Forum Link Code:[url=]R-any General Barrager[/url]
This build is a basic barrage ranger that can be used and
modified for many situations and secondary professions, the main
goal is to use the common elite skill Barrage so as to synergize
with other skills for a better effect or at least other skills that
compliment it in its most common uses. This is most often used to
target groups of enemies as well as solo areas with increases to
damage output or other effects on each barrage.
Attributes and skills
The base is below but to give a more detailed description of the
attributes, the highest score is always in Marksmanship (often
maxed at 16 but other times it can be as low as 12 depending on the
secondary profession used - see below), 9 or 14 ranks in Expertise
to effect 10 energy skills primarily (or 8 or 13 if all
skills used are 5 energy), and Wilderness Survival is good at 8 or
10 for the use of Troll Unguent or to switch out for secondary
profession skill ranks.
- *The above attributes are a good baseline to work
with and can be adjusted as playstyle/preference
allows.
Common Core Barrage baseline:
Equipment
- Any armor can be used though Druid's is best if energy is
lacking. Scout's is a poor choice as preparations will not be used
in a Barrage build.
- A Flatbow is
commonly used in a barrage build provided Favorable Winds is
brought as well to lessen the large arrow arc from a Flatbow and to
help speed the arrows to their targets. Otherwise, each bow has
it's own ups and downs but can be used as preffered.
- Vampiric or Zealous bow strings are
used a lot in Barrage builds as you get multiple hits per shot
(provided the build doesn't call for an elemental string) though a
Sundering string is
a good stand by if you don't want to worry about the degen or makes
a good switch out weapon.
Usage
- The function of a barrage build varies slightly but the overall
effect is to do damage to a group of foes with each use. Therefore,
attacking the central most target in a group is desired for the
best effect rather than the closest.
- Placement of any spirits before hand is key as they usually
increase the damage and speed the arrows fly at. Be sure to place
them where they will be effective yet not attacked by enemies.
- Often, interrupt skills are brought along to take out any big
skills or those that might hurt you like Meteor Shower or Resurrect as examples
of big skills or Empathy and Spiteful Spirit as examples of skills that
can seriously hinder or hurt you. Be aware that you will have to
wait for the barrage animation to finish before the interrupt will
fire.
- Some sort of self heal, condition removal (primarily for
blindness), or defensive stance is popular as well though not
required.
Counters
- Any standard melee/ranger counters such as blindness, on
attack/hit hexes, and/or blocking.
- Energy denial.
Variants
- Support or damage enhancing skills often brought from the
ranger skill line may include but are not limited to:
-
Barrage/Pet Variant
- Adding a pet to the build with then turn you into what is
referred to as a B/P ranger. Pet attacks will not slow your rate of
fire as they are all shouts. Often, a team will consist mostly of these
creating a pet wall and multiple barragers, or just have one
around. Multiple variants can be found for this at Build:Team - Barrage/Pet
(Tomb Ruins).
Variants with Secondary
Professions
R/Warrior
- Attributes
levels usually are in Tactics and at around 8-9 ranks should do it in most
cases.
- Shouts can be used
without interrupting the fire rate flow thus making them useful and
often charged with the high adrenaline gain from barrage if they
are adrenaline based.
-
- "Watch Yourself!" charges quickly
and can increase the party's AL
without any cast time. This also combines well with Soldier's
Defense.
- "Fear Me!" can be used repeatedly to
reduce the enemy's energy levels though this typically has a minor
effect if any on an enemy's seemingly limitless energy pool.
- "Shields Up!" can be used to reduce
the damage your party members take from projectiles.
- Healing
Signet can be used as an alternate, energy free, though risky
heal.
- Protector's Defense can be used to help
those near you as you often will not move while barraging.
R/Monk
Solo Vigorous Barrager
Use: Cast and maintain Live Vicariously. Before battle put up
Symbiosis to gain the extra health it offers from enchantments.
When entering a battle, cast Vigorous Spirit. When enemies start to pile
up, use Barrage to take full advantage of the healing provided by a
vampiric bow, Live Vicariously, and Vigorous Spirit.
Other skills:
- Attributes
levels usually are in Healing Prayers, Smiting
Prayers, Protection Prayers, or none at all
depending on what is taken/used and typically at around 8-9 ranks
in only one of those areas should do it in most cases. Ranks in Wilderness Survival are usually
sacrificed as healing from Trolls Unguent is often replaced with
other skills. If Symbiosis is used just use whatever remaining
ranks are left but no more than 8-9 ranks in Beastmastery at
most.
- Live
Vicariously will return health to you for every creature hit
which can be up to 6 per Barrage. Commonly used for soloing
areas.
- Vigorous Spirit will behave similar to Live
Vicariously but without the drain on energy regen.
- Single target heal spells or healing enchantments can
replace Troll Unguent as a self heal that can also be used on
others. Healing
Touch is an example skill that can be used as it's cost is
reduced with ranks of expertise though it gains no benefit from Divine Favor
with a Ranger primary.
- Judge's Insight to add Armor
penetration to each arrow and typically defeat masses of the undead or others weak to holy damage.
- Mending
Touch to remove blindness or other conditions.
- Watchful Spirit will sap your energy regen
but provide +2 health regen with no needed attribute points
spent.
- Renew Life
and Restore
Life's costs are reduced by ranks in expertise making them
decent resurrects to exchange for the Resurrect Signet. Otherwise,
there are plenty of reusable resurrection skills in the monks
repertoire.
- Balthazar's Spirit or Essence Bond are
usually used when soloing as you will be the sole recipient of
damage and will often return massive amounts of energy.
- Hex removal skills like Smite Hex or Holy Veil can help
eliminate damage from on attack/hit hexes like Spiteful
Spirit, Empathy, or
others.
- Symbiosis can
be useful if using multiple enchants on yourself or others in your
party.
R/Necromancer
- Attribute level
of Death Magic,
Blood Magic, or
Curses is usually at
around 8-9 ranks in most cases if at all.
- Many skills can be used to replace a self heal that either give
you health, steal health, or exploit a corpse for health.
- Order of
Pain will help add damage to every attack but for a very
limited time. This is best left to another party member (who can
also use Order of the Vampire) that can achieve
higher attribute levels as it will slow your rate of fire and eat
up your energy if you cast it.
- Mark of
Pain may cause scatter but can be most useful in narrow
passages.
- Plague
Touch's cost is reduced with ranks of expertise and can be used
to transfer any conditions from yourself with limited success as it
is restricted to touch range.
- Many Necromancer skills can benefit a Barrager but usually they
need to be cast by another party member that is dedicated to that
role.
R/Mesmer
R/Elementalist
Fiery Barrager
Use: Use the Glyph to reduce spell costs and cast Conjure
Flame on yourself and Mark of Rodgort on your central most target.
Fire a fiery bow using Barrage and you can keep the hexed targets
burning. Some may prefer to use Fire Attunement instead of the Glyph to
reduce energy costs.
Other Skills:
- Attribute level
of Fire Magic, Water Magic, or Earth Magic
usually start at around 8 to as high as 12 ranks in most cases if
at all.
- Any Conjure skill with the appropriate bow string can add
damage to each barrage.
- Stone
Striker should NOT be used, as it will convert your attacks to
earth damage,
which will mean that your attacks will no longer trigger Conjure Flame or Mark of
Rodgort, even if you have a fire bow, as Stone Striker
overrides the normal damage type.
- If you wish to still have the benefits of a Vampiric, Zealous, or Sundering bowstring, you
must bring Conflagration to convert your arrows to fire,
so they can still trigger Conjure Flame and Mark of
Rodgort.
- Multiple Earth
Magic or Water
Magic skills can be used for defensive options such as Stoneflesh
Aura, Armor of Frost, or many of the different Wards.
- Though less popular and very energy intensive, Glyph of Lesser
Energy and Meteor Shower (which causes exhaustion) can be
used together to add repeated damage and knock downs on your targets, preventing them
from escaping your Barrage area.
- Similar to the Meteor Shower combo, Deep Freeze can be used for a large slow
down effect on your foes and no exhaustion though this is uncommon
as well.
- If using 2 or more enchantments on yourself Symbiosis becomes a viable
option as listed under R/Mo above.
R/Assassin
- Attribute level
of Deadly Arts
or Shadow Arts
is usually at around 8-9 ranks in most cases if at all.
- Caltrops can be
used to slow your targets though it requires a closer range.
- Shadow
Refuge makes a good self heal.
- Viper's Defense and other stances can be used
for defensive options.
- Way
of Perfection can add healing with high ranks in Marksmanship
and a lot of targets with minimal energy spent (similar to Vigorous Spirit
as seen above but relies on criticals for health return) though it
performs best if there is a Paragon in your party using "Go for the Eyes!" to
drastically increase chances of critical hits.
R/Ritualist
Splinter Barrager
Use: Same as the usual barrage build but cast Splinter
Weapon on yourself (or allies as time allows) and be sure to target
a group of foes. Recast as needed and as foes are available.
Especially good in tight passages.
Other Skills:
- Attribute level
of Channeling Magic, Restoration
Magic, or Communing is usually at around 8 to as high as 12
ranks in most cases if at all and often means the reduction of
ranks in Marksmanship though only slightly.
- Nightmare Weapon can be useful for stealing
health on up to 3 enemies hit per casting.
- Wailing
Weapon can add interruption to a mass of attacking foes for the
entire duration.
- Warmonger's Weapon can add interruption to
a mass of non-attacking foes for the entire duration.
- Brutal
Weapon can add damage to every arrow provided they aren't
enchanted. This can be very tricky as many healers will enchant the
entire group or those damaged and may ruin this weapon spell
unintentionally.
- Guided
Weapon can make your Barrages unblockable.
- Vital
Weapon can add to your maximum health and others in the
party.
- Wielder's Boon can be a useful self heal if
under a Weapon
Spell effect.
- Spirit Rift
can be used as a spiking skill add-on if timed properly and
especially effective when combined with Splinter Weapon. Cast
Splinter Weapon, Spirit Rift, then Barrage and it all hits about
the same time. Drawbacks include energy cost, casting time, and the
enemy may move from where the Spirit Rift appears.
- Spirits: Often a R/Rt may also bring a spirit to add
more damage or healing as the case may allow (also taking advantage
of the cost reduction Expertise allows) though this rarely will
enhance Barrage in any way but simply takes advantage of the party
make-up. Expendable spirits (like Life or Destruction that give an
effect when they expire) tend to make a good defensive "shield" of
sorts to hide behind should you come under attack as well. The most
commonly brought are:
-
- Recuperation to add health regen in spirit range
to all things friendly - especially good for groups with multiple
pets, minions, and/or large groups of players and/or friendly
NPC's.
- Life to add cheap healing
in spirit range to all things friendly and a "shield".
- Destruction
to add cheap damage in spirit range to all things unfriendly and a
"shield".
- Bloodsong to
add a cheap attacker and possible "shield" that can steal health
though less common.
- Pain to add a cheap
attacker and possible "shield" that does a little more damage than
Bloodsong but can't heal itself though also less common.
R/Paragon
"Go for the Eyes!" Barrager
Use: Same as the usual barrage build but spam "Go for the
Eyes!" and "Find Their Weakness!" together as they charge to do critical hits to
your targets and deep
wound to one of your targets as well as add crits to the
targets of those in your party that are effected. "Find Their
Weakness!" only affects one ally and the first critical hit though
so it is usually the skill to change out for others listed
below.
Other Skills:
- Attribute level
of Command or Motivation is usually at
around 8-9 ranks in most cases if at all.
- Shouts can be used
without interrupting the fire rate flow thus making them useful and
often charged with the high adrenaline gain from barrage if they
are adrenaline based.
-
- Many motivation skills can be used for party health, energy,
defense and more though they don't benefit more from use with
barrage unless adrenal based.
- Anthem of
Envy can add some minor damage at the easy cost of
adrenaline.
- Bladeturn Refrain can be used to add
defense to yourself or others and last a long time if using other
chants or shouts allowing you to cover the party or at least
multiple members.
- Song of Concentration and Hexbreaker Aria
can both be charged quickly though will slow you down with the long
cast times. They will still benefit the group with less
interruption or hex removal though.
- Chorus of Restoration or Energizing
Chorus can be quickly charged and used for energy or health
management on yourself or others that meet the conditions.
- Remedy
Signet is a good condition removal skill.
R/Dervish
Barrage in other primary
professions:
- Barrage isn't limited to Ranger primaries and other professions
can make good use of the skill. Many will make good use of their
primary attribute skill line in combination which Ranger's can't
(at least not as effectively with zero ranks).
See also: