Which attributes do you use for a P/W Flesh Wound Paragon? And why?
I either run 12-9-9(tac)-3(com)-1 (12-9-8-5-3-2 with a q7 shield) or 12-9-5(tac)-8(com)-2. The first variant gives +5 armor and +1 adrenaline, so you have 2x ~25% damage reduction; the second variant gives 2x ~19% damage reduction. With higher command you have a better chance on critical hits on your spikes which can add quite some damage with 3 of you (warrior, ranger, paragon) on the spike target and will of course give our second frontliner the chance to deal more damage on some other target, too. The chance for the second one is 15 percentage points higher (which is roughly 33% higher than for the first variant resulting in a total bonus chance of 57%).
Which one I take depends on which shields I already have in my inventory as I'm pretty lazy. Both variants are legit. I guess the command variant is the better choice in case you don't have some pervert backline that uses tinder instead of prots ... :P
(sorry for that punch, dude)
Max spear cause damage.
Minimum 8 leadership because energy
8 tactics cause breakpoint "To The Limit!"
9 command cause deep wounds/shieldreq
1 motivation cause 2 seconds are better than 1
Don't run major spear cause -20 armor means you get 60'd
to be honest, i dont really get the paragon bars with tactics, command and motivation. i feel fleshwound reduces your rc heal by a lot and doesnt really help that much to make up for an elite slot. Also weakness decreases the paragons effectiveness by 5 attribute points, which basically renders him a lvl 17ish charackter (breakpoints). also to the limit sucks ass - 30 hp and some adren. Not quite sure if you even get the full energy of it. Fleshwound only counters hard condition builds, such as old fevered dreams+frag ( you ran pnh so you needed condition removal). Motivation stuff only seems to work nice running 2 paragons, so if you run 1, it should be a command bar. Since Paragon elites aren't as effective in comparison to the normal skills ( spear of lightning's armor penetration >> cruel spear) you almost always have a free utility elite slot such as empathic, expel, glimmer, pod, Charge, coward, .... . If someone can tell me any good reasons why this bar is good, i'd appreciate it.
Because it counters the infinite blind, weakness spam and everything a derv pumps out every 2 seconds. It also has the unique feature of ranged deep wound & doesn't get countered by wastrels like many of the bars in the meta. Also running RC with IJAFW means you're doing it wrong.
Sidenote: I think you can totally run motivation with a single paragon (TPIY), people just haven't done it much yet.
The only weakness running around is oppressive gaze ( 10 secs =! spam ) and the blind spam is easy to get rid of ( draw cd < bflash cd). And RC heal for dervs and shielding hands, which are both common, deal easily with any derv stuff. i wanted good reasons, why IJAFW and "To the limit" are ran instead of something more useful. TPIY is quite good, but the slots to fill up your bar are kind of weak to stay in motivation only. Other shouts also deal with wasterls. Fleshwound reduces energy on monk sides, but the heal you lose not running rc makes up for that energy save big time. That's why i feel Fleshwound is bad.
Well first your run paragons because they are awesome. Then you run a fleshwound paragon to countre condition pressure from necro's and rangers and keep your frontline clean so your backline can do nothing instead of redbarring. And probably most important you play a fleshwound because you cripple yourself by playing a paragon. Since paragons are terrible against any split build it happens that you have 1 monk on mainteam, so having flesh wound on main is good.
You don't have to flesh wound on spikes but just keep your flagger and frontline clean and remove all the poison and bleeding etc.
You take To The Limit to have a shout to keep your Refrain up without having to cast anthems which improves your DPS and personally I would play a paragon without a res signet and take Wild Throw or Anthem of envy so you can use to the limit to spam more damage. Having watch yourself is nice to keep your refrain up and get energy if you are spamming your energy skills.
Pretty much only good reason to run paragon anymore is flesh wound, without that there's much better options.
No one also forces you to drop RC, especially if the para is someone else than Life. I haven't seen other paras use flesh wound fast enough constantly to actually change monk elite.
To the Limit gives you 37 hp with 8 tactics which imo ain't a small amount at all and like Ra said it's the easy way to keep up refrain and doesn't eat adrenaline from dps skills. I too would take wild throw if possible, rly nice skill.
Ofc vs some teams FW ain't as good but against condiheavy teams it's rly nice, also when your monks get low on energy you still have the para to clean fronts which often lacks in those situations and then it just snowballs to your loss.
@Reed IJAFW lets you take something like a healing burst prot bar which is absurd vs pressure builds, meh against spikes and better than RC vs splits...
One of the most common (and effective) strategies against teams with a flesh wound para is to train it out with coordinated enchant removal or just raw continous damage (due to paras being horrible at kiting and having no stance/speed boost). If you run a prot with heal burst, then its super hard to keep your para alive. Once it gets dp, it can't hide or run flags like another midliner can. All of paras skills are designed so you have to be in the middle of the field to maximize his effectiveness.
If you took a stance on the para it could solve this problem, or just not take aggressive (but then your kinda useless).
Flesh wound also becomes a problem if your frontline, midline and backline are not very close to each other. A lot of times on para it is optimal to move close to your target so they can't dodge your spears. But if you do this you risk not being in range of your backline to remove their conditions. Also anytime your frontline pushes forward or you backline pushes back it puts you in a weird position of deciding to either be aggressive or defensive. This is very similar to the idea of putting shield guardians on eles or foul feast on necros or imbue health on D/E (shoutout to zurrie), all of which seems really good in theory, but isn't nearly as good in practice.
Thus it makes sense for your para to focus on cleaning frontline and when the rc is diversioned or pblocked or dshot and the prot monk to use rc otherwise.
Now if you have a para bot and can maximize flesh wounding and dpsing that's a different story :D.