Paragon

The Paragon moves like a furious storm, never giving his enemy time to regroup. A master of dual-wielding, he uses parries and disciplined forms to build up power attacks and stay out of danger.

Strengths

With a finely tuned mind and body, the Paragon wields two weapons to perfection, devastating his enemies. Paragons specialize in dealing consistent damage, and can also hit their enemies from range.

Weaknesses

Paragons suffer against healers who can outpace their steady damage output, and these methodical warriors tend to be weaker against opponents who specialize in burst damage.

Paragon History

One day, along their journey to confront the first incarnation of Regulos, a party of heroes realized they were being followed. So the Riftstalker Anan hung back to ambush their pursuer.

Anan found an old Bahmi man sitting before a fire. “Sit. Have a bite,” said the elderly fellow, peering straight at Anan under the shadow of an exceptionally large hat. He turned a spit on which was skewered an alarmed-looking rodent. “You should know, however, that the forces of Regulos will be arriving in just a few moments.” No sooner did he say so than a cadre of skeletons spilled over the hill. Anan whipped out his daggers, ready to confront the first wave before they could harm the old fellow.

In a flash, the Bahmi was on his feet, a long, slender blade in each fist. “Strike like iron!” he bellowed, and did.

He made bone mulch of the oncoming horde with a dizzying onslaught of attacks. As a second wave crested the hill, he swung his swords in an arc. A wave of energy flew from his blades, shattering bones and spilling marrow on the grass. Before more could come, he danced back to turn his spit. Anan could not help but admire the old swordsman’s disciplined, fluid movements. One blade struck while the other repelled, flowing between well-practiced forms. When a foe managed to knock one sword from his grip, the Bahmi used the spit from the fire to defend himself.

Just as the skeletons had been laid to rest, an enormous flesh golem appeared on the hilltop, casting a monstrous shadow in the bloody light of dusk. It lumbered straight for the swordsman, who crossed his hands over his chest and shouted, “Way of the Mountain!”

The aberration’s charge hit the old man with an anticlimactic thud, as if rushing against a solid pillar of earth. It stumbled back, yet the Bahmi remained completely unmoved. Before it could recover, Anan joined the swordsman in a dual attack, and the battle ended quickly. Before the dust could settle, the man sat back at his fire.

“Great warrior,” said the Riftstalker. “I am Anan. My fellows and I journey to rid the world of Regulos. Would you join us?”

The old man took a bite of rodent, and with a twinkle in his eye, he said, “I am the Won Odego, and I will join your cause gladly. But first, I will eat.” And so the father of the Way of the Paragon joined the crusade to end Regulos.

Abilities

Branch Advancement

Name Description
Duality of Mind Using an ability that grants an Attack Point enhances Parry by 1/2/3/4/5% for 5 seconds.
Combat Precision Abilities that generate Attack Points ignore 1/2/3/4/5% of the target’s armor.
Predictable Movements Melee ability attacks made against the Warrior are reflected back against the attacker:
1 Point: 1 attack, for 12 seconds.
2 Points: 2 attacks, for 12 seconds.
3 Points: 3 attacks for 12 seconds.
Teaching of the Five Rings Melee damage is increased by 2/4/6/8/10% when wielding a weapon in each hand.
Double Jeopardy After successfully hitting with Dual Strike you gain an additional 2/4/6% chance to critically hit while dual wielding.
Wrist Strike A nerve strike to the enemy’s wrist causes them to drop their weapon for 5 seconds. Follow up attack, must be done within 10 seconds of using an ability that generates Attack Points and is not a follow up attack.
Grace of the Five Rings Increase your chance to Parry an attack by 3/6/9% when wielding a weapon in each hand.
Weapon Master You gain a 4/8/12/16/20% chance of generating a second attack point when using an attack point generating ability.
Flowing Strikes Increases critical hit chance with melee attacks by 1/2/3/4/5% for 6 seconds after getting a melee critical hit.
Serenity When you Dodge or Parry an attack you gain 10/20/30 Power.
Path of the Tempest Strike an enemy at range with both weapons for weapon plus Physical damage:
1 Point: 100% of weapon plus 43 damage.
2 Points: 120% of weapon plus 75 damage.
3 Points: 140% of weapon plus 107 damage.
Run Like the Wind Increases the duration on Fleet of Foot by 2/4/6 seconds.
Bend Like the Reed Like the reed in the wind, the Warrior flows with their enemy’s attacks, increasing their chance to parry attacks made against them for 10 seconds:
1 Point: Parry +20%.
2 Points: Parry +35%.
3 Points: Parry +75%.
Deadly Grace Strike with a second weapon swing for 7% of damage done after successfully hitting with Dual Strike.
Improved Flowing Strikes Increases the duration of Flowing Strikes by 2/4 seconds.
Requires Flowing Strikes Rank 5
Touch of Tranquility A nerve strike to an enemy’s neck causes them to be incapacitated for 15 seconds. Damage will remove this effect.
Force of Will Critical hit damage of follow up attacks is increased by 15/30/45%.
Death Touch A nerve strike to the chest of the enemy, reduces their Strength and Dexterity by 10% every second for 8 seconds then deals 213 to 218 Physical damage. Follow up attack, must be done within 10 seconds of using an ability that generates Attack Points and is not a follow up attack. This ability grants 1 Attack Point.

Root Advancement

Name Description
Dual Strike Strike with two weapons, dealing weapon plus 7 to 9 Physical damage. This ability grants 1 Attack Point.
Strike Like Iron Increases the damage of attack abilities for the next 12 seconds:
1 Point: +10% damage.
2 Points: +20% damage.
3 Points: +30% damage.
Rising Waterfall A powerful uppercut that deals 120% of weapon plus 13 to 15 Physical damage. Follow up attack, must be done within 10 seconds of using an ability that generates Attack Points and is not a follow up attack. This ability grants 1 Attack Point.
Way of the River Following the teachings of the river, the Warrior moves more fluidly. Critical hit chance is increased by 5%. Only 1 Way may be active at a time. Lasts 1 hour.
Turn the Blade Slip the blade past an enemy’s defenses dealing weapon plus 23 to 25 Physical damage. This attack must follow a parry or block and cannot be parried, dodged or blocked. This ability is not affected by the global cooldown.
Focus of Strength Focus the mind of the selected ally on strength and power, increasing Strength by 5. Lasts 1 hour.
Path of the Wind Project a melee weapon attack to hit an enemy at range, dealing weapon plus 22 to 25 Physical damage. This ability grants 1 Attack Point.
Flinching Strike Distracting strike that deals weapon plus 22 to 25 Physical damage in addition to interrupting any spells the enemy was casting. This ability grants 1 Attack Point. This ability is not affected by the global cooldown.
Path of the Raptor Strike an enemy at range with both weapons, dealing 120% of weapon plus 25 to 28 Physical damage. Follow up attack, must be done within 10 seconds of using an ability that generates Attack Points and is not a follow up attack. This ability grants 1 Attack Point.
Fleet of Foot A burst of speed that increases movement speed by 50% for the next 15 seconds.
Shifting Blades Follow each of the next 3 ability attacks with a strike from a second equipped weapon:
1 Point: 25% of the damage of the initial attack.
2 Points: 50% of the damage of the initial attack.
3 Points: 75% of the damage of the initial attack.
Way of the Mountain Following the teachings of the mountain, the Warrior becomes immovable. All Follow up attacks deal 15% more damage and the Warrior cannot be knocked back. Only 1 Way may be active at a time. Lasts 1 hour.
Focus of Body Focus the mind of all nearby allies on strength and power, increasing Strength by 10. Lasts 1 hour.
Path of the Hurricane Project a series of melee weapon attacks in a cone, dealing 120% of weapon plus 68 to 71 Physical damage to enemies up to 15 meters away. Follow up attack, must be done within 10 seconds of using an ability that generates Attack Points and is not a follow up attack. This ability grants 1 Attack Point.
Thread the Trees Charge an enemy, striking all nearby enemies at the starting location and ending location of the charge for weapon plus 63 to 67 Physical damage in addition to rooting the original enemy for 2 seconds. This ability grants 1 Attack Point.
Way of the Wind Following the teachings of the wind, the Warrior becomes unrestricted and unforgiving. Every time the Warrior parries an attack, it is followed up by a strike with both weapons for 80 to 84 Physical damage. These attacks activate follow up attack. Only 1 Way may be active at a time. Lasts 1 hour.
Paired Strike Use both weapons to divide the enemy’s defenses, dealing weapon plus 109 to 113 Physical damage, in addition to causing the next follow up attack used within 15 seconds to critically hit. This ability grants 1 Attack Point.
Flurry While moving, strike the target within a quick succession of blows from both weapon for weapon plus Physical damage over the next 6 seconds. Cannot be affected by crowd control while Flurry is active:
1 Point: 100% of weapon plus 891 damage.
2 Points: 120% of weapon plus 1559 damage.
3 Points: 140% of weapon plus 2227 damage.

Gameplay Video

Screenshots

Leave a Reply

Your email address will not be published. Required fields are marked *

*

You may use these HTML tags and attributes: <a href="" title=""> <abbr title=""> <acronym title=""> <b> <blockquote cite=""> <cite> <code> <del datetime=""> <em> <i> <q cite=""> <strike> <strong>