| Paragon skills|
|Categories|| Skill feedback|
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 20 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 recharge time. 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 and interruption abilities include Chants.
- 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).
"They're on Fire!" 4 6 Shout (1...12...15 second[s]). Your attacks have +5...25...30% chance to critical hit against burning foes. Initial effect: inflicts burning condition (2...6...7 seconds) to target foe.
Angelic Bond 10 1 20 Elite Skill (20 seconds). Other allies in the area of your location have 5...29...35 of the damage they take converted into health gain while they are under the effect of a shout or chant.
Angelic Protection 10 1 20 Skill (20 seconds). Other allies in the area of your location cannot lose more than 25...13...10% of their maximum health while they are under the effect of a shout or chant.
Awe 5 15 Skill (5...10...11 seconds). The next time you are the target of a hostile spell, the caster and foes adjacent to the caster are interrupted. Interruption effect: inflicts daze condition (1...5...6 second[s]).
Burning Shield 5 15 Skill (5...10...11 seconds). Blocks the next attack against you. Block effect: causes a knock down and inflicts burning condition (1...5...6 second[s]) to all adjacent attacking foes. No effect unless you have a shield equiped.
5 15 Stance (2...8...10 seconds). You attack 25% faster. You attack 33% faster if you are not enchanted.
4 4 Shout (10 seconds). Allies in earshot have 30...66...75% chance to block the next incoming attack.
6 1 Chant (10 seconds). Target ally deals 5...25...30 damage to foes adjacent to target foe for next 1...3...3 attack skill[s].
Anthem of Fury 5 1 15 Elite Chant (10 seconds). Target ally gains 0...1...1 strike of adrenaline every 2 seconds. Target ally gains 1...3...3 strike[s] of adrenaline for the next 1...3...3 attack skill[s].
Bladeturn Refrain 10 1 20 Echo (20 seconds). The next time you use a shout or chant party members in earshot reflect 3...13...15 damage back to the attacker whenever they are hit with a melee attack (10 seconds).
Crippling Anthem 5 1 Elite Chant (10 seconds). Target ally inflict crippled condition (3...10...12 second[s]) to the target and deals 5...41...50 piercing damage to adjacent foes for the next 1...3...3 attack skill[s].
5 1 Elite Chant (10 seconds). Target ally inflict crippled condition (3...10...12 second[s]) to the target and deals 5...25...30 piercing damage to adjacent foes for the next 1...3...3 attack skill[s].
4 4 Shout (10 seconds). The next spell used by allies in earshot has 30...66...75% chance to activate 25% faster.
6 1 10 Chant (10 seconds). The next time party members in earshot take damage they gain 15...43...50 health.
Lyric of Purification 6 1 5 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 for each condition and hex removed.
Holy Spear 8 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.
A skill suggestion that largely overhauls the chants and echoes and changes the way the paragon supports allies.
With Leadership I primarily focused on self supportive skills and some offensive and defensive party support, which was quite easy to do since primary attributes primarily focus on self support and skill buffs. With Command and Motivation I took a different approach in function.
- "Help Me!": I moved it to Leadership and changed it into a shout that gives regeneration and armor. It's initial effect has been changed into a hex removal. Thee changes are designed to give the paragon better defensive capabilities.
- "Incoming!": I overhauled it to be a replacement for "Save Yourselves!". It reduces all incoming damage for a few hits and can be used quite easily. It's PvP version only reduces damage from a single hit.
- "Lead the Way!": I reduced its cost and it cannot be used on allies anymore, its duration no longer depends on the amount of allies in earshot. It now gives adrenaline depending on the amount of allies in earshot. I made these changes to give it better synergy with Soldier's Fury.
- "They're on Fire!": I changed it into a shout that increases the chance of your critical hits against burning foes. It's initial effect allows it to meet its own requirement against a single foe. I redesigned it to give it synergy with Soldier's Fury. The paragon already has multiple other defensive skills so it can use a change of function.
- Aggressive Refrain: Instead of being an expensive IAS I changed it into an echo that offers adrenaline management for party members. The adrenaline it offers is not as high as Dark Fury and it cannot be maintained but it is more energy efficient and lasts longer.
- Awe: I changed it into a skill that protects you from hostile spells. It interrupts a foe targeting you with a spell and foes adjacent to that foe. Retaining it's ability to daze, it now dazes each foe that has been interrupted.
- Burning Shield: I changed it into a skill similar in function to Shield Bash and Shield of Force. It blocks a single attack and knocks down attacking foes. It's burning now triggers regardless of the type of attack that is blocked and affects all adjacent foes.
- Enduring Harmony: I changed it into a shout version of Extend Enchantments.
- Godspeed: I changed it from a shout into an adrenaline stance. Godspeed now increases your movement speed by 33% and can prevent a single knock down. I changed it's function to give the paragon a skill to counter knock downs.
- Hasty Refrain: I wanted to keep a party wide IMS that does not have a drawback or a conditional effect so I changed Hasty Refrain into 1. It cannot be chained easily since it has an activation time and has a fairly high energy cost. It's requirement to activate also makes it less easier to use than "Fall Back!" so it should not be outplayed by Hasty Refrain.
- Inspirational Speech: I changed it into a skill that gives 1 strike of adrenaline whenever you use a shout or chant to make it easier to chain adrenaline shout or chants. It's function may seem underwhelming and simple but it can make using shouts and chants a lot easier.
- Leader's Comfort: I balanced out it's unconditional heal and condition heal a bit and reduced it's activation time.
- Leader's Zeal: I made it's function closer to Leader's Comfort. It now gives energy unconditionally and gives adrenaline depending on the amount of allies within earshot. This makes it a good combination of both energy and adrenaline management without relying on shouts or chants for energy.
- Natural Temper: Since I changed Aggressive Refrain the paragon needs a new IAS and I changed Natural Temper into one replacing it. It increases your attack speed by 25% and by 33% if you are not enchanted. This function should also work much better as an IAS than Aggressive Refrain.
- Soldier's Fury: The elite IAS for the paragon. I changed it into a stance that increases your adrenaline gain unconditionally and made only it's IAS conditional. I also removed it's drawback of -20 armor so it isn't a punishment to use this elite. It's drawback now is that it's more difficult to maintain.
Those are the changes to Leadership
With Command I decided to make all of the skills defensive and offensive support skills for the martial professions. 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 them target a single ally or party member and increase the power of multiple attack skills instead of just a single attack skill for all party members. With such a change you can make them a lot more effective.
- "Brace Yourself!": I decided to make it more varsetile to use and changed it into a defensive version of "Go for the Eyes!", it blocks a single attack. It's cheap adrenaline cost make it easy to use an offer some decent party wide defense against attackers.
- "Never Surrender!": Instead of offering regeneration for your party I changed it into a shout that heals allies whenever they attack. Such a function for a cheap energy cost should be quite useful for the martial profession.
- Anthem of Disruption: No change to it's function other than the regular change to the anthems.
- Anthem of Envy: I made it more like Splinter Weapon to offer the paragon some AoE damage which it currently lacks. Martial professions primarily focus their attacks on a single foe, supporting them by giving them AoE damage should be very useful for them. The damage it deals only hits foes adjacent to the targeted foe.
- Anthem of Flame: I moved it to Command but it sees no change to it's function.
- Anthem of Fury: Like Anthem of Flame I moved it to Command and I added a second function to it. As an added function it now gives adrenaline every 2 seconds for its duration, fueling adrenaline skills and making it possible to chain adrenaline skills more effectively. Due to the great increase in adrenaline gain it's recharge has been increased to 15 seconds.
- Anthem of Guidance: I added a condition removal to it keeping your martial allies clean from conditions. Conditions always have been very harmful to martial professions and this change reduces that danger. It also widens it's range of use, making attacks unblockable makes it's play quite limited.
- Anthem of Weariness: No changes to it's function.
- Bladeturn Refrain: I changed it into an echo that reflects damage back to the enemy whenever they hit with a melee attack. This should make it a nice skill with defensive combined with a moderate amount of damage.
- Blazing Finale: I changed it into an echo that burns foes near your party members the next time they are affected by your shouts or chants. With your party members positioned correctly it can inflicts burning conditions to many foes at once.
- Burning Refrain: I changed it into an echo that increases the damage of your party members against burning foes. This gives it very good synergy with Blazing Finale.
- Crippling Anthem: I gave it the additional effect of dealing piercing damage to adjacent foes other than just crippling then. It has the same problem as Anthem of Guidance, it's play is quite limited, this change should widen it's play. The piercing damage it deals is affected by armor rating but it hits all foes adjacent to you, including the target you are attacking.
- Defensive Anthem: I also moved this anthem to Command and I changed it's function quite a bit. It blocks incoming attack while attacking, which makes different than other anthems. As buff to the attack skills it prevents them from being missed ignoring any form of blocking or blind. It's current function is quite bas for an elite and these changes should allow it to see better play than it currently does.
- Zealous Anthem: The last of the anthems and one that has also been moved to Command. Given it's name it's function has been changed into one that gives energy whenever the targeted ally uses an attack skill. It's cost has been changed into adrenaline making it easier to use. It gives your martial allies a decent form of energy management making it easier for them to use their skills.
Those are the changes to Command.
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 themselves and granting them energy management.
- "It's Just a Flesh Wound.": I simply made it's IMS unconditional.
- "Make Your Time!": I moved it to Motivation and changed it into a cheap spammable shout that reduces the casting time of a single spell by 25% for all affected allies. This makes it a good non-elite skill to trigger the effect of Leadership, something Motivation currently lacks. The casting time reduction may not be large but it is useful for since it makes casting spells easier.
- "Never Give Up!": I moved it to Motivation and changed it into a spellcaster version of "Never Surrender!". It acts like Aura of Restoration and heals based on the cost of the spell whenever allies cast one. The moderate healing should make it a decent supportive skill and a good maintainable shout, another type of shout Motivation is currently lacking.
- "The Power Is Yours!": Following a different "Power" nomenclature I changed it into a shout that significantly increases the power of a single spell for allies by increasing their attribute points. It's low adrenaline cost makes it easy to use and can increase the effectiveness of the spells of your allies quite a lot. It should work much better than being a shout that gives 1 energy to your allies.
- Aria of Restoration: I reduced it's recharge and changed it into an adrenaline skill, it's health gain has also been reduced a bit. These changes makes it easier and cheaper to use and makes it available a bit more often than it currently is.
- Aria of Zeal: I simply reduced it's recharge and energy gain a bit to make it a bit more effective.
- Ballad of Restoration: I greatly reduced it's recharge and changed it into an adrenaline skill, the health gain has been reduced. Like the Arias it needs to available a bit more often to be useful.
- Chorus of Restoration: This is where skill nomenclature is becoming a bit problematic. It is another "Restoration" skill and can give the paragon too much supportive health gain. It's current function however makes it far too limited in play so it needs a change to increase it's playability. To increase it's playability without giving the paragon too much supportive health gain I changed it into a chant that has a passive effect and an effect that triggers when the allies under the effect of the chorus are effected by a shout, something you can easily trigger. Chorus of Restoration increases the maximum health of allies and when they are affected by a shout gain health equal to the amount of the maximum health increase. This should make it a decent skill to catch damage on multiple allies before they can be properly healed.
- Energizing Chorus: It faces the same problems as Chorus of Restoration, it is another skill who's nomenclature involves energy management. Following the effects of Chorus of Restoration I changed it into a chant that increases the maximum energy of allies and gives them energy the next time they are affected by a shout.
- Energizing Finale: Another skill of the "Energy" nomenclature that offers energy management. Energizing Finale gives energy to party members in earshot the next time you use a shout or chant acting as a source of energy management for your party.
- Finale of Restoration: Another skill of the "Restoration" nomenclature that offers healing. Finale of Restoration gives health to party members in earshot the next time you use a shout acting as a party heal.
- Lyric of Purification: I changed it into a chant that targets a single ally like the Anthems do. It affects only a single spell and is quite costly but has a powerful effect. It removes a condition and a hex when the targeted ally casts a spell and for each condition or hex removed Lyric of Purification reduces the recharge of that spell.
- Lyric of Zeal: Another skill of the "Zeal" nomenclature which acts as energy management. Like Lyric of Purification Lyric of Zeal can only target a single ally and affects only a single spell and has a costly but powerful effect. It reduces the energy cost of a spell significantly and reduces the casting time of the spell used by 33%. It can make casting a spell much more easier. I had to bend the "Zeal" nomenclature a bit to make it an effective skill.
- Mending Refrain: I changed it into a cheap echo that offers a medium health regeneration for party members and with a proper adrenaline gain it can be maintained. It isn't awfully strong but it's cheap and easy to use.
- Purifying Finale: Another skill of the "Pure" nomenclature. I changed it into an echo that removes multiple conditions from party members in earshot the next time you use a shout or chant. It makes a good skill when your party is facing multiple conditions.
- Song of Power: A chant who's name does allow a different function than being yet another energy management skill. I changed it into a chant that increases the attribute of a single skill for allies. Being similar to "The Power is Yours!" it should be much more effective than it currently is and see a lot more play. I don't expect it will outplay "TPIY!" due to it's cost and activation time.
- Song of Purification: An elite chant with the "Pure" nomenclature. To improve it's play I changed it into a chant that removes up to 2 conditions and hexes the next time allies use a skill. It's adrenaline cost and lack of recharge makes it a very effective skill to counter conditions and hexes for your party. It's 2 second activation time prevents it from being spammed too easily and makes it easier to interrupt as well.
- Song of Restoration: The health gain version of Song of Purification and yet another skill of the "Restoration" nomenclature. It basically acts as a health gain version of Song of Purification, having the same adrenaline cost and activation time but gives health instead of removing conditions and hexes. I expect this function to see a lot more play as it makes an effective skill to heal your party with.
These are the changes to Motivation.
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 amount 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.
- Barbed Spear: I gave it a reduced activation time to make spreading bleeding easier and easier to cover other conditions, it's increased movement speed also makes it harder to dodge. It is a fairly weak skill so it needs to be very effective in it's job does it want to see use.
- Chest Thumper: I changed it into an attack that can inflicts both bleeding and cracked armor, the bleeding covers the cracked armor. This makes it easy for the paragon to meet the conditional effects of skills that require a condition, it is also an effective skill for condition based builds. The cracked armor also makes the spear more effective against higher armored foes.
- Cruel Spear: I reduced it's adrenaline cost and gave it a fast activation time to make it a bit easier to use. The deep wound it inflicts also has been made unconditional to make it elite worthy.
- Disrupting Throw: I made it's interrupt unconditional and gave it an interruption effect. It is a change this skill could use to be a lot more useful than it currently is.
- Holy Spear: I changed it into a spear attack that deal AoE damage, something the paragon currently lacks. When it hits a summoned creature it inflicts burning condition alone instead of dealing additional holy damage. Although it's adrenaline cost has been doubled, being able to deal AoE damage should greatly improve it's play.
- Maiming Spear: It cripples foes unconditionally and deals additional damage to moving foes instead of crippling a bleeding foe. This makes it a lot easier to deal with moving foes. It's current function makes it a bit too difficult to properly use.
- Merciless Spear: I changed it into a spear attack designed to deal a large amount of damage. It deals unconditional damage and an additional damage and bleeding when it hits a foe below 50% health instead of inflicting a deep wound to foes below 50% health. This makes it much more effective for spiking an enemy, also since deep wound is applied easier already by other skills than this skill currently does.
- Mighty Throw: I made it a fast activating high damage attack instead of a cheap but slow activating high damage attack. This should make it much easier to play since it's long activation time makes it pretty ineffective to use.
- Slayer's Spear: I changed it into a spear attack designed to gain adrenaline unconditionally. You throw a fast moving spear that gives additional adrenaline 3 times in a row. These 3 consecutive attacks have a 1/2 activation time each and an accumulated activation time of 1.5, hence the 1.5 activation time. It can deal a considerable amount of damage but it has a high cost as a drawback.
- Spear of Redemption: I changed it into a spear attack that deals a set amount of holy damage at a fairly cheap cost. As a conditional effect it removes a condition from you if you hit a foe suffering from a condition. It's function isn't that special but should be effective in it's job.
- Stunning Strike: I changed it into an energy attack with a fast activation time and gave it an interrupt. It no longer deals damage or inflicts daze but causes a knock down when it interrupts a foe. Although it requires an interrupt to cause a knock down Stunning Strike can interrupt any action so it is still easy to achieve. I based it's function on the old term of knock down, stun.
- Spear Swipe: With the changes to Awe and Stunning Strike the paragon's ability to daze foes has been reduced a bit. To be able to daze a foe effectively I changed Spear Swipe into a normal range spear attack that costs adrenaline and inflicts daze when it hits a knocked down foe. This function gives it good synergy with the new Stunning Strike as an effective method to shut down a single caster.
- Swift Javelin: I made quite a simple change to it, I turned it into an adrenaline attack and gave it a fast activation time. The effects it now has are unconditional and it's unblockable ability has been removed. Being a cheap and fast moving adrenaline attack should allow it to see some better play.
- Unblockable Throw: I changed it into an energy attack and reduced it's damage a bit to make it easier to use. When facing enemies that can block your attacks it is quite problematic to build up adrenaline and use this attack in it's current form. Changing it into an energy attack does not have that problem and should make Unblockable Throw much more useful than it currently is, especially against Wild Throw.
- Wearying Spear: I changed it into a spear version of Wearying Strike. It inflicts a deep wound unconditionally and has a drawback that can be negated if the condition for it is met, in this case if you are under the effect of a shout or chant. This makes it easier for the paragon to inflicts a deep wound and replaces Merciless Spear as a non-elite adrenaline skill to inflict deep wound and should also properly compete with Vicious Attack. I expect this version to be a lot more useful and it's current version and Merciless Spear's current function.
Those are the changes to Spear Mastery.
With the No Attribute skills I changed multiple signets to support the martial classes.
- Cautery Signet: I changed it into an offensive signet that converts a condition into a 5 seconds burning condition. It seemed like an interesting ability to change a condition into another one. I left Cautery Signet in No Attribute because I doubt it will see serious play if it needs an investment. It also makes it easier to use for other martial professions who have chosen the paragon as a secondary profession.
- Remedy Signet: I changed it into a signet similar in function to it's superior cousin, Antidote Signet. It can now remove dazed, deep wound and bleeding unconditionally as well. I chose these 3 condition because in this suggestion chants are also affected by the dazed condition, Deep Wound because it is a very powerful and dangerous condition for any profession and bleeding because it is almost always used as a cover condition making it easier for you to remove the condition you want to remove. I expect this version to be popular with spellcasters as well. In my warrior suggestion I changed Signet of Stamina to be changed into a version that removes crippled, weakness and cracked armor.
- Signet of Aggression: I simply made it's adrenaline gain unconditional and increased it's recharge and reduced it's activation time. These changes should make it a very effective and cheap skill to build up and maintain adrenaline outside of combat.
I expect that these skills will also be used by the other martial professions as well, primarily the warrior since it currently lack a condition removal and can inflict conditions with ease and the signets fuel Symbolic Strike.
That concludes it with No Attribute.
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 management. After giving them a new range some shouts had to have their powers reduced or needed to be completely changed.
In the Command line most noticeable are "Find Their Weakness!" and "Brace Yourself!". For the first I was thinking of an effect which 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, although 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 matter 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! mimicking 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!", "Make Your Time!" and "Never Give Up!", 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 name wise. The functions they have by their name and their effects in PvE and PvP are different from each other since both formats are vastly different from each other in how it plays and which skill effect is preferred for it.
- Anthem: a single target chant with an attack skill buff.
- Aria: a party-wide spell buff.
- Ballad: no change.
- Chorus: an ally-wide passive effect and an active effect triggered by shouts.
- Lyric: a single target spell buff.
- Song: a ally-wide 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 Choruses 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 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.
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 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 amount 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.