User talk:Sora-D
Hey this is yet another Paragon suggestion page. I'll add it to the paragon suggestion sandbox once its complete and i figure out how to legally do so. I'm not entirely new to GWW i was a random IP address usually went by the Call Sign "Auron B" or "Auron (not that guy)" as to no get myself confused with another "Auron" here.
Goals[edit]
Make the paragon a very capable support class Make the paragon a very capable Fighter Class Balance Shouts Chants and Echoes and Leaderships native attibute bonus Address the multi paragon\Imbagon problem
Shouts Chants and Echoes Revised[edit]
First lets look at the bread and butter of Paragons. Shouts, Chants and Echoes. One of the things that made the paragon Imbalance was the simple fact that these three skill type were largely ignored in previous installments of the game and had no effective counters. Thus all shouts chants and echoes were by definition overpowered. ANET has since added a series of skills designed to couter these effect but is weary of the past and unwilling to restor paragon skills to their original state, and understadably so. adressing this issue is simple:
A: put in place a system the limits the number of Chants that a player can have active. B: Convert shouts to adrenaline fueled enchantments C: Tie Echoes and ther effect to chants D: Change the fuctionality ofLeadership
1: Chants will come in 3 varietsies, Intro, Interlude, and Finale. Interludes must follow an intro, and Finales must follow an interlude. When an Interlude ends it strips the intro from the player, when a finale ends it strips the interlude from the player and prevents the activation of another Finale on that player for 5 seconds.
- in short, chants must be comboed to be effective and are limited to 3 chants per combo, when any portion of the combo is remove it remove all previous entries as well. So there is no need to remove all 3 chants from a player, only the one.
2: shouts will now be spells with no activation time much like a flash enchantment. shouts that effect enemies will in efect not be changed other than the fact that thew will now be effected by spell couters. shouts that apply a buff to the user will now be enchantments and as such much easier to remove.
3: Echoes will be skills that target a single player. a player can only have on echoe on them at a given time and the echo will have no effect unless the player is effected by a chant.
4: Leadership now reduces the energy cost off all paragon skills, shouts and attack skills by 4% per rank. and adds +1 pip of energy regen Every 8 ranks
This allow the paragon to use their skills effectivly regardless of the size of their party, while still makeing Energy denial a viable counter against them. and yes at 16 Leadership the para will have 4 pips of energy regen and -75 health (Super Rune of Leadership)
Now it is impossible to stack tons of unstripable bonuses on your team useing mulitple paragons. the bonuses for Chants and echoes is maxed out at 4 shout(3 Chants and 1 echoe). countering them is simple as removeing a single chant from target foe. when that chant is removed it will trigger the collaps of all other chants and rendering the Echoe useless and activating blackout effect that prefents all effected player from recieving the bonues of another Finale for 5 seconds. however shouts will still be stackable but are easily counter by standard Enchant removal.
these mechanics adress the multiple paragon issues as well as the general imballance the comes with the difficulty of countering shouts chants and Echoes. Now that the mechanics are worked out from here we start getting into the actual skills.
Spear Mastery and Leadership skills[edit]
Spear attacks Actually do a decent job, i personally think they are going overboard with the conditional deep wounds but all in all they're decent. I would like to see some more attak chains in here but i'll leave this alone for now.
Leadership will aslo get a huge remodel but its late and i want to focuse on Command and Motivation right now.
Command[edit]
Command skills will assist players performing "aggressive" actions (skills that target the eenemy)
Note: instead of trying to pin new functions on existing skills i just threw them all out the window and started from scratch.
Attackers Furry: 10 15 sec Intro 10-20 seconds all allies in ear shot gain +1 every time they use a melee attack skill
Atteckers Zeal: 6 10 sec Intro 10-20 seconds all allies in earshot gain +1 energy every time they use a melee attack skill
Attackers rabies: 10 15 sec Interlude 5-10 seconds all allies in earshot melee Attack skills recharge 5-10% faster upon activation
Attackers boon: 15 20 sec Finale 2-5 seconds all allies in earshot deal 8-15% damage with their melee attack skills.
Mages Fury: 10 15 sec Intro 10-20 seconds all allies in earshot gain +1 when they cast a spell that targets a foe
Mages Zeal: 6 10 sec Intro 10-20 seconds all allies in earshot gain +1 energy when they cast a spell that targrest a foe
Mages Rabies: 10 15 sec Inter 5-10 seconds Inter 5-15 seconds all allies in earshot Spells that target a foe recharge 5-10% faster upon activation.
Mages Boons: 15 20 sec Finale 2-5 seconds all allies in earshot deal 8-15% more damage with spells that target a foe
Hexers Fury: 10 15 sec Intro 10-20 seconds all allies in earshot gain +1 when they cast a Hex that targets a foe
Hexers Zeal: 6 10 sec Intro 10-20 seconds all allies in earshot gain +1 Energy wehn they cast a hex that targets a foe
Hexers Rabies: 10 15 sec Inter 5-10 seconds all allies in earshot Hexes that target a foe Recharge 5-10% faster upon activation.
Hexers Boon: 15 20 sec Finale 2-5 seconds all allies in earshot Hexes that target a foe Last 8-15% longer
Shooters Fury. 10 15 sec Intro 10-20 seconds all allies in earshot gain +1 every time they use a Ranged attack skill
Shooters Zeal. 6 10 sec Intro 10-20 seconds all allies in earshot gain +1 Energy every time they use a Ranged attack skill
Shooters rabies. 10 15 sec Inter 5-10 seconds all allies in earshot Ranged Attack skills recharge 5-10% faster upon activation
Shooters boon. 15 20 sec Finale 2-5 seconds all allies in earshot deal 8-15% damage with their Ranged attack skills
Motivation[edit]
Motivation skills will assist palyers in performing Support actions (skills that taget allies)
Scribes Fury: 10 15 sec Intro 10-20 seconds all allies in earshot gain +1 every time they use Signet that targets an ally
Scribes Zeal: 6 10 sec Intro 10-20 seconds all allies in earshot gain +1 Energy every time they use a Signe t that targets an ally
Scribes Rabies: 10 15 sec Inter 5-10 seconds all allies in earshot Signets that targets an ally recharge 5-10% faster upon activation
Scribes boon: 15 20 sec 2-5 seconds all allies in earshot provide 8-15% greater bonus with their Signet that targets an ally
Healers Fury: 10 15 sec Intro 10-20 seconds all allies in earshot gain +1 when they cast a spell that targets an ally
Healers Zeal: 6 10 sec Intro 10-20 seconds all allies in earshot gain +1 Energy when they cast a spell that targret an ally
Healers Rabies: 10 15 sec 5-10 seconds all allies in earshot Spells that target a ally recharge 5-10% faster upon activation.
Healers Boons: 15 20 sec Finale 2-5 seconds all allies in earshot heal for 8-15% more with spells that target a ally
Enchanters Fury: 10 15 sec Intro 10-20 seconds all allies in earshot gain +1 when they cast a enchantment that target an ally
Enchanters Zeal: 6 10 sec Intro 10-20 seconds all allies in earshot gain +1 Energy when they cast a enchantment that target an ally
Enchanters Rabies: 10 15 sec 5-10 all allies in earshot enchantments that target an ally Recharge 5-10% faster upon activation.
Enchanters Boon: 15 20 sec Finale 2-5 seconds all allies in earshot enchantments that target an ally Last 8-15% longer
- All chants will have a 1 sec
- Names, activation cost and durations are ofcourse to help give the skills more shape and can always be adjusted.
- Sorry if i borked something up i'm not that good at wiki. I just kinda looked at other pages and experimented with the wiki codex dealies as i went.
Sora-D 11:33, 11 November 2011 (UTC)