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I'm not sure if the P needs extra energy. What do you think?
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I was leaning toward +10 armor while effected by a shout/chant/echo
extra armor would be better than health, not to metnion energy usually isn't a problem.
Same here but since I never see them I wouldnt know. Energy I chose simply because I play the support-type paragon and you never know when extra energy is useful.
Radiant (+energy) insignia has to be the most overrated insignia in the game. In anything over a 15-second fight duration or so, the amount of energy you use will far outpace your maximum energy - energy regeneration dominates over energy capacity in determining your casting capabilities. In effect, additional max energy only gives you a small boost at the start of the fight, whereas armor gives you a boost over the duration, and health is a constantly available buffer for spike damage.
Essentially, for the most part Radiant insignia is a nice way to distract those who don't understand the regen mechanic from the better options, so the prices on the rest stay low.![]()
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Please do not respond to inappropriate posts in kind - report them using the skull icon instead.
Leave the flames to the fire eles. Bring your debate to the Community Discussion Forum.
"Let me never fall into the trap of thinking that I am persecuted simply because I am disagreed with." ~Emerson
I occasionally write articles about various Guild Wars topics; you can [read them here].
You only need health if you're planning to use superior rune(s). Otherwise I'd definetly go with +armour, a vigor rune and minors attributes. I can only speak for myself, but I rarely run a build where there's less than three chants/shouts, and it's very rare I find I'm out of energy at 10 leadership in 8player missions. Thinking about it: getting +e just allows you to do a couple of moves more before you run out, because the ceiling has been moved up. That's all allright if fights will be over within the minute mark like mostly the first half of the missions in all three campaigns, but after that what you might consider doing instead is looking for options for energy management making sure you stay active the whole way through :)
Right now I have Survivor on my chest and the rest are +armour under shout/chant/echo, supplemented by minor runes and a major vigor. That keeps my health above average meaning I won't draw aggro as the weak link into the backline, but I can still take punishment when I do get attention ^^
Last edited by Sitting Sock; 03-11-2006 at 23:14.
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I have to disagree, to an extent... take Rangers, for instance. With a high Expertise (12-13), the energy cost of the Ranger skills is cut in half. Effectively, then, a +2 energy boost acts more like +4 would to someone else. The Radiant insignias (or the Druid's armor before them) really start to add up.
And what about all those support caster classes? If your Monk only does PvE, he simply won't be taking that many hits. The other insignia buff AR (except Survivor, which is +HP), and do you REALLY need more of that? So I can easily see him going the +Energy route, especially for certain secondaries. An Elementalist doesn't need it, but I suppose Mesmers could use it too (especially with so many 10-15 cost spells/hexes).
But in a Paragon's case, the obvious choice is the "+10 armor while under shout, chant, or echo". I mean really, when are you NOT under one of those? Having 90 armor across the board, for a class that doesn't need to fight in melee range, gives insane survivability in my experience (just hit 20 with my P/R... hey, I wanted a pet flamingo, nothing else).
Sometimes Radiant has it's uses, it's not the "n00b" choice as you seem to have suggested. Many classes, especially hex heavy classes need to frontload a lot of casting, and then they can chill out and spam lower energy spells and recharge. A necro that needs to cast a bunch of curses at the beginning of battle, for example, 2xSS is 30 energy, not counting the energy you have yet to gain back from pre-casting Arcane Echo, then Reckless Haste, is another 10, then maybe another SS. But after all that is done, most of the casting stops, so the necro can regen energy. And his/her e-management doesn't kick in until the end of battle. Having the bonus energy from Radiant really helps you frontload a spell or two more, until that first mob dies.