Burning Barrage[edit]
Paragon / Ranger
|
Marksmanship
|
12
|
Leadership
|
12+3+1
|
Command
|
3+1
|
Full description and screenshots of this build here:
http://wiki.guildwars.com/wiki/User:Khomet/Burning_Barrage
Focused Scythe[edit]
Paragon / Dervish
|
Scythe Mastery
|
12
|
Leadership
|
12+1+1
|
Constant AoE damage and burning to all adjacent, constant 33% damage resistance for the entire party and mostly unblockable too. Gets ~75dps on master of damage without any IAS at all, use rock candy or celerity to boost damage even further. I've tested this with Onslaught and Soldier's Fury, this works better than both because of the monstrous adrenaline gain, it allows to you spam attacks all day long.
Hundred Blades[edit]
Paragon / Warrior
|
Sword Mastery
|
12
|
Leadership
|
10+1+1
|
Command
|
8+1
|
I Am The Strongest + EBSoH give you +35 damage per hit and EBSoH boosts damage from Hundred Blades as well. GFTE gives extra damage from critical hits and everything around you should be burning from Blazing Finale. You can pre-charge your adrenaline between battles with Signet of Aggression so that you go in with full adrenaline. With a standard command shield the paragon has 96+ armor (106 with Centurion's insignia, even more with +AL shield mod) so it is fairly resistant to damage.
Dragon Slash[edit]
Paragon / Warrior
|
Sword Mastery
|
12
|
Leadership
|
10+1+1
|
Command
|
8+1
|
Pure damage. This could give 130-140dps before the change to Asuran Scan, it will be a lot less now.
Extend Conditions[edit]
Paragon / Mesmer
|
Inspiration Magic
|
10
|
Spear Mastery
|
12+1+1
|
Leadership
|
8+1
|
I have been playing this in Random Arena, Fort Aspenwood and Alliance Battles. Use with a Silencing spear (+33% dazed) for best results. You have the ability to inflict bleeding, crippling, deep wound and dazed, and with Extend Conditions you can inflict all of these conditions to all nearby foes; this is especially useful against NPCs. Extend gives +68% duration at 10 Inspiration Magic, so your 19s conditions last for 32 seconds. Dazed lasts for 11s on your target and 18s on all nearby. It also has two hard interrupts (Web of Disruption + Drain Delusions), good energy management through Drain Delusions and good self healing with Ether Feast. Drain Delusions and Ether Feast also serve as energy denial (8.5e every 12s average, not counting energy lost from interrupted spells). Very versatile and fun to play.
Angel of Chaos[edit]
Paragon / Mesmer
|
Domination Magic
|
12
|
Command
|
10+1+1
|
Leadership
|
8+1
|
Inspiration Magic
|
3
|
I created this for alliance battles. With Incoming and Fall Back you have nearly permanent party IMS and healing over time, and with auspicious --> arcane echo --> chaos storm you can take out shrines without too much effort. Chaos Storm gives 21 damage and -2 energy to all adjacent for 10 seconds, so the two of them together give 420 armor ignoring damage and -40 energy. Not bad for a spell that costs 5 energy! Cry of Frustration is universally useful, and Mistrust is also very useful, consider using Mistrust instead of Never Surrender or Empathy.
Pyromania[edit]
Paragon / Elementalist
|
Fire Magic
|
12
|
Command
|
10+1+1
|
Leadership
|
8+1
|
laugh all you want, this actually works pretty well. it's basically the reverse of the E/P build you see people running in AB. I wanted to run a paragon and they have a tough time capturing shrines unless they make use of their secondary. Fire Storm is 29 damage per second (times 10), Mark of Rodgort is 3s burning (triggered for 10 seconds), Meteor is 91 damage plus knockdown. All together this is 290 + 91 damage from two spells and another 182 damage from burning for 563 total damage. The NPCs will eventually try to flee from Fire Storm which is why you drop Meteor on them and keep them on the ground soaking up damage. If any enemies manage to survive, fire off Lava Arrows to hit all of them for 56 damage and another 3s of burning. This may not seem significant, but with burning added onto the normal damage Lava Arrows is dishing out 96 damage to 3 opponents for only 5 energy. Incoming and Fall Back have obvious uses and their healing is actually pretty strong... 13 healing per second times 9 seconds gives 117 mass healing for each one of these, and with both of them you can keep your whole team running almost all of the time.
I use a hale destroyer staff of fortitude (fire) which gives me 630 health and 45 energy (and 80 armor as well). Glowing Signet is great energy management if you can cause Burning, even at 8 leadership it is +10 energy every 20 seconds, or the equivalent of +15 in 30 seconds. Glyph of Lesser Energy gives the equivalent of +15 energy every 30 seconds, so Glowing Signet is just as good as GoLE at 8 Leadership and better with higher leadership. If you don't feel like you need the extra energy from Glowing Signet I'd suggest Never Surrender or Remedy Signet as alternates.
Paragon / Elementalist
|
Fire Magic
|
12
|
Leadership
|
12+1+1
|
Motivation
|
3+1
|
This works pretty well on a hero. An elementalist can give more fire damage but burning and knockdown work just the same for either of them, and the paragon has They're On Fire for permanent 33% damage reduction on everyone. Energizing Chorus or Lyric of Zeal are useful in the last spot, depending on whether your group is likely to have more shouts or more signets. This build benefits from either, it gets 11 energy from EC or 10 from LZ. Meteor causes exhaustion but its recharge exactly matches the exhaustion recovery rate so it is not a problem, and Meteor really can't be beat for only 5 energy. Works best with multiple Searing Flames elementalists.
Shadowrunner[edit]
Paragon / Assassin
|
Shadow Arts
|
12
|
Command
|
12+1+1
|
Leadership
|
3+1
|
You can run almost anywhere with this, I have done the Droknar run with it. Dwarven Stability + Dark Escape gives you 26s out of 30s with +25% IMS and 50% damage reduction, and you should have 120+ armor as well. Use a +20% enchanting spear like Spirit of the Forgotten so that Shadow Form and the dwarven enchantments last longer.
Summoner[edit]
Paragon / Ritualist
|
Channeling Magic
|
12
|
Spear Mastery
|
10+1+1
|
Command
|
8+1
|
this can solo farm just about anything, I have been using it to farm all the stuff that Nicholas wants. not as much damage as a primary ritualist but not as squishy either, and it has spear damage as well. nightmare weapon doubles as a self heal, you can swap it for Destruction or Agony or Splinter Weapon if you want. Summon Spirits is not needed, just keep summoning the spirits as they are destroyed.
Stunning Strike[edit]
Paragon / Mesmer
|
Spear Mastery
|
12+1+1
|
Leadership
|
9+1
|
Command
|
9+1
|
usage: 2-3-4-5-6-7, rinse and repeat. no energy problems at all, you can spam all day. spear of fury helps build up adrenaline very quickly.
causes weakness, dazed, burning and deep wound to all adjacent. delivers 40-50dps on top of the condition spam.
Soldier's Stance Imbagon[edit]
Paragon / Warrior
|
Spear Mastery
|
10+1+1
|
Tactics
|
10
|
Leadership
|
11+1
|
Near-permanent +33% IAS and 75% blocking and no armor penalty. Autoattacks generate 6 adrenaline in 6.6 seconds so you really don't need much adrenaline boost to maintain SY. Mark of Fury or Dark Fury or Anthem of Fury (or even just a Furious spear) are enough... but just in case, we have Spear of Fury for +6 adrenaline on demand, and TTL gives +4 adrenaline on demand. Spear of Fury also charges all your attack skills instantly which means more damage. My Kurzick rank is maxed so I get a 6 second SY, making it easy to maintain... if your rank is low you might want to stick with standard imbagon.
Soldier's Stance[edit]
Paragon / Warrior
|
Spear Mastery
|
12+1+1
|
Tactics
|
12
|
Leadership
|
3+1
|
because arenanet sucks at skill balance, so Paragons are forced to use other profession's IAS instead of using their native IAS skills. for casual pvp like RA/AB. Soldier's Stance (PvP) gives 100% coverage at 9 tactics, the only issue is keeping up with the energy cost.
Onslaught[edit]
Paragon / Dervish
|
Spear Mastery
|
12+1+1
|
Wind Prayers
|
12
|
Leadership
|
3+1
|
a different take on the above using Dervish skills. for casual pvp like RA/AB. if you use a +20% enchantment spear (e.g. Spirit of the Forgotten) you can have 100% coverage of Onslaught. Otherwise you can go 12+1+1 spear, 10 wind, 8+1 command or motivation to get the full armor bonus from your shield. At 10 wind prayers Onslaught lasts for 15 seconds which becomes 18 with your 20% enchanting spear. 18s IAS out of 20s with no drawback isn't bad at all.
Soldier's Fury[edit]
Paragon / Warrior
|
Spear Mastery
|
10+1+1
|
Tactics
|
10
|
Leadership
|
11+1
|
12s daze with your +33% dazing spear and quick adrenaline gain from Soldier's Fury and To The Limit which leads to spammable attack skills. Now that TTL has a duration you can use it to keep Soldier's Fury up 100%, and it helps with adrenaline besides. Watch Yourself at 10 tactics almost cancels out the -20 armor from Soldier's Fury. This works really well, highly recommended. It beats the other two builds hands down because they don't have Daze. You can use Soldier's Stance instead of Soldier's Fury for more defense.
Prepared Shot[edit]
Ranger / Paragon
|
Marksmanship
|
12+1+1
|
Expertise
|
12+1
|
Command
|
3
|
This hits very hard... prep up with 6-7-8 then activate triple shot and find their weakness at the same time (and GFTE as well, if it is charged). This can deliver more than 300 damage instantly, even in hard mode... 200+ from the three arrows with buffs and an additional 100+ from the deep wound. Dual Shot is almost as good and Prepared Shot keeps your energy high so you can spam attacks all day. With these buffs active you are hitting for +44 bonus damage with autoattacks and even more if you have Orders, Brutal Weapon, Great Dwarf Weapon, etc. Highly recommended. You can swap "I Am The Strongest" for Asuran Scan if you want. I find that the enemies die so quickly that Asuran Scan doesn't work as well. Note that heroes can run this bar with a few modifications and almost the same effectiveness (see below).
Ranger / Paragon
|
Marksmanship
|
12+1+1
|
Expertise
|
12+1
|
Command
|
3
|
Hero version of the above.
Paragon / Ranger
|
Marksmanship
|
12
|
Leadership
|
9+1
|
Command
|
9+1+1
|
Paragon version of the above.
Ray of Judgment[edit]
Monk / Mesmer
|
Smiting Prayers
|
12+3+1
|
Inspiration Magic
|
12
|
This is the last word in RoJ nuking. In 30 seconds it can throw a minimum of 4 Rays of Judgment (worst case) and up to 7 (best case). Average will be 6 RoJ in 30 seconds thanks to Arcane Echo and Ebon Battle Standard of Wisdom. Each spell will have 68% chance of HSR and because HSR also applies to Auspicious Incantation and EVAS the energy management and spike potential are very good. The Ice Imp helps to snare foes for RoJ nuking and it does AoE damage as well. Mantra makes you immune to interrupts, which is important because many of the spells have long cast time and the chain must not be disrupted. Ether Signet is further energy management which is useful in areas with heavy e-denial, otherwise you can take another useful inspiration skill. I like to bring Hex Eater Signet when there is a need for it. This build requires a +20% enchanting weapon for optimal use, as this will make Arcane Echo last for 24 seconds instead of 20, thus allowing an extra cast of the echoed RoJ. However I have been vanquishing using Scourgewind's Branch (+30 health, +1 smiting 20%) and I don't think the difference would be that great.
Paragon / Monk
|
Spear Mastery
|
12+1+1
|
Smiting Prayers
|
12
|
Healing Prayers
|
3
|
I played this in Jade Quarry while I was maxing the Kurzick title, I was also working on Drunkard at the time so I needed to play Paragon. It can solo the shrines with 3 NPCs, just hit RoJ and tab through the enemies while hitting spear of light and the signets. This will be just enough to kill them. Barbed spear and maiming spear allow you to slow and/or kill turtles as well.
Paragon / Monk
|
Spear Mastery
|
12+1+1
|
Smiting Prayers
|
12
|
Healing Prayers
|
3
|
FA/AB variant. I lost track of how many warriors and sins I killed with this, Spear of Light in the face really takes their health down. Judge's gives you armor penetration. RoJ is for capturing shrines but you can also nuke players with it, especially if they are bleeding and crippled from barbed and maiming spear. Barbed-Maiming-RoJ-Spear of Light-Merciless ought to kill anyone without blocking skills. Lately I have been using Purge Signet in place of Judge's Insight, it is great for removing ridiculous stacks of hexes and conditions. Use a low energy weapon set for best results, or at least switch to a +5e spear after using it.
Shield of Regeneration[edit]
Paragon / Monk
|
Motivation
|
10+1+1
|
Leadership
|
11+1
|
Protection Prayers
|
10
|
Smiting Prayers
|
1
|
This can be used to farm enemies that can't heal themselves. It kills through degen (burning) so it isn't the fastest build but it is pretty cool to be able to solo farm with a paragon even if it's not the most efficient.
Word of Healing[edit]
Paragon / Monk
|
Motivation
|
12+1+1
|
Healing Prayers
|
12
|
Leadership
|
3+1
|
This works surprisingly well and is fairly resistant to mesmer hate as many of the skills are not spells. I run this in AB for kicks. :-D
Enraged Lunge[edit]
Paragon / Ranger
|
Spear Mastery
|
12+1+1
|
Beast Mastery
|
12
|
Leadership
|
3+1
|
Player version.
Paragon / Ranger
|
Spear Mastery
|
12+1+1
|
Beast Mastery
|
12
|
Leadership
|
3+1
|
Hero version. This gives the highest damage (~72dps) of any paragon hero build I have found, see http://wiki.guildwars.com/wiki/User:Khomet/Paragon_DPS for comparison with some other hero builds.
Heal As One[edit]
Paragon / Ranger
|
Spear Mastery
|
12+1+1
|
Beast Mastery
|
12
|
Leadership
|
3+1
|
This delivers tremendous damage along with condition spam and maintainable IAS for both you and the pet. Up to 130dps (!!), average 122dps. If you are in a group you can replace Barbed Spear with Merciless Spear so you can deliver Deep Wound as well. Before anyone asks, this delivers higher dps than Enraged Lunge, though Master of Damage does not consider Deep Wound in the damage calculation.
Paragon / Ranger
|
Spear Mastery
|
10+1+1
|
Beast Mastery
|
12
|
Leadership
|
8+1
|
For AB/FA/RA. Good damage and condition spam, self healing for both; pet has IAS, +24 armor and is mostly unblockable. Has Daze and Deep Wound in the same build.
Paragon / Ranger
|
Spear Mastery
|
12+1+1
|
Beast Mastery
|
12
|
Leadership
|
3+1
|
I solo vanquished Plains of Jarin with this. O_o
Keystone Signet nuker[edit]
Mesmer / Necromancer
|
Fast Casting
|
12+2+1
|
Inspiration Magic
|
12
|
Illusion Magic
|
3
|
Cleared two areas of DoA with this without consumables of any kind. Works great.
Avatar of Balthazar[edit]
Dervish / Warrior
|
Scythe Mastery
|
12+1+1
|
Mysticism
|
12+1
|
AoE damage from scythe attacks, AoE holy damage, AoE burning, +20 armor and faster adrenaline gain. Yes please!
Stormed through Duncan Hardmode with this. I used rock candy for IAS, probably could replace Eremite's Zeal with Heart of Fury, this build doesn't really need much energy. I'm still tweaking this but it is very solid.
Vow of Strength[edit]
Dervish / Warrior
|
Scythe Mastery
|
12+1+1
|
Earth Prayers
|
12+1
|
Mysticism
|
3+1
|
All AoE damage all the time. EBSoH greatly increases the damage... Vow of Strength, Sand Shards, Mystic Sandstorm, Whirlwind Attack and scythe attacks all get up to +15 per damage packet from it. Great Dwarf Armor is optional but it works pretty well here because you'll have +60 health and at least 108 armor depending on insignia and weapon mods. FGJ lets you start spamming attack skills very quickly.
Glaiveway Dervish[edit]
Dervish / Ritualist
|
Channeling Magic
|
12
|
Mysticism
|
12+1+1
|
This works grrreat, it does everything the other Glaivers can do and also has AoE burning, better energy management and higher armor.
Vow of Silence[edit]
Dervish / X
|
Scythe Mastery
|
12+1+1
|
Mysticism
|
12+1
|
(PRE-UPDATE)
This is really simple but works really well. Before battle, enchant up with 5-6-7 and enjoy being 100% spellproof while also delivering max damage from mystic sweep, max crippling on crippling sweep, and +24 health per hit from mystic vigor. A +20% enchanting scythe helps with all of this obviously; otherwise take a vampiric or sundering scythe for more damage. Victorious Sweep provides even more healing and it works while Vow of Silence is active. This build is very durable. Pious Haste is maintainable +33% IMS and you can use Vow of Silence just before it ends so that Pious Haste does not remove anything important. You can also use Pious Haste as a self-heal by using it to remove Faithful Intervention.
Deadly Arts[edit]
Assassin / Ranger
|
Deadly Arts
|
12+2+1
|
Critical Strikes
|
12+1
|
Wilderness Survival
|
3
|
Work in progress. One run through the chain (1-7) gives 105 + 58 + crippled + 80 + 100 + deep wound + poison + 130 + 100. That is 573 damage + plus deep wound and poison and 2/3 of it is armor ignoring. Looks good on paper at least. Skills 1-3 have fairly quick recharge so you can still deliver some damage while the other skills are recharging. The other good thing is that this build is almost entirely immune to blocking and blind, vampiric assault is the only attack skill. I don't know of any way to get around this problem since Impale, SoTS, and SoDC must follow a dual attack... but even if Vampiric Assault fails to hit, the Palm Strike/Vampiric Assault chain can be done every 8 seconds and you can throw Dancing Daggers in between.