[toj.cc]WildBillKickoff
New Member
This build would involve four P/Xs who rotate group shouts which will ensure constant health regen, improved running speed, and damage reduction.
The Build:
Command 14 (12 + headgear + minor rune)
Motivation 12(11 + minor rune)
Leadership 7 (6 + minor rune)
Skills:
Incoming! [E]-- For 1...4 seconds, all party members within earshot take 50% less damage. (5 seconds with 14 Command)
Fall Back!-- For 4...9 seconds, all allies within earshot gain 5...13 Health per second while moving and move 33% faster. "Fall Back!" ends on an ally affected by this Shout when that ally successfully hits with an attack. (10 seconds duration + 14 health per second at 14 Command)
Leader's Comfort-- You gain 30...66 Health. For each ally within earshot, you also gain +10...18 Health (maximum 140 Health). (With 3 teammates, at 7 Leadership it is a 96 HP self-heal)
Signet of Synergy--Target other ally is healed for 40...88 Health. If you are not under the effects of an Enchantment, you are also healed for 40...88 Health.
Remedy Signet-- You lose 1 Condition.
Finale of Restoration-- For 10...30 seconds, whenever a Chant or Shout ends on target non-Spirit ally, that ally is healed for 15...63 Health. (32 second duration and 67 health gain at 13 Motivation)
Energizing Finale-- Echo. For 10...30 seconds, whenever a Shout or Chant ends on target non-Spirit ally, that ally gains 1 Energy.
Rez of choice, preferably Rebirth or Sunspear Rebirth Sig
The four paragons will continually cycle Incoming! and Fall Back!, with 4 runners the skills should be on all four runners without interruption since Shouts and Chants cannot be removed. This will ensure 50% damage reduction, 33% increase in running speed, and a gain of 14 health per second while moving. Because seven shouts will be ending on each Paragon every 32 seconds, Finale of Restoration will replenish 469 additional health during it's duration, and it can be immediately reapplied, while Energizing Finale will provide an additional 7 energy every 30 seconds.
Leader's Comfort and Signet of Synergy provide an immediate health boost if spiked, while Remedy Sig can be used to remove Crippled.
The Build:
Command 14 (12 + headgear + minor rune)
Motivation 12(11 + minor rune)
Leadership 7 (6 + minor rune)
Skills:
Incoming! [E]-- For 1...4 seconds, all party members within earshot take 50% less damage. (5 seconds with 14 Command)
Fall Back!-- For 4...9 seconds, all allies within earshot gain 5...13 Health per second while moving and move 33% faster. "Fall Back!" ends on an ally affected by this Shout when that ally successfully hits with an attack. (10 seconds duration + 14 health per second at 14 Command)
Leader's Comfort-- You gain 30...66 Health. For each ally within earshot, you also gain +10...18 Health (maximum 140 Health). (With 3 teammates, at 7 Leadership it is a 96 HP self-heal)
Signet of Synergy--Target other ally is healed for 40...88 Health. If you are not under the effects of an Enchantment, you are also healed for 40...88 Health.
Remedy Signet-- You lose 1 Condition.
Finale of Restoration-- For 10...30 seconds, whenever a Chant or Shout ends on target non-Spirit ally, that ally is healed for 15...63 Health. (32 second duration and 67 health gain at 13 Motivation)
Energizing Finale-- Echo. For 10...30 seconds, whenever a Shout or Chant ends on target non-Spirit ally, that ally gains 1 Energy.
Rez of choice, preferably Rebirth or Sunspear Rebirth Sig
The four paragons will continually cycle Incoming! and Fall Back!, with 4 runners the skills should be on all four runners without interruption since Shouts and Chants cannot be removed. This will ensure 50% damage reduction, 33% increase in running speed, and a gain of 14 health per second while moving. Because seven shouts will be ending on each Paragon every 32 seconds, Finale of Restoration will replenish 469 additional health during it's duration, and it can be immediately reapplied, while Energizing Finale will provide an additional 7 energy every 30 seconds.
Leader's Comfort and Signet of Synergy provide an immediate health boost if spiked, while Remedy Sig can be used to remove Crippled.