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Old May 22, 2006, 11:42 PM // 23:42   #1
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Default B/P Cup ~ Barrage/Pet w/Recuperation Build ~

Profession: R/Rt ~ Ranger/Ritualist

Name: Bar Cup or B/P Cup (Barrage/Pet w/Recuperation)

Type: PvE

Category: Support

Compatibility:
- Standalone Factions
- Prophecies + Factions

Attributes:
Beast Mastery: 2 + 1 = 3
Expertise: 10 + 3 = 13
Wilderness Survival: 0
Marksmanship: 8 + 3 + 1 = 12
Communing: 0
Restoration Magic: 12
Channeling Magic: 0
Point Left: 2

Condition:
0% ~ 15% Death Penalty
Mask: Archer's Mask (+1 Marksmanship) + Superior Rune of Marksmanship

15% ~ 60% Death Penalty
Mask: Hunter's Mask (+1 Expertise) + Minor Rune of Marksmanship

Armor: Full Druid's Type Armor

Additional Items:
Any Vigor Runes (Minor/Major/Superior)
Bow with Fortitude upgrade (+20HP ~ +30HP)

Skills Set:
Barrage [E]
Savage Shot
Throw Dirt
Bestial Fury/Tiger Fury
Recuperation
Comfort Animal
Charm Animal
Flesh of My Flesh (res)

Skills Desc:
Barrage [E]: Elite Bow Attack. All your Preparations are removed. Shoot arrows at up to 6 foes adjacent to your target. These arrows strike for +13 damage if they hit. (Attrib: Marksmanship)
Savage Shot: Bow Attack. If Savage Shot hits, your target's action is interrupted. If that action was a Spell, you strike for 25 damage. (Attrib: Marksmanship)
Throw Dirt: Skill. Target touched foe and foes adjacent to your target become Blinded for 13 seconds. (Attrib: Expertise)
Bestial Fury/Tiger Fury: Stance. All your non-attack skills are disabled for 5 seconds. For 6 seconds, you attack 33% faster. (Attrib: Beast Mastery)
Recuperation: Binding Ritual. Create a level 8 Spirit. Non-Spirit allies within its range gain +3 Health regeneration. This Spirit dies after 39 seconds. (Attrib: Restoration Magic)
Comfort Animal: Skill. You heal your animal companion for 37 Health. If your companion is dead, it is resurrected with 20% Health. (Attrib: Beast Mastery)
Charm Animal: Skill. Charm target animal. Once charmed, your animal companion will travel with you whenever you have Charm Animal equipped. (Attrib: Beast Mastery)
Flesh of My Flesh (res): Spell. Lose half your Health. Resurrect target ally with your current Health and 17% Energy. (Attrib: Restoration Magic)

Summary: This build is good to use in Tomb Farm with B/P Group and also work good for exploring with hench. General idea is to support group with +3 Health regen and it is not an enchantment so no worries with shatter enchantment. Also give healer less stress from healing especially player with Vampiric weapon, Recuperation also help Minion Master to increase minion life time by reducing their Health degen. Set up the spirit when puller start pulling or after the mob start engaging the puller. Always move forward or stay in the front of the spirit (not within the spirit) always try to keep the spirit away from getting hits by mob if you are in dangerous situation you can always run to the spirit and use it as shield x). As for other skills like Savage Shot can be used to interrupt or adding dmg to your attack, use Throw Dirt to blind melee foes and use call target when using Throw Dirt it will alarm the group that your life is in danger and need immediate assist to kill that foe. With average dmg from 12 Marksmanship it is useful to use Tiger Fury or Beastial Fury to increase your attack speed to give more dmg. And last but not least use Flesh of My Flesh to resurrect your party member.

Notes: As soon as you reach 16% DP or more it is advisable to switch your mask with minor runes. Beware when changing mask with minor rune your marksmanship point will go lower as well and watch your Bow req. if its good enough to match your Bow req.

Weapon Notes: Better to have 2 types of bow and a staff with free energy. One bow for giving damage with Sundering or Vampiric upgrade and other bow with +energy for idle weapon and a staff with extra energy to res party member in the middle of battle (use staff only when you run out of energy to use Flesh (res))

Credits: B/P Creator and me .

:: Any comments for improvement of the build are acceptable ::

Edit History:
24/05/06: Added Build Compatibility.

Last edited by Gusnana1412; May 24, 2006 at 04:43 PM // 16:43..
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Old May 23, 2006, 02:29 AM // 02:29   #2
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and here I was thinking you were talking about bra size :/
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Old May 23, 2006, 03:43 AM // 03:43   #3
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very good build. just 1 question: how does the hp regen from spirit is affected by your lvl of restauration magic? do you HAVE to have 12 in order to get + regen? if no maby you could bring up marksmanship abit higher for extra damage

btw, for rez i still would use rebirth for the teleportation (need to be R/Mo), because so many times we had only 1 person alive and all the other 7 bodies in the most "insane" to rez at places. (like right in the middle of 20 gasps + dryders and synctees) even if u got full hp when resurected no chance to get out of there on your own

Last edited by Maria The Princess; May 23, 2006 at 04:31 AM // 04:31..
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Old May 23, 2006, 03:59 PM // 15:59   #4
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@Reikai ~.~'

@Maria The Princess

Quote:
Originally Posted by Maria The Princess
very good build. just 1 question: how does the hp regen from spirit is affected by your lvl of restauration magic? do you HAVE to have 12 in order to get + regen? if no maby you could bring up marksmanship abit higher for extra damage

btw, for rez i still would use rebirth for the teleportation (need to be R/Mo), because so many times we had only 1 person alive and all the other 7 bodies in the most "insane" to rez at places. (like right in the middle of 20 gasps + dryders and synctees) even if u got full hp when resurected no chance to get out of there on your own
To obtain +3 Health regeneration from Recuperation you need to have 12 Points on Restoration Magic.

What you said is true about rebirt, but remmeber Rebirth "Resurrect target party member. Target party member is returned to life with 25% Health and zero Energy, and is teleported to your current location. All of target's skills are disabled for 10...4 seconds. This Spell consumes all of your remaining Energy. Cost 10 Energy and 6 secs Activation Time." compare to Flesh of My Flesh "Lose half your Health. Resurrect target ally with your current Health and 5...17% Energy. Cost 5 Energy and 5 secs Activation Time." faster to res target member, cost only 5 energy, you dont lose your energy after res and your target member skills not disabled.

So as long as there still a healer in the middle of battle, losing half of your health not really a big prob, it is better to use Flesh of My Flesh as soon as one or more member died especially monk and the good thing from 12 RM Flesh of My Flesh give your ressurected target member with 17% Energy. No time delay waiting for regen just fight as soon as you were resurrected or just run

And you can use Flesh of My Flesh as many as you want ~ (no limitation like res signet)

Last edited by Gusnana1412; May 23, 2006 at 04:02 PM // 16:02..
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Old May 23, 2006, 05:47 PM // 17:47   #5
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It seems like an awefull lot of points (12) in restoration that could be used elsewhere.

The point of Rebirth is to pull allies out from the feet of the enemies to avoid a team wipe, not a spell used during a battle. Even with a whopping 17% energy that's still only about 6-8 energy, you're not going to do much with that. Of course as a ra/rit you won't have rebirth anyway so you might as well have FoMF.

Last edited by DeanBB; May 23, 2006 at 05:49 PM // 17:49..
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Old May 23, 2006, 07:24 PM // 19:24   #6
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Quote:
Originally Posted by DeanBB
It seems like an awefull lot of points (12) in restoration that could be used elsewhere.

The point of Rebirth is to pull allies out from the feet of the enemies to avoid a team wipe, not a spell used during a battle. Even with a whopping 17% energy that's still only about 6-8 energy, you're not going to do much with that. Of course as a ra/rit you won't have rebirth anyway so you might as well have FoMF.
Yes its 12 Point on RM but looks at the benefits ~
Want to point that 17% energy only bonus if you have 12 RM, also 6-8 energy is more than nessasary to give you chance to use skills to get back in track as soon as possible. Especially if healer died if using FoMF healer can back healing in no time just need BR to fully recover.

Also as a note, this build is not intended to replace all R/Mo in B/P group mean one or two ranger with R/Rt profession

~
R/Mo Winnow
R/Mo FW
R/Mo Dist S
R/Mo Puller~
R/Rt Recup
N Order
N MM
Mo Healer
~
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Old May 23, 2006, 07:33 PM // 19:33   #7
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I'd say no more than 1 if you HAD to bring this. Thing is i doubt it'd be all that useful.

FoW spirits get wasted quite easily against some groups. Although i suppose your only missing out on a small amount of damage from lvl12 Barraging for something that benefits the whole team.

Putting 12 onto a secondary is a bit loss though, you sure dropping it to a +2 wouldn't be better? Overall its the attacking that heals you with Vig Spirit and OoV anyway.
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Old May 23, 2006, 09:17 PM // 21:17   #8
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Quote:
Originally Posted by Evilsod
...

Putting 12 onto a secondary is a bit loss though, you sure dropping it to a +2 wouldn't be better? Overall its the attacking that heals you with Vig Spirit and OoV anyway.
nope its not good, here the list:
Restoration Magic: 15 Energy 3s Activation 60s Recharge
0 +1 15s
1 +1 17s
2 +1 19s
3 +1 21s
4 +2 23s
5 +2 25s
6 +2 27s
7 +2 29s
8 +2 31s
9 +2 33s
10 +2 35s
11 +2 37s
12 +3 39s

You might think/feel RM at 8 is enough and make your Marksmanship into 16, but in practice +2 HP regen (especially in tomb) not really usefull. But if you think more point on mark would be better or in other attrib, thats your choice ~ this build advise you to use 12 Points to RM

If you dont like to spent that many points, its better to put those point into Communing, there are more other skills from Communing that can be use with B/P. Example: Shadowsong, Pain, Bloodsong, Vital Weapon, etc
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Old May 25, 2006, 01:38 AM // 01:38   #9
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Interesting idea, but imo it is more useful to put points in BM. If everyone in the party can rez their pets to half health (and keeping enemies busy killing/hexing them) it is better defense than extra healing.

It's amazing with the number of people doing this run just how few actually realize how effective a pet is as a meatshield. And considering the recent buff to Comfort Animal, raising BM to around 11 is really a no-brainer.
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Old May 25, 2006, 12:54 PM // 12:54   #10
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Quote:
Originally Posted by semantic
Interesting idea, but imo it is more useful to put points in BM. If everyone in the party can rez their pets to half health (and keeping enemies busy killing/hexing them) it is better defense than extra healing.

It's amazing with the number of people doing this run just how few actually realize how effective a pet is as a meatshield. And considering the recent buff to Comfort Animal, raising BM to around 11 is really a no-brainer.
Recuperation: Binding Ritual. Create a level 8 Spirit. Non-Spirit allies within its range gain +3 Health regeneration. This Spirit dies after 39 seconds. (Attrib: Restoration Magic)

keep pets alive longer also minion ~
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Old Oct 19, 2006, 10:37 AM // 10:37   #11
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I'm sure this is old news and probably noone really cares, but anyway I thought I post this. I've been in a lot of BP tombs runs by now and for the 1st time I had a Mo/Rt has the healer and he had an odd or non-conventional build that actually worked great.

The monk put +4 mending on everyone and put up +3 restoration spirits. This negated most all damage anyone received. He'd used blessed signet for energy and necro's br for energy also.

Aside from a bonehead move where I put myself too close to some grasping insanity punks I never saw my health drop at all hardly. I had +7 regen, elswyth's (5:1) vamp bow and +11 vigorous spirit on me the whole time.

I'd read plenty of threads saying how bad it is to used enchantments in tombs, but this sure worked very well.
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Old Oct 19, 2006, 11:49 AM // 11:49   #12
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Just a note about the credits: people use recuperation in B/P builds since factions is released.

Concerning the skills: tiger's fury with 3 in BM is a waste of a skill slot. It's highly energy-consuming and you can't maintain it all the time.

Concerning the attribute points:

2 sup runes is a lot. It's ok if you don't have any DP, but if you do you should really switch to an armour with minor runes (or at least 1 sup rune and one minor instead).

The point distribution could be improved. You currently have 13 (10+3) in expertise and 12 (8+1+3) in marksmanship. Try 13 (9+1+3) and 12 (9+3) instead: you'll save attribute points (to boost BM for example).

13 in expertise is too much in my mind. 9 is enough for a B/P. And if occasionally you're running out of energy, switch to a zealous bow to be full again in a few shots. This is mainly an issue because of your very low marksmanship. Why don't you go with 12+3+1 (or even 11+3+1) in marksmanship, 8+1 in expertise, and the rest in restoration?

Quote:
You might think/feel RM at 8 is enough and make your Marksmanship into 16, but in practice +2 HP regen (especially in tomb) not really usefull. But if you think more point on mark would be better or in other attrib, thats your choice ~ this build advise you to use 12 Points to RM
It's not one more in mark, it's 4. I agree that 15 vs 16 or 12 vs 13 doesn't make a big difference, but 12 vs 16 does.

EDIT -

15 (11+3+1) marksmanship
9 (6+3) expertise (if you wanna keep a second sup rune)
12 restoration

would be a wiser ditribution in my mind. You'd keep the +3 regeneration from recuperation and high damage.

EDIT 2 - D'OH! The person above has resurrected a topic from May. Forget my comments then.

Last edited by Sir Mad; Oct 19, 2006 at 11:55 AM // 11:55..
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Old Oct 19, 2006, 02:53 PM // 14:53   #13
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I dont like this build, whats the point of wasting 12 atributes just to get +3health regen, it sounds a bit like mending if you ask me -_-.
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Old Oct 19, 2006, 03:12 PM // 15:12   #14
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Its +3 to all party mebers in range, minions, pets, allies, etc...
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Old Oct 19, 2006, 04:38 PM // 16:38   #15
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I don't think I could see how spending 12 attribute points and 25 energy on a ranger could be justified for only 3 health regen. Maybe some wierd Orders build could do justify this, but I don't think I would ever reccomend a ranger to do this. I am not to say that this build is completely irrelevant, but it's not anything I would reccomend.
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Old Oct 19, 2006, 05:28 PM // 17:28   #16
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^ Recuperation costed 15 energy when this build was posted. A zeaouls bow could recharge you quickly then. Of course that did not justify the 12 attribute points, but that was not that bad energy-wise.
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Old Oct 19, 2006, 07:29 PM // 19:29   #17
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One ranger in the team with 12 restoration, 15 expertise and 9 marksmanship.

Then Recuperation only costs 10 energy and you can gain that energy in 2-3 barrages with a zealous bow.

With expertise the 25 energy costs drops one energy per point in the attribute.

Thats 234 point healed in 30 second to every member in your team (rangers, minions, pets,...). There is no monk spell that can beat that and in B/P groups you dont really need spike-healing.
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Old Oct 19, 2006, 09:24 PM // 21:24   #18
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Recuperation is terrible absolutely terrible to take as a single spell from Recuperation. Completely hamstringing your damage output for a mediocre healing spell in a situation where you really REALLY don't need it is ridiculous.
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Old Oct 20, 2006, 12:28 AM // 00:28   #19
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Quote:
Originally Posted by SnipiousMax
Recuperation is terrible absolutely terrible to take as a single spell from Recuperation. Completely hamstringing your damage output for a mediocre healing spell in a situation where you really REALLY don't need it is ridiculous.
Well, perhaps your right from the perspective of a R/Rt player, but when I played in a PUG last night it was the monk using recuperation. You and most everyone else is so down on this skill, but all I can say is from my experience last night the monk using +4 mending and +3 recuperation and WoH was astonishingly successful. Granted the fact that everyone was pretty experienced in Tombs and we had a good puller helped (to a certain degree) keep our health in check.

Basically, it may sound bad on paper, but I wouldn't be so quick to knock it unless you've tried it because it was one of the best and most effective groups I've been in....and I've been in a lot of Tombs runs to boot. We probably finished the thing in around 45 minutes; whereas, it typically takes 1 to 1 1/2 hours for a standard bp group.

Last edited by NJudson; Oct 20, 2006 at 12:32 AM // 00:32..
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Old Oct 20, 2006, 01:28 AM // 01:28   #20
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Quote:
Originally Posted by NJudson
Well, perhaps your right from the perspective of a R/Rt player, but when I played in a PUG last night it was the monk using recuperation. You and most everyone else is so down on this skill, but all I can say is from my experience last night the monk using +4 mending and +3 recuperation and WoH was astonishingly successful. Granted the fact that everyone was pretty experienced in Tombs and we had a good puller helped (to a certain degree) keep our health in check.

Basically, it may sound bad on paper, but I wouldn't be so quick to knock it unless you've tried it because it was one of the best and most effective groups I've been in....and I've been in a lot of Tombs runs to boot. We probably finished the thing in around 45 minutes; whereas, it typically takes 1 to 1 1/2 hours for a standard bp group.
Last time I went to FoW in a B/P team the monk left right before we start cleaning the forge. The MM left right after. We kept going, made it to the forgemaster and went as far as the burning forest. Still, that doesnt mean 5 B/P, an order and nothing else is a good build for FoW
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