Build:Team - Barrage/Pet

From PvXwiki

Jump to: navigation, search
Image:Green thumbs up.png

The PvXwiki community finds this to be an excellent build.

Through the PvX vetting system, it has reached an overall rating in the range from 4.5 to 5.0 and thus qualifies for the highest category of working builds: Great.

This build has been designed for the following use:

Contents

Barrage/Pet is the general appellation of a class of "speed" builds for the ruins of the Tomb of the Primeval Kings. Despite this, it is entirely possible to use this team in other areas. This article will, however, only consider builds used at the tombs.

As always, a decent build in the hands of a strong player is much more powerful than a perfect build in the hands of a player who doesn't know what he's doing; minor variations (runes, attribute points, non-essential skills, and choice of weapon in particular) are not harmful. Indeed, they are generally helpful, as they tend to suit a particular player's playing style and can be used to synchronize the party's abilities even more.

[edit] Team Composition

Barrage Savage Shot Optional Troll Unguent Throw Dirt Charm Animal Comfort Animal Rebirth
Barrage Distracting Shot Call of Protection Splinter Weapon Optional Charm Animal Comfort Animal Flesh of My Flesh
Barrage Distracting Shot Savage Shot Anthem of Envy "Go for the Eyes!" Charm Animal Comfort Animal Sunspear Rebirth Signet
Barrage Optional Optional Optional Optional Charm Animal Comfort Animal Optional
Barrage Optional Optional Optional Optional Charm Animal Comfort Animal Optional
Jagged Bones Animate Flesh Golem Optional Optional Optional Optional Optional Optional
Order of the Vampire Blood Is Power Optional Optional Optional Optional Optional Optional
Word of Healing Healer's Boon Glimmer of Light Optional Optional Optional Optional Optional


[edit] Overview

This build utilizes the synergy between Barrage, Favorable Winds, and Winnowing to inflict high damage on multiple foes, with a wall of pets and minions to defend the party. This build requires only loose coordination between players, and a large spectrum of variants are viable. Barrage/pet builds are resilient to dropped players, as only two roles, the Monk and the Minion Master, can be said to be essential.

There are a total of four general roles in the team - the Barrager, the Minion Master, the Supporter, and the healing Monk. A "full team" consists of five barragers, one Minion Master, one Supporter, and one Monk. A "half team" may consist of two barragers, one Minion Master, one Supporter, and one Monk, or three barragers, one Minion Master, and one Monk.

[edit] Barragers

The barragers have nearly endless variations (even more so than the other three characters) due to the fact that many skills work extremely well with Barrage. In general, barragers should stay behind the wall of pets and minions to avoid damage. Shown below are a few example builds.

The primary profession for a barrager is the Ranger due to the extra four attribute points they can obtain in Marksmanship; however, other primary professions can sometimes do well in this position.

All barragers should use a Recurve Bow, due to its excellent timing between its firing rate and the recharge of Barrage (they are exactly equal, so the character will always be attacking with Barrage). Also, a Longbow or Flatbow is useful for pulling groups of monsters.

A Vampiric bowstring is useful to increase the damage; Sundering bowstrings can be used to a lesser extent, but without any health degeneration. The bow grip is essentially a matter of preference; a bow grip of Fortitude helps in case the barrager is attacked, while a bow grip of Marksmanship increases the damage the character deals. Other bow grips are not as commonly seen. Because there are few times when the barragers take damage, a Strength and Honor inscription adds consistent damage.

Because of this, Elswyth's Recurve Bow is a common choice (both in popularity and in availability).

Barrage/Pet group in action.
Barrage/Pet group in action.

[edit] R/Mo Rebirth Barrager

Template code
 save

The sole advantage of this build is the presence of Rebirth. Should the group wipe, this character has the ability to resurrect all fallen teammates without aggroing monsters. It also brings an interrupt for interrupting Wurm Siege from Chaos Wurms. However, it deals much less damage than any other barrager presented here. The optional slot should be a spirit (see below).

[edit] R/Rt Splinter Barrager

Template code
 save

Although this variant's pet is weaker than that of a normal barrager and his arrows deal slightly less damage, his overall DPS is significantly higher. Casting Splinter Weapon on himself deals a significant amount of damage with Barrage; casting it on allies before battles increases the party's DPS by an extreme amount.

The final skill slot could be Throw Dirt, a spirit,Nightmare Weapon or vengeful weapon for healing. (Note that Splinter Weapon should be used far more than Nightmare Weapon!)

[edit] R/P Barrage Shouter

Template code
 save

This variant utilizes Paragon Shouts and Chants to increase the effectiveness of the entire party at the cost of his pet. "Go for the Eyes!" is an effective buff for any attacking ally, no matter what their build; Anthem of Envy is a strong chant to use at the beginning of a battle; "Brace Yourself!" is useful when combating mobs guarding Chaos Wurms (as the Wurm will attempt to knock down your allies before engaging in combat). Using "Find Their Weakness!" before "Go for the Eyes!" makes it very likely that many enemies will suddenly find a portion of their health bar turning gray.

Sunspear Rebirth Signet can be swapped for Signet of Return if a "hard" resurrection skill is desired.


[edit] General ranger variations

At least one ranger must bring Favorable Winds (often abbreviated as FW) and one ranger must bring Winnowing (often abbreviated as WW or Winn). Troll Unguent is a good skill to swap out for either spirit, as the monk (below) should be taking care of all the healing. If you decide to bring FW instead of Troll Unguent, reduce your Wilderness Survival to 0 and move the remaining points to Expertise. If you instead choose to bring Winnowing, you may want to move a few points from Beast Mastery to Wilderness Survival to create a heartier spirit. (Note that the Wilderness Orders support character can bring Winnowing if necessary.)

Perhaps the most important skill choice for an optional slot is a skill that interrupts to stop the party being devastated by Wurm Siege. Savage Shot and Distracting Shot are common choices; Concussion Shot has a much higher energy cost, but can be much more effective.

The purpose of the pets is to tank for the group (at least until the Minion Master produces an army to do so) and to provide corpses for the Minion Master. A dead pet with an exploited corpse serves no purpose, so it is important for the rangers to raise their pets at every opportunity.

Beast Mastery skills are generally useful; Otyugh's Cry and Call of Protection in particular can help the pets out, Revive Animal can be helpful in the right situations, and pet attacks increase the general DPS of the party. Spirits, however, should not be brought without the consent of the party, as many work against the humans.

All rangers should try to keep their Expertise level at or above 8 (including runes), as this will make 5-energy skills (most importantly, Barrage) cost three energy. Optionally, having 9 Expertise will make 10-energy skills cost only 6 energy.

[edit] Minion Masters

The Minion Master must be able to do two things: He must be able to raise a large undead army, and he must maintain said army. It is nigh-useless to bring a "primer" (a skill to kill the first enemy, which can then be made into a minion), as your allies should be able to kill at least one foe for you.

Unlike many other minion mastery builds, the minions here are not intended for pure damage, but rather to body block the Grasps of Insanity from reaching the ranger line.

The most restrictive variable on a minion master is time. The recharge time on many minion skills is quite long, as are the casting times. Therefore, a weapon that reduces both these times is desirable, as is one that increases the level of the minions. Since recharge time is longer than casting time (and therefore more important to reduce), an ideal staff would be an Adept 20/20 Staff of Death Magic.

For additional information, please see the general minion mastery guide on GuildWiki.

[edit] N/Mo Basic MM

Template code
 save

This character raises a hardy group of tanks, including an extremely hearty and renewable Flesh Golem, to make the monk's job easier. Simply wait for corpses to appear and begin animating. When you are in danger, use Dark Bond.

Optionally, consider bringing any rune for Soul Reaping, and a minor rune of Blood Magic. you can also swap out one of your Animate Minion skills (Preferrably animate Bone Horror) for Signet of Lost Souls for better Energy manegement.

[edit] N/Mo Jagged Bomber

Template code
 save

This variant is useful in dealing damage and raising a number of minions. Animate Bone Horror is the main animation skill in this build; Animate Shambling Horror should be used when available, but it is not as spammable as Animate Bone Horror is. Jagged Bones should be cast whenever it is recharged and the character controls at least one minion. (Keep in mind that the two minions produced by this spell will stack with the Jagged Horror produced by Animate Shambling Horror.) When the character controls few minions, he may target the nearest minion manually, enchant it with Jagged Bones and Death Nova, and then kill it with Taste of Death when it is near foes. This will effectively damage the enemies and create a new bodyguard for the party.

Optionally, consider bringing any rune for Soul Reaping, and a minor rune of Blood Magic.

[edit] Rt/N Explosive Animator

Template code
 save

The Ritualist primary attribute Spawning Power allows a minion master to create heartier, if weaker, minions, and allows for additional healing through Signet of Creation. Because most of the damage in this team comes from the rangers, the loss of offensive power is not a big issue, although the loss of armor can be.

Unlike other minion masters presented here, this build deals a large amount of damage from Explosive Growth and Death Nova. The idea behind this is that as the tanks die, they will damage the remaining enemies - hopefully reducing or eliminating their need now that they are dead.

[edit] Support characters

These characters greatly enhance the damage output of the barragers by various means. They should carry equipment helpful for using many skills in a short period of time and making these skills last longer, if possible.

[edit] N/Mo Orders Necromancer