Barragepet Redux
Drasu
Since barragepet's 'nerfing' where pets could no longer be exploited, the build has pretty much gone off the map in terms of widespread use. I decided to go back to the concept and turn the build in a new direction to try to make it viable again.
While still having the same idea of combining a league of damage addition modifiers like order of pain, Ebon ward, Great Dwarf weapon, Winnowing, "Dodge this!", and Favorable Winds, on top of the standard +damage to barrage to have the rangers gain around +100 unconditional damage to their barrages, the ton of +damage modifiers in the build also made Dual Shot and Triple Shot attractive for some potent single-target damage.
This time around, however, the purpose of the pets are not to be cannonfodder for necromancers, but to be used as the reciever for a variety of weapon spell buffs. This is where two variant midlines are created in the build- on one hand, you could use a communing ritualist, spamming Great Dwarf Weapon on the rangers, and Brutal Weapon on the pets, allowing for a spread of unconditional damage on the pets, as well as being able to use Weapon of Quickening on his allies to decrease the recharge times of key skills (ie. ebon wards, enfeebling blood) on the necromancer as well as himself. He needs a ton of energy though, thus forcing the necromancer to bring blood is power, which is a decent skill pick anyway considering the monk setup in this build. As well, considering the nature of Brutal Weapon, keeping the pets alive is a must with this midline setup. On the other hand, you could take a channeler, which on top of spamming Great Dwarf Weapon like the communing rit, spams splinter and nightmare weapon on the pets, which is probably more damage, but not as reliable as Brutal Weapon. It is also completely in the green in terms of energy management, allowing the Necro to take an elite like Glyph of Renewal, placing full mobility of the ebon ward on that position. Whatever midline you choose, the pets will be doing a sizable amount of damage, as well as to allowing the rangers to utilize Never Rampage Alone.
All in all, offensively you'll be packing a wallop, with the barrages becoming a targeted Ursan Rage, pets swarming the area with damage buffs, and Dual Shot and Triple Shot allowing you to crush any single targets in your path. Defensively, the build is on the weaker end of the spectrum, with block stances and enfeebling blood being relied on to stop most of the damage- the healer's boon can clean up the rest, but lack of prot on him will obviously be a problem in concentrated damage areas like the UW or DoA.
It's another bleeding-edge offense and defense build for those of you who enjoy the flavor. I hope you enjoy it.
Barragepet Redux @ gwShack: http://gwshack.us/f1005
While still having the same idea of combining a league of damage addition modifiers like order of pain, Ebon ward, Great Dwarf weapon, Winnowing, "Dodge this!", and Favorable Winds, on top of the standard +damage to barrage to have the rangers gain around +100 unconditional damage to their barrages, the ton of +damage modifiers in the build also made Dual Shot and Triple Shot attractive for some potent single-target damage.
This time around, however, the purpose of the pets are not to be cannonfodder for necromancers, but to be used as the reciever for a variety of weapon spell buffs. This is where two variant midlines are created in the build- on one hand, you could use a communing ritualist, spamming Great Dwarf Weapon on the rangers, and Brutal Weapon on the pets, allowing for a spread of unconditional damage on the pets, as well as being able to use Weapon of Quickening on his allies to decrease the recharge times of key skills (ie. ebon wards, enfeebling blood) on the necromancer as well as himself. He needs a ton of energy though, thus forcing the necromancer to bring blood is power, which is a decent skill pick anyway considering the monk setup in this build. As well, considering the nature of Brutal Weapon, keeping the pets alive is a must with this midline setup. On the other hand, you could take a channeler, which on top of spamming Great Dwarf Weapon like the communing rit, spams splinter and nightmare weapon on the pets, which is probably more damage, but not as reliable as Brutal Weapon. It is also completely in the green in terms of energy management, allowing the Necro to take an elite like Glyph of Renewal, placing full mobility of the ebon ward on that position. Whatever midline you choose, the pets will be doing a sizable amount of damage, as well as to allowing the rangers to utilize Never Rampage Alone.
All in all, offensively you'll be packing a wallop, with the barrages becoming a targeted Ursan Rage, pets swarming the area with damage buffs, and Dual Shot and Triple Shot allowing you to crush any single targets in your path. Defensively, the build is on the weaker end of the spectrum, with block stances and enfeebling blood being relied on to stop most of the damage- the healer's boon can clean up the rest, but lack of prot on him will obviously be a problem in concentrated damage areas like the UW or DoA.
It's another bleeding-edge offense and defense build for those of you who enjoy the flavor. I hope you enjoy it.
Barragepet Redux @ gwShack: http://gwshack.us/f1005
Shayne Hawke
Interesting build concept, especially with designating weapons to be placed on pets.
Is one Monk enough?
Is one Monk enough?
Drasu
Thanks for the reply.
I do think that one monk is enough for this build- most of the rangers have a block stance, the necro has enfeebling blood, and great dwarf weapon on all of the rangers guarantees knocklocks on a cluster of monsters, negating a lot of damage to warrant having only one monk. As they say, a great defense is a great offense!
Depending on which variant you use, your monk can also go into a healing frenzy when he needs to, spamming heals left, right, and center while being held up on energy by Blood is Power. You can do this with the other variant as well, but to a lesser degree, since you're using Blood Ritual instead.
I do think that one monk is enough for this build- most of the rangers have a block stance, the necro has enfeebling blood, and great dwarf weapon on all of the rangers guarantees knocklocks on a cluster of monsters, negating a lot of damage to warrant having only one monk. As they say, a great defense is a great offense!
Depending on which variant you use, your monk can also go into a healing frenzy when he needs to, spamming heals left, right, and center while being held up on energy by Blood is Power. You can do this with the other variant as well, but to a lesser degree, since you're using Blood Ritual instead.
The Meth
Looks fun and high damage. I have tried 4 or 5 barrage rangers casting GDW on each other in UW and vanquishing before, the knockdowns alone pretty much prevent 95% of all damage, so anything not immune to knockdowns is automatically toast.
-Lotus-
volley + elite > barrage
Lord Xivor
"Dodge This" - "your next attack" always means only one more attack, so only one of the arrows will get the bonus.
Replace that. You also need another monk. One will not be enough. If anything, bring an imbagon with "Go For The Eyes" and an Arcane Orders dervish.
Replace that. You also need another monk. One will not be enough. If anything, bring an imbagon with "Go For The Eyes" and an Arcane Orders dervish.
Drasu
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Originally Posted by Lord Xivor
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Really? In that case it would probably be the better option then, yeah. I'm still a bit concerned over energy issues on those ranger bars, but hopefully zealous mods on the barragers will be able to pay the cost.
You also need another monk. One will not be enough. If anything, bring an imbagon with "Go For The Eyes" and an Arcane Orders dervish.
I disagree. I think you are really underestimating the damage mitigating potential of Great Dwarf Weapon. Again, if the going gets rough, the monk can rely on energy jolts like Blood is Power or Blood Ritual to power-heal. Besides, to get rid of the rit position makes the entire build obselete to other mainstream builds; you will be losing too much damage. The Meth
How about replacing the monk with another rt and turning both rits into GDW spammers/healers? Basically the whole second half of the rit's bar could be dropped off in favor of restoration skills, then duplicated for another rit. 5 rangers + 5 pets with GDW would be awesome.
Drasu
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Originally Posted by The Meth
How about replacing the monk with another rt and turning both rits into GDW spammers/healers? Basically the whole second half of the rit's bar could be dropped off in favor of restoration skills, then duplicated for another rit. 5 rangers + 5 pets with GDW would be awesome.
Feasable, but not very efficient. By speccing into resto, you not only sacrfiice your offensive potential for a weakened defense, but you have to spam a 10 energy skill every 5 seconds, but pump out heals on top of that. They'll be completely dependent on BiP, which I'm not really comfortable with. The defense/healing is fine, really- try the build out with some friends, and you'll see.
If you want to get more out of GDW, you could always remove Nightmare weapon or splinter (I would reccomend nightmare) on the channeler variant and replace it with Arcane Echo (and replace rebirth for Flesh of My Flesh). I toyed with the idea, but the demand for energy on such a bar is too much even with ghostly-hasted Offering of Spirit and Essence strike, resulting in the necro having to blood ritual you occasionally, and the tempo of the build felt better with nightmare weapon. Eric Clapton
Like the idea a lot, if only people still ran it.
Broken Baby
i suggest replacing dodge this with [i am the strongest]
it affects 4-8 barrages, not 4-8 arrows, and it adds the damage onto each arrow. ive tested it with a volley/splinter Ministry Of Peace
Wow, this looks like a promising build indeed!
However, can't the rangers just use zealous bows for energy management, freeing up the necro to go with orders? Also you might consider dropping barbs for mark of pain, freeing up a lot of energy on the necro for arguably more damage output in a tight cluster. Also you might consider using wielder's zeal on the rit as opposed to weapon of quickening, to facilitate better energy management. This would free up the need to take elementalist as the secondary profession. For additional defense, consider making one or two of the rangers go warrior secondary for Save Yourselves! Also one thing I am wondering, is how you expect to gain a clean aggro... You might consider just taking the monk out altogether for a 600 tank or the like to establish a clean aggro. The only person that should be really getting hurt is the necro from lifestealing, which the rit should be able to more than handle. Note also to be sure to take BR on the necro in this case, in case the tank needs more energy between mobs. Could also use a tank something like this: [build prof=Dervish/Warrior][Hundred Blades][Mystic Regeneration][Mystic Vigor][Mental Block][Great Dwarf Armor][Rending Aura]["Save Yourselves!"][Mystic Healing][/build] One advantage of a build like this is that it would also have decent damage output with GDW. Could replace one of the rangers with something like this for clean aggro at only slightly diminished damage output. Furthermore, Triple Shot and Double Shot seem kind of worthless since barrage has 1s recharge... I would replace them with Pain Inverter or something similar. If you go with the dervish tanker, you could take out the current monk for something like this: [build prof=Monk/Mesmer][Mantra of Inscriptions][Blessed Signet][Vigorous Spirit][Vital Blessing][Essence Bond][Life Bond][Spell Breaker][Strength of Honor][/build] This would give decent damage reduction to the tank, as well as improve the DPS of all the rangers. If you go with this, you'll definitely want BR on the necro. If you want you can put in Judge's Insight, but it will conflict with orders and mark of pain, so it's probably best not to. The Meth
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Originally Posted by Drasu
Feasable, but not very efficient. By speccing into resto, you not only sacrfiice your offensive potential for a weakened defense, but you have to spam a 10 energy skill every 5 seconds, but pump out heals on top of that. They'll be completely dependent on BiP, which I'm not really comfortable with. The defense/healing is fine, really- try the build out with some friends, and you'll see.
If you want to get more out of GDW, you could always remove Nightmare weapon or splinter (I would reccomend nightmare) on the channeler variant and replace it with Arcane Echo (and replace rebirth for Flesh of My Flesh). I toyed with the idea, but the demand for energy on such a bar is too much even with ghostly-hasted Offering of Spirit and Essence strike, resulting in the necro having to blood ritual you occasionally, and the tempo of the build felt better with nightmare weapon. How would it be losing damage and defense? You are gaining much damage and defense by using GDW over Brutal Weapon on everything (GDW can be kept up on everyone and pets with 2 rits ). This also means you can either drop communing entirely and go for rest/spawning (to keep GDW up 100%) or stay communing for your Weapon of Quickening and just use that and restoration to keep your GDW's up. The second rit can take one of the other ebon vanguard wards to keep armor or recharge buff. Granted the casting of GDW every 5 seconds will distract from healing, but I think with 5 people and pets attacking with GDW you will never see anything standing upright. Even if a monster gets near you the rangers are going to be shutting it down hugely, giving you tons of time to heal inbetween strikes. As far as I am concerned if you bring a BiP you better be using it and the energy its providing, otherwise you have a wasted character slot. If the party could survive well enough on its own then the character is useless. Bring Lightning Reflexes instead of Whirling Defense, its better even if you aren't getting the full IAS buff. I also have to wonder if the ranger casting spirits is going to be slowing the group down more then helping it, so you might consider removing it. Drasu
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Originally Posted by Broken Baby
it affects 4-8 barrages, not 4-8 arrows, and it adds the damage onto each arrow. ive tested it with a volley/splinter |
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Quote: Also one thing I am wondering, is how you expect to gain a clean aggro... You might consider just taking the monk out altogether for a 600 tank or the like to establish a clean aggro. The only person that should be really getting hurt is the necro from lifestealing, which the rit should be able to more than handle. Note also to be sure to take BR on the necro in this case, in case the tank needs more energy between mobs. Getting clean aggro should be pretty easy- just as with classic barragepet, the rangers just send their pets in first and let them tank the monsters, and even if monsters switch priority, the pets form a wall of bodyblocks to keep monsters from choosing any other target.
Quote: Also you might consider dropping barbs for mark of pain, freeing up a lot of energy on the necro for arguably more damage output in a tight cluster. The barbs is more for putting on the occaisional hard-armored target or boss, so that the rangers can just rangerspike the target down with triple/dual shot. Barbs really adds to that damage, as you could imagine. Good idea though- you could probably wreck a lot of clustered mobs faster with MoP.
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For additional defense, consider making one or two of the rangers go warrior secondary for Save Yourselves!
Good idea. A shame it doesn't affect the pets, though. Quote:
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