Feedback:User/Falconeye/Echoes as Virtues

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The Paragon's Signature Ability is the use of Echoes. Each echoes provides a passive on-going benefit to the paragon; Bladeturn Refrain periodically provides blocks against an attack, Burning Refrain periodically allows an attack to cause burning, and Mending Refrain gives health regeneration. The Echoes may also be activated by the paragon to bestow a temporary benefit to all earshot allies (including themselves), at the cost of being disabled for a long period; similar to how signet, stance, and weapon spell skills are used. Echoes help to balance the paragon; for example, they have a lower health and armor than the warrior or dervish profession; but compensate for this in versatility with their higher team-oriented buffs.

— in-game description

Note: This article assumes many feedback proposals from both myself and other excellent paragon ideas contributors are implemented; feedback proposals are continually an organic work-in-progess. ^_^

The idea here is to have Echoes mimic the Guardian's "Virtue" ability.


See Also


Leadership[edit]

Leadership is the primary attribute of Paragons.

Each rank in Leadership reduces the cost of your Shouts, Chants, and Echoes by 4%. Each rank in Leadership, allies are healed for 1 whenever they are affected by your Shouts, Chants, and Echoes.


In PvE, allies have +1 armor per rank of Leadership while influenced by your activated Echoes.

— in-game description

Inherent effect[edit]

Attribute 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
+ Armor (while echoed in PvE) 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Energy discount 0% 4% 8% 12% 16% 20% 24% 28% 32% 36% 40% 44% 48% 52% 56% 60% 64% 68% 72% 76% 80%
Energy cost 100% 96% 92% 88% 84% 80% 76% 72% 68% 64% 60% 56% 52% 48% 44% 40% 36% 32% 28% 24% 20%
Base cost 5 5 5 5 4 4 4 4 4 3 3 3 3 3 2 2 2 2 2 1 1 1
Base cost 10 10 10 9 9 8 8 8 7 7 6 6 6 5 5 4 4 4 3 3 2 2
Base cost 15 15 14 14 13 13 12 11 11 10 10 9 8 8 7 7 6 5 5 4 4 3

Notes[edit]

  • Paragons gain energy instantly whenever they activate a shout or chant, since at least one ally (the paragons themselves) is always affected. Other overlooked allies include animal companions and summoned creatures.
  • Miniatures have no effect on the energy gain, since they are never affected by shouts or chants (although they can be affected by other types of skills).
  • Frequent effects of leadership skills including facilitating adrenaline gain, damage reduction or prevention, increasing attack or movement speeds. Several skills inflict burning or provide a benefit that depends on foes that are burning.


Echo[edit]

Skill type. An echo is a skill, unique to paragons, that provides a duration-limited benefit to earshot non-spirit allies. Most echoes are either renewed or triggered when any chant or shout ends on the target; the remainder have some other connection to those skill types. A small number of echoes also have a detrimental effect, e.g. Aggressive Refrain also inflicts penalty to armor rating.

— in-game description

Echoes are signature abilities exclusive to the paragon profession. These abilities apply continuous passive benefits to the paragon as that character adventures; or they can be activated, granting an immediate benefit to all earshot allies. Activating one of these echoes will disable its passive effect until that ability recharges once again. Each echo has its own recharge so they may be used independently of the others.

The benefits of the same echoes do not stack. Two paragons using the same echo at the same time will not increase the effects of the echo. Different echoes do not have this limitation.

Characteristics[edit]

See also: Feedback talk:User/Falconeye/Echoes as Virtues
  • Typical effects for echoes include:
  • Like all spells, they
  • In PvE, activated Echoes provide bonus armor rating (based on Leadership).
    • Each character can only have one echo in effect at a time.
    • A new echo overrides the older echo; the original Echo ends just before the new Echo takes effect
    • Echoes can only be removed by other echoes (similar to weapon spells); they end only on expiration or death.

Variations[edit]

Many echoes belong to one of several sub-types:

Silenced Echoes
  • Insert Subtype. A passive effect. (No PvE-bonus to armor rating.)

~

Influenced Echoes
  • Angelic. Requires you to remove a chant from allies for them trigger.
  • Finales. Triggered whenever a Chant or Shout ends on earshot allies.
  • Refrains. Reapplied whenever a Chant or Shout ends on the earshot allies.
  • Requiem. Tiggered for each foe in earshot.
  • Harmonic. Renews while under the effects of a chant.
  • Leader's. An instant active effect.



Angelics[edit]

Angelics, which requires you to remove a chant from allies for them trigger, are....

Angelic Bond[edit]

Leadership

5 Energy1 Activation time30 Recharge time

  • Elite Skill. (10 seconds.) Each second that earshot allies takes damage over 150...90...75, those allies are healed for any damage over that amount (maximum 75...135...150).
See Spirit Bond Spirit Bond.
Progression
Damage taken
0
150
75
1
145
80
2
140
85
3
135
90
4
130
95
5
125
100
6
120
105
7
115
110
8
110
115
9
105
120
10
100
125
11
95
130
12
90
135
13
85
140
14
80
145
15
75
150
16
70
155
17
65
160
18
60
165
19
55
170
20
50
175

Angelic Intervention[edit]

Leadership

5 Energy1 Activation time30 Recharge time

  • Skill. (10 seconds.) Negates the next fatal damage earshot allies takes. Negation effect: that ally is healed for 20...164...200. Ends on other allies.
Progression
0
20
1
32
2
44
3
56
4
68
5
80
6
92
7
104
8
116
9
128
10
140
11
152
12
164
13
176
14
188
15
200
16
212
17
224
18
236
19
248
20
260

Angelic Protection[edit]

Leadership

5 Energy1 Activation time30 Recharge time

  • Skill. (10 seconds.) Transfers half of incoming damage from earshot allies to you. Redirected damage is reduced by 3...25...30. If your Health is below 50% when ally takes damage, Angelic Protection ends.
Progression
0
3
1
5
2
7
3
8
4
10
5
12
6
14
7
16
8
17
9
19
10
21
11
23
12
25
13
26
14
28
15
30
16
32
17
34
18
35
19
37
20
39
recycle[edit]
Leadership

5 Energy1 Activation time60 Recharge time

Passive effect: Removes a chant whenever you take damage. Removal effect: damage is reduced by 3...25...30.
Active effect: (10 seconds.) Transfers half of the next 1...3...3 incoming damage from earshot party members to you. Initial effect: removes all Chants from earshot party members. Removal effect: party members recieve damage reduction 3...25...30.
Prevention cost: you lose one Chant or Angelic Bond ends.
Negation cost: you lose one Chant or Angelic Bond ends.
Leadership

5 Energy1 Activation time60 Recharge time

Passive effect: Removes a chant whenever you take damage. Removal effect: damage is reduced by 3...25...30.
Active effect: (10...38...45 seconds.) Transfers half of the incoming damage from earshot allies to you and removes a Chant. Removal effect: redirected damage is reduced by 3...25...30.
Leadership

15 Energy1 Activation time60 Recharge time

Passive effect:
Active effect: (10...38...45 seconds.) Negates the next fatal damage to earshot allies and removes a Chant. Removal effect: ally is healed for 20...164...200. No effect on spirits.


Leadership

15 Energy1 Activation time60 Recharge time

Passive effect: if under the effects of a shout or chant.
Active effect: (10...38...45 seconds.) Reduces incoming damage by 5 each time target ally takes damage and removes a Chant. Removal effect: That ally is healed for any damage over that amount. No effect on spirits.



Finales[edit]

Finales, which provide an instant effect, is triggered whenever a Chant or Shout ends on earshot allies.

Leadership

15 Energy1 Activation time60 Recharge time

Passive effect: Inflicts Burning condition (1...4...5 second[s]) to adjacent foes whenever a chant or shout on you ends.
Active effect: (10...38...45 seconds.) Earshot allies inflicts Burning condition (1...4...5 second[s]) to adjacent foes whenever a chant or shout ends on those allies. Ends after 1...4...5 triggers. No effect on spirits.
Leadership

15 Energy1 Activation time60 Recharge time

Passive effect: Gain 1 Energy whenever a chant or shout on you ends.
Active effect: (10...38...45 seconds.) Earshot allies gains 1 Energy whenever a shout or chant ends on those allies. Ends after 1...4...5 triggers. No effect on spirits.
Leadership

15 Energy1 Activation time60 Recharge time

Passive effect: Gain 5...17...20 Health whenever a chant or shout on you ends.
Active effect: (10...38...45 seconds.) Earshot allies gain 5...17...20 Health whenever a shout or chant ends on those allies. Ends after 1...4...5 triggers. No effect on spirits.
Leadership

15 Energy1 Activation time60 Recharge time

Passive effect: Lose 1 Condition whenever a chant or shout on you ends.
Active effect: (10...38...45 seconds.) Earshot allies lose Condition whenever a chant or shout ends on those allies. Ends after 1...4...5 triggers. No effect on spirits.



Harmonics[edit]

Continually renew while under the effects of a chant.

Leadership

5 Energy1 Activation time10 Recharge time

Passive effect: Self-targeted chants and shouts last 50% longer on you.
Active effect: (10 seconds.) Chants and shouts last 50...90...100% longer on earshot allies. Renewal effect: whenever a chant is cast. No effect on spirits.
Leadership

5 Energy1 Activation time10 Recharge time

Passive effect: You gain 100...140...150% more adrenaline.
Active effect: (10 seconds.) Earshot allies gain 100...140...150% more adrenaline. Renewal effect: whenever a chant is cast. Ends if they use any non-adrenal skills. No effect on spirits.



Leaders[edit]

Leaders, which are personal effects and direct utility buffs to Leadership line, strengthen with each new addition to the party (similar to Critical Eye and Meditation). Example: Leader's Zeal replaces the Leadership's old function (at cost of 1 skill slot) for those who prefer to adrenal-spam shouts for energy management.

Leadership

5 Energy2 Activation time8 Recharge time

Passive effect: You gain 5 Health for each ally affected by one of your Shouts or Chants (maximum 0...24...30 Health).
Active effect: (8 seconds.) Initial effect: you gain 30...66...75 Health. You also gain 10...18...20 Health (maximum 140) for each ally in earshot. No effect on spirits.
Leadership

5 Energy2 Activation time8 Recharge time

Passive effect: You benefit from any non-hostile Shouts or Chant you hear from hostile foes.
Active effect: (8 seconds.) You repeat the next 1...3...3 Shouts or Chants your hear. No effect on spirits.
Leadership

5 Energy2 Activation time8 Recharge time

Passive effect: You gain 1 Adrenaline for each ally affected by one of your Shouts or Chants (maximum 0...2...3 Adrenaline).
Active effect: (8 seconds.) Initial effect: you gain 3...6...7 Adrenaline. You also gain 1...3...4 Adrenaline (maximum 10 Adrenaline) for each ally in earshot. No effect on spirits.
Leadership

5 Energy2 Activation time8 Recharge time

Passive effect: You gain 1 Energy for each ally affected by one of your Shouts or Chants (maximum 0...4...5 Energy).
Active effect: (8 seconds.) Initial effect: you gain 5...11...12 Energy. You also gain 2 Energy (maximum 8...11...12 Energy) for each ally in earshot. No effect on spirits.



Refrains[edit]

Refrains, which provide continuous effects, are reapplied (resetting their durations) whenever a Chant or Shout ends on the earshot allies.

Leadership

5 Energy1 Activation time30 Recharge time

Passive effect: Attack 10...22...25% faster and gain adrenaline 10...22...25% faster. You have -20 armor.
Active effect: (3...7...8 seconds.) Earshot allies attack 10...22...25% faster and gain adrenaline 10...22...25% faster. Renewal: whenever a chant or shout ends on those allies. They have -20 armor. No effect on spirits.
Leadership

5 Energy1 Activation time30 Recharge time

Passive effect: Gain 5...17...20% chance to block. Block effect: 5...17...20 damage to adjacent attacking foes.
Active effect: (3...7...8 seconds.) Earshot allies have 5...17...20% chance to block. Block effect: 5...17...20 damage to adjacent attacking foes. Renewal: whenever a chant or shout ends on those allies. No effect on spirits.
Leadership

5 Energy1 Activation time30 Recharge time

Passive effect: Critical hits inflict Burning condition (1...3...3 second[s]).
Active effect: (3...7...8 seconds.) Earshot allie's critical hits inflicts Burning condition (1...3...3 second[s]). Renewal: whenever a chant or shout ends on those allies. No effect on spirits.
Leadership

5 Energy1 Activation time30 Recharge time

Passive effect: Move 10...22...25% faster and activate skills 10...22...25% faster.
Active effect: (3...7...8 seconds.) Earshot allies moves 10...22...25% faster and activate skills 10...22...25% faster. Renewal: whenever a chant or shout ends on those allies. No effect on spirits.
Leadership

5 Energy1 Activation time30 Recharge time

Passive effect: Gain +1...3...3 Health regeneration for each hex or condition on you.
Active effect: (3...7...8 seconds.) Earshot allies have +1...3...3 Health regeneration for each hex or condition on them. Renewal: whenever a chant or shout ends on those allies. No effect on spirits.



Requiems[edit]

Requiems, which provide conditional effect per earshot foe, provides no benefit or synergy with a Chant or Shout. Being the exception to the Echo characteristics, they instead provide synergies with other Echoes.

Leadership

15 Energy1 Activation time60 Recharge time

Passive effect: Gain 1...3...3 Energy (maximum 8) for each foe in earshot whenever an echo ends on you.
Active effect: (10 seconds.) Initial effect: Earshot allies gain 1...3...3 Energy (maximum 8) for each foe in earshot. End effect: Earshot allies gain 1...3...3 Energy (maximum 8) for each foe in earshot. No effect on spirits.



Notes[edit]

  • Note that ends specifically requires the Chant or Shout to have a duration (it must appear in the Effects Monitor). Instant Shout effects such as "Never Give Up!" will not trigger echoes.



Chant Spells?[edit]

To be continued

Recycle Bin[edit]

You gain 1 Energy for each ally affected by one of your Shouts or Chants (maximum 1 Energy for every 2 ranks).

Attribute 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Maximum energy gained 0 0 1 1 2 2 3 3 4 4 5 5 6 6 7 7 8 8 9 9 10


Naming Bin[edit]

  • Angelic
  • Athem
  • Aria
  • Ballad
  • Chorus
  • Finale
  • Lyric
  • Psalm
  • Mantra
  • Refrain
  • Requiem
  • Speech
  • Song