User:Bathory/Suggestions/Paragon

The following skill suggestions are for Paragon elite and non-elite skills. They are not actually implemented in the game.

My stance on Paragon shouts and chants is that they should last for a long period of their recharge in order to discourage multiple copies of the same skill, which is what I've noticed is the main problem people have with Paragons. To compensate for the longer effects, they should have much smaller effects.

Command

 * Shout. (20 seconds) The next touch skills against you fail and that foe is knocked down instead.
 * Shout. (20 seconds) The next touch skills against you fail and that foe is knocked down instead.
 * Shout. (20 seconds) The next touch skills against you fail and that foe is knocked down instead.

This skill is nice for two reasons, it lasts it's recharge if no one touches you, and it's cheap. Notice how neither of those have anything to do with the effect? A toucher can burn through this spell quickly and cheaply using Plague Touch, or even their main Vampiric Touch/Vampiric Bite combo. The only bars that this really counters are things that use touch skills sparingly, like Promise nukers that use Iron Palm, which really aren't all that common or easy to plan for in PvP. Adding a knockdown makes this skill work in it's intended function of stopping touch skills and slowing down their users and not having the only purpose of fueling Soldier's Fury.
 * Shout. ( seconds) Target ally inflicts Deep Wound condition ( seconds) with the next critical hit.
 * Shout. ( seconds) Target ally inflicts Deep Wound condition ( seconds) with the next critical hit.
 * Shout. ( seconds) Target ally inflicts Deep Wound condition ( seconds) with the next critical hit.

A lot of shouts that target a single person should be a lot cheaper since they only return 1 Energy through Leadership. Making this cost 1 or 5 Energy makes it an easier option, and giving it a short duration would make it only useful to give to assassin or while using an ally/yourself when they have high Mastery, or are attacking kiting foes.
 * Shout. ( seconds) You gain +24 armor and are healed for % more. No effect unless under 50% health.
 * Shout. ( seconds) You gain +24 armor and are healed for % more. No effect unless under 50% health.
 * Shout. ( seconds) You gain +24 armor and are healed for % more. No effect unless under 50% health.

It's current function isn't useful because it gives you no protection of it's own and makes you rely heavily on allies to notice the speech bubble or your low health to even happen. If you're getting spiked, most monk spells that target you are 1/4th cast already and the 50% boon is hardly noticable. Changing it to increase healing and give minor protection while you wait for that healing gives it a broader use, and the 1 energy cost deals with the fact that Leadership will only return 1, although an Energy cost of 5 would work just as well.
 * Elite Shout. ( seconds) Allies in earshot move 33% faster and gain Health while moving.
 * Elite Shout. ( seconds) Allies in earshot move 33% faster and gain Health while moving.
 * Elite Shout. ( seconds) Allies in earshot move 33% faster and gain Health while moving.

While having no end condition is nice if you do choose to use this in the middle of battle, it's better running between fights, or to get away. This makes it's only upside to it's non-elite version ("Fall Back!") ignorable. Increasing the numbered stats a little should make this a more viable elite for people who choose to use it in and outside of battle.
 * or
 * Chant. ( Allies in earshot interrupt an action with their next attack skill.
 * Chant. ( Allies in earshot interrupt an action with their next attack skill.

The only thing killing this skill is the cast time and recharge combo. Giving it it's original cast time or recharge time would make it exponentially easier to use both for the Paragon and the allies that benefit from it.
 * Chant. ( seconds) Allies within earshot do + damage to foes with more health than them. Ends if they use an attack skill.
 * Chant. ( seconds) Allies within earshot do + damage to foes with more health than them. Ends if they use an attack skill.
 * Chant. ( seconds) Allies within earshot do + damage to foes with more health than them. Ends if they use an attack skill.

This would make this skill more of a pressure option, and it keeps with the anthem theme of ending on attack skills.
 * Elite Chant. (10 seconds) Allies within earshot are unblockable and have +% to land a critical hit on their next attack skill.
 * Elite Chant. (10 seconds) Allies within earshot are unblockable and have +% to land a critical hit on their next attack skill.
 * Elite Chant. (10 seconds) Allies within earshot are unblockable and have +% to land a critical hit on their next attack skill.

Mixing in a GftE function gives this skill the much needed attribute scale without increasing the number of unblockable hits (and thus empowering RSpike).
 * Echo. (20 seconds.) Target ally has + armor against slashing damage. Whenever target ally is struck with slashing damage adjacent foes take damage. Renewal: Whenever a chant or shout ends on that ally. Cannot target spirits. 
 * Echo. (20 seconds.) Target ally has + armor against slashing damage. Whenever target ally is struck with slashing damage adjacent foes take damage. Renewal: Whenever a chant or shout ends on that ally. Cannot target spirits. 
 * Echo. (20 seconds.) Target ally has + armor against slashing damage. Whenever target ally is struck with slashing damage adjacent foes take damage. Renewal: Whenever a chant or shout ends on that ally. Cannot target spirits. 

Adds the "Bladeturn"? This skill is nice for the fact that it's 5 energy, but it's specificity makes it weak unless you expect to be fighting Sword Warriors, Dervishes or Assassins (unless they're dealing piercing).

Leadership

 * Shout. You gain adrenaline. No effect unless target other ally is not attacking or using a skill.
 * Shout. You gain adrenaline. No effect unless target other ally is not attacking or using a skill.
 * Shout. You gain adrenaline. No effect unless target other ally is not attacking or using a skill.

This would change this skill's dependency on having many allies to have one "lazy" ally (although in reality most people would wait for aftercast). It would be akin to Waste Not, Want Not in how it triggers, and the original 10 Energy cost and 30 recharge work well for this effect as well.
 * Elite Skill. (3 seconds) Target other ally takes % less damage. End effect: Heals for.
 * Elite Skill. (3 seconds) Target other ally takes % less damage. End effect: Heals for.
 * Elite Skill. (3 seconds) Target other ally takes % less damage. End effect: Heals for.

This would be the motivation Paragon's Aura of Faith. It gives them a targeted heal besides Signet of Synergy and some damage prevention. If relies heavily on Leadership, and is therefore unable to be used by non-Paragons. It still has an interrupt-prone cast (Rangers only) and a recharge that doesn't permit a lot of spamming. The end effect is a rather large heal, but considering the fact that it can trigger every 13 seconds at best it's no danger to skills that already fit "large heal niches".
 * Skill. (10 seconds.) Converts the next damage to healing. End effect: Nearby foes begin Burning (3 seconds). Cannot self target.
 * Skill. (10 seconds.) Converts the next damage to healing. End effect: Nearby foes begin Burning (3 seconds). Cannot self target.
 * Skill. (10 seconds.) Converts the next damage to healing. End effect: Nearby foes begin Burning (3 seconds). Cannot self target.

Would be sufficient for stopping spikes, and would work like Divine Intervention for Paragons. When you're afraid someone is going to die, use this on them. I believe the rather lengthy recharge would limit it's usage - and the end effect is just there so when enemy melee is still in range of your target, they suffer a little.
 * Skill. You block the next attack skill. Inflicts Burning  and +15 second recharge if it was a melee skill. No effect unless you are wielding a shield.
 * Skill. You block the next attack skill. Inflicts Burning  and +15 second recharge if it was a melee skill. No effect unless you are wielding a shield.
 * Skill. You block the next attack skill. Inflicts Burning  and +15 second recharge if it was a melee skill. No effect unless you are wielding a shield.

This skill is useless next to Shield Bash. Shield Bash has two effects, Knockdown and Disable. This only has one and can't even be used while you are knocked down or activating a skill. Making it include disable makes it more in line with Shield Bash, especially if this is fixed activation-wise. Currently, X/W or P/W would be better than taking this skill and going X/P or P/X.
 * Elite Chant. (12 seconds) Allies within earshot have + armor versus physical damage and + armor versus other damage. Ends if they use an attack skill.
 * Elite Chant. (12 seconds) Allies within earshot have + armor versus physical damage and + armor versus other damage. Ends if they use an attack skill.
 * Elite Chant. (12 seconds) Allies within earshot have + armor versus physical damage and + armor versus other damage. Ends if they use an attack skill.

Non-removable block is too powerful for that reason - it can't be removed. It can be avoided with certain skills like Rigor Mortis but that too can be removed. Giving this something like the armor buff suggested above makes it best if ran on one, lone Paragon and not several like an Aegis chain. Since armor does not stack between skills, the most this would do would be protect against physical damage and to a lesser extent others. It wouldn't help when used in conjunction with Wards like Ward Against Elements or stances such as Disciplined Stance. And since only one copy is needed, it wouldn't be necessary to bring many Paragons to use it's effect fully.

Motivation

 * (PvE)
 * 4
 * Elite Shout. (3 seconds.) Allies within earshot gain Energy regeneration. End Effect: Affected allies gain  Energy.

Personally, I love this skill. It triggers Leadership. It's low cost allows you to use it often. Its short duration works well with Refrains and it helps battery everyone's skills at once. However, with the PvE buff to GtfE (which was wonderful) this skill loses some of its appeal because GtfE, a non-elite does all that stuff too, except the Energy gain. By increasing this to give some points of Energy at the end a paragon with a spare elite may choose this over GtfE, or another elite that may currently be more common.
 * Chant. (12 seconds) Allies within earshot gain Health whenever they cast a spell. Ends if they use a non-spell skill.
 * Chant. (12 seconds) Allies within earshot gain Health whenever they cast a spell. Ends if they use a non-spell skill.
 * Chant. (12 seconds) Allies within earshot gain Health whenever they cast a spell. Ends if they use a non-spell skill.

Would be useful around spell casters by giving them a small heal whenever they cast a spell, but would bar the use of stances, glyphs, signets etc. if they want to keep the boon.
 * Chant. ( seconds) Allies within earshot gain 1 Energy whenever they cast a spell. Ends if they use a non-spell skill.
 * Chant. ( seconds) Allies within earshot gain 1 Energy whenever they cast a spell. Ends if they use a non-spell skill.
 * Chant. ( seconds) Allies within earshot gain 1 Energy whenever they cast a spell. Ends if they use a non-spell skill.

Another "over time" change that would make it so only one Paragon using this skill would be sufficient for an entire team.
 * Chant. (12 seconds) Allies within earshot gain Health whenever they take damage. Ends if they attack or use a skill that targets a foe.
 * Chant. (12 seconds) Allies within earshot gain Health whenever they take damage. Ends if they attack or use a skill that targets a foe.
 * Chant. (12 seconds) Allies within earshot gain Health whenever they take damage. Ends if they attack or use a skill that targets a foe.

Would change this to an over time effect that would end on allies that attack. If you use this and someone gets spiked, it would help if they would not attack, cast foe-targeting spells etc because this would still effect them. As it would be removed from most professions quickly, it's a lot less useful than it used to be but also has a more manageable recharge.
 * Chant. (12 seconds) Conditions on party members within earshot expire % faster. Ends when they use a signet.
 * Chant. (12 seconds) Conditions on party members within earshot expire % faster. Ends when they use a signet.
 * Chant. (12 seconds) Conditions on party members within earshot expire % faster. Ends when they use a signet.

A lot of people don't carry signets, so the duration decrease is much less than Recovery or Purifying Veil. Still, it would be useful on a SoR build that didn't have SoP around to manage conditions.
 * Elite Chant. (12 seconds) Allies withing earshot gain Health whenever they use a skill.
 * Elite Chant. (12 seconds) Allies withing earshot gain Health whenever they use a skill.
 * Elite Chant. (12 seconds) Allies withing earshot gain Health whenever they use a skill.

Changing it to an over time effect, as it's the elite healing chant - it shouldn't have an end condition. If anything, this is just a souped up Vigorous spirit. Multiple copies to not help a team. so in order to use it to the maximum, only one Paragon need be present.
 * Chant. ( seconds) Allies within earshot gain 1 Energy whenever they critical hit. Ends if they use a skill.
 * Chant. ( seconds) Allies within earshot gain 1 Energy whenever they critical hit. Ends if they use a skill.
 * Chant. ( seconds) Allies within earshot gain 1 Energy whenever they critical hit. Ends if they use a skill.

Possibly move to Command. This change would give it an over time effect, and would only require one Paragon to use it to it's full potential.

Spear Mastery

 * Spear Attack. Inflicts Cracked Armor ( seconds) if target foe has Deep Wound.
 * Spear Attack. Inflicts Cracked Armor ( seconds) if target foe has Deep Wound.
 * Spear Attack. Inflicts Cracked Armor ( seconds) if target foe has Deep Wound.

Paragons have enough skills that inflict Deep Wound, all in the same attribute. Changing this to cause CrAr changes the Paragon from a class that "benefits" to a class that "causes", as they do not have anything else that deals with CrAr specifically.
 * Spear Attack. Deals + damage. Has 25% Armor Penetration.
 * Spear Attack. Deals + damage. Has 25% Armor Penetration.
 * Spear Attack. Deals + damage. Has 25% Armor Penetration.

3 seconds attack activation slows down damage output, even with the abnormally high extra damage. Changing this to have recharge will slow down it's use while still increasing over-all damage output.
 * Spear Attack. Deals + damage. Deals an additional + damage if foe has Deep Wound.
 * Spear Attack. Deals + damage. Deals an additional + damage if foe has Deep Wound.
 * Spear Attack. Deals + damage. Deals an additional + damage if foe has Deep Wound.

Again, Paragons have many options for Deep Wound. Changing several of the Deep Wound causing skills to benefit from Deep wound will not only lessen this problem, but allow them to use Deep Wound to their advantage, much like the way Agonizing Chop does for Axe Warriors.
 * Spear Attack. Deals + damage. Unblockable. Has 25% Armor Penetration.
 * Spear Attack. Deals + damage. Unblockable. Has 25% Armor Penetration.
 * Spear Attack. Deals + damage. Unblockable. Has 25% Armor Penetration.

Converting some of the activation to recharge should cause this to speed up additional damage instead of slowing it down.

No Attribute

 * Signet. Remove Bleeding, Burning, and Deep Wound from yourself, and one additional condition.
 * Signet. Remove Bleeding, Burning, and Deep Wound from yourself, and one additional condition.
 * Signet. Remove Bleeding, Burning, and Deep Wound from yourself, and one additional condition.

This would make it like Antidote Signet, for different conditions. Paragons cause Bleeding, Burning and Deep Wound via Spear Mastery often. With the exception of Disease, Rangers cause Poison and Blindness - which can explain why they can remove them so easily. Just like a Paragon (or Paragon secondary) would be good at removing the conditions they inflict often. Now, instead of always going X/R, people can decide which conditions they want to avoid most and go X/R or X/P accordingly.