Barrage/pet Teams in TopK
Robin_Anadri
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?
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
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!
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
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.
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
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
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
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.
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
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
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
...
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!
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
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.
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
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
Thx willie very nice and simple set up
very concise and clear
thx again dude
very concise and clear
thx again dude
Ganks
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.
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
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.
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
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
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
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
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
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.
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
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!
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
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
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
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?
Is your build good with no points it beast mastery? Or does it not really matter?
Kez Taqir
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
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
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
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.
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
Quote:
Here's what i usedBarrage
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
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
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
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.
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
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.
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
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
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
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
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...

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