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Feedback:User/Damysticreaper/Paragon skills

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[edit] The Paragon

The paragon has always been quite a strange profession to play with, being either very powerful or very weak but hardly any balance. Being a supportive profession primarily if suits the role best as damage mitigation and offensive support and still being able to do damage but the options for that are very limited because only a few skills and combination are actually useful. Another problem with it is balancing it's skills properly wich is a very difficult thing atm due to how chants and echos currently work and them being unable to be removed once aplied.

To make the paragon a more stable profession and a more playable one i suggest a function change to chants and echoes.

Chants: affect either party members or all allies, always earshot range, no effect on summoned creatures, a 1 second casting time with an aftercast delay, only 1 chant can be active on a character at any time.
Echoes: On activation it is always applied on you first with no effect for 15 seconds, on use of a chant or shout it is applied on the party members in earshot, it has a 1 second casting time, always a cooldown of 15 seconds. Only 1 echo can be on a character, a new echo overrides the older echo.

To be able to balance these skills better having skills that can counter or remove Chants and Echoes would be needed as well. Already having spells that interrupt spells and chants having enchantment removal skills also remove chants would be an option. Also an option for a counter is to have the dazed condition and other skills that affect spell casting time include Chants.

[edit] Command

"Brace Yourself!" "Brace Yourself!" 4 Adrenaline Shout (10 seconds). Allies in earshot have 30...86...100% chance to block the next incoming attack.

Pvp version 4 Adrenaline4 Recharge time Shout (10 seconds). Allies in earshot have 30...66...75% chance to block the next incoming attack.

"Can't Touch This!" (PvP) "Can't Touch This!" (PvP) 5 Energy20 Recharge time Shout (20 seconds). The next 1...4...5 touch skill(s) used against target ally fail[s].

"Find Their Weakness!" "Find Their Weakness!" 10 Energy15 Recharge time Shout (10 seconds). Party members in earshot inflict cracked armor and deep wound condition (2...8...10 seconds) with their next attack.

Pvp version 10 Energy15 Recharge time Shout (10 seconds). Target party member inflicts cracked armor and deep wound condition (2...8...10 seconds) with it's next attack.

"Never Surrender!" "Never Surrender!" 5 Energy20 Recharge time Shout (20 seconds). Allies in earshot are healed for 5...17...20 whenever they attack.

Anthem of Disruption Anthem of Disruption 10 Energy1 Activation time15 Recharge time Chant (10 seconds). Target ally deals 10...34...40 damage whenever it interrupts a foe. Target ally interrupts an action with it's next 1...3...3 attack skill[s].

Pvp version 10 Energy1 Activation time15 Recharge time Chant (10 seconds). Target ally interrupts an action with it's next 1...3...3 attack skill[s].

Anthem of Envy Anthem of Envy 6 Adrenaline1 Activation time Chant (10 seconds). Target ally has +1...12...15% change to critical hit. Target ally deals 5...41...50 damage to foes adjacent to it's target with it's next 1...3...3 attack skill[s].

Pvp version 6 Adrenaline1 Activation time Chant (10 seconds). Target ally deals +5...25...30 damage to foes adjacent to it's target with it's next 1...3...3 attack skill[s].

Anthem of Flame Anthem of Flame 5 Energy1 Activation time10 Recharge time Chant (10 seconds). Target ally deals fire damage with it's attacks. Target ally inflict burning condition (1...3...3 second[s]) with it's next 1...3...3 attack skill[s].

Pvp version 5 Energy1 Activation time10 Recharge time Chant (10 seconds). Target ally inflicts burning condition (1...3...3 second[s]) with it's next 1...3...3 attack skill[s].

Anthem of Fury Anthem of Fury 10 Energy1 Activation time15 Recharge time Elite Chant (10 seconds). Target ally gains +25% more adrenaline for it's attacks. Target ally's next 1...3...3 attack skills activate 50% faster and give 1...3...3 strike[s] of adrenaline.

Pvp version 10 Energy1 Activation time15 Recharge time Elite Chant (10 seconds). Target ally gains 1...3...4 strike[s] of adrenaline with it's next 1...3...3 attack skill[s].

Anthem of Guidance Anthem of Guidance 5 Adrenaline1 Activation time Elite Chant (10 seconds). Target ally has +10...22...25% armor penetration with it's attacks. Target ally deals +5...17...20 damage and is unblockable with it's next 1...3...3 attack skills.

Pvp version 5 Adrenaline1 Activation time Elite Chant (10 seconds). Target ally has +10...22...25% armor penetration and is unblockable with it's next 1...3...3 attack skill[s].

Anthem of Weariness Anthem of Weariness 5 Energy1 Activation time5 Recharge time Chant (10 seconds). Target ally deals earth damage with it's attacks. Target ally inflict weakness condition (3...13...15 seconds) with it's next 1...3...3 attack skill[s].

Pvp version 5 Energy1 Activation time10 Recharge time Chant (10 seconds). Target ally inflict weakness condition (3...13...15 seconds) with it's next 1...3...3 attack skill[s].

Bladeturn Refrain Bladeturn Refrain 10 Energy1 Activation time15 Recharge time Echo (10 seconds). The next time you use a shout or chant party members in earshot deal 3...13...15 damage back to the attacker whenever they are hit with a melee attack.

Blazing Finale Blazing Finale 5 Adrenaline1 Activation time15 Recharge time Echo. Deals 20...68...80 fire damage and inflicts burning condition (1...4...5 second[s]) to all foes adjacent to your party members in earshot the next time you use a shout or chant.

Burning Refrain Burning Refrain 5 Energy1 Activation time15 Recharge time Echo (10 seconds). The next time you use a shout or chant party members in earshot deal +10...22...25% more damage to foes suffering from burning condition.

Crippling Anthem Crippling Anthem 5 Energy1 Activation time15 Recharge time Elite Chant (10 seconds). Target ally inflict bleeding condition with it's attacks (5...17...20 seconds). Target ally inflict crippled condition (3...10...12 second[s]) to it's target and deals 5...41...50 piercing damage to foes adjacent to it's target with it's next 1...3...3 attack skill[s].

Pvp version 5 Energy1 Activation time15 Recharge time Elite Chant (10 seconds). Target ally inflicts bleeding condition and crippled condition (2...8...10 seconds) with it's next 1...3...3 attack skill[s].

Defensive Anthem Defensive Anthem 6 Adrenaline1 Activation time Elite Chant (10 seconds). Target ally gains +10...34...40 armor and cannot be interrupted while attacking. Target ally cannot miss with it's next 1...3...3 attack skill[s].

Pvp version 6 Adrenaline1 Activation time Elite Chant (10 seconds). Target ally cannot be interrupted and cannot miss with it's next 1...3...3 attack skill[s].

Zealous Anthem Zealous Anthem 6 Adrenaline1 Activation time Chant (10 seconds). Target ally gains 1 energy for it's attacks. Target ally gains 1...3...3 energy with it's next 1...3...3 attack skill[s].

Pvp version 6 Adrenaline1 Activation time Chant (10 seconds). Target ally gains 1...3...4 energy with it's next 1...3...3 attack skill[s].

[edit] Leadership

For each rank of Leadership you gain 2 energy for each ally affected by one of your shouts or chants (maximum 1 Energy for every 2 ranks). While in PvE allies are healed for 1 whenever they are affected by your shouts or chants (maximum of 50 health every 15 seconds).

"Help Me!" "Help Me!" 5 Energy10 Recharge time Shout (5...13...15 seconds). You gain +1...3...4 health regeneration and +5...17...20 armor.

"Incoming!" "Incoming!" 4 Adrenaline Elite Shout (10 seconds). All other allies in earshot gain 0...40...50% damage reduction for the next 1...3...3 time[s] they take damage.

Pvp version 4 Adrenaline4 Recharge time Elite Shout (10 seconds). All other allies in earshot gain 0...40...50% damage reduction for the next time they take damage.

"They're on Fire!" "They're on Fire!" 5 Adrenaline15 Recharge time Shout (8 seconds). Your attacks inflict burning condition (1...3...3 second[s]). Initial effect: inflicts burning condition (1...4...5 second[s]) to foes in earshot.

Aggressive Refrain Aggressive Refrain 15 Energy1 Activation time20 Recharge time Echo (10 seconds). The next time you use a shout or chant party members in earshot gain +25% more adrenaline for their attacks (2...8...10 seconds).

Angelic Bond Angelic Bond 10 Energy1 Activation time30 Recharge time Elite Skill (20 seconds). All other party members within earshot of your location have 0...24...30 damage they take converted into healing while under the effect of a shout or chant.

Angelic Protection Angelic Protection 10 Energy1 Activation time30 Recharge time Skill (20 seconds). All other party members within earshot of your location take 0...16...20 less damage while under the effect of a shout or chant.

Burning Shield Burning Shield 5 Energy10 Recharge time Skill (5...10...11 seconds). Blocks the next attack against you. Block effect: causes a knock down and inflicts burning condition (1...5...6 seconds) to all adjacent attacking foes. No effect unless you have a shield equiped.

Enduring Harmony Enduring Harmony 5 Energy10 Recharge time Skill (10 seconds). Your next shout or chant lasts 10...122...150% longer.

Glowing Signet Glowing Signet 15 Recharge time Signet (8 seconds). Your next attack gives 1...8...10 energy and 1...3...3 strike[s] of adrenaline. Recharges 33% faster if that attack hits a burning foe.

Godspeed Godspeed 5 Energy15 Recharge time Stance (5...13...15 seconds). You move 33% faster.

Hasty Refrain Hasty Refrain 15 Energy1 Activation time20 Recharge time Echo (10 seconds). The next time you use a shout or chant party members in earshot move 25% faster (2...8...10 seconds).

Inspirational Speech Inspirational Speech 5 Energy1 Activation time10 Recharge time Skill (10...26...30 seconds). You gain 1 strike of adrenaline whenever you use a shout or chant.

Leader's Comfort Leader's Comfort 5 Energy1 Activation time8 Recharge time Skill. Gain 30...66...75 health. Gain 15...39...45 more health if there is an ally within earshot.

Leader's Zeal Leader's Zeal 5 Energy1 Activation time12 Recharge time Skill. Gain 1...8...10 energy. Gain 1...3...3 strike[s] of adrenaline if there is an ally within earshot.

Natural Temper Natural Temper 5 Energy15 Recharge time Stance (5...13...15 seconds). You attack 25% faster. You attack 33% faster if you are not enchanted.

Pvp version 5 Energy15 Recharge time Stance (2...8...10 seconds). You attack 25% faster. You attack 33% faster if you are not enchanted.

Soldier's Fury Soldier's Fury 5 Energy15 Recharge time Elite Stance (3...13...15 seconds). Gain 33% more adrenaline for your attacks. You attack 33% faster while under the effect of a shout or chant.

Spear Swipe Spear Swipe 5 Energy15 Recharge time Stance (1...5...6 seconds). You have 75% chance to block attacks. Block effect: foes adjacent to you take 5...21...25 damage. No effect unless you have a spear equiped.

[edit] Motivation

"Lead the Way!" "Lead the Way!" 4 Adrenaline Shout (10 seconds). The next spell used by allies in earshot has 30...86...100% chance to activates 25% faster.

Pvp version 4 Adrenaline4 Recharge time Shout (10 seconds). The next spell used by allies in earshot has 30...66...75% chance to activate 25% faster.

"Make Your Time!" "Make Your Time!" 10 Energy15 Recharge time Shout (10 seconds). The next spell used by party members in earshot recharges 10...22...25% faster.

Pvp version 10 Energy15 Recharge time Shout (10 seconds). The next spell used by target party member recharges 10...22...25% faster.

"Never Give Up!" "Never Give Up!" 5 Energy20 Recharge time Shout (20 seconds). Allies in earshot gain +0...1...1 energy whenever they cast a spell.

"The Power Is Yours!" "The Power Is Yours!" 4 Adrenaline Elite Shout (10 seconds). The next spell used by allies in earshot has +1...3...3 attribute points.

Pvp version 4 Adrenaline4 Recharge time Elite Shout (10 seconds). The next spell used by allies in earshot has +1...3...3 attribute points.

Aria of Restoration Aria of Restoration 5 Adrenaline1 Activation time10 Recharge time Chant (10 seconds). The next spell party members in earshot use heals for 15...43...50.

Aria of Zeal Aria of Zeal 10 Energy1 Activation time15 Recharge time Chant (10 seconds). The next spell party members in earshot use gives 1...6...7 energy.

Ballad of Restoration Ballad of Restoration 6 Adrenaline1 Activation time5 Recharge time Chant (10 seconds). The next time party members in earshot take damage they are healed for 15...43...50.

Pvp version 6 Adrenaline1 Activation time10 Recharge time Chant (10 seconds). The next time party members in earshot take damage they are healed for 15...43...50.

Chorus of Restoration Chorus of Restoration 8 Adrenaline1 Activation time15 Recharge time Chant (10 seconds). Allies in earshot gain +20...68...80 maximum health. Heals for 20...68...80 the next time these allies are affected by a shout.

Energizing Chorus Energizing Chorus 8 Adrenaline1 Activation time15 Recharge time Chant (10 seconds). Allies in earshot gain +2...8...10 maximum energy. Gives 2...8...10 energy the next time these allies are affected by a shout.

Energizing Finale Energizing Finale 10 Energy1 Activation time15 Recharge time Echo. The next time you use a shout or chant party members in earshot gain 1...6...7 energy.

Finale of Restoration Finale of Restoration 5 Energy1 Activation time15 Recharge time Echo. The next time you use a shout or chant party members in earshot are healed for 15...63...75 health.

Lyric of Purification Lyric of Purification 6 Adrenaline1 Activation time5 Recharge time Chant (10 seconds). The next spell target ally uses removes a condition and a hex. Removal effect: the spell used recharges 10...22...25% faster.

Lyric of Zeal Lyric of Zeal 10 Energy1 Activation time10 Recharge time Chant (10 seconds). The next spell target ally uses costs 5...25...30% less energy and activates 5...25...30% faster.

Mending Refrain Mending Refrain 10 Energy1 Activation time15 Recharge time Echo (10 seconds). The next time you use a shout or chant party members in earshot gain +1...4...5 health regeneration and +50 maximum health.

Purifying Finale Purifying Finale 5 Adrenaline1 Activation time15 Recharge time Echo. The next time you use a shout or chant party members in earshot lose 1...2...2 condition[s] and hex[es].

Song of Concentration Song of Concentration 8 Adrenaline1 Activation time5 Recharge time Chant (10 seconds). Target ally is unaffected by the dazed condition. The next 1...3...3 skill[s] target ally uses cannot be interrupted.

Pvp version 8 Adrenaline1 Activation time5 Recharge time Chant (10 seconds). The next skill target ally uses is unaffected by the dazed condition and cannot be interrupted.

Song of Power Song of Power 10 Energy1 Activation time10 Recharge time Chant (10 seconds). Target activates skills 33% faster. The next 1...3...3 skill[s] target ally uses have +1...2...2 attribute point[s].

Pvp version 10 Energy1 Activation time5 Recharge time Chant (10 seconds). The next skill target ally uses has +1...2...2 attribute point[s].

Song of Purification Song of Purification 5 Adrenaline1 Activation time5 Recharge time Elite Chant (10 seconds). While suffering from a condition or a hex target ally gains +5...17...20 armor. The next 1...3...3 skill[s] target ally uses remove a condition and a hex from target ally and nearby allies.

Pvp version 5 Adrenaline1 Activation time Elite Chant (10 seconds). The next skill target ally uses removes 1...2...2 condition[s] and hex[es] from target ally and nearby allies.

Song of Restoration Song of Restoration 10 Energy1 Activation time10 Recharge time Elite Chant (10 seconds). Target ally gains 10...42...50% more health when healed. The next 1...3...3 skill[s] target ally uses heals target ally and nearby allies for 5...41...50.

Pvp version 5 Adrenaline1 Activation time Elite Chant (10 seconds). The next skill target ally uses heals target ally and nearby allies for 40...68...75.

[edit] Spear Mastery

Barbed Spear Barbed Spear 2 Adrenaline1 Activation time Spear attack. Inflicts bleeding condition (8...22...25 seconds).

Chest Thumper Chest Thumper 5 Energy5 Activation time Spear attack. Inflicts bleeding and cracked armor condition (3...13...15 seconds).

Cruel Spear Cruel Spear 6 Adrenaline1 Activation time Elite Spear attack. Deals +1...25...31 damage. Inflicts deep wound condition (5...17...20 seconds).

Disrupting Throw Disrupting Throw 5 Energy½ Activation time10 Recharge time Spear attack. Interrupts an action. Interruption effect: if you interrupt a skill that skill is disables for +1...12...15 seconds.

Holy Spear Holy Spear 8 Adrenaline Spear attack. Deals +10...18...20 holy damage to target foe. Deals 10...34...40 holy damage to foes adjacent to target foe. Inflicts burning condition (1...3...4 second[s]) to summoned creatures.

Maiming Spear Maiming Spear 5 Energy6 Recharge time Spear attack. Inflicts crippled condition (3...13...15 seconds). Deals +5...17...20 damage if target is moving.

Merciless Spear Merciless Spear 8 Adrenaline Spear attack. Deals +5...17...20 damage. Deals +10...26...30 more damage and inflicts bleeding condition (5...17...20 seconds) if target foe's health is below 50%.

Mighty Throw Mighty Throw 8 Adrenaline1 Activation time Spear attack. Deals +10...34...40 damage.

Slayer's Spear Slayer's Spear 10 Energy3 Activation time10 Recharge time Spear attack. Attack target foe 3 times. 25% armor penetration if target foe is suffering from a condition. Moves 3 times faster than normal.

Spear of Redemption Spear of Redemption 4 Adrenaline Spear attack. Deals 15...43...50 holy damage. Lose a condition if target foe is suffering from a condition.

Stunning Strike Stunning Strike 5 Energy½ Activation time10 Recharge time Elite Spear attack. Deals +10...34...40 damage. Interrupts an action. Inflicts dazed condition (4...9...10 seconds) if target foe is suffering from a condition.

Swift Javelin Swift Javelin 5 Adrenaline1 Activation time Spear attack. Deals +5...17...20 damage. Moves twice as fast.

Unblockable Throw Unblockable Throw 5 Energy8 Recharge time Spear attack. Unblockable. Deals +10...26...30 damage.

Wearying Spear Wearying Spear 6 Adrenaline Spear attack. Inflicts deep wound condition (3...13...15 seconds). You suffer weakness condition (10 seconds) unless you are under the effect of a shout or chant.

[edit] No Attribute

Cautery Signet Cautery Signet 1 Activation time7 Recharge time Elite Signet. Removes two conditions and two hexes from target ally. Removal effect: gain 50 health and inflicts burning condition (2 seconds) to nearby foes for each condition and hex removed.

Remedy Signet Remedy Signet 1 Activation time4 Recharge time Signet. Removes dazed, deep wound, bleeding and one aditional condition from yourself.

Signet of Aggression Signet of Aggression 8 Recharge time Signet (5 seconds). You attack 33% faster and gain double adrenaline for your next attack.

[edit] "Save Yourselves!"

"Save Yourselves!" "Save Yourselves!" 4 Adrenaline2 Recharge time Shout (10 seconds). Party members in earshot lose a condition and gain +20...24...25 armor and move 20...24...25% faster.

[edit] Summary

The function of the echo did not take me a long time to come up with a suitable function for it. Knowing that an echo is a reflection of a sound i moddeled it's function in a way that it buffs shouts and chants based on a similar method the guardian the legacy of the paragon does in gw2. The chants give me a bit more thinking to come up with a suitable function for them. The Anthems i had a swift idea of but the chants in the motivation line gave me a bit more time to come up with a suitable function for them due to their names wich don't give them much flexibility in their functions.

[edit] Leadership

With leadership i primarily focused on self supportive skills and some offensive and defensive party support, wich was quite easy to do since primary attributes primarily focus on self support and skill buffs. With command and motivation i took a diferent aproach in function.

[edit] Command

With command i decided to make all of the skills defensive and offensive support skills for attackers. composed primarily out of one type of chant the anthem i decided to move all of the anthems to command and moved all non-anthem chants to motivation. The anthem i designed them to have a function buffing normal attacks as well as attack skills increasing damage by melees and ranged attackers.

[edit] Motivation

Motivation is almost fully focused on spellcaster support with some added supportive healing. The role of motivation with this change now has it's focus on buffing spells and allowing casters to cast their spells more often and let them last longer in battle by allowing them to heal themselfs and granting them energy management.

[edit] Spear Mastery

For spear mastery i changed the conditional effects of a lot of spear attacks or removed them completely. I ended up giving most of them an effect and a conditional effect instead of a purely conditional effect, so they are not too situational to use. This in total should give the paragon a good ammount of diverse skills to manipulate the battlefield by buffing it's allies with shouts chants and echoes and taking out the enemy with the spear.

[edit] No Attribute

With the No Attribute skills i was thinking of skill functions that can benefit multiple professions. Thinking how they could function best i decided to go for self-support skills. I changed Cautery Signet into a skill that can keep any profession clean from both conditions and hexes. It should work well in condition and hex heavy areas, both PvE and PvP alike. Remedy Signet became like Antidote Signet, but instead of removing blind, disease and poison it removes dazed, deep wound and weakness. I included dazed because in this suggesion Chants are affected by the dazed condition, it also keeps spellcasters clean. Deep wound has been added because it is a very dangerous condition and with the dervish update can now be easily covered. For the last condition i went for weakness because it can seriously hinder the damage output of any profession due to the reduction of the attribute points, and even more on martial classes due to the added 66% weapon damage reduction. I did not add bleeding because it is a condition that is easily reaplied when it's removed and burning because of it's short duration, cripple has been left out because it is most usable on the stationary classes. Signet of Aggresion has been changed into a skill that gives an aditional strike of adrenaline on an attack. I decided to remove the activation time so it does not hinder the DPS of the martial classes to much. It would be nice if signets without an activation time and aftercast would not stop attacking or movement of players when used.

[edit] Shouts, Chants and Echoes

When changing the shouts i was thinking how they could be the most useful for the paragon and be a support to the party. After that i looked at leadership's function and looking back how shouts are used, mainly "Go For The Eyes!" and decided to give them effect affecting allies and party members and altered their functions so they are more beneficial as support and let the paragon benefit leadership better and doesn't have to bring GFTE as sole shout for energy managment. After giving them a new range some shouts had to have their powers reduced or needed to be completly changed.

In the command line most noticable are "Find Their Weakness!" and "Brace Yourself!". For the first i was thinking of an effect wich would be most useful and looked at how it was used and what for, being it's ability to let anyone inflict deep wound. With that in mind i let keep it's deep wound ability and removed it's damage. After that i started thinking what else could be beneficial to the martial classes or more so what effect they mostly lack and fill it up and with that i came out on cracked armor, altough with it's new range and effect i reduced the durations of the conditions up to that of it's recharge. For PvE however a party wide deep wound would be to strong no mather how much you try to balance it so i removed it and increased the duration of cracked armor instead. The latter was rather easy thinking why it needed a change and that's because there already is a shout that prevents a knock down for the entire party, A second reason is also because it would be too strong for pvp and would be a pain to balance properly. After that i was thinking what else could be useful for the martial class and suit the name and i went for a defensive Go For The Eyes! mimicing it's function but instead of increasing the chance of a critical hit it gives a blocking effect.

Of the shouts i have changed attributes of quite a few of them. "Help Me!", "Incoming!", "Lead The Way!", "Make Your Time!", "Never Give Up!" and "They're On Fire!", all have their attributes changed together with their effects. Help Me! and Incoming! have been moved to leadership with a new function and purpose. For Help Me! i went for a self supportive skill giving defense and health regeneration as well as meeting the condition of skills that require you to be under the effect of a shout or chant to work. Incoming has been changed into a damage reduction skill based on the imbagon's primary shouts, also to fulfill the paragon players long time wish: an imbagon build for pvp. The Motivation shouts are all designed to support the caster backline buffing their spells and making casting them easier.

The Chants really gave me a headache to redesign. As noticed i have moved all of the Anthems to command and all the other chant types to motivation. Now to explain their new function namewise. The functions they have by their name and their effects in PvE and PvP are different from eachother since both formats are vastly different from eachother in how it plays and wich skill effect is preferred for it.

[edit] Chants
Anthem: a single target chant with a passive attack buff and an active attack skill buff.
PvP: a single target chant with an active effect that triggers on an attack skill.
Aria: a party-wide active spell buff.
Ballad: no change.
Chorus: an ally-wide passive effect and an active effect triggered by shouts.
Lyric: a single target with an active and a reactive spell buff.
Song: a single target passive buff and an active skill buff.

The Anthems are fully focused on martial support and the Arias, Lyrics and the Songs are fully focused on spellcaster support. The Ballad and the Chorusses can benefit both classes.

One thing about the chants is that many of them have similar functions names leaving them with only a few options for a function. Most problematic are the names Energizing and Zealous/Zeal, both names serve as energy management and changing them into into supportive skills without giving the Paragon too much supportive energy management has been quite a hassle. To prevent that problem all skills that serve as energy management but do not have the words Energizing or Zealous/Zeal in their names have been given a different function. Song of Concentration is able to prevent interruption of any skill in PvP so player killers can still use it to full effect as they are using it now. The reason i split the functions of Chants to such an extend is to prevent any heavy impact on PvP meta.

[edit] Echoes

The Echoes also received a change in function of how they are applied but how they work remained mostly the same.

Finale: an instant active effect.
Refrain: a passive effect.

With this change the echo now function as a buff to shouts and chants who as skill types did not posses a buff. With the changes to Aggressive Refrain the paragon would not have a non elite IAS so i changed Natural Temper into a IAS stance. Enduring Harmony and Soldier's Fury who do not posses Finale or Refrain in their names but are still an echo have had their skill types changed, both skills still keep their roles. Soldier's Fury's effect is now more in line with with the other Soldier stances. Echoes have been limited to 1 for the same reason as chants. Finales who have an instant effect however do not remove a Refrain so they can be combined but cannot activated at the same time. The effect echoes have by their names are the same for PvE and PvP unlike Chants.

With the rerolled functions of chants, shouts and echoes and the new roles of command and motivation the mid-line paragon can now choose to support either the frontline or the backline while still being able to deal a reasonable ammount of damage with it's spear.

Well that is the paragon for now, i'm sure it still requires some balancing and mostly for PvP.

Oh yeah the paragon could really use a leadership shield or a function that makes off-hand weapon require leadership so it can 12-12. Right now the paragon is the only class who is unable to effectively 12-12 with it's attributes due to the location of the self support skills and the lack of a leadership shield.

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