Barrager Bomber
O.G.Cheetos
My own custom build for my ranger/mesmar.
Barrage Bomber
1.Cry of Frustration 15 energy
2.Barrage -(e)- 5 energy
3.Penetrating Attack 10 energy
4.Kindle Arrows 5 energy
5.Troll Unguent 5 energy
6.Energy Tap 5 energy/rez sig(doesnt realy matter which one)
7.Dodge 5 energy
8.Sympathetic Visage 10 energy
I got the 2 15 Attribute Point Quests, so my settings would be different unless you have done those quests. You'll figure it out.
This might not be the best build but it helps me out alot!
Barrage Bomber
1.Cry of Frustration 15 energy
2.Barrage -(e)- 5 energy
3.Penetrating Attack 10 energy
4.Kindle Arrows 5 energy
5.Troll Unguent 5 energy
6.Energy Tap 5 energy/rez sig(doesnt realy matter which one)
7.Dodge 5 energy
8.Sympathetic Visage 10 energy
I got the 2 15 Attribute Point Quests, so my settings would be different unless you have done those quests. You'll figure it out.
This might not be the best build but it helps me out alot!
Ecksor
here's mine:
1. FW
2. Barrage
3. Penetrating Shot
4. Power Shot
5. Determined Shot
6. Distracting Shot
7. Troll Unguent
8. Rebirth
as you can see im R/Mo, and i dont really like mesmer skills lol if u wanna barrage really well vs. elemental stuff go with an elemental string and conjure _____. R/E for that :-P
1. FW
2. Barrage
3. Penetrating Shot
4. Power Shot
5. Determined Shot
6. Distracting Shot
7. Troll Unguent
8. Rebirth
as you can see im R/Mo, and i dont really like mesmer skills lol if u wanna barrage really well vs. elemental stuff go with an elemental string and conjure _____. R/E for that :-P
The_Janitor
If you play a barrager right you shouldn't even need Energy Tap. That spell is worthless anyways.
K.Ichigo
Both builds are rather bad.
First one uses a preparation.
Second one has how many bow attacks?
First one uses a preparation.
Second one has how many bow attacks?
Megla Zero
K.Ichigo is right.... this is the Tombs Barrager build I use....
1- Barrage
2- Distracting Shot
3- Savage Shot (can be spirit if needed)
4- Tiger's Fury
5- Lightning Reflexes (can be a spirit, or Troll)
6- Comfort Animal
7- Charm Animal
8- Rebirth
You can also switch out Charm/Comfort for spirits if you're not doing a tombs build... but thats what I use, and it works pretty effectively.
1- Barrage
2- Distracting Shot
3- Savage Shot (can be spirit if needed)
4- Tiger's Fury
5- Lightning Reflexes (can be a spirit, or Troll)
6- Comfort Animal
7- Charm Animal
8- Rebirth
You can also switch out Charm/Comfort for spirits if you're not doing a tombs build... but thats what I use, and it works pretty effectively.
Funny_Bunny
I don't even get why the first build is called a Barrage "Bomber." The attributes are spread across Marksmanship, Wilderness Survival, Illusion Magic, Inspiration Magic, and I'm assuming Expertise as well. And heaven forbid if you further spread out your attributes into Domination Magic for Cry of Frustration.
I personally run this for a barrage build in PvE (This is NOT for tombs, holy damage doesn't work with orders, and there's no pet in here anyway)
R/Mo
Expertise: 13 (10 + 3 rune)
Marksmanship: 13 (11 + 1 rune + 1 mask)
Smiting Prayers: 10
1. Barrage {E}
2. Distracting Shot
3. Savage Shot
4. Concussion Shot / Smite Hex
5. Judge’s Insight
6. Whirling Defense / Throw Dirt
7. Favorable Winds
8. Rebirth
Zealous bow is a must in this build to fuel the energy for Judge's Insight
I reduce as much damage as I can to help out the monks healing me by blinding or blocking attacks from warriors that breach to the backline (Troll Unguent doesn't save you against lvl 24/28 warriors hitting you for 50-90 damage per hit) And I interrupt any necromancers or elementalists looking in my direction. If I know ahead of time that the area I'm going to has nasty stuff like Spiteful Spirit or Empathy, I'll swap out an interrupt for smite hex.
I personally run this for a barrage build in PvE (This is NOT for tombs, holy damage doesn't work with orders, and there's no pet in here anyway)
R/Mo
Expertise: 13 (10 + 3 rune)
Marksmanship: 13 (11 + 1 rune + 1 mask)
Smiting Prayers: 10
1. Barrage {E}
2. Distracting Shot
3. Savage Shot
4. Concussion Shot / Smite Hex
5. Judge’s Insight
6. Whirling Defense / Throw Dirt
7. Favorable Winds
8. Rebirth
Zealous bow is a must in this build to fuel the energy for Judge's Insight
I reduce as much damage as I can to help out the monks healing me by blinding or blocking attacks from warriors that breach to the backline (Troll Unguent doesn't save you against lvl 24/28 warriors hitting you for 50-90 damage per hit) And I interrupt any necromancers or elementalists looking in my direction. If I know ahead of time that the area I'm going to has nasty stuff like Spiteful Spirit or Empathy, I'll swap out an interrupt for smite hex.
Athis Strider
Quote:
Originally Posted by Megla Zero
K.Ichigo is right.... this is the Tombs Barrager build I use....
1- Barrage
2- Distracting Shot
3- Savage Shot (can be spirit if needed)
4- Tiger's Fury
5- Lightning Reflexes (can be a spirit, or Troll)
6- Comfort Animal
7- Charm Animal
8- Rebirth
You can also switch out Charm/Comfort for spirits if you're not doing a tombs build... but thats what I use, and it works pretty effectively. Intresting. I preffer taking Savage over Distracting. Savage has 0 activation and 5 second recharge time. Granted it will not disable foes for 20 seconds, but I have found that with good groups the foe won't be around that long anyways.
1- Barrage
2- Distracting Shot
3- Savage Shot (can be spirit if needed)
4- Tiger's Fury
5- Lightning Reflexes (can be a spirit, or Troll)
6- Comfort Animal
7- Charm Animal
8- Rebirth
You can also switch out Charm/Comfort for spirits if you're not doing a tombs build... but thats what I use, and it works pretty effectively. Intresting. I preffer taking Savage over Distracting. Savage has 0 activation and 5 second recharge time. Granted it will not disable foes for 20 seconds, but I have found that with good groups the foe won't be around that long anyways.

Megla Zero
Quote:
Originally Posted by Athis Strider
Intresting. I preffer taking Savage over Distracting. Savage has 0 activation and 5 second recharge time. Granted it will not disable foes for 20 seconds, but I have found that with good groups the foe won't be around that long anyways.
Dude... Athis, is that you? Phen's guild? If it is, then this is You Go Bye Bye, otherwise ignore it
Anyway... I prefer to go with the setup I use, mostly for the Siege Wurms in the 3rd and 4th levels. I end up going for the interrupts a majority of the time (not sure why) cuz no one else seems to, so I like to have two just incase I got to nail a Wurm, or if I gotta interrupt a Terrorweb I can nail an Immolate/Meteor or something like that. Its quite fun, IMO, but not really necessary. The Savage is mostly if I don't have to bring anything else... cuz if I do, its not necessary for my build.


Anyway... I prefer to go with the setup I use, mostly for the Siege Wurms in the 3rd and 4th levels. I end up going for the interrupts a majority of the time (not sure why) cuz no one else seems to, so I like to have two just incase I got to nail a Wurm, or if I gotta interrupt a Terrorweb I can nail an Immolate/Meteor or something like that. Its quite fun, IMO, but not really necessary. The Savage is mostly if I don't have to bring anything else... cuz if I do, its not necessary for my build.
Ecksor
ok Ichigo let's see your build then
tuperwho
Funny Bunny pretty much has it right imo. If you want to center on barrage, then you should max it. The two best ways to do that as I see it are Judges insight, or an elemental string and conjure X. Fav. winds plus one of these enchants, plus a vamp string on top of barrage's boost is how I roll. JI is just beautiful in areas like Ruins of Tombs, UW, FoW, etc. for undead enemies (assuming you have a tank who can work aggro to clump enemies).
K.Ichigo
Yep, the basic plan is just to stack Barrage as much as possible.
And with JI, can't hurt to use an Enchanting Grip.
And with JI, can't hurt to use an Enchanting Grip.
Elurian
I love JI + barrage vs undead
but, I'm not sure about the enchanting grip. @ 10 Smiting JI lasts 16 seconds giving you 3 more seconds of it with a 20% enchanting grip. Not to say that the extra 3 seconds isn't useful but I'd rather have the +30 hp or +5 AL grips IMO. You are right though a prep + barrage = wasted skill slot and 6 bow attacks? o.O if you need 6 bow attacks to do damage something is wrong. Toss a whirling in there along with something else to keep the warrior love off or hell if you have that much room even an antidote sig would be better served than the hugely energy draining list of attacks you have there.

Valerius
Quote:
Originally Posted by Elurian
I love JI + barrage vs undead
but, I'm not sure about the enchanting grip. @ 10 Smiting JI lasts 16 seconds giving you 3 more seconds of it with a 20% enchanting grip. Not to say that the extra 3 seconds isn't useful but I'd rather have the +30 hp or +5 AL grips IMO.
i love JI + Barrage {E} too... i've never been keen on doing the math and stuff... but i would assume those extra 3 seconds adds a lot more dmg... that's why i always go with a 20% enchant grip

Wretchman Drake
I hope you people use Barrage in 8v8 or PvE because you're an idiot to use it in Random Arenas...
Yanman.be
gg @ op for using 6 attributes, and equiping rather crappy spells for that matter...
just go full exp and marks, and equip barrage, some bow attacks, res etc.
just go full exp and marks, and equip barrage, some bow attacks, res etc.
Funny_Bunny
Quote:
Originally Posted by Valerius
i love JI + Barrage {E} too... i've never been keen on doing the math and stuff... but i would assume those extra 3 seconds adds a lot more dmg... that's why i always go with a 20% enchant grip
Bow Grip of Enchanting is mostly used for squeezing off one more Barrage before JI ends. Depending on the duration of JI, your bow type, and your timing, it might come out as squeezing off two more Barrages (in that case, it would look pretty good) But that’s quite a few variables to tinker around with, so let’s just say you can get one more Barrage before JI ends for simplicity. A Bow Grip of Enchanting helps with energy by extending JI since it costs a hefty 10 energy each cast and it’s not affected by Expertise.
Eventually the added durations from the enchantment grip would add up to the point of saving you having to cast a certain number of JI within a specified time period. The optimal period, where this looks favorable, varies considerably with the base duration of your JI and your enchantment grip. You would take the least common multiple between your base JI duration + 2 seconds to cast, and the extended duration of JI + 2 seconds to cast. The number of JI casts that you save varies as well depending on you were working with. Unfortunately, the actual length of time that this comes out to... might not seem as favorable, with the strong possibility of coming out in terms of minutes, heh. Alternatively, you could also determine the length of time needed to just to save "one" JI cast. But anyway, this is an overly simplistic view because realistically you probably won’t be continually recasting JI back-to-back. You may need to spend time repositioning yourself moving around, or you might be kiting a warrior smashing your face, and the list goes on.
Basically, a Bow Grip of Enchanting reduces the energy maintenance for JI, especially if your Barrage is only hitting one or hit two targets, and thus your zealous string isn’t triggering as much as you would like. I wouldn’t really consider the whole saving JI casts thing that I mentioned for realistic application.
Often times you might run a Superior Expertise and Marksmanship rune for builds focused around damage, where a +30 Bow Grip of Fortitude would look appealing.
Bow Grip of Enchanting is mostly used for squeezing off one more Barrage before JI ends. Depending on the duration of JI, your bow type, and your timing, it might come out as squeezing off two more Barrages (in that case, it would look pretty good) But that’s quite a few variables to tinker around with, so let’s just say you can get one more Barrage before JI ends for simplicity. A Bow Grip of Enchanting helps with energy by extending JI since it costs a hefty 10 energy each cast and it’s not affected by Expertise.
Eventually the added durations from the enchantment grip would add up to the point of saving you having to cast a certain number of JI within a specified time period. The optimal period, where this looks favorable, varies considerably with the base duration of your JI and your enchantment grip. You would take the least common multiple between your base JI duration + 2 seconds to cast, and the extended duration of JI + 2 seconds to cast. The number of JI casts that you save varies as well depending on you were working with. Unfortunately, the actual length of time that this comes out to... might not seem as favorable, with the strong possibility of coming out in terms of minutes, heh. Alternatively, you could also determine the length of time needed to just to save "one" JI cast. But anyway, this is an overly simplistic view because realistically you probably won’t be continually recasting JI back-to-back. You may need to spend time repositioning yourself moving around, or you might be kiting a warrior smashing your face, and the list goes on.
Basically, a Bow Grip of Enchanting reduces the energy maintenance for JI, especially if your Barrage is only hitting one or hit two targets, and thus your zealous string isn’t triggering as much as you would like. I wouldn’t really consider the whole saving JI casts thing that I mentioned for realistic application.
Often times you might run a Superior Expertise and Marksmanship rune for builds focused around damage, where a +30 Bow Grip of Fortitude would look appealing.
Archonus
Here is my "general" B/P build. It has worked well for me for quite a while.
I use this a lot for SF farming.
When in new UW I take beast mastery down to nothing and put marks at max.
---------------------------------------------------------------
R/Mo -- also using Major Vigor to negate the major marks penalty.
---------------------------------------------------------------
Marks 11+3 (Major Marks + archers mask)
Expertise 11+1 (Minor Expertise)
Beast Mastery 6+1 (Minor Beast Mastery)
Healing Prayers 6
Barrage {E}
Pentrating Attack (I use Dual Shot + Vamp Bow sometimes too.)
Savage Shot
Favorable Winds (I sub out for throw dirt in new uw if I know atleast 2 other people have FW.)
Healing Breeze
Charm Animal
Comfort Animal
Rebirth
Of course you can't use winnowing effectively with this build, but I always have a friend with me for SF that uses it. New UW should be the same when you have 4 other BP rangers.
Some people will argue that having the beast mastery in new UW is better than the extra point in marks.
Overall fighting groups you will put more damage on all the monsters using barrage than if you have your pet doing more dmg.
Now because your pet will be rez'd with low health he will probably die quickly but I don't rez mine in a fight unless there is only one enemy or so left.
Being able to use barrage in the 10 second time that you would wait after rezing outweighs the dmg caused by one minion that your pet's next corpse would provide.
I use this a lot for SF farming.
When in new UW I take beast mastery down to nothing and put marks at max.
---------------------------------------------------------------
R/Mo -- also using Major Vigor to negate the major marks penalty.
---------------------------------------------------------------
Marks 11+3 (Major Marks + archers mask)
Expertise 11+1 (Minor Expertise)
Beast Mastery 6+1 (Minor Beast Mastery)
Healing Prayers 6
Barrage {E}
Pentrating Attack (I use Dual Shot + Vamp Bow sometimes too.)
Savage Shot
Favorable Winds (I sub out for throw dirt in new uw if I know atleast 2 other people have FW.)
Healing Breeze
Charm Animal
Comfort Animal
Rebirth
Of course you can't use winnowing effectively with this build, but I always have a friend with me for SF that uses it. New UW should be the same when you have 4 other BP rangers.
Some people will argue that having the beast mastery in new UW is better than the extra point in marks.
Overall fighting groups you will put more damage on all the monsters using barrage than if you have your pet doing more dmg.
Now because your pet will be rez'd with low health he will probably die quickly but I don't rez mine in a fight unless there is only one enemy or so left.
Being able to use barrage in the 10 second time that you would wait after rezing outweighs the dmg caused by one minion that your pet's next corpse would provide.
K.Ichigo
Quote:
Originally Posted by Archonus
Here is my "general" B/P build. It has worked well for me for quite a while.
I use this a lot for SF farming.
When in new UW I take beast mastery down to nothing and put marks at max.
---------------------------------------------------------------
R/Mo -- also using Major Vigor to negate the major marks penalty.
---------------------------------------------------------------
Marks 11+3 (Major Marks + archers mask)
Expertise 11+1 (Minor Expertise)
Beast Mastery 6+1 (Minor Beast Mastery)
Healing Prayers 6
Barrage {E}
Pentrating Attack (I use Dual Shot + Vamp Bow sometimes too.)
Savage Shot
Favorable Winds
Healing Breeze
Charm Animal
Comfort Animal
Rebirth
Of course you can't use winnowing effectively with this build, but I always have a friend with me for SF that uses it. New UW should be the same when you have 4 other BP rangers.
Some people will argue that having the beast mastery in new UW is better than the extra point in marks.
Overall fighting groups you will put more damage on all the monsters using barrage than if you have your pet doing more dmg.
Now because your pet will be rez'd with low health he will probably die quickly but I don't rez mine in a fight unless there is only one enemy or so left.
Being able to use barrage in the 10 second time that you would wait after rezing outweighs the dmg caused by one minion that your pet's next corpse would provide. Uh, why 12 exp?
I use this a lot for SF farming.
When in new UW I take beast mastery down to nothing and put marks at max.
---------------------------------------------------------------
R/Mo -- also using Major Vigor to negate the major marks penalty.
---------------------------------------------------------------
Marks 11+3 (Major Marks + archers mask)
Expertise 11+1 (Minor Expertise)
Beast Mastery 6+1 (Minor Beast Mastery)
Healing Prayers 6
Barrage {E}
Pentrating Attack (I use Dual Shot + Vamp Bow sometimes too.)
Savage Shot
Favorable Winds
Healing Breeze
Charm Animal
Comfort Animal
Rebirth
Of course you can't use winnowing effectively with this build, but I always have a friend with me for SF that uses it. New UW should be the same when you have 4 other BP rangers.
Some people will argue that having the beast mastery in new UW is better than the extra point in marks.
Overall fighting groups you will put more damage on all the monsters using barrage than if you have your pet doing more dmg.
Now because your pet will be rez'd with low health he will probably die quickly but I don't rez mine in a fight unless there is only one enemy or so left.
Being able to use barrage in the 10 second time that you would wait after rezing outweighs the dmg caused by one minion that your pet's next corpse would provide. Uh, why 12 exp?
Archonus
I have high expertise so I can spam both slots 1 & 2 and not have to worry about energy for a very long time.
The build is focused more around SF farming but it works just as well in new UW.
Of course it's not a perfect build.. none are, so I am open to suggestions
The build is focused more around SF farming but it works just as well in new UW.
Of course it's not a perfect build.. none are, so I am open to suggestions

K.Ichigo
I meant why not 13 expertise?
nomed
guess you are one of the people i don't wanna be in a group with, but it's a funny ass build lol
Athis Strider
Quote:
Originally Posted by Megla Zero
Dude... Athis, is that you? Phen's guild? If it is, then this is You Go Bye Bye, otherwise ignore it
Anyway... I prefer to go with the setup I use, mostly for the Siege Wurms in the 3rd and 4th levels. I end up going for the interrupts a majority of the time (not sure why) cuz no one else seems to, so I like to have two just incase I got to nail a Wurm, or if I gotta interrupt a Terrorweb I can nail an Immolate/Meteor or something like that. Its quite fun, IMO, but not really necessary. The Savage is mostly if I don't have to bring anything else... cuz if I do, its not necessary for my build. LOL Yeah its me,

Anyway... I prefer to go with the setup I use, mostly for the Siege Wurms in the 3rd and 4th levels. I end up going for the interrupts a majority of the time (not sure why) cuz no one else seems to, so I like to have two just incase I got to nail a Wurm, or if I gotta interrupt a Terrorweb I can nail an Immolate/Meteor or something like that. Its quite fun, IMO, but not really necessary. The Savage is mostly if I don't have to bring anything else... cuz if I do, its not necessary for my build. LOL Yeah its me,
