Jun 28, 2006, 02:34 PM // 14:34
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#1
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Academy Page
Join Date: Jun 2006
Location: netherlands
Profession: W/
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barrage/pet build
i thought that was the way for the Underworld (tomb of the primary king)
i realy need help on a build
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Jun 28, 2006, 03:02 PM // 15:02
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#2
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Academy Page
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Barrage {e}
Throw Dirt / Dust Trap
Savage Shot
Distracting Shot
Revive/Comfort Animal
Charm Animal
Troll Unguent / Whirling Defense
Resurrection Sig / Rebirth
Thats the build I run whenever I do tombs...
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Jun 28, 2006, 06:24 PM // 18:24
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#3
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Forge Runner
Join Date: Mar 2006
Guild: Aequitas Deis
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party build: 5 rangers, Orders necro, Minion master, healer
rangers basic build:
Barrage (must have)
savage shot or distracting shot (must have)
whirling defence (good idea to have)
trall enguent (must have)
Throw dirt (or a spirit that your party requires from you)
Chrm animal (must have)
comfort animal (must have)
rebirth (over all ressurection skills this one is the most suitable for the place)
attributes: 16 marksmaship, 12 expertise, rest in wilderness survival
you dont need points in beast mastery, because the pet is just body blocker and minion meat. but when you see that your pet is goin down fast its a good idea to move away from damger area becau of blackout after he dies
have fun
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Jun 29, 2006, 02:43 PM // 14:43
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#4
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Krytan Explorer
Join Date: Mar 2006
Guild: The Amazon Basin
Profession: R/Me
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I basically run the same skill setup as Maria with some differences in attributes. Marksmanship is fine at 16 but expertise doesn't need to be at 12. You can bump this down to 9 and only gain 1 energy cost from 10 energy spells. If you have expertise at 9 you can raise wilderness survival and beastmastery to a reasonable level. I like to have beast mastery at least at 4 just so that my pet can tank a little after being rezzed.
In terms of equiqment you should run a Vamp Hornbow/Flatbow/Recurve of Fortitude. Hornbow will give you the most damage per barrage, flatbow will let you fire off the most barrages, and recurves give you the fastest arrows for interrupting. Also don't forget to bring an offbow to switch from, and NEVER ever bring an elemental damage bow. Orders will not work with it and that piddly 10-12 conjure elemental damage/rogdort's invocation that is reduced by armor is absolute trash compared 22 armor ignoring damage you get from orders and a vamp string.
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Jun 29, 2006, 03:00 PM // 15:00
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#5
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Ascalonian Squire
Join Date: Jan 2006
Guild: [milf]
Profession: W/
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Barrage is hard to cap
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Jun 29, 2006, 03:01 PM // 15:01
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#6
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Perfectly Elocuted
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^ When I did this run I ran the pretty much the same thing as maria and sparhawk, minus Wilderness survival and Troll Ungent. I ran 16 marks, 9 expertise, and the rest I piled into beastmastery. Troll Ungent isn't much help if they break through the minion/pet barrier, so I always volunteered to bring a spirit. Alot of groups like to take winnow and favorable winds.
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Jun 29, 2006, 03:02 PM // 15:02
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#7
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Desert Nomad
Join Date: Apr 2006
Location: Moe's Pub
Guild: Pigs Can Fly [Pigs]
Profession: R/
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Sneale, there is no point of having 2 interupts in the tombs where the only thing you gotta interupt is the Siege Worms attacks. Fot the tomb, here is the build for my ideal team:
Core skills:
- Barrage (obviously)
- Rebirth/rez chant/vangeance (yeah ONE player with vengeance may be a good idea)
- Whirling Defense or lightning Reflexes (personal prefence for the 1st one)
- troll Onguent, just in case: don't be completely dependant of your monk even if TO is not the best healing skill...
- Charm animal
- Comfort animal
For the 2 slots remaining:
- 2 players must carry an interupt (no need for more, provided there is no leaver, for again you'll only have to interupt siege worms attacks; 2 players for at some point you'll have to interupt 2 worms at the same time)
- 1 player with winnowing
- 1 player with favorable wind
- 1 player with Dust Trap (provided he knows where to drop them...)
- 1 player with remove hex (remove over smite because of the recharge time - empathy is barrager's worst ennemy)
There are 4 free slots for the team... You may want to have a 3rd interupter, just in case someone is DCed or leave. Someone may bring Throw Dirt as well.
For the attributes, everybody has his preference. Obviously the carier of winno need to put some points in WS. As said above, 9 expertise is enough. A few points in BM is not a bad thing, especially after the nerf of the MM. Personally I go with 9+1 BM. 2 reasons for that: Since the number of minions is now limited to 10, pets as corpses makers are no longer needed, at least way less than before (before, the main point of pets was to let them die to make more corpses and therefore more minions). And under some circumstances you need pets to tank. reviving pets with almost 50% health is sweet when you have nothing else to tank a pack of grasps (clean out the 4rth level with only 4 barragers and no monk nor necros and see what I mean...)... With 0+1 BM, they would die again in 2sec. Concerning markmanship, 16 seems to be mandatory.
Note: this a team build for the tombs, skills vary for FoW.
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Jun 29, 2006, 03:07 PM // 15:07
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#8
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Forge Runner
Join Date: Feb 2006
Location: Thornill, ON, Canada
Guild: THE CANUCK MONKS (TCM)
Profession: W/R
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Quote:
Originally Posted by Wellsy
Barrage is hard to cap
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Barrage is not hard to cap.
Kill Marcus before killing the Jade Armors and you can cap before the mission is over.
Kill the boss in Canthas while questing, no problems.
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Jun 29, 2006, 04:06 PM // 16:06
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#9
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Academy Page
Join Date: Jun 2006
Location: netherlands
Profession: W/
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ty i killed my first run with marias build(only i used dust trap :P)
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Jun 30, 2006, 07:45 AM // 07:45
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#10
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Forge Runner
Join Date: Mar 2006
Guild: Aequitas Deis
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Quote:
Originally Posted by halk
ty i killed my first run with marias build(only i used dust trap :P)
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lol im sorry what u mean killed? succes or failure?
i know its a "basic" build, but alot depends on your party
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Jul 09, 2006, 05:55 AM // 05:55
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#11
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Ascalonian Squire
Join Date: Jan 2006
Location: Depends, monday to friday is the tunnel at the park and Saturday to Sunday is Train Station bench.
Guild: The Three Mustaqueers :D
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barrage isnt that hard to cap i did it wit henchies but i got infused on the way so i popped out the back and just lured everything out and then ran to the right sentry (mursaat and a white mantle seeker i think) and got close and personal so i was out of casting ranger from left sentry then went straight to markus and he got pwned then i kill the jade with my newly capped barage :P
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Jul 09, 2006, 02:04 PM // 14:04
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#13
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Desert Nomad
Join Date: Apr 2006
Location: Moe's Pub
Guild: Pigs Can Fly [Pigs]
Profession: R/
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2 interupts on the same char in the tombs is definitely useless, sorry. As said above, you only have to interupt is the siege worms attacks (and the meteor showers in one corridor). ONE interupt is good enough for that.
You should have 16 Marksmanship, not 12. No need for such a high level of expertise.
Agreed concerning the BM part, I'm not against a few points there - many players don't spen any points in BM however that may help you.
Tigers Fury... erm... that's a huge debate so I won't talk about it here.
But you're definitely missing something (and your monk has probably already noticed that...): you have absolutely nothing to keep you alive! You have no defensive stance, you don't have throw dirt or eventually dust trap (well as you seem new to the tombs dont take this one - let it to very experienced players), and no troll unguent (you can go without troll, I know that, but no defensive skill at all is a suicide - well ot just a pain for your monk).
Oh and you have WW but no attribute points spent in WS. Let another player take it. Same goes for FW. If you dont wanna have 16 Marksmanship, let another player bring it.
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Jul 09, 2006, 03:28 PM // 15:28
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#14
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Krytan Explorer
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Quote:
Originally Posted by Sir Mad
2 interupts on the same char in the tombs is definitely useless, sorry. As said above, you only have to interupt is the siege worms attacks (and the meteor showers in one corridor). ONE interupt is good enough for that.
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Oh and you have WW but no attribute points spent in WS. Let another player take it. Same goes for FW. If you dont wanna have 16 Marksmanship, let another player bring it.
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Well, you're right I am fairly new and I hadn't really thought about it until you mentioned that it would make it a lot easier on my monk to carry a defensive and/or self heal skill. Lord knows I do get frustrated with people like that when I play my monk. Out of the 6 or so teams I've been in so far I've only seen 1 person carry dust trap. So I should probably get a superior rune of marksmanship then huh. I did get a superior expertise drop a little while back but I don't think I've felt the need to use it.
Well, although my build I have been using seems to work, I will take your advice and tweak it with your recommendations so I can be more benificial to the team. Thanks.
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Jul 10, 2006, 02:48 AM // 02:48
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#15
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Ascalonian Squire
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Nice info!!
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Jul 10, 2006, 04:55 AM // 04:55
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#16
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Desert Nomad
Join Date: Jul 2005
Location: Tyria, cappin' ur bosses
Guild: Boston Guild [BG]
Profession: R/W
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Quote:
Originally Posted by Sir Mad
Tigers Fury... erm... that's a huge debate so I won't talk about it here.
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You may not, but I will. I run a TF b/p build, and it serves me quite well. I've used it in Tombs as well, and it performs quite well there. The trick? High BM (comparatively) at the cost of Marksmanship. Your pet will not make good minion fodder as it will last longer with the higher BM needed to make TF worth the slot. Personally, I'd talk to your team and ask their oppinion on the matter before you go in, which is what you should be doing anyway TBH. And, I agree with many of the above posters, this team build is really dependent upon your team.
And, just for argument's sake, my take on the TF b/p build:
Attributes:
Beastmastery: 8 +1
Expertise: 11+2
Marksmanship: 11+2+1
Protection Prayers: 3
Skills:
Charm Animal
Comfort Animal
(Utility Slot)
Whirling Defense
Barrage
Tiger's Fury/Beastial Fury
(Spirit slot)
Rebirth
You could probably reduce the Expertice to like 9 total if you feel comfortable doing that. If so, bump up Marks. And, oddly, I found that for this specific level of attributes, 2 majors did slightly better than a Sup and minors. Take that as you will.
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Jul 11, 2006, 11:15 AM // 11:15
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#17
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Krytan Explorer
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Now one thing that hasn't been mentioned here is anyone taking along Vigorous Spirit. I read on Wiki that with barrage Vigorous Spirit is triggered by each arrow so you could stand to get a lot of healing from that if needed. Even with only dumping a couple points into healing you get +7 health for it and let's say you're hitting an average of 3 targets per arrow then that's +21 health with each barrage. That could make your monk pretty happy. Anyway, what's anyone's thoughts on this?
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Jul 11, 2006, 12:31 PM // 12:31
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#18
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Forge Runner
Join Date: Nov 2005
Profession: R/
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ok, I think some people are missing a big factor in Tombs. Fingers of Chaos. I have seen in several peoples builds the skill Whirling Defenses mentioned, but because of Fingers of Chaos, rangers cannot evade any attacks and the skill is thus nullified. The same applies for skills like Vigorous Spirit since any character with a monk primary or secondary loses an enchantment each time they are attacked by a monster who has Fingers of Chaos active.
The ONLY true defense against a grasp attacking you is to blind it and get away. This admittedly is not a lot of defense, but considering that the pets soak up most of the damage, highly defensive builds are not needed for Tombs.
As for the debate on interupts, I personally always bring two to use for two different situations. I use Concussion Shot against Dryders to be able to not only interupt skills like Meteor Shower, but to also completely shut them down and I bring Distracting Shot for Seige Wurms so that they can be interupted once then not worried about for a good period of time. The advantage of this is that when you first approach a group of enemies with a Seige Wurm, you can interupt him once then focus on killing the nearby enemies without having to babysit the wurm to interupt its next seige.
The skill bar I use is thus as follows:
Barrage {E}
Distracting Shot (use against Dryders)
Concussion Shot (use against Seige Wurms)
Throw Dirt or Dust Trap (Replace this with a spirit if needed by the team)
Comfort Animal
Charm Animal
Troll Unguent
Rebirth
Someone had mentioned bringing a hex removal, which in theory could help against Empathy, but since Empathy is often covered by other Spirit of Failure so easily, the rare occasion that you will actually need to remove empathy on you is hampered by the fact that you may not be able to remove it before it simply expires. If you are bringing it as a support for your team you will either have to have good luck in guessing what teammate have Spirit of Failure on them and which have empathy or you will have to have an excellent team that will actually call out when they have it on them. This again is subject to blocking by a cover hex as well however.
The simple counter to Empathy is to stop and either wait for it to expire or cast Troll Unguent and fight through it depending on how the overall health of the party is.
Since attacks by Grasps are more common than empathy, I personally would always reccomend a blinding skill over a hex removal.
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Jul 11, 2006, 12:36 PM // 12:36
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#19
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Forge Runner
Join Date: Nov 2005
Profession: R/
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Quote:
Originally Posted by VGJustice
You may not, but I will. I run a TF b/p build, and it serves me quite well. I've used it in Tombs as well, and it performs quite well there. The trick? High BM (comparatively) at the cost of Marksmanship. Your pet will not make good minion fodder as it will last longer with the higher BM needed to make TF worth the slot. Personally, I'd talk to your team and ask their oppinion on the matter before you go in, which is what you should be doing anyway TBH. And, I agree with many of the above posters, this team build is really dependent upon your team.
And, just for argument's sake, my take on the TF b/p build:
Attributes:
Beastmastery: 8 +1
Expertise: 11+2
Marksmanship: 11+2+1
Protection Prayers: 3
Skills:
Charm Animal
Comfort Animal
(Utility Slot)
Whirling Defense
Barrage
Tiger's Fury/Beastial Fury
(Spirit slot)
Rebirth
You could probably reduce the Expertice to like 9 total if you feel comfortable doing that. If so, bump up Marks. And, oddly, I found that for this specific level of attributes, 2 majors did slightly better than a Sup and minors. Take that as you will.
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I would personally like to know how you can use Tigers Fury more than three times in a battle while spamming Barrage and still have any energy left over. I have tried the build many times (always with 9 BM or above) and have yet to find any way to be able to use it beyond the first little bit of battle before getting drained.
Also if you have to lower your marksmanship to bring Tigers Fury, what's the point? All this seems to do is lower the damage from each attack while allowing you to attack faster. The net result would then be you attacking faster, but still having approximately the same damage output (thus being more vulnerable to Spirit of Failure and Empathy).
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Jul 11, 2006, 09:50 PM // 21:50
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#20
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Forge Runner
Join Date: Jul 2006
Profession: R/
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Quote:
Originally Posted by Sir Mad
You should have 16 Marksmanship, not 12. No need for such a high level of expertise.
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Why, there seems to be little to be gained by increasing marksmanship above 12 and with TF high expertise might be wise.
Quote:
Oh and you have WW but no attribute points spent in WS. Let another player take it. Same goes for FW. If you dont wanna have 16 Marksmanship, let another player bring it.
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Again, why? Even with marks at 12 FW still lasts twice as long as it's recharge, 126 seconds vs 60. The same goes for Winnowing, with only 4 points in WS it should last longer then the recharge.
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