hitting.
Even if the hex is removed, he can at least give someone poison, bleeding, and deep wound at a fast speed. Which uses the monk's time and energy..
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Feb 04, 2009, 02:35 PM // 14:35
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#1849
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Wilds Pathfinder
Join Date: Jul 2006
Guild: Your Personal Savior [gsus]
Profession: W/E
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Quote:
Originally Posted by Paddatoochie
^^^ Sure, provided the monk on the team removes a 1/4 cast hex, before two attacks hit. Not to mention the attacks have some amount of faster hitting.
Even if the hex is removed, he can at least give someone poison, bleeding, and deep wound at a fast speed. Which uses the monk's time and energy..
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That doesn't make it a good build.
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Feb 04, 2009, 08:26 PM // 20:26
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#1850
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Frost Gate Guardian
Join Date: Nov 2005
Guild: RisE
Profession: W/
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Axe=12+1+1, Strength=10+1, Tactics=6+1, Protection Prayers=6,
[Dismember][Axe Rake][Symbolic Strike][Defy Pain][Life Bond][Resurrection Signet][Healing Signet][Purge Signet]
Basically the Succor Wammo w/Life Bond instead, which I think is way more beneficial. Put Life Bond on 2 teammates & maintain Defy Pain. So until LB gets stripped, you have 1/2 your team taking 1/2 dmg, with yourself buffed almost as well & taking minimal negative impact from LB. Pressure with the adren skills & use the sigs when needed. Obviously this is just for RA fun.
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Feb 04, 2009, 11:14 PM // 23:14
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#1851
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Krytan Explorer
Join Date: Dec 2005
Guild: hydrponic agriculture society [Herb]
Profession: Mo/
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Quote:
Originally Posted by Paddatoochie
^^^ Sure, provided the monk on the team removes a 1/4 cast hex, before two attacks hit. Not to mention the attacks have some amount of faster hitting.
Even if the hex is removed, he can at least give someone poison, bleeding, and deep wound at a fast speed. Which uses the monk's time and energy..
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u dont get, even if the hex is not removed, this is not a good build. if u want to bypass the need for lead thats fine. but find a cheap,decent lasting, short recharge hex. a hex that has 20 sec cool down does not cut it. basicly once the monk c the hex its all about removing it. and auto atck even with wota is just plain stupid. sin can dish huge amounts of dmg with their CHAIN. the reason for the need for lead+off+dual. to get the full dmg output sins need that. or u can by pass it like palm strike atm. when someone remove his hex and he a a full chain just waiting for the hex to recharged is silly. compare it to a fire with sH and 2 other Aoe spells ,but no energy. unlike monks, caster, frontline should be doing something all the time (lets say 90% of the time for sake of argument). again in that build is far from being that, cuz u cant even switch targets until mark is up again.
so. not a bad build, switch hex or better yet ad another?
WW with dom at 6 can dish 52 dmg... no need for more then 3 sec anyhow.
Fragility with 6 at ill will do 11 dmg for each condition and will last 13 sec.
should i go on?
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Feb 06, 2009, 12:53 PM // 12:53
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#1852
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Forge Runner
Join Date: Jul 2006
Guild: Guild Of Handicrafted Products [MaSS]
Profession: W/Mo
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Quote:
Originally Posted by insidious420
Axe=12+1+1, Strength=10+1, Tactics=6+1, Protection Prayers=6,
[Dismember][Axe Rake][Symbolic Strike][Defy Pain][Life Bond][Resurrection Signet][Healing Signet][Purge Signet]
Basically the Succor Wammo w/Life Bond instead, which I think is way more beneficial. Put Life Bond on 2 teammates & maintain Defy Pain. So until LB gets stripped, you have 1/2 your team taking 1/2 dmg, with yourself buffed almost as well & taking minimal negative impact from LB. Pressure with the adren skills & use the sigs when needed. Obviously this is just for RA fun.
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LOL, epic attempt at creativity, but how exactly do you kill with that? :P
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Feb 16, 2009, 05:35 AM // 05:35
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#1853
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Wilds Pathfinder
Join Date: Jul 2006
Guild: Your Personal Savior [gsus]
Profession: W/E
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This build doesn't work 80% of the time, but when it does, it's pretty RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GOing awesome rolling people.
Rt/N
12+1+1 Spawning
12 Death Magic
[Aura of the Lich][Animate Bone Minion][Death Nova][Signet of Creation][Rising Bile][Explosive Growth][Boon of Creation][Resurrection Signet]
This can kill a whole team without a moment's notice.
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Feb 21, 2009, 11:00 AM // 11:00
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#1854
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Frost Gate Guardian
Join Date: Jan 2009
Profession: Mo/A
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Scythe Mastery - 11+1
Wind Prayers - 3
Earth Prayers - 11+1+1
Mysticism - 8+1
[Wounding Strike][Mystic Sweep][Victorious Sweep][Signet of Mystic Speed][Shield of Force][Mystic Regeneration][Faithful Intervention][Resurrection Signet]
I only recently started playing in RA and found the 'standard' Wounding Strike build to be really flimsy ...especially without a healer.
I came up with this and have been running it with good results.
You can't spike quite as well, obviously.
However the survivability you gain means you can keep constant pressure on foes while easing pressure on your own healer(s).
Without a healer the build is very durable ...save for coming up against a lot of melee hate or a heavy spike.
I'm still fairly new to the game in general, and moreso to PvP...
so if anyone can give me any suggestions for improvement, I'd appreciate it.
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Feb 21, 2009, 11:26 AM // 11:26
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#1855
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Krytan Explorer
Join Date: Jun 2007
Profession: E/
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@up
Build, where 4/7 skills (without rez sig) are survival skills, while other are for attacking, is bad. No IAS, no IMS. You need to have those 2 in almost every melee profession.
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Feb 21, 2009, 11:45 AM // 11:45
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#1856
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Frost Gate Guardian
Join Date: Jan 2009
Profession: Mo/A
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Quote:
Originally Posted by ele pl
@up
Build, where 4/7 skills (without rez sig) are survival skills, while other are for attacking, is bad. No IAS, no IMS. You need to have those 2 in almost every melee profession.
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[Signet of Mystic Speed] is your IMS. It's meant to be used to prevent kiting, not to kite ...it does have the advantage of being usable both ways though.
The three enchantments are for defense, but also serve to fuel [Mystic Sweep], and the three attack skills together do respectable damage.
It's main purpose is to pressure foes with deep wound and bleeding, but it's not uncommon to find someone squishy enough to quickly spike down either.
The defensive aspect of the build is a good thing when your team has no healer
I understand why you might just look at it and say it's bad, but you should try it a little ...it's fun
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Feb 21, 2009, 06:10 PM // 18:10
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#1857
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Forge Runner
Join Date: Dec 2005
Guild: Super Fans Of Gaile [ban]
Profession: W/
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Your attributes are just spread too thin. Three in wind prayers is just not even worth bringing signet of mystic speed. Victorious is kind of bad when it isn't run on a melandru' derv. Shield of force isn't really worth bringing. Shield bash works on monks as the window it creates gives them time to recover, with the different nature of an offensive melee character, creating such a window for yourself isn't worth the skill.
I don't know why you have so much in Earth prayers other than GOTTA HAVE MYSTIC REGEN. That skill really isn't that great and there is so little in earth prayers to supplement offense that it ends up being like throwing healing breeze on a whammo.
[victorious sweep] -> [chilling victory]
[shield of force] -> [attackers insight]
[mystic regeneration] -> any conjure
Its not new, its been done before, but it is strong.
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Feb 21, 2009, 09:26 PM // 21:26
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#1858
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Frost Gate Guardian
Join Date: Jan 2009
Profession: Mo/A
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I never found the short duration of mystic speed to be much of a problem.
People rarely try to keep running for longer than it's duration, so it mostly serves it's purpose.
I ended up throwing in Shield of Force because I felt pretty useless when another melee class started wailing on me.
Shield of Force just makes it so Mystic Regen covers any melee damage you get...
Mystic Regen also covers most conditions you find in RA and allows you to keep applying deep wound or kill low health targets even through heavy anti-melee hexes.
I'll give what you said a try, for sure ...but I think I'll run into the same problems I had before, which is...
No monk on the team.
Running this build, I've had no trouble getting glad points without a monk, and had some really fun matches brought about by the build's stability.
I'll still give the Conjure/Chilling/Insight thing a try though, thanks.
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Feb 22, 2009, 10:14 AM // 10:14
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#1859
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Desert Nomad
Join Date: Feb 2007
Profession: Mo/W
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If you don't have a monk on your team and their team has a decent one, odds are you're going to lose unless the team is terrible.
The only thing you're doing is wasting time tanking with all that mystic regen stuff, bring damage.
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Feb 22, 2009, 07:23 PM // 19:23
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#1860
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Frost Gate Guardian
Join Date: Jan 2009
Profession: Mo/A
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Tried the conjure build.
The damage is really nice but...
to me, it gets very boring going round after round with no healer when your death is almost certain without one.
I had the stupid idea that a good RA build could function properly with or without a monk on the team (Silly, I know.)
Quote:
Originally Posted by Wish Swiftdeath
If you don't have a monk on your team and their team has a decent one, odds are you're going to lose unless the team is terrible.
The only thing you're doing is wasting time tanking with all that mystic regen stuff, bring damage.
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I find that an offensive team that each have some kind of defense does really well against teams that have a healer when you don't.
Sure, they struggle more against a team with two good healers, but a fully offensive team with only one healer would also have similar trouble.
I've ended up getting to TA several times without a monk, often on teams consisting solely of melee ...all because most of the team could keep themselves alive.
Sure, finding a team like that is not gonna happen anymore than finding a team with a monk is ...but still...
I dunno, I kinda thought that, if more people ran builds like some of the guys I've ended up on good teams with...
(Builds that provide both offense and defense)
Then RA might be a little more fun than waiting for a monk, dying, rejoining, waiting for a monk, winning, dying, waiting for a monk, dying, (you get the idea.)
Anyway, thanks for the insight guys.
I'll be honest and say, I'm gonna stick with what I've got, simply because it's what I have the most fun running.
I do appreciate the input though.
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