Talk:Anthem of Guidance

This skill sucks. Raptaz 14:01, 6 December 2007 (UTC)

yes it does --The preceding unsigned comment was added by User:66.61.34.85 (talk).

Instead of just bashing it, do you have any suggestions for making this skill usable? --  Frozzen    22:46, 10 December 2007 (UTC)
 * Well to make it useable would mean "buffing" something that a "paragon" has... which is against the rules of anet. not to mention there really arent any ways to fix this, if you scale number of hits it becomes broken, and you could probably get this up every few hits to make your whole team unblockable. not to mention if a team of 6 paragons comes casting anthem of fury/guidance then it can probably make this be able to use none stop for an unblockable team of spear chuckers 09:22, 6 January 2008 (UTC)
 * How about something like this? For 10 seconds, the next attack  skills used by each party member within earshot cannot be blocked.  Failing the 8-man Paragon PvP team issue at least this would be useful in some circumstances without being overpowered.  --Jarbuthn 08:49, 14 January 2008 (UTC)
 * Raptaz doesn't have what it takes to make an educated argument for or against a skill. If he doesn't know how to use a skill, he will bash it. All simple minded players do it. As for AoG, it may not have many uses, but it does come into play for those with P secondaries in some areas of the game. This skill is good for a team with more fighter type classes than casting classes. FleshAndFaith 05:45, 25 March 2008 (UTC)

Hm...another option could be to add some bonus damage for the next attack skill like an elite Anthem of Envy, maybe. Though I don't know if that'd be worth it. Dagger Wagger 01:32, 16 January 2008 (UTC)

Maybe make it negate miss, since you're being guided, in theory. But, seeing as there are no other skills that negate miss, that will probably never happen. ~ Da Si 10:00, 27 January 2008 (UTC)
 * You receive a miss when your arrow lands and your opponent isn't there. By that logic, if I am guaranteed not to miss my next target, I hit every single opponent that can be hit on my next shot, as when my arrow lands, even if it is not my intended target, it has 'missed' them.  So no.  Perhaps an optional thing could be that if it strikes any opponents with weakness, that they gain a +20% chance to critical.  --Eyekwah 17:07, 27 February 2008 (UTC)
 * That makes no sense. You receive a miss when your target isn't where you fired your arrow.  There have been plenty of times where I've shot an arrow, and the person I was shooting at had moved, but someone else had been in that spot when it landed.  Not once has it ever hit that person.  Finally, what you get when someone moves from a ranged weapon is a "dodge", or "stray".  "Miss" only happens when blinded or under certain hexes.  Therefore, your entire argument is misguided and...kinda dumb.  76.89.81.150 00:34, 28 March 2008 (UTC)
 * Seems an extremely rare case to worry about. If I wanted to buff this skill, I wouldn't do it by giving it an almost nonexistent case.  If my argument seems dumb, it's because it's based on a rather dumb premise.  --Eyekwah 08:29, 1 April 2008 (UTC)
 * Extremely rare? I wish. Blinding and hexes are two of the most popular ways to disable attackers. I tend to play an interrupt ranger, and I can assure you, a remedy to blindness is quite useful, indeed. --RoyHarmon 16:41, 13 October 2008 (UTC)

Here is a couple of good things about this skill. 1. Free energy for 4 adrenaline. 2. 1 second cast, (not 2) :o 3. No gay recharge. So it's spamable energy management with "FGJ!". But other than that. It sucks, cause of elite status. Halogod35 15:26, 25 May 2008 (UTC)
 * But you get exactly the same benefits with Crippling Anthem. To make this anthem viable it needs an added effect, like ending stances, or knocking down foes who would block(kinda like Irresistible Blow). --195.210.243.205 12:06, 28 May 2008 (UTC)

I think this skill is rather reduntant to begin with, atleast the adrenaline part. To gain adrenaline, one must hit, but how can one hit if they are being blocked, wich the skill is soposed to counter in the first place. It should just cost 5 energy.--Media Control 00:53, 5 June 2008 (UTC)
 * I agree with the problem, but not with the solution. Making it 5 en 1 cast 10 recharge would make it suck, one use per 10 sec is just not good enough for effect. This is ranger spike skill and nothing else. --Spura 13:18, 5 June 2008 (UTC)
 * Yea I was thinking maybe a 5 second recharge?--Media Control 15:34, 5 June 2008 (UTC)
 * I'd still hate to take it. As a character with attribute points invested into a weapon and with adrenaline skills, I HATE casting chants all the time. The less time I spend casting chants, the happier I am. It's all fine for casters to keep spending time recasting something, they don't really have anything else to do except wanding. As a paragon I hate it when I have to keep casting stuff and I especially hate using 2 sec cast chants. Makes me miss out on adrenaline and DPS. I'd much prefer a stronger effect on chant with longer recharge.--Spura 16:35, 5 June 2008 (UTC)
 * Hmm, lol. How about "For 10 seconds, all allies in earshot cannot be blocked.?--Media Control 17:09, 5 June 2008 (UTC)
 * That would be vastly overpowered. Too many unblockable attacks = overpowered. Too few= sucky. I think the only way would be to add some secondary effect. Like Irresistible blow(hammer attack) which KDs foes that block. Similar thing chould be done with this skill: "For next 10 seconds, next time each ally's attack skill is blocked, target foe takes 25..85..100 damage and foes adjacent to target take 5..53..65 damage" kinda like Splinter Shot/Defile Defenses. Or some other kind of secondary effect. Another way to go would be to add some effect that kicks in even when there are no blockers. Kinda like Ulcerous Lungs can be used even if there are no shouters. You just need bleed. --Spura 18:36, 5 June 2008 (UTC)

I agree, this needs a little something. "Shout. For 0...2...6 seconds, all party members within earshot ignore the effects of Blind, and their attacks cannot be blocked. This skill ends on each party member if that party member hits with an attack skill." Deciding energy or adrenaline cost and recharge is up to you brains. But this way, you can still attack without worrying about blind, you can't get a vicious spike going, it scales to command like it should. FleshAndFaith 06:29, 28 July 2008 (UTC)

Just when elite skills couldn't get any worse here comes along Anthem of Guidance...really? this is an elite!? I showed this to my friends who doesnt own yet NightFall and they were laughing for a pretty while.--ShadowFog 21:42, 6 September 2008 (UTC)
 * Just a note..."Well, it is useful in a team of Paragons..." just stop people we already know, outside of that if it cant manage it's just suck.--ShadowFog 21:47, 6 September 2008 (UTC)

It should affect allies...Bive (talk · contributions)

Its not that bad
Simple to use if your a paragon and it isnt hard to keep it up indefinately either. And considering you will mostly have about 6 people on your opponant with block in pve it can quickly kill them although there are better skills for you elite slot :)
 * Only if the above bar was possible... Get my drift? Ditto about "...better skills for you elite slot :)".--ShadowFog 23:02, 2 January 2009 (UTC)
 * What they need to do is combine those skills and give us real elites. Vael Victus  [[Image:User_Vael_Victus_Sig.jpg|18px|Pancakes.]] 14:47, 4 August 2009 (UTC)
 * What they need to do is combine those skills and give us real elites. Vael Victus  [[Image:User_Vael_Victus_Sig.jpg|18px|Pancakes.]] 14:47, 4 August 2009 (UTC)

PvP
they use Song of Concentration to prevent interrupts against spell spikes, why not use this to preven blocking? 86.91.141.232 11:23, 19 April 2009 (UTC)