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Old Dec 26, 2010, 12:40 AM // 00:40   #1
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Default Barrage problem

Got it today, yes sure with Splinter weapon so many yellow numbers pop out at the same time and the enemies died quickly...only if they stay very close. I found the aoe range is really small. Sometimes one foe is standing pretty close to the other but can't hit him. Any advices on it?
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Old Dec 26, 2010, 12:47 AM // 00:47   #2
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Barrage only hits foes Adjacent to your target, which is more less anything within arm's length. This fact cannot be gotten around.

You could however, try using Incendiary Arrows (hits foe and 2 foes near foe) combined with Ignite Arrows and Splinter Weapon. In some cases it can deal more than Barrage, and since it's range is not as narrow as Barrage, you pretty much always hit more than one foe.
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Old Dec 26, 2010, 06:15 AM // 06:15   #3
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Barrage's range is only adjacent... As ReDog91 has said, that is only ~an arms length.
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Old Dec 26, 2010, 07:08 AM // 07:08   #4
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Barrage is underpowered because Rangers (in terms of pve) are underpowered. Incendiary Arrows with Ignite is a better option especially under EBSoH
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Old Dec 26, 2010, 07:34 AM // 07:34   #5
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However Barrage with Great Dwarf Weapon and proper balling is absolutely brilliant.
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Old Dec 26, 2010, 10:41 AM // 10:41   #6
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Barrage also works very well with anything requiring adrenaline, such as SY or GftE.
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Old Dec 26, 2010, 01:11 PM // 13:11   #7
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Quote:
Originally Posted by Kumu Honua View Post
However Barrage with Great Dwarf Weapon and proper balling is absolutely brilliant.
The only issue with this is that the Barrage Ranger has to rely on some other party member to cast Great Dwarf Weapon on him, since you can't cast on yourself.
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Old Dec 26, 2010, 01:15 PM // 13:15   #8
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This is an issue with all physical damage synergies. Why would Great Dwarf Weapon be any different?

On the other hand, if GDW was able to be used on oneself, it would be a great boon to rangers, perhaps moreso than any other class.
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Old Dec 26, 2010, 04:06 PM // 16:06   #9
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Quote:
Originally Posted by RedDog91 View Post
The only issue with this is that the Barrage Ranger has to rely on some other party member to cast Great Dwarf Weapon on him, since you can't cast on yourself.
...which is why getting a shocking bowstring and using Conjure Lightning (the least-resisted of the elements in PvE - only Ascalon's Gargoyles and Stone Elementals specifically resist) at 9 or 10 when not facing Ranger-types isn't all that bad an idea.
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Old Dec 26, 2010, 06:32 PM // 18:32   #10
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Quote:
Originally Posted by ogre_jd View Post
...which is why getting a shocking bowstring and using Conjure Lightning (the least-resisted of the elements in PvE - only Ascalon's Gargoyles and Stone Elementals specifically resist) at 9 or 10 when not facing Ranger-types isn't all that bad an idea.
I tend to avoid going back to Conjure, as it hurts the attribute spread, you lose a hard rez option, and you're one strip away from losing the meager damage increase.

If you're Barraging, Splinter is the way to go. If targets are too far apart, Ignite/Incendiary with PvE buffs would be my choice.
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Old Dec 26, 2010, 09:45 PM // 21:45   #11
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Quote:
Originally Posted by RedDog91 View Post
You could however, try using Incendiary Arrows (hits foe and 2 foes near foe) combined with Ignite Arrows and Splinter Weapon.
But don't forget, Splinter Weapon is also only adjacent range for its effect. This can still work to your advantage though as there may be other foes adjacent to the further reaching arrows.
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Old Dec 26, 2010, 09:54 PM // 21:54   #12
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Quote:
Originally Posted by reaper with no name View Post
This is an issue with all physical damage synergies. Why would Great Dwarf Weapon be any different?
It's different because it's a PvE skill. My Warrior can slot SoH on a hero. My Ranger would need to have another person with them all the time if they wanted GDW.
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Old Dec 27, 2010, 02:14 AM // 02:14   #13
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[QUOTE=Xiaquin;5343532]I tend to avoid going back to Conjure, as it hurts the attribute spread, you lose a hard rez option, and you're one strip away from losing the meager damage increase.[/quit]

The attribute spread is no problem. 12+1+1 Marksmanship, 8+1 Expertise, 10 Air Magic is more than good enough.

Not everyone thinks you need a hard resurrection on every character in the party, so a (Sunspear) Resurrection Signet's fine.

Boosting your Barrage by 75% or so isn't all that meagre - and enchantments don't get stripped all that much in PvE, anyways. Maybe in endgame areas (DoA, UW, WiK, etc.) it could be a problem, but then you could go with the traditional R/Rt Splinter Barrage and constantly reapply it...
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Old Dec 27, 2010, 04:11 AM // 04:11   #14
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I found Incendiary Arrows+Ignite Arrows is indeed more useful in most of the situation.
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Old Dec 27, 2010, 04:44 AM // 04:44   #15
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The problem I have with Incendiary arrows is that some things don't burn, 5 recharge is long for a bow attack, and 3 targets is pretty low. Also the recharge is longer than Barrage and you need to spec in WS. When you have someone balling mobs you want barrage (7 targets in adjacent range) or volley (4 targets in adjacent range) since you can basically spam those.

The real question is Barrage (1 recharge) or Incendiary arrows (5 recharge) + preparation / volley (3 recharge). The latter gives more flexibility but is more energy intensive due to fewer potential targets. Unless you put 12+ WS then you have less damage from Incendiary arrows than barrage (2 seconds of burning is 28 damage on 3 targets; 42 damage for 3 seconds of burning). However, you can use preps like Ignite Arrows or Apply Poison with it to get 10 degen (dropping Volley). I think Incendiary Arrows pulls ahead with Read the wind/Expert Focus, but that's not taking into account bow's base damage. With marksmanship spec instead of dropping points in WS you do more damage with a bow (the caveat is that you only need 4 WS for 2 seconds of burning). That's why I wouldn't run it with Ignite arrows (fire damage doesn't do much anyway in HM).

Probably the best bet is to pump marks more and run something like:
12+1+1 Marks, 11+1 expertise, 6+1 WS
Incendiary arrows
RtW (read the wind) --> +10 , vs. +8 from Expert Focus @ 12 Expertise
D-shot (should be on every ranger bar)
4 Triple Shot/Sloth hunter's shot
5 "I am the strongest"
6 Ebon Vanguard standard of honor
7 Lightning reflexes
Res of choice

and bring splinter weapon hero or human with GDW

Splinter weapon ends in 4-5 attacks (10+ channeling) so an Incendiary arrows build needs more than one attack to trigger it.

Last edited by LifeInfusion; Dec 27, 2010 at 02:21 PM // 14:21..
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Old Dec 27, 2010, 05:02 AM // 05:02   #16
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Quote:
Originally Posted by ogre_jd View Post
/snip
9 Expertise is passable, depending on your build. I prefer to run higher, especially if I rely on PvE skills which ask full price.

I also prefer to carry a rez since I'm almost always the first to see the signs of trouble and get out of dodge. And like I said, if Barraging, Splinter will do more damage. Yes, you need to reapply, but enemies don't live for very long anyway when you've got them balled.
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Old Dec 27, 2010, 04:08 PM // 16:08   #17
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Quote:
Originally Posted by LifeInfusion View Post
The problem I have with Incendiary arrows is that some things don't burn, 5 recharge is long for a bow attack, and 3 targets is pretty low. Also the recharge is longer than Barrage and you need to spec in WS. When you have someone balling mobs you want barrage (7 targets in adjacent range) or volley (4 targets in adjacent range) since you can basically spam those.

The real question is Barrage (1 recharge) or Incendiary arrows (5 recharge) + preparation / volley (3 recharge). The latter gives more flexibility but is more energy intensive due to fewer potential targets. Unless you put 12+ WS then you have less damage from Incendiary arrows than barrage (2 seconds of burning is 28 damage on 3 targets; 42 damage for 3 seconds of burning). However, you can use preps like Ignite Arrows or Apply Poison with it to get 10 degen (dropping Volley). I think Incendiary Arrows pulls ahead with Read the wind/Expert Focus, but that's not taking into account bow's base damage. With marksmanship spec instead of dropping points in WS you do more damage with a bow (the caveat is that you only need 4 WS for 2 seconds of burning). That's why I wouldn't run it with Ignite arrows (fire damage doesn't do much anyway in HM).

Probably the best bet is to pump marks more and run something like:
12+1+1 Marks, 11+1 expertise, 6+1 WS
Incendiary arrows
RtW (read the wind) --> +10 , vs. +8 from Expert Focus @ 12 Expertise
D-shot (should be on every ranger bar)
4 Triple Shot/Sloth hunter's shot
5 "I am the strongest"
6 Ebon Vanguard standard of honor
7 Lightning reflexes
Res of choice

and bring splinter weapon hero or human with GDW

Splinter weapon ends in 4-5 attacks (10+ channeling) so an Incendiary arrows build needs more than one attack to trigger it.
Barrage can hit 6 but usually only 2-3.
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Old Dec 27, 2010, 06:58 PM // 18:58   #18
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Well Barrage is decent in places like UW where you have groups of 5 or 6 grasping darknesses and/or aatxes in adjacent range; melee groups; Battle for Lion's arch. Incendiary arrows is better everywhere else, perhaps even if mobs don't burn. To match 84 damage (2 seconds of burning on 3 targets) you need to be pushing 4-5 targets with barrage every 5 seconds. The thing is barrage is 1 cooldown and activation, so hitting 2-3 targets every time is enough (+17 to 20 damage). You only need to hit one target 5 times (with +17 or above, which is 12 Marks) actually, 2-3 targets when you factor in preparations since if you use Ignite arrows then you drop marks and if you use Expert Focus or Read the Wind the bonus damage is about +9-10 damage.

Barrage + Splinter Weapon is essentially Fireball (I mean after HM armor, Fireball does ~40ish anyway) on 5 recharge.

Incendiary Arrows + Splinter Weapon is essentially Liquid Flame/Searing Flames on 5 recharge.

Last edited by LifeInfusion; Dec 27, 2010 at 07:22 PM // 19:22..
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Old Dec 27, 2010, 08:47 PM // 20:47   #19
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Quote:
Originally Posted by ogre_jd View Post

Not everyone thinks you need a hard resurrection on every character in the party, so a (Sunspear) Resurrection Signet's fine.
Exactly. Hard rezzing is for the midli...Oops. Rangers are midliners, aren't they?

Last edited by reaper with no name; Dec 28, 2010 at 02:43 AM // 02:43..
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Old Dec 28, 2010, 01:15 AM // 01:15   #20
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Quote:
Originally Posted by ogre_jd View Post
Not everyone thinks you need a hard resurrection on every character in the party, so a (Sunspear) Resurrection Signet's fine.
Fixed that for you, no name.
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