View Full Version : Possible ideas with "Incoming!"
Is there a cap on how long the duration of a shout can be increased? Because if you have Vocal Was Sogolon (+44% shout duration) and Enduring Harmony (+50% shout duration) and max out Command and Restoration you can get "Incoming!" to last for more than half it's recharge time. That's 50% damage reduction for MORE THAN 50% OF THE TIME! Best of all, it can't be stripped easily like enchantments! You could keep Enduring Harmony on at least two party members with a decent enough Leadership (ie Whoever is getting pounded)
If you had a warrior in your party using "Watch Yourself!" or a bonder/barrier monk the damage reduction gets even crazier.
I'd say no to a bonder, with all the monster Dervishes running around, but VoS + EH for Incoming! is one fine idea. Great job!
However, the idea used to be to simply chain it among 4 or 5 spikers, and I think that remains better, seeing as the entire party still benefits from it, but in this case 2 paragons can only keep it on 4 members of the party. Then again, each spiker was a Paragon and required investment in the Command line, while in this case...
Hmm, I think you're idea has got quite a bit of potential. VoS+EH ..yeah, I could see that working. Totally screw over spike teams. Then again, so could chaining Incoming between spikers. Guess your only problem are degen/pressure teams, and even that can be taken care of given some tweaking. Condition teams would be a pain in the arse, but nothing a /P couldn't take care of with Cautury Signet.
I'm guessing the skills to be (Pardon the acronyms I'm using):
Stand Your Ground
Sig of Return
There are some people that you wouldn't need "Incoming!" to last that long on, like warriors, rangers, and your fellow paragons. But because Enduring Harmony has a 10 second recharge you still have some degree of freedom to stick it on someone under heavy fire.
Seeing as your command attribute is going to get pumped anyway, I'd suggest "Never Give Up!" and "Never Surrender!" to give your party a boost.
The main problem with putting GftE in this build is the fact that if you're holding Sogolon's ashes, it's hard to gain adrenaline.
I'd stick to Command shouts that require energy:
"Never Give Up!" "Never Surrender!" - These two can give your party a good boost, especially witht he fact that it lasts longer from your chant duration boosts
"Stand Your Ground!" - Even more damage reduction! The catch is you'd all have to be standing still. :/ pretty useless in PvP, has it's uses in PvE
"Brace Yourself!" - Might be good in KD heavy areas.
These are all 5en shouts, and in a energy heavy build such as this, I'm loath to put even more of an energy strain on a paragon.
One thing worth mentioning is:
Soothing Memories - Holding Sogolon's ashes means you get 3en back when casting this, with maxed restoration, that means you can heal for 82 for 2en
Now that I'm thinking more about a build:
"Never Give Up!"
Sig of Return/Flesh of my Flesh
I'm curious to see how this build would work against spikes and pressure builds, as well as a partner for a monk in PvE.
incoming as it is already works well against spikes just know when they are about to spike. against pressure builds incoming and enduring might be nice to put on your monks.
A 5e shout isn't a big deal at all. at 12 Leadership and 6 allies you get 6 energy back, so you GAIN energy by shouting.
And if you happen to use dual Sups (Which I advise against) You'd have 16 Command and 16 Leadership, which would give you 8 energy back with 8 allies. So, you are basically free to spam whichever shouts you want at 16 Leadership, cause 10e shouts cost 2, and 5e shouts cost +3e. Sick? I think so.
So don't worry so much about energy-heaviness, Leadership takes care of it easily.
You cant have 16/16 as you can only put an attribute to 15 without using the +1 from a hat. Unless you cold wear two hats...
Otherwise, I find 10 or 8 leadership is more than enough, and I have sup command and sup motivation, and it doesn't affect my character at all (still got 429HP).
Go for the Eyes
Signet of Return
9 Spear Mastery
I use a sup command rune, a major leadership and a sup vigor as runes.
With 600hp base, I get down to 490 hp after the runes, still staying over the crucial 480.
My equipment is:
Prayer of the Forgotten
10% chance for extra adrenaline on attack (furious mod)
Heraldic Shield (crafted in Throne of Secrets)
20% chance for +1 command on skill use
I find this to be working brutally well, and my party's survival rate has gone through the roof, and is a lot more effective than just a mere spear flinger. I tested it out in Vizunah Square, and we made Masters there! First time Ive gotten Masters ever in Vizunah, so it is quite an acomplishmen for me.
I expect that defensive Paragons will take over the spot of mass defensive protection that Ritualists formerly had. The Paragon is so mobile and fast compared to Ritualists that it is just unfair to them. The Paragon just doesnt have the slow and crippling vulnerability to interupts that Ritualists have.
Does anyone know the EXACT scaling of "Incoming!"? Because if it rises above the max 6 seconds listed in GuildWiki, then it should rise upto 8 seconds, which means that you can keep it up... for about 16 seconds. Als if you're putting so many points into Resto I'd consider taking a spirit, like Restoration (reduces conditions durations by 44%, costs 15 energy) or Recuperation (+3 party wide regen combined with Never Give up for party wide +7 regen, costs 25 energy though).
And if you happen to use dual Sups (Which I advise against) You'd have 16 Command and 16 Leadership, which would give you 8 energy back with 8 allies.
1) 16 & 15, 2) for this build you'd need points in Resto, 10 at least probably, so you're looking at either 15 & 13, or 11 & 16.
Never Give Up! rises to 5 regen at 14 Command
Incomming! rises to 7 seconds at 14 Command
Neither increases at 16. But I am running 16 command with a 20% chance for +1 Command shield.
I was thinking about putting a spirit in, but Paragons have about the same energy situation as a warrior and putting a 25e spirit in there kinda cramps your style. :undecided:
That's the reason I put in Soothing Memories, so you can be spamming energy shouts, and still be healing for a decent amount, for a net 2en per 82hp.
With a high Command (16, to make Incoming last as long as possible) and a high Restoration Magic (12, to get as much +chant duration out of VwS as possible) you'd only get a 4 in Leadership with a minor rune, which means your 5en shouts cost 3, which isn't too bad. You could make leadership 6 with a sup rune, but that not something I'm willing to do to my hp.
I'd probably go with a Spear and a +1 Resto focus, so that when you cast VwS you might get a +1 on it. Once you're holding ashes, your weapon/offhand won't matter anyway.
As for armor, I'd go with Herald's, or Radiant insignias.
EDIT: With the information that NeferJackal provided, if Command only needs to get up to 14, then you could either opt for a minor rune to boost hp, or raise Leadership to a decent level, and you can throw in a spirit or something, because your energy management will be much better. Or maybe toss in recovery to help with conditions as was suggested, or some other restoration skill like resilient weapon to help the monk out because currently this build has ZERO hex or condition removal
Incomming! rises to a duration of 8 seconds at 17 Command. Just noticed it when the mod on my Command shield kicked in.
I managed to secure myself a full set of 5x Centurion Armor Insignias. +10 AL when affected by a Shout, Chant or Echo.
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