Can someone pls give me a Tomb build For B/P
Turkish Ecko
I just made a Ragner a few days ago and its the best class i have played by far. I would like to start Famrming tombs OF Kings but i dont have a B/P build.
Amy Awien
It is described in detail on GuildWiki: Team - Barrage/Pet (Tomb Ruins)
Sir Mad
^ Just a few comments concerning guildwiki's build:
The mandatory skills of the build are:
Barrage
Interrupt
Charm Animal
Comfort Animal
Rez (generally Rebirth is prefered, but other options are possible - one player with Vengeance, especially with the new buff, is always funny; Restore Life may be an option to rez the monk in-battle and gave him back some energy, but the long activation time makes it difficult - it's still better than rebirth for that purpose anyway. And in any case, the majority of the rangers should still have rebirth).
EDIT / Actually Vengeance is better in FoW - it may not be that good tin the tombs with Fingers of Chaos / EDIT
So there are 3 free slots. 2 rangers should have a spirit: WW and FW (or 3 if you want a back-up, which is not necessary if the rangers know where to cast the spirits so the mobs don't rush on them).
You may want a defensive skill: guildwiki suggests Troll Uguent, but you know the problem of its long casting time. Natural Stride is not a good choice because you should have OoV reapplied every 5 secs, so it's probably going to be active for an average of 2.5 secs only. Whirling Defense may sound like a good choice (and I still generally carry it, over Troll) but remember grasps use Fingers of Chaos.
For the remaining Slots: another interrupt (I never had the use of a second interrupt but others do), Throw Dirt (probably the best protection against Grasps but it doesn't last long), Dust Trap (drains a lot of energy - use it on the path of grasps you're going to lure), some kind of hex remover (empathy hurts), Winter (to prevent the dryders Mark of Rodgort from triggering - not absolutely necessary), Symbiosis (the few french teams I played with seem to favour this spirit for the extra health with OoV, but again you don't absolutely need it). Some players bring Apply Poison for the wurms, but you can't use this skill anywhere else since barrage removes preps so I'm not not sure this is a vey good idea. There are probably other optional skills - I have the feeling I have forgotten some...
Now there are also variants with another secondary, but even if you don't go as a monk, I suggest to choose a secondary with a hard rez (para or Rt) since an eventual Rez Sig wouldn't recharge before the end of the run.
The mandatory skills of the build are:
Barrage
Interrupt
Charm Animal
Comfort Animal
Rez (generally Rebirth is prefered, but other options are possible - one player with Vengeance, especially with the new buff, is always funny; Restore Life may be an option to rez the monk in-battle and gave him back some energy, but the long activation time makes it difficult - it's still better than rebirth for that purpose anyway. And in any case, the majority of the rangers should still have rebirth).
EDIT / Actually Vengeance is better in FoW - it may not be that good tin the tombs with Fingers of Chaos / EDIT
So there are 3 free slots. 2 rangers should have a spirit: WW and FW (or 3 if you want a back-up, which is not necessary if the rangers know where to cast the spirits so the mobs don't rush on them).
You may want a defensive skill: guildwiki suggests Troll Uguent, but you know the problem of its long casting time. Natural Stride is not a good choice because you should have OoV reapplied every 5 secs, so it's probably going to be active for an average of 2.5 secs only. Whirling Defense may sound like a good choice (and I still generally carry it, over Troll) but remember grasps use Fingers of Chaos.
For the remaining Slots: another interrupt (I never had the use of a second interrupt but others do), Throw Dirt (probably the best protection against Grasps but it doesn't last long), Dust Trap (drains a lot of energy - use it on the path of grasps you're going to lure), some kind of hex remover (empathy hurts), Winter (to prevent the dryders Mark of Rodgort from triggering - not absolutely necessary), Symbiosis (the few french teams I played with seem to favour this spirit for the extra health with OoV, but again you don't absolutely need it). Some players bring Apply Poison for the wurms, but you can't use this skill anywhere else since barrage removes preps so I'm not not sure this is a vey good idea. There are probably other optional skills - I have the feeling I have forgotten some...
Now there are also variants with another secondary, but even if you don't go as a monk, I suggest to choose a secondary with a hard rez (para or Rt) since an eventual Rez Sig wouldn't recharge before the end of the run.
lennymon
For the defensive skill, a copy of barbed trap and flame trap in the team are good and if everyone else takes throw dirt I think is the best for that optional spot
XvArchonvX
Barrage
Distracting Shot - Used to interupt Siege Wurms
Concussion Shot - Used against Dryders when they cast Meteor Shower
Fav Winds or Winnowing or a trap of some sort or throw dirt -depends on if the team needs a spirit or your preference on defense.
Troll Unguent
Comfort Animal
Charm Animal
Rebirth
I use the same build when I bp in Sorrow's Furnace. In that area, Distracting Shot is used against Gnashers, Binders and Herders to prevent stealing of corpses and knockdown. Concussion Shot is used against monks using Life Attunement or Ressurect.
I have noticed that a lot of people shy away from Concussion Shot because of the high cost associated with the skill. In practice, however, even running at 9 expertise, it is still possible to pull this skill off and have energy left over to spam barrage. Even beggining interupters should be safe using this skill since the enemies that you will want to daze have skills that have long casting times. Meteor Shower is a 5 second cast, Life Attunement is a 2 second cast, and Ressurect is a 6 second cast time. Dazed is an invaluable condition that can make a world of difference on how fast your team progresses and really help reduce the number of deaths.
Distracting Shot - Used to interupt Siege Wurms
Concussion Shot - Used against Dryders when they cast Meteor Shower
Fav Winds or Winnowing or a trap of some sort or throw dirt -depends on if the team needs a spirit or your preference on defense.
Troll Unguent
Comfort Animal
Charm Animal
Rebirth
I use the same build when I bp in Sorrow's Furnace. In that area, Distracting Shot is used against Gnashers, Binders and Herders to prevent stealing of corpses and knockdown. Concussion Shot is used against monks using Life Attunement or Ressurect.
I have noticed that a lot of people shy away from Concussion Shot because of the high cost associated with the skill. In practice, however, even running at 9 expertise, it is still possible to pull this skill off and have energy left over to spam barrage. Even beggining interupters should be safe using this skill since the enemies that you will want to daze have skills that have long casting times. Meteor Shower is a 5 second cast, Life Attunement is a 2 second cast, and Ressurect is a 6 second cast time. Dazed is an invaluable condition that can make a world of difference on how fast your team progresses and really help reduce the number of deaths.