Barrage/pet Teams in TopK

Robin_Anadri

Robin_Anadri

Krytan Explorer

Join Date: Jun 2005

Atlanta, GA

Girl Power [GP]

Me/Mo

Hey, I've played on a few of these and been very impressed with how quickly and efficiently we rip through all four areas. One team I was on did all four in under 45 minutes.

The team is usually five rangers with their pets, an Orders necro, a minion master, and a monk. Spirits brought were FW and Predatory Season.

I'd like to tweak it a bit, but I'm confused by a few of the BM skills, and I've not played with them enough to speak knowledgeably about them. I'm thinking it would be nice to having the other three rangers (besides the FW and PS rangers) bring either EoE or Winnow, and Otayugh's Cry and Call of Protection.

From what I've seen on the forum, Otayugh's Cry will give a +20 armor bonus to all the team's pets, right? And I haven't been able to clarify it, but won't Call of Protection provide the base damage reduction for all of the team's pets? I tried that one the last time i went in, but i wasn't able to tell whether or not it was affecting all pets or just mine.

Also open to suggestion for other skills.. I don't tend to use pet attacks, but maybe I'm overlooking something cool?

Batou of Nine

Batou of Nine

Desert Nomad

Join Date: Aug 2005

California, USA

Angel Sharks [AS] (RiP [KaiZ] T__T")

Mo/E

Yup.

When my guild does this build for PvE Tombs, we always have one person take FW, one person takes Winnowing, one person takes Call of Protection. We dont take PS, as the Orders necro suffices for added dmg plus a little self healing for teh rangers. Since your MM should should be maintaining that meat shield, healing isnt all that hard anyway...

Other than that, you have the overall basic idea. Enjoy!

Jenosavel

Jenosavel

Master of Beasts

Join Date: Jul 2005

Servants of Fortuna [SoF]

R/

Nononononononono. While Otyugh's Cry will effect all pets within the party, Call of Protection is specific to your pet alone. The same goes for Call of Haste. I know the skill description is misleading, but you can test it easily enough.

With that said, be careful when using Otyugh's Cry, because its range is rather small. You'll need to use it when you've got all the pets clumped together for maximum effect.

EDIT: The most often over-looked pet attack, I believe, is Disrupting Lunge. It's a real beauty.

Razorfish

Pre-Searing Cadet

Join Date: Feb 2006

The No Names

Mo/N

Quote:
Originally Posted by Robin_Anadri
I'm thinking it would be nice to having the other three rangers (besides the FW and PS rangers) bring either EoE or Winnow, and Otayugh's Cry and Call of Protection. Many of the Barrage/Pet groups I've played with use Winnowing to supplement damage - it's already a staple nature ritual to many. On the other hand, Edge of Extinction is a pretty bad nature ritual to use because it decimates a minion master's army that much faster.

Willy Rockwell

Willy Rockwell

Lion's Arch Merchant

Join Date: May 2005

2 slots is more than enough for the pets. I am so skill heavy for UW I dont even have room for res. Gotta have 2 interrupts for the wurms. Barrage is essential. Kindle and Double shot work together to take down rogue baddies. Mending keeps me healthy. Woops, that's 8. See what I mean?

Jenosavel

Jenosavel

Master of Beasts

Join Date: Jul 2005

Servants of Fortuna [SoF]

R/

Quote:
Originally Posted by Willy Rockwell
2 slots is more than enough for the pets. I am so skill heavy for UW I dont even have room for res. Gotta have 2 interrupts for the wurms. Barrage is essential. Kindle and Double shot work together to take down rogue baddies. Mending keeps me healthy. Woops, that's 8. See what I mean? Let me see if I understand this correctly...

Barrage -> Marksmanship
Pet -> Beastmastery
Kindle -> Wilderness Survival
Mending -> Healing Prayers
Skill Spam (ie: Barrage) -> Expertise

... I think not having enough skill slots to take more than Charm/Comfort is the least of your problems.

The only time you should be worring about your healing is if your front line has collapsed. If it has, then Fingers of Chaos is going to make Mending less than useless; it's going to be a drain on your resources as you try to recast it and can't keep it up.

Barrage defeats Kindle which in turn defeats the Orders that are brought along to aid Barrage. I understand that you want to have more single-target hate (presumably for when there's one big worm sitting there), but this has to be one of the least effective things you could do. Not only are you bringing skills that fight against one another, you're spreading your attributes thin to do it. You'd be better off dropping the points from Wilderness and putting them somewhere else instead (like the pet, so he can actually do damage... which happens to be single target damage).

Last, but not least, you say you need 2 interrupts. I ask why? When it comes to having massive numbers of enemies that all need interrupting, having the single pet interrupt on your bar will out-perform having 3 bow interrupts on your bar. Unfortunatley, I'm not joking. Since you've already got a pet along, why not leave the interrupting to him? If every beastmaster in the group had Disrupting Lunge along, and you can coordinate enough to target different enemies, then barely anything would get through.

...and if I'm not mistaken, that would clear up at least 4 slots on your bar. Go on, put that res. sig. back in.

Family Draconis

Family Draconis

Academy Page

Join Date: May 2005

Minnesota

Draconis Guards

R/

Quote:
Originally Posted by Willy Rockwell
2 slots is more than enough for the pets. I am so skill heavy for UW I dont even have room for res. Gotta have 2 interrupts for the wurms. Barrage is essential. Kindle and Double shot work together to take down rogue baddies. Mending keeps me healthy. Woops, that's 8. See what I mean? if i were you, i'd drop whatever interupting skills you have. use your pet for interupts. it's just as effective and you can put more into beast mastery for added pet damage. you probably dont need to bring kindle either, seeing as how you're using barrage, which would let you focus more on pet attacks or marksmanship/expertise. i can see what you're trying to do here, but the skill set is kinda odd to me. it really doesnt make sense to use a prep with barrage so let the other members of the party buff up your damage, or take FW for a little extra boost.

BBoy_Manchild

BBoy_Manchild

Banned

Join Date: Aug 2005

dayton ohio

N/Mo

your barragers shouldnt be monk secondaries in the first place, plus mending is crap for non solo farming, disruption shot is good at making siege worms useless, unless im mistaken in it doesnt actually make siege attack unusable for 20 seconds, if thats that case then they must just be stupified from the fact someone disrupted them and it takes them some time to recover, either way disruption shot is all you need

legless_the_elf

Frost Gate Guardian

Join Date: Dec 2005

In a Distant Land Called Canada EH!

Blazing Dragons

Mo/Me

...
it looks like this is by far the best* way to do it but how bout some1 hu has done it a few times succesfully give us a bit more detaiul plz...
i would really like to do this with my guild as the 4+ hours is not worth it but that 45 minuts seems a lot better!

*ya ya i said best what u gonna do!

willie makeit

willie makeit

Academy Page

Join Date: Dec 2005

Acolytes of Anguish [aOa]

R/

Five rangers with the following skills:

1. Barrage
2. Distracting shot or Savage shot
3. Concussion shot (for dryders and worms)
4. Open for spirt, trap, throw dirt, etc. (just make sure Fav. winds and Winnowing are covered)
5. Comfort animal or revive animal
6. Troll unguent
7. Rebirth
8. Charm animal

Beast mastery 11
Expertise 11
Wilderness Survival 7
Marksmanship 13

Minion master, orders necro, and monk you can complete tombs in under an hour easy.

koneko

Site Contributor

Join Date: Sep 2005

38??16′ N 140??52′ E

Mo/Me

Quote:
Originally Posted by BBoy_Manchild
your barragers shouldnt be monk secondaries in the first place I don't see why not. I use a R/Mo for Rebirth (along with other R/Mos, I must add) and we do just fine.

legless_the_elf

Frost Gate Guardian

Join Date: Dec 2005

In a Distant Land Called Canada EH!

Blazing Dragons

Mo/Me

Thx willie very nice and simple set up
very concise and clear
thx again dude

Ganks

Academy Page

Join Date: Feb 2006

[soLo]

Me/

R/Mo

Serpents Quickness (Or Winnowing/FW)
Barrage
Savage Shot (Shutsdown the Siege Worms and Meteors)
Healing Spring (Pet Heal, Secondary Heal)
Comfort Animal
Charm Animal
Whirling Defense/Throw Dirt
Rebirth


Whoever is pulling should NOT bring a pet. Pet aggros in a bad way.

95% of all Rangers in tombs UW farming are R/Mo.

Jenosavel

Jenosavel

Master of Beasts

Join Date: Jul 2005

Servants of Fortuna [SoF]

R/

Quote:
Originally Posted by Ganks
Whoever is pulling should NOT bring a pet. Pet aggros in a bad way. You can pull just fine with a pet, if you pay attention to how their AI works. Fire your arrow meant to pull the enemies and immediately back off (physically walk your character backwards). So long as you do that before your arrow lands on the enemy, your pet will not attack.

The vast majority of "flaws" with the pet involve people not knowing how to manipulate their AI. Most of the rest involve their horrid pathing AI.

Rok

Rok

Lion's Arch Merchant

Join Date: Dec 2005

Guild Wars

You definately need a ranger interrupt, sometimes your pet cannot reach the worm.

I take distracting shot, much cheaper than concussion and it recharges in 10 sec, while their siege attack is knocked out for 20 sec.

I also take disrupting lunge, same skill knockout for 20 sec but recharges faster.

CoH and CoP only affect your pet, so no extra benefit for the rest of the party.

Barrage
Distracting Shot
Disrupting Lunge
Throw Dirt
{Open for FW/Winnow/other - not EoE!}
Comfort Animal
Charm Animal
Rez Signet or Rebirth

Secondary doesn't really matter - you shouldn't be tanking. If you are attacked you Throw Dirt and back off letting your pet tank.

Only one who needs to raise Wilderness is the one bringing Winnow, otherwise just Marksman, Expertise, and BM

Reks

Reks

Krytan Explorer

Join Date: Nov 2005

R/P

Really? Call of Protection and Call of Haste don't affect all pets? What a waste, I've been bringing CoP all this time thinking I was helping out everyone's pets. ><

But eh, here my build anyways.
I forgot my point distribution, but I do know I always have 13 in Expertise. I just do.

Barrage
Distracting/Savage
Troll Unguent/Tiger's Fury - depends if I wanna be more offensive or defensive
Throw Dirt - absolutely needed in case a few Grasping break through.
FW/Winnowing/Call of Protection/Otyugh's Cry
Comfort Animal
Charm Animal
Rebirth

Jenosavel

Jenosavel

Master of Beasts

Join Date: Jul 2005

Servants of Fortuna [SoF]

R/

Quote:
Originally Posted by Reks
Really? Call of Protection and Call of Haste don't affect all pets? What a waste, I've been bringing CoP all this time thinking I was helping out everyone's pets. >< While it would be pretty nice if the skill actually did affect all pets in the party, it very well could be over-powered. The Call of Protection gives the equivalent of a 15 absorbtion for 120 seconds while only costing 5 energy. And there is no counter to it short of Diversion or something which is easily avoided. Once the ranger uses it no one can remove it. It can't be stripped or shattered or ended prematurely. Oh, and it's also not interruptable.

Any respectable tank would kill for a similar skill for themselves.

With that said, I wouldn't be surprised if at some prior time long before release the skill actually matched its description... until ANet realised it was a bit too much.

kc99

kc99

Frost Gate Guardian

Join Date: Nov 2005

Scotland

Renaissance Desire

R/Mo

Tried this out last night for the first time and boy it's effective!

Just like the op said we cleared the place in under an hour and only 1 death from one of the necro's, In fact they'll probably nerf it soon as its such a stroll

Here's what i used

Barrage
Distracting shot
Concussion shot
Winnowing/Fav winds/Predatory season (check with team who's taking what)
Throw dirt
Comfort Animal
Charm Animal
Healing spring

Beast mastery 8
Expertise 11
Wilderness 11
Marksmanship 13

You could prob leave out concussion shot and replace with something else(any suggestions?) coz i never really used that one, Whirling defense could be a good addition if your in a tight spot so you could maybe use that too.

Anyway the builds posted here are all good and even a first timer like me can waltz through this without too much trouble, Its just a pity the two greens that dropped for me ain't worth that much (sigh)!

But its not about them right? Its all about having a blast, and that you will!

Warskull

Site Contributor

Join Date: Jul 2005

[out]

Throw dirt doesn't work so well down there. Maybe one or two copies for the wurms on the second map. Really though, what makes the wurms hard is people running around causing the wurm to continually pop-up. The wurms are best handled by triggering a defensive stance and focus firing them.

I would suggest

12+4 Marksmanship
12+1 Expertise

Barrage
Distracting Shot
Concussion Shot
Spirit Slot
Whirling Defense
Charm Animal
Comfort Animal
Rez of choice

This is an individually strong build, thus if a few players leave you can continue going. You usually only need favorable winds too. Troll Ungent isn't needed, your main heal is order of the vampire.

For the orders necro:
12+4 Blood
8 Inspiration
4 Illusion
9+1 Soul Reaping

Vamp Gaze (to finish anything that sneaks by on low health)
Blood Renewal
Order of the Vampire
Order of Pain
Blood Ritual
Mantra of Resolve
Distortion
Rez Sig

kc99

kc99

Frost Gate Guardian

Join Date: Nov 2005

Scotland

Renaissance Desire

R/Mo

Quote:
Originally Posted by Warskull
Throw dirt doesn't work so well down there. Yeah you're probably right, I used it a few times and did'nt seem to blind anything??!! I only took it on advice from someone else though.

Is your build good with no points it beast mastery? Or does it not really matter?

Kez Taqir

Ascalonian Squire

Join Date: Feb 2006

Mo/

Have to say that I disagree with Throw Dirt not being so good. I had never used it before, but was impressed when it saved my life on the few occasions that grasps managed to slip around our meat shield. As grasps are the only target that you would be using it on, I think it was very effective.

anomalous_tls

Ascalonian Squire

Join Date: Nov 2005

FoS

N/

Also tried this for the first time last night. First time down there too, 50mins. Very impressed.

Must remember to not have a brain fade at the beginning in equipping RtW... mmm... preparations and barrage... *drools*

I noticed that a bit of the time was spent standing around waiting for patrols to go through, might Healing Spring be good to help out with the MM and Orders Necros in this situation?

If it heals the minions, all well and good. If it doesnt, at least the Necros can stand in it while they're slitting their wrists, might takes the pressure off the Monk and their energy. (both in the waiting times and in battle)

If it was a cohesive enough group, it might have another application if the rangers all managed to stick in the same area. Of course, most PUG's will have differently ranged bows, different brains, different everythings.

cheers,
anom

Warskull

Site Contributor

Join Date: Jul 2005

[out]

Finger of Chaos lets Grasps hit rangers through blind. Thus you are better off Crippling a grasp (pin down) that is after your monk or turning on whirling to defend yourself.

The pets aren't there for damage, they are there as corpses and a delay. No need to put points in beast mastery, crank the barrage damage up.

Wessels

Academy Page

Join Date: Nov 2005

Boyz from the Dwarf

Mo/N

Quote:
Here's what i used

Barrage
Distracting shot
Concussion shot
Winnowing/Fav winds/Predatory season (check with team who's taking what)
Throw dirt
Comfort Animal
Charm Animal
Healing spring you do not take predatory season , it's absolutely usless for the barrage /pet teams and if you have the classic setup of team :
-rangers with pets/barrage
-orders necro
-minion master
-monk

predatory season will do more harm than good . Look at the skills description for it :

all healing is reduced by 20%, not advisable at all.I'd take tiger's fiury instead.

Kez Taqir

Ascalonian Squire

Join Date: Feb 2006

Mo/

Not totally convinved that Fingers of Chaos lets Grasps hit Rangers after they have used Throw Dirt on them. I know you can't dodge or block them but if something is blind they can't hit you anyway. I was down again last night and it seemed to work just fine, unless of course I was disrupting them which is a possibility.

All I know for sure is that for whatever reason after using Throw Dirt I have never taken damage while a Grasp is aggroing me

GloryFox

GloryFox

Desert Nomad

Join Date: Jan 2006

Good ol' USA, where everyone else wants to be

Now Plays World of Warcraft on Whisperwind

There are many Builds for the Barrage Pet Rangers and I take offense at the no monk secondary comment. Somtimes the stay power of your animal can be more important than most people realize. After 30+ ToPK runs I have found the ability to raise your animal with ^50% HP and begin blocking to be just as important as a well placed Dryder or Siege worm Concussion Shot.

My build is as follows and seems to work great.
Beast Mastery 16 Mask and Sup Rune
Expertease 10 Minor Rune
Wilderness Survival 4 Minor Rune
Markmanship 10 Minor Rune

Skills:
Barrage (increased damage to 11)
(Interupt) for example: Savage Shot (23 damage) or Concussion Shot :-)
Tigers Fury (Lasts 11 seconds)
Call of Protection (Damage Reduction 15)
Charm Animal (Obvious)
Comfort Animal (Animal Raised with 61% Health and 110 HP when Healed)
Troll (+5 Regen for 10 seconds)
Rebirth (This has saved the game many times)

Yes I relize the MM needs foder, and he will have his foder. And yes my damage is slightily lower but my animal blocking last a few more, somtimes needed, seconds. I have found the ability to get my animal back into the fight just as important as the MM createing Minions. Plus if we have a bad MM as has happened from time to time stay power becomes that much more important.

Furthermore I use a Vampire Bow 5/1 for extra damage and Health regeneration vs most things, and a Long Bow that has elemental resistance 7 when fighting the Dryders.

fallot

I'm the king

Join Date: Nov 2005

Aussie Trolling Crew: Grand Phallus and Chairman Pro Tempore

1) Barrage: Necessary, for obvious reasons.

2) Interrupt of choice: Useful for wurms on 3rd and 4th maps. Also helps against Terrorwebs etc.

3) Throw Dirt: Essential skill. Grasps are undoubtedly the most dangerous thing in Tombs for a Barrage group, two or three that slip through can decimate your team. And yes, TD does work against Fingers of Chaos.

4) Favorable Winds/Winnowing: Favorable is more important, Winnowing is just an added bonus.

5) Charm Animal: Duh

6) Comfort Animal: Duh

7) Resurrection: Signet/Rebirth.

8) Skill of choice: A free slot

You should have at least 13 Expertise and 14-16 Marksmanship. There is no excuse for not pumping these attributes, its the only thing you should be using. 13 expertise is the break-point for 5e skills (Barrage in this case).

The pets are not there as tanks (well, they are to an extent). They are there as fodder for the MM. Their only function is to provide some quick bodies and to hold aggro until those become available. I cant understand why a group would lower their speed and effectiveness by putting points into BM or using CoP or CoH.

Celeborn

Celeborn

Lion's Arch Merchant

Join Date: Aug 2005

England

Gameamp Guides [AMP]

Mo/Me

I've just ascended my ranger, and my pet is only lvl 11. Is a lvl20 pet required for this, or is a lower lvl pet better because it dies quicker, therefore letting the MM make minions faster?

kc99

kc99

Frost Gate Guardian

Join Date: Nov 2005

Scotland

Renaissance Desire

R/Mo

Quote:
Originally Posted by Celeborn
I've just ascended my ranger, and my pet is only lvl 11. Is a lvl20 pet required for this, or is a lower lvl pet better because it dies quicker, therefore letting the MM make minions faster? Just take it anyway, it'll be fine and will prob be lvl 20 by the time you come out.

Celeborn

Celeborn

Lion's Arch Merchant

Join Date: Aug 2005

England

Gameamp Guides [AMP]

Mo/Me

Quote:
Originally Posted by kc99
Just take it anyway, it'll be fine and will prob be lvl 20 by the time you come out. lol, ok, thanks.

XvArchonvX

XvArchonvX

Forge Runner

Join Date: Nov 2005

R/

I just tried out this using my ranger in a barrage/pet group last night and I'm really impressed and really happy that I can now use my ranger for farming!

I did however find throw dirt to be near useless since most of the enemies were far away and attacking the pets. I'm tempted to replace that skill with Judges insight, but I'm not sure I'd want to spread my attributes that thin. I did also find that I had almost no energy problems and switched to my dracescale armor from druids armor about halfway through for the extra fire protection.

I also used distracting lunge, but I found it very hard to control and interupt at the right time since I had to watch my pet, wait for him to attack the enemy I wanted to interupt, then use the skill at the right time. I found myself just spamming it at the end when I could so that my pet would do the extra dmg. Also the fact that the skill was useless when my pet was dead became a hinderance. I'm considering bringing serpents quickness next time for the faster barrage fire rate.

Tigers fury doesn't make much sense to me since you are really limited by the recharge time of barrage more than your actual refire rate.

Anyways, I'll mess with my skills and try this out again tonight and post here if I find something that works better for me...

XvArchonvX

XvArchonvX

Forge Runner

Join Date: Nov 2005

R/

I also have a question for those who have done this team build often. I noticed in all the builds listed here, revive animal is not used. I have admittedly never tried this skill, but from it's description here on Guru, it does not seem to cause the 8 second skill recharge that comfort animal does and also ressurects allies pets. In theory this skill seems like it would work really well here.

fallot

I'm the king

Join Date: Nov 2005

Aussie Trolling Crew: Grand Phallus and Chairman Pro Tempore

Quote:
Originally Posted by XcArchonvX
I did however find throw dirt to be near useless since most of the enemies were far away and attacking the pets. I'm tempted to replace that skill with Judges insight, but I'm not sure I'd want to spread my attributes that thin. I did also find that I had almost no energy problems and switched to my dracescale armor from druids armor about halfway through for the extra fire protection.
You are going to regret not bringing Throw Dirt. Your good fortune will not hold forever. It is the only defense you have against a grasp that manages to evade the minions and pets. Also, its not even meant to be for you, its supposed to save your monk and necros.

Quote: Originally Posted by XvArchonvX I also used distracting lunge, but I found it very hard to control and interupt at the right time since I had to watch my pet, wait for him to attack the enemy I wanted to interupt, then use the skill at the right time. I found myself just spamming it at the end when I could so that my pet would do the extra dmg. Also the fact that the skill was useless when my pet was dead became a hinderance. I'm considering bringing serpents quickness next time for the faster barrage fire rate. I think you need to understand bow attacks a little better. Serpent's Quickness will not help you in any way. Unless there is a bow with a refire rate better than 1 second, Serpent's Quickness is the last thing you need.

Think about it. How long does it take for one Barrage to go off ? Answer, the speed at which an arrow would normally leave your bow. Is that time shorter than 1 second ? No. Will shortening it further make any difference to your Barrage rate ? No.

Quote: I understand what you mean, but folks take these builds for a reason : they work .

One thing I don't really like is that they simply copy the builds and go with them ( without studying skill descriptions to see why a build works ) and without being innovative . I ususally study the skills in the "standard-builds " and adjust those builds to something I like. There is little fun in copying a build and simply go with the flow .The advantage of the pet/barrage teams are also that it is an extremely fast team - if implemented correctly - whereas a balanced team ususally takes longer to complete the area .

Having said that : in my opinion tombs-uw is in fact "mesmer-country " , the tough foes are mesmers , and it's therefore very wise to have a mesmer in a balanced team. However the thread here is about barrage/pet teams specifically.

XvArchonvX

XvArchonvX

Forge Runner

Join Date: Nov 2005

R/

Quote:
Originally Posted by fallot
I think you need to understand bow attacks a little better. Serpent's Quickness will not help you in any way. Unless there is a bow with a refire rate better than 1 second, Serpent's Quickness is the last thing you need.

Think about it. How long does it take for one Barrage to go off ? Answer, the speed at which an arrow would normally leave your bow. Is that time shorter than 1 second ? No. Will shortening it further make any difference to your Barrage rate ? No. I phrased this as a question because I was unsure how much bow draw time would restrict spamming of the skill if recharge time was decreased. This is why I said I was 'considering' the skill. I have not tested it and thus posted here to hear if anyone had done such already.

XvArchonvX

XvArchonvX

Forge Runner

Join Date: Nov 2005

R/

Quote:
Originally Posted by fallot
The 6 second activation time doesnt help, but its mostly because you want to be as self-sufficient as possible in a PUG. If the guy with Revive drops or decides to be an ass you're powerless. If you think the answer is more people bringing Revive then that defeats the point of the skill which was to save an extra slot by removing Comfort Animal. Still, it can be used just as effectively in a good group. I had not noticed the 6 second activation time. As for whether the person with Revive leaves or does not use it, I would not be powerless under my implied use of the skill since I had considered it as a supplement rather then a replacement to comfort animal. If this skill also requires standing over the pet, then I would see where this would not be practical.

Studio Ghibli

Studio Ghibli

Wilds Pathfinder

Join Date: Apr 2005

Gaelic Storm

I didn't realize B/Ps put points into beast mastery. I took my pet to die for the minion master, and that was about it. o_o

Cyberstar

Cyberstar

Pre-Searing Cadet

Join Date: Dec 2005

R/Mo

Quote:
Originally Posted by Studio Ghibli
I didn't realize B/Ps put points into beast mastery. I took my pet to die for the minion master, and that was about it. o_o hmm i never have points in Bm cuz i simply dont have spare points with 16Marks and 13 Exp. the pet IS there to die for MM or as a shield till MM has minion.....let me know if im wrong plz

xiv

Frost Gate Guardian

Join Date: Dec 2005

sins will never vanish [NoiR]

Mo/Me

if u wanna do REAL damage take out one of the skills ide say sumtin like concussion shot and throw in judges insight and spam it reason ebin is ur against undead which means ull deal double damage becase judges turns ur damage into holy damaga. second is the 20% armour pen which means more damage. and its an enchants so the barrage wun't takeit off. i have used this same tactic on a 5 man fow run with judges insight and barrage adn the damage is far greater than when u use reg barrage.
try it and see and u dun't need hardly ne smite to git it where u want.
Originally Posted by XvArchonvX
I also have a question for those who have done this team build often. I noticed in all the builds listed here, revive animal is not used. I have admittedly never tried this skill, but from it's description here on Guru, it does not seem to cause the 8 second skill recharge that comfort animal does and also ressurects allies pets. In theory this skill seems like it would work really well here. The 6 second activation time doesnt help, but its mostly because you want to be as self-sufficient as possible in a PUG. If the guy with Revive drops or decides to be an ass you're powerless. If you think the answer is more people bringing Revive then that defeats the point of the skill which was to save an extra slot by removing Comfort Animal. Still, it can be used just as effectively in a good group.

Draracle

Academy Page

Join Date: Nov 2005

Mo/Me

I use more pet skills and turn my pet into a tank while I barrage.
I prefer comfort because of the healing powers and you don't have to stand on the pet to pick him up.
This build works very well, at least it did for me. However, I hate these canned builds because people just latch on to the first build that works well. I don't like going to various farm areas and everyone people requesting a certain build. Barrage/Pet is the build of choice in tombs and if I want to bring my mesmer I get very little attention. My guild used a balanced build and tore up the tombs, I got to mesmer. In fact, the balanced build did better in the tough parts of the map than the pet/barrage.

Wessels

Academy Page

Join Date: Nov 2005

Boyz from the Dwarf

Mo/N

Quote:
I don't like going to various farm areas and everyone people requesting a certain build. Barrage/Pet is the build of choice in tombs and if I want to bring my mesmer I get very little attention. My guild used a balanced build and tore up the tombs, I got to mesmer. In fact, the balanced build did better in the tough parts of the map than the pet/barrage.