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m (wat i didn't mean to post that because that's a terrible joke :>)
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The name "Barraging" actually comes from the Ranger skill [[gw:Barrage|Barrage]], but in time, the build in which it was used has grown to use skills from other professions as well, like the [[Gw:Elementalist|Elementalist]], the [[gw:Ritualist|Ritualist]] [[gw:Channeling Magic|Channeling Magic]] skill-tree and even the [[gw:Assassin|Assassin]]. A small description of the skill before we go on. Barrage is a skill that adds damage to your attack and also damages your target and an additional six targets around it; thus the maximum you can hit are seven targets.
 
The name "Barraging" actually comes from the Ranger skill [[gw:Barrage|Barrage]], but in time, the build in which it was used has grown to use skills from other professions as well, like the [[Gw:Elementalist|Elementalist]], the [[gw:Ritualist|Ritualist]] [[gw:Channeling Magic|Channeling Magic]] skill-tree and even the [[gw:Assassin|Assassin]]. A small description of the skill before we go on. Barrage is a skill that adds damage to your attack and also damages your target and an additional six targets around it; thus the maximum you can hit are seven targets.
   
In Barraging, a [[gw:Pet|Pet]] may, or may not be used, depending on the constitution of the party or the tactics in use. The general perception that one is needed comes from the Barrager/Pet combo that was widely in use in farming the [[gw:Tomb of the Primeval Kings|Tomb of the Primeval Kings]], and remained in the collective consciousness of the players as such.
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So from that every barrage build has the elite skills [[gw:Barrage|barrage]]. Although you must note one of barrage's downfalls is that barrage will cancel all effects you are under when you use barrage. So it must be noted to not use preperations in a barrager build.
   
 
Also it is worth noting that Barraging is almost strictly reserved for PvE. It has very little to absolutely no use whatsoever in any kind of PvP.
 
Also it is worth noting that Barraging is almost strictly reserved for PvE. It has very little to absolutely no use whatsoever in any kind of PvP.
   
=General=
 
   
 
==Equipment==
 
==Equipment==
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What I mean about perfect reloads and why I only said to use the IAS 33% for the Hornbow is kinda simple but very variable. The problem is that sometimes, either due to ping or user-lag, you will do this combo: Fire Barrage, (your character pulls another arrow and nocks it on the bow), you push to fire another Barrage and your character then ends up redoing the animation, losing vital time. This is one of those things you get a feel for. That's why people have these arguments, some prefer the Hornbow because they don't experience it, some the Recurve for the same reason, some the Flat just because. All in all, try and use all the bows in combat and stick with what you like most.
 
What I mean about perfect reloads and why I only said to use the IAS 33% for the Hornbow is kinda simple but very variable. The problem is that sometimes, either due to ping or user-lag, you will do this combo: Fire Barrage, (your character pulls another arrow and nocks it on the bow), you push to fire another Barrage and your character then ends up redoing the animation, losing vital time. This is one of those things you get a feel for. That's why people have these arguments, some prefer the Hornbow because they don't experience it, some the Recurve for the same reason, some the Flat just because. All in all, try and use all the bows in combat and stick with what you like most.
   
==General Build==
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==General Builds==
   
All you need to perform a simple Barrage is just one of the above bows, a Ranger primary or secondary [[gw:Profession|Profession]], and the elite skill [[gw:Barrage|Barrage]].
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Sticking to a ranger primary [[gw:proffesion|proffession]] we can lead into different types of builds usuaully using differnt attributes. Before going into secondary proffesions here are some build types which can fill up your barrager bar.
{{mini skill bar|Barrage}}
 
   
Of course, this might not be efficient in the least. Let's add in another skill or two.
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===Pet Barrager===
{{mini skill bar|Barrage|Optional|Optional|Optional|Optional|Optional|Comfort Animal}}
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First there is the Pet Barrager. In Barraging, a [[gw:Pet|Pet]] may, or may not be used, depending on the constitution of the party or the tactics in use. The general perception that one is needed comes from the Barrager/Pet combo that was widely in use in farming the [[gw:Tomb of the Primeval Kings|Tomb of the Primeval Kings]], and remained in the collective consciousness of the players as such. A barrage pet build consists of barrage aswell as [[gw:Comfort Animal|comfort animal]].
   
Now we have the basics of a Barrager/Pet. But still, it's not very terribly efficient, so let's add in something to increase the functionality of the Barrage. Sticking to the Ranger skill-tree only, and after checking the Barrage description, we find that we cannot use any preparations with it. Thus Apply Poison is out and with it a whole lot of useful attack-enhancing skills. So let's try and increase the attack indirectly.
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Pets can add energy management through skills like [[gw:Savage Strike|savage strike]] and more area of effect damage through skills like [[gw:Melandru's Assault|Melandru's Assault]]. Having a pet also opens up to using the PvE-only skill [[gw:Never Rampage Alone|Never Rampage Alone]] which is a handy IAS. Pets can also add single damage whether it be [[gw:Brutal Strike|brutal strike]] to finish off enemies or [[gw:Poisonous Bite|poisonous bite]] for a little bit of degen or to fuel savage strike. Beast Mastery also opens into nature spirits, but there is more on that in the next section.
{{mini skill bar|Barrage|Optional|Optional|Optional|Optional|Optional|Favorable Winds|Comfort Animal}}
 
   
We manage to stick in some extra damage, and also, improve the way Barrage works by making the arrows travel faster, decreasing the chance that some will miss their target due to strafing enemies, and also allowing a very slightly increased Rate of Fire, depending on what bow you use.
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===Spirit Barrager===
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The spirit barrager consists of skills which involve [[gw:nature spirits|nature spirits]]. Although make sure you choose these spirits wisely as they effect enemies aswell.
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Nature spirits can add positive buffs to your bow and damage or can help in survivability of your team. Thats what a spirit barrager comes down to; making sure that your team can benefit from what you bring.
   
This is about as far as we can get without getting too much into detail and so we move on to the next section:
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The most recongised nature spirit for rangers would have to be [[gw:Favourable Winds|favourable winds]], this spirit will shorten your arrow flight time and increase their damage, this is a great skill to bring if there are a few rangers in your team. If you have alot of physicals in your team [[gw:Winnowing|winnowing]] can be a great addition as it buffs all physical damage, but beware this also effects enemy physical damage. On the defensive side of bringing spirits would be winter, this changes all elemental damage to cold damage, which then your team can speck against. [[gw:Symbosis|symbosis]] is another spirit which can strengthen your team, but beaware that when enchantments end they lose the health that symbosis was giving them.
   
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===Marksman Barrager===
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This type of barrager would easily be the most recongised. It uses skills from the marksmanship attribute to add more single damage, AoE damage, inturrpts or conditions to the build.
   
=Variants=
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[[gw:Savage Shot|Savage Shot]] and [[gw:Distracting Shot|Distracting Shot]] are the most recongnised inturrpts in PvE and PvP. Although inturrpts aren't as important in PvE and PvP competitive play the shut down inturrpts allow can still be highly beneficial to a barrager. Skills like [[gw:Slot Hunter's Shot|sloth hunter's shot]] and [[gw:Power Shot|power shot]] add single type damage which can be very useful when taking down priority targets and cleaning up left overs who aren't close enough to each for a worth while barrage. [[gw:Volley|Volley]] can add extra AoE damage but is generally not needed in a barrager build as barrage itself as a very short recharge. Conditions in a barrager build are also very welcome, whether it be a snare in the form of cripple from [[gw:Pin Down|pin down]] or bleeding from [[gw:Screaming Shot|screaming shot]] they add benefits to the build.
   
Continuing to the chain of thought as above, sticking to Ranger skills, we'll end up with something along these lines:
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===PvE Only Skills Barrager===
{{mini skill bar|Barrage|Distracting Shot|Savage Shot|Lightning Reflexes|Favorable Winds|Comfort Animal|Optional|Optional}}
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Since the addition of many PvE only skills from Guild Wars: Eye of the North they have found themselves a home in the flexible barrager bar. These skills can add many effects whether it be AoE damage, single target damage or shouts to buff yourself. Although it must be noted that a bar can only have a maximum have three PvE only skills.
   
Depending on play-style you might have more damage attacks in there, like [[gw:Sundering Attack|Sundering Attack]] or [[gw:Sloth Hunter's Shot|Sloth Hunter's Shot]], or more defensive, using more deflection stances or fitting a [[gw:Resurrection Signet|Resurrection Signet]]. It all depends on personal preference and gameplay.
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[[gw:Ebon Vanguard Assassin Support|Ebon Vanguard Assassin Support]] is a great skill, as it brings another meat shield who can knock down a hexed or conditiond foe then proceed to deliver a quick 100+ damage chain. [[gw:Technobabble|Technobabble]] is takes up the full potential of barrage, as this can lead you to shut down a mob of casters (without a boss) for six or so seconds. Skills like [[gw:"Finish Him!"|"Finish Him!"]], [[gw:Ebon Vanguard Sniper Support|ebon vanguard sniper support]], [[gw:"You Move Like a Dwarf!"|"You Move Like a Dwarf!"]] and many others can add great single target damage. Then there are PvE only skills like [[gw:"I Am the Strongest!"|"I Am the Strongest!"]], [[gw:"By Urals Hammer!"|"By Urals Hammer!"]] or [[gw:Ebon Battle Standard of Honor|ebon battle standard of honor]] which can add great damage boosts to yourself.
   
All things considered, there is a certain limit which you will eventually hit where this setup will no longer seem "improvable". Then it is time we dip into that second profession that Guild Wars so kindly offers us and see what we can use to increase the potency of this build.
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===Summary so far===
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It should be noted that most barrager builds are a mixture of all of these types but try not to speck into more then two and try to keep to three different attributes.
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So your build may look like this:{{mini skill bar|Barrage|Optional|Optional|Optional|Optional|Optional|Optional|Optional}}
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The first three optionals maybe bow attacks from the marksman barrager or pet attacks. If your a pet barrage though make sure to take comfort animal. The next three optionals should be taken by skills which have long recharges, skills you use in certain circumstances or that buff or protective yourself. PvE only skills, nature spirits, comfort animal are all great for these slots.
   
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Next we dip into secondary proffesions which open up even more skills.
   
==Ritualist==
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==Secondary Proffesions==
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===Ritualist===
   
 
Ritualists are a common secondary profession for barraging due to the inclusion of weapon spells.
 
Ritualists are a common secondary profession for barraging due to the inclusion of weapon spells.
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The core of Ritualist usage as a subclass for the Barrager consists almost entirely of the powerful [[gw:Weapon Spell|Weapon Spell]] it boasts. The main reason is that Weapon spells are not preparations and as such, are not removed by Barrage, making them a good choice for upgrading our Barrager build.
 
The core of Ritualist usage as a subclass for the Barrager consists almost entirely of the powerful [[gw:Weapon Spell|Weapon Spell]] it boasts. The main reason is that Weapon spells are not preparations and as such, are not removed by Barrage, making them a good choice for upgrading our Barrager build.
   
===Splinter Weapon===
 
 
The first pick will also be the most popular that is out there already: [[gw:Splinter Weapon|Splinter Weapon]]
 
The first pick will also be the most popular that is out there already: [[gw:Splinter Weapon|Splinter Weapon]]
{{mini skill bar|Barrage|Optional|Optional|Optional|Optional|Splinter Weapon|Favorable Winds|Comfort Animal}}
 
   
 
Splinter Weapon does a certain amount of damage to enemies adjacent the one you hit; this is limited to your next 1-4 attacks. Now imagine you have four enemies together, you activate Splinter Weapon on yourself, attack with Barrage hitting all four enemies and then all of a sudden, your screen fills with numbers.
 
Splinter Weapon does a certain amount of damage to enemies adjacent the one you hit; this is limited to your next 1-4 attacks. Now imagine you have four enemies together, you activate Splinter Weapon on yourself, attack with Barrage hitting all four enemies and then all of a sudden, your screen fills with numbers.
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Also, since Heroes at this time are not all that good at using Splinter Weapon, the only real way you can use this build without too much micromanaging is to just use it yourself.
 
Also, since Heroes at this time are not all that good at using Splinter Weapon, the only real way you can use this build without too much micromanaging is to just use it yourself.
   
===Nightmare Weapon===
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Ritualist secondary also opens up to the use of [[gw:Summon Spirits|summon spirits]] which can be great for a nature spirit barrage, this helps you as you now don't have to cast the spirits at each mob, instead only when they run out or die from enemies.
While not exactly and truly a variant in itself, it can be used as such.
 
{{mini skill bar|Barrage|Optional|Optional|Optional|Optional|Nightmare Weapon|Favorable Winds|Comfort Animal}}
 
   
[[gw:Nightmare Weapon|Nightmare Weapon]] has one distinctive touch apart from Splinter Weapon, and it's not it's health gain. The health gain is not all that important because as a bow-user, you generally should be out of "most" of harm's way. No... the distinctive feature is the fact that it STEALS health, this is different from normal damage because it's armor ignoring. It only affects your next 3 attacks and due to it's 10 recharge, it would not be wise to use it as a stand-alone variant. It can be combined with Splinter Weapon for specific damage type, or just kept as an emergency heal.
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===Elementalist===
 
===Various Ritualist Weapon Spells===
 
These might not prove to be useful as stand-alones but they are worth considering to bring along.
 
 
[[gw:Guided Weapon|Guided Weapon]] For 5-10 seconds your attacks cannot be blocked. The thing about this skill is that it does not have a limited number of "attacks" for which it functions, so while the 15 energy might seem steep, you can fire 3-4 Barrages in that time, all of which become unblockable.
 
 
[[gw:Warmonger's Weapon|Warmonger's Weapon]] This little skill is interpretable, but for short, it's a mass-casters-interrupter, especially combined with Barrage.
 
 
[[gw:Wailing Weapon|Wailing Weapon]] This skill does exactly as Warmonger, just that it's for interrupting enemy Rangers and Melee mobs.
 
 
[[gw:Brutal Weapon|Brutal Weapon]] Brutal Weapon does exactly what it's said to do, more damage. It's quite good but the trick is that you have got to not be under any enchantments, so the party configuration and organization has to be arranged so that you will not end up with a random Protective Spirit on you, negating the extra damage.
 
 
==Elementalist==
 
   
 
Choosing an Elementalist secondary for our Barrager might seem amusing at first, and although uncommon in today's "PvE meta" it's variants are still usable. While people might be thinking of some newbie build with Barrage and Firestorm attached to the skillbar, again, we are going to use skills from this profession to improve upon our "mighty" Barrage.
 
Choosing an Elementalist secondary for our Barrager might seem amusing at first, and although uncommon in today's "PvE meta" it's variants are still usable. While people might be thinking of some newbie build with Barrage and Firestorm attached to the skillbar, again, we are going to use skills from this profession to improve upon our "mighty" Barrage.
   
===Conjure Spells===
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Conjure spells are a popular choice. These buggers are nifty little skills, if used right, and inserted on the skillbar of a Barrager. [[gw:Conjure Flame|Conjure Flame]], [[gw:Conjure Frost|Conjure Frost]] and [[gw:Conjure Lightning|Conjure Lightning]] can add plenty of damage to a barrager.
   
These buggers are nifty little skills, if used right, and inserted on the skillbar of a Barrager. [[gw:Conjure Flame|Conjure Flame]], [[gw:Conjure Frost|Conjure Frost]] and [[gw:Conjure Lightning|Conjure Lightning]] can add plenty of damage to a barrager.
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First thing to use them, you have to have the correct mod on your weapon. Firey mod for Conjure Flame, Icy mod for Conjure Frost and Lightning mod for Conjure Lightning. While this might decrease a bit of damage, it's compensated by the damage granted by the Conjures. They all sport 5-17 bonus damage that is added on top of the damage done by your bow... that can be further improved by using a [[gw:Glyph of Elemental Power|Glyph of Elemental Power]] before firing up the Conjure Spells. They last pretty long so recasting them will not be a drain on your energy supplies, and also the main part why we are using them with Barrage, is again, because they are NOT removed by it. Let's make a Conjure Flame
 
First thing to use them, you have to have the correct mod on your weapon. Firey mod for Conjure Flame, Icy mod for Conjure Frost and Lightning mod for Conjure Lightning. While this might decrease a bit of damage, it's compensated by the damage granted by the Conjures. They all sport 5-17 bonus damage that is added on top of the damage done by your bow... that can be further improved by using a [[gw:Glyph of Elemental Power|Glyph of Elemental Power]] before firing up the Conjure Spells. They last pretty long so recasting them will not be a drain on your energy supplies, and also the main part why we are using them with Barrage, is again, because they are NOT removed by it. Let's make a Conjure Flame Barrager build to see how it might look:
 
{{mini skill bar|Barrage|Optional|Optional|Optional|Glyph of Elemental Power|Conjure Flame|Favorable Winds|Comfort Animal}}
 
   
 
For the Conjure Flame you might add a [[gw:Mark of Rodgort|Mark of Rodgort]] to do some burning aswell but that's about it. This is pretty much everything that you could do with just this setup for all Conjures. The important thing is that the damage is steady and reliable and just does what it's supposed to: kick up extra pain on their side. This setup is effective in it's own, and should not be considered a throw-away. In the end, Barragers should just compare this with the other variants available to them and choose whether they prefer reliability or spikeability.
 
For the Conjure Flame you might add a [[gw:Mark of Rodgort|Mark of Rodgort]] to do some burning aswell but that's about it. This is pretty much everything that you could do with just this setup for all Conjures. The important thing is that the damage is steady and reliable and just does what it's supposed to: kick up extra pain on their side. This setup is effective in it's own, and should not be considered a throw-away. In the end, Barragers should just compare this with the other variants available to them and choose whether they prefer reliability or spikeability.
   
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===Necromancer===
==Assassin==
 
 
This variant is special because it's the only one that requires you to NOT have Ranger as a primary. It uses the [[gw:Critical Strikes|Critical Strikes]] primary attribute of the Assassin to disperse a higher DPS through criticals. It's often referred to as a "crit-barrager" and while it might not be as popular, it's still a Barrager build and it gives Assassins a different way to play their class depending on the needs of their party.
 
 
===Critical Barrager===
 
A basic crit-barrager build is this:
 
{{mini skill bar|Barrage|Critical Eye|Way of the Master|Favorable Winds|Optional|Optional|Optional|Optional}}
 
 
With 16 points in Critical Strikes and the buffs up you should have a very high crit-chance, and with Barrage, you will get a major energy boost aswell due to Critical Eye and Critical Strikes. This will allow you to fire Barrage at zero or even gaining energy per Barrage.
 
 
In the Optionals you have a wide variety of choices... from Way of Perfection for health gain, to the PvE Norn skill, "Dodge This!", to Keen Arrow and going through Savage Shot/Disrupting Shot, those spaces will fill up to match whatever you might need. Before [[gw:Sharpen Daggers|Sharpen Daggers]] was nerfed, you could disperse bleeding through each Barrage you fired; now, it was nerfed to the a max of 11 attacks at 16 Critical Strikes, but still, it can be used quite successfully and can be recommended in the skillbar. Also another highly recommended skill-combo to have on would be [[gw:Critical Defenses|Critical Defenses]] and [[gw:Critical Agility|Critical Agility]]. These refresh when you do a successful critical hit, and with this build.. that's quite often. They will grant you a 75% block chance, some 10-22 armor and a constant 33% IAS which will prove to be useful in a more CQB enviroment.
 
 
Again, this is a Barrager build, non-pri-ranger, yes, but it's still amazingly effective so it's deserves a place here.
 
 
 
==Necromancer==
 
   
 
The Necromancer contributes to the Barrager-build by offering damage boosts through a few limited hex-skills and orders. They in themselves don't really deserve a special section because they are mostly skills you should bring on other party members or heroes, but since they can be used with Barrage on a single skillbar setup, they will be listed here for reference. These are generally inferior to proper variant builds and should only be used as support for those builds. Note that Orders builds cannot be used with Conjure Barragers in a team setting.
 
The Necromancer contributes to the Barrager-build by offering damage boosts through a few limited hex-skills and orders. They in themselves don't really deserve a special section because they are mostly skills you should bring on other party members or heroes, but since they can be used with Barrage on a single skillbar setup, they will be listed here for reference. These are generally inferior to proper variant builds and should only be used as support for those builds. Note that Orders builds cannot be used with Conjure Barragers in a team setting.
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[[gw:Order of Pain|Order of Pain]] although possible to use before firing two Barrages, the damage bonus for just one Barrager is not that significant. Only bring it if you have 2-4 Barragers in your party, and you will cycle them to have a constant OoP.
 
[[gw:Order of Pain|Order of Pain]] although possible to use before firing two Barrages, the damage bonus for just one Barrager is not that significant. Only bring it if you have 2-4 Barragers in your party, and you will cycle them to have a constant OoP.
   
==Monk==
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===Monk===
   
 
Monk as a secondary for Barragers mainly help on the defensive part, as they contain little to no skills worth using to increase damage dealt. Again, these will be listed just for reference and in no way might they outperform the stand-alone variants in terms of offensive power.
 
Monk as a secondary for Barragers mainly help on the defensive part, as they contain little to no skills worth using to increase damage dealt. Again, these will be listed just for reference and in no way might they outperform the stand-alone variants in terms of offensive power.
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[[gw:Live Vicariously|Live Vicariously]] Selfcast and enjoy the health per each hit. The energy might be a problem thou, so you might consider the next skill.
 
[[gw:Live Vicariously|Live Vicariously]] Selfcast and enjoy the health per each hit. The energy might be a problem thou, so you might consider the next skill.
 
[[gw:Vigorous Spirit|Vigorous Spirit]] Unlike the above, it has a fixed duration, more health per hit, and a 5 energy requirement.
 
[[gw:Vigorous Spirit|Vigorous Spirit]] Unlike the above, it has a fixed duration, more health per hit, and a 5 energy requirement.
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[[gw:Mending Touch|Mending touch]] is a great skill which makes sure you can take care of your own conditions, this generally is not needed if your have confidence in your monks.
   
 
You can combine both of the above if you know you will need the extra healing power.
 
You can combine both of the above if you know you will need the extra healing power.
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[[gw:Judge's Insight|Judge's Insight]] is one of the few damage monk based increasers for our Barrager. It is particularly useful for bows that don't have a sundering modifier on them, as this skills will add 20% armour penetration, and of course, to add yet more sundering damage to those that do. Not only does it do that, but it also converts ours, or the target ally we choose's (hence can be used by a hero or party member), attacks to holy damage. Very few creatures are resistant to holy damage, many more are actually more vulnerable, especially demons and the undead (the undead take a striking double damage from holy attacks), which adds up in certain situations. This skill however, can be costly on energy, and has a rather long recharge time for its' duration.
 
[[gw:Judge's Insight|Judge's Insight]] is one of the few damage monk based increasers for our Barrager. It is particularly useful for bows that don't have a sundering modifier on them, as this skills will add 20% armour penetration, and of course, to add yet more sundering damage to those that do. Not only does it do that, but it also converts ours, or the target ally we choose's (hence can be used by a hero or party member), attacks to holy damage. Very few creatures are resistant to holy damage, many more are actually more vulnerable, especially demons and the undead (the undead take a striking double damage from holy attacks), which adds up in certain situations. This skill however, can be costly on energy, and has a rather long recharge time for its' duration.
   
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===Warrior===
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Warrior as a secondary can open up more IAS such as flurry and Frenzy (which are stances so they will not be canceled by barrage). But really most imporantly for having warrior secondary would to take the skills [[gw:"Save Yourselves!"|"Save Yourselves!"]]. This skill takes full advantage of barrage's AoE damage as it should quickly be fueld by the hitting of multiple foes. There is also another advantage of having this on a ranger over a warrior and that would be positioning. Rangers (depending on their bows) would be standing in the midline or backline of the party and so from here "Save Yourselves!" effects the most needy people, the squishy casters.
   
==PvE Only==
 
The EotN PvE skill tree is more usefull to barragers than most people tend to think. Here's a list if the most useful ones.
 
   
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==Differnt First Proffesions==
   
'''"Save Yourselves!"''' (Factions)
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===Assassin===
This skill is charged ridiculously quickly by a few good barrages (2x a hit on 5 foes = full charge). Since this skill has no recharge time, it can be held up almost indefenitely when the barrager has enough foes to attack.
 
   
'''Summon Spirits''' (Factions)
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This variant does not require you to have Ranger as a primary. It uses the [[gw:Critical Strikes|Critical Strikes]] primary attribute of the Assassin to disperse a higher DPS through criticals. It's often referred to as a "crit-barrager" and while it might not be as popular, it's still a Barrager build and it gives Assassins a different way to play their class depending on the needs of their party.
The better version of Draw Spirit, since it draws the spirit within Compass Range. This means you don't have to cast Favourable Winds every time again in battle. If using this skill, it's wise to summon the spirit of Favourable Winds once it gets out of spirit range. This way, you'll be under the effects of the environment effect without having to cast the thing for 5 seconds, and so losing precious time in which enemies may/will scatter.
 
   
'''"By Ural's Hammer!"''' (Deldrimor)
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A basic crit-barrager build is this:
25% damage buff. The regeneration is a welcome bonus.
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{{mini skill bar|Barrage|Critical Eye|Way of the Master|Critical Agility|Optional|Optional|Optional|Optional}}
   
'''Great Dwarf Weapon''' (Deldrimor)
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With 16 points in Critical Strikes and the buffs up you should have a very high crit-chance, and with Barrage, you will get a major energy boost aswell due to Critical Eye and Critical Strikes. This will allow you to fire Barrage at zero or even gaining energy per Barrage.
+15...20 damage buff for 20 seconds. The chances of knocking down anyone while using Barrage are good. Useful against any group of enemies. The only disadvantage of this skill is that you cannot self-target, so you need at least two Barraging players.
 
   
'''Ebon Vanguard Standard of Honor''' (Vanguard)
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In the Optionals you have a wide variety of choices... from Way of Perfection for health gain, to the PvE Norn skill, "Dodge This!", to Keen Arrow and going through Savage Shot/Disrupting Shot, those spaces will fill up to match whatever you might need. Before [[gw:Sharpen Daggers|Sharpen Daggers]] was nerfed, you could disperse bleeding through each Barrage you fired; now, it was nerfed to the a max of 11 attacks at 16 Critical Strikes, but still, it can be used quite successfully and can be recommended in the skillbar. Also another highly recommended skill-combo to have on would be [[gw:Critical Defenses|Critical Defenses]] and [[gw:Critical Agility|Critical Agility]]. These refresh when you do a successful critical hit, and with this build.. that's quite often. They will grant you a 75% block chance, some 10-22 armor and a constant 33% IAS which will prove to be useful in a more CQB enviroment.
Another damage buff, but now it's party-wide. No knockdown, but still uncapped and extremely useful with several barragers in one team.
 
   
'''"I Am The Strongest!"''' (Norn)
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===Ritualist===
Not the best damage buff, since it is capped to a max of 8 attacks (= 8 barrages = approximately 3 attacks).Still the + damage is welcome.
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Ritualist primary only opens up one thing and that is higher channeling magic through the use of runes. This is sometimes used if splinter damage is more relied on for damage then the actual barrage.
 
[[Category:PvE Guides]]
 
[[Category:PvE Guides]]

Revision as of 13:40, January 16, 2010

Barraging is considered an alternative to Nuking but which accomplishes the same goal: AoE damage over a large or tightly-packed mob of enemies. The benefits of Barraging over using high-powered AoE spells are mostly related to the ability of delivering a more stable stream of damage due to the fact that AI mobs do not scatter as easily.

The name "Barraging" actually comes from the Ranger skill Barrage, but in time, the build in which it was used has grown to use skills from other professions as well, like the Elementalist, the Ritualist Channeling Magic skill-tree and even the Assassin. A small description of the skill before we go on. Barrage is a skill that adds damage to your attack and also damages your target and an additional six targets around it; thus the maximum you can hit are seven targets.

So from that every barrage build has the elite skills barrage. Although you must note one of barrage's downfalls is that barrage will cancel all effects you are under when you use barrage. So it must be noted to not use preperations in a barrager build.

Also it is worth noting that Barraging is almost strictly reserved for PvE. It has very little to absolutely no use whatsoever in any kind of PvP.


Equipment

The only real equipment you need to Barrage is a bow. The problem comes when someone asks, "Which bow?". Technically they all are good, but practically this is one of the most disputed arguments in GW to date. Without appearing too opinionated here are some very short reviews of which work good and why not:

  • Flatbows: They have a high-arc, and even with Favored Winds you have a good chance of missing moving enemies. The high-arc also means a longer flight time which in turn means a bit more refire time. Still, they have longbow-range and you can "snipe"-barrage out of harm's way.
  • Shortbows:The almost exact opposite of the Flatbows, but with a lower range and flight time. It makes up by having a high refire rate which may work against Barraging, read below why.
  • Longbows: Are kinda like the Flatbows, but with a lower arc and worse refire rate, but lower flight time. Some people put this on the same level as the flatbows, more or less justly, but it leaves that impression. Also useful for shooting out of harm's way behind a meatshield.
  • Recurve Bows: They have the lowest arc in the game and the smallest arc while also maintaining a bit of range, comparable to that of the Hornbow, but less then the Flatbow/Longbow. This one is a good interrupter bow and some use it to Barrage because of it's missile low flight-time.
  • Hornbows: Hornbows have the 10% sundering advantage but also the longest refire rate in the game. Some use this because of the refire when using 25% IAS skills like Tiger's Fury


Now I probably baffled you with all that tech-wiz but the simplified version of it is this:

  • If you use Favorable Winds and have a tank/meatshield, stick with the Flatbow or the Longbow
  • If you don't mind getting in the middle of them, you can use the Shortbow or the Recurve for a bit faster Barrages
  • Use Hornbows with IAS for a bit more damage

What I mean about perfect reloads and why I only said to use the IAS 33% for the Hornbow is kinda simple but very variable. The problem is that sometimes, either due to ping or user-lag, you will do this combo: Fire Barrage, (your character pulls another arrow and nocks it on the bow), you push to fire another Barrage and your character then ends up redoing the animation, losing vital time. This is one of those things you get a feel for. That's why people have these arguments, some prefer the Hornbow because they don't experience it, some the Recurve for the same reason, some the Flat just because. All in all, try and use all the bows in combat and stick with what you like most.

General Builds

Sticking to a ranger primary proffession we can lead into different types of builds usuaully using differnt attributes. Before going into secondary proffesions here are some build types which can fill up your barrager bar.

Pet Barrager

First there is the Pet Barrager. In Barraging, a Pet may, or may not be used, depending on the constitution of the party or the tactics in use. The general perception that one is needed comes from the Barrager/Pet combo that was widely in use in farming the Tomb of the Primeval Kings, and remained in the collective consciousness of the players as such. A barrage pet build consists of barrage aswell as comfort animal.

Pets can add energy management through skills like savage strike and more area of effect damage through skills like Melandru's Assault. Having a pet also opens up to using the PvE-only skill Never Rampage Alone which is a handy IAS. Pets can also add single damage whether it be brutal strike to finish off enemies or poisonous bite for a little bit of degen or to fuel savage strike. Beast Mastery also opens into nature spirits, but there is more on that in the next section.

Spirit Barrager

The spirit barrager consists of skills which involve nature spirits. Although make sure you choose these spirits wisely as they effect enemies aswell. Nature spirits can add positive buffs to your bow and damage or can help in survivability of your team. Thats what a spirit barrager comes down to; making sure that your team can benefit from what you bring.

The most recongised nature spirit for rangers would have to be favourable winds, this spirit will shorten your arrow flight time and increase their damage, this is a great skill to bring if there are a few rangers in your team. If you have alot of physicals in your team winnowing can be a great addition as it buffs all physical damage, but beware this also effects enemy physical damage. On the defensive side of bringing spirits would be winter, this changes all elemental damage to cold damage, which then your team can speck against. symbosis is another spirit which can strengthen your team, but beaware that when enchantments end they lose the health that symbosis was giving them.

Marksman Barrager

This type of barrager would easily be the most recongised. It uses skills from the marksmanship attribute to add more single damage, AoE damage, inturrpts or conditions to the build.

Savage Shot and Distracting Shot are the most recongnised inturrpts in PvE and PvP. Although inturrpts aren't as important in PvE and PvP competitive play the shut down inturrpts allow can still be highly beneficial to a barrager. Skills like sloth hunter's shot and power shot add single type damage which can be very useful when taking down priority targets and cleaning up left overs who aren't close enough to each for a worth while barrage. Volley can add extra AoE damage but is generally not needed in a barrager build as barrage itself as a very short recharge. Conditions in a barrager build are also very welcome, whether it be a snare in the form of cripple from pin down or bleeding from screaming shot they add benefits to the build.

PvE Only Skills Barrager

Since the addition of many PvE only skills from Guild Wars: Eye of the North they have found themselves a home in the flexible barrager bar. These skills can add many effects whether it be AoE damage, single target damage or shouts to buff yourself. Although it must be noted that a bar can only have a maximum have three PvE only skills.

Ebon Vanguard Assassin Support is a great skill, as it brings another meat shield who can knock down a hexed or conditiond foe then proceed to deliver a quick 100+ damage chain. Technobabble is takes up the full potential of barrage, as this can lead you to shut down a mob of casters (without a boss) for six or so seconds. Skills like "Finish Him!", ebon vanguard sniper support, "You Move Like a Dwarf!" and many others can add great single target damage. Then there are PvE only skills like "I Am the Strongest!", "By Urals Hammer!" or ebon battle standard of honor which can add great damage boosts to yourself.

Summary so far

It should be noted that most barrager builds are a mixture of all of these types but try not to speck into more then two and try to keep to three different attributes. So your build may look like this:

Barrage Optional Optional Optional Optional Optional Optional Optional

The first three optionals maybe bow attacks from the marksman barrager or pet attacks. If your a pet barrage though make sure to take comfort animal. The next three optionals should be taken by skills which have long recharges, skills you use in certain circumstances or that buff or protective yourself. PvE only skills, nature spirits, comfort animal are all great for these slots.

Next we dip into secondary proffesions which open up even more skills.

Secondary Proffesions

Ritualist

Ritualists are a common secondary profession for barraging due to the inclusion of weapon spells.

The core of Ritualist usage as a subclass for the Barrager consists almost entirely of the powerful Weapon Spell it boasts. The main reason is that Weapon spells are not preparations and as such, are not removed by Barrage, making them a good choice for upgrading our Barrager build.

The first pick will also be the most popular that is out there already: Splinter Weapon

Splinter Weapon does a certain amount of damage to enemies adjacent the one you hit; this is limited to your next 1-4 attacks. Now imagine you have four enemies together, you activate Splinter Weapon on yourself, attack with Barrage hitting all four enemies and then all of a sudden, your screen fills with numbers. The reason why Splinter Weapon is so powerful with Barrage should be clear by now. You hit one of the targets with one arrow from your Barrage, which fires the Splinter Weapon at the rest of the three enemies. In this exact moment, your other three arrows also hit their respective enemies and each fires up the Splinter Weapon. In the end you end up with a "cluster bomb" effect, doing a significant AoE-spike. Also, while your Splinter Weapon will only affect the first four arrows from your Barrage, that hit the enemy, the AoE damage from itself will affect ALL adjacent foes.

That is all great and amazing, but it does come at a high price. The Barrager has to recast Splinter Weapon after each Barrage, and at 5 energy, while it might not seem much, in a short period of time, you will end up with one-digit energy count. You will use about 3 energy per Barrage and 5 energy per Splinter Weapon, considering that you fire an additional Barrage between Splinter Weapon Recharges, in just around 12 seconds you would have used 19 energy. This can be countered somewhat by using a Zealous bowstring with your bow, but overall, it's up to you to figure out how do you want to do the energy management.

Also, since Heroes at this time are not all that good at using Splinter Weapon, the only real way you can use this build without too much micromanaging is to just use it yourself.

Ritualist secondary also opens up to the use of summon spirits which can be great for a nature spirit barrage, this helps you as you now don't have to cast the spirits at each mob, instead only when they run out or die from enemies.

Elementalist

Choosing an Elementalist secondary for our Barrager might seem amusing at first, and although uncommon in today's "PvE meta" it's variants are still usable. While people might be thinking of some newbie build with Barrage and Firestorm attached to the skillbar, again, we are going to use skills from this profession to improve upon our "mighty" Barrage.

Conjure spells are a popular choice. These buggers are nifty little skills, if used right, and inserted on the skillbar of a Barrager. Conjure Flame, Conjure Frost and Conjure Lightning can add plenty of damage to a barrager.

First thing to use them, you have to have the correct mod on your weapon. Firey mod for Conjure Flame, Icy mod for Conjure Frost and Lightning mod for Conjure Lightning. While this might decrease a bit of damage, it's compensated by the damage granted by the Conjures. They all sport 5-17 bonus damage that is added on top of the damage done by your bow... that can be further improved by using a Glyph of Elemental Power before firing up the Conjure Spells. They last pretty long so recasting them will not be a drain on your energy supplies, and also the main part why we are using them with Barrage, is again, because they are NOT removed by it. Let's make a Conjure Flame

For the Conjure Flame you might add a Mark of Rodgort to do some burning aswell but that's about it. This is pretty much everything that you could do with just this setup for all Conjures. The important thing is that the damage is steady and reliable and just does what it's supposed to: kick up extra pain on their side. This setup is effective in it's own, and should not be considered a throw-away. In the end, Barragers should just compare this with the other variants available to them and choose whether they prefer reliability or spikeability.

Necromancer

The Necromancer contributes to the Barrager-build by offering damage boosts through a few limited hex-skills and orders. They in themselves don't really deserve a special section because they are mostly skills you should bring on other party members or heroes, but since they can be used with Barrage on a single skillbar setup, they will be listed here for reference. These are generally inferior to proper variant builds and should only be used as support for those builds. Note that Orders builds cannot be used with Conjure Barragers in a team setting.

Mark of Pain is like a little persistent Splinter Weapon stuck to an enemy. While Barrage might benefit from using it, it has a better use with Triple Shot/Dual Shot builds, allowing you to hit the target repeatedly. Order of Pain although possible to use before firing two Barrages, the damage bonus for just one Barrager is not that significant. Only bring it if you have 2-4 Barragers in your party, and you will cycle them to have a constant OoP.

Monk

Monk as a secondary for Barragers mainly help on the defensive part, as they contain little to no skills worth using to increase damage dealt. Again, these will be listed just for reference and in no way might they outperform the stand-alone variants in terms of offensive power.

Live Vicariously Selfcast and enjoy the health per each hit. The energy might be a problem thou, so you might consider the next skill. Vigorous Spirit Unlike the above, it has a fixed duration, more health per hit, and a 5 energy requirement. Mending touch is a great skill which makes sure you can take care of your own conditions, this generally is not needed if your have confidence in your monks.

You can combine both of the above if you know you will need the extra healing power.

Judge's Insight is one of the few damage monk based increasers for our Barrager. It is particularly useful for bows that don't have a sundering modifier on them, as this skills will add 20% armour penetration, and of course, to add yet more sundering damage to those that do. Not only does it do that, but it also converts ours, or the target ally we choose's (hence can be used by a hero or party member), attacks to holy damage. Very few creatures are resistant to holy damage, many more are actually more vulnerable, especially demons and the undead (the undead take a striking double damage from holy attacks), which adds up in certain situations. This skill however, can be costly on energy, and has a rather long recharge time for its' duration.

Warrior

Warrior as a secondary can open up more IAS such as flurry and Frenzy (which are stances so they will not be canceled by barrage). But really most imporantly for having warrior secondary would to take the skills "Save Yourselves!". This skill takes full advantage of barrage's AoE damage as it should quickly be fueld by the hitting of multiple foes. There is also another advantage of having this on a ranger over a warrior and that would be positioning. Rangers (depending on their bows) would be standing in the midline or backline of the party and so from here "Save Yourselves!" effects the most needy people, the squishy casters.


Differnt First Proffesions

Assassin

This variant does not require you to have Ranger as a primary. It uses the Critical Strikes primary attribute of the Assassin to disperse a higher DPS through criticals. It's often referred to as a "crit-barrager" and while it might not be as popular, it's still a Barrager build and it gives Assassins a different way to play their class depending on the needs of their party.

A basic crit-barrager build is this:

Barrage Critical Eye Way of the Master Critical Agility Optional Optional Optional Optional


With 16 points in Critical Strikes and the buffs up you should have a very high crit-chance, and with Barrage, you will get a major energy boost aswell due to Critical Eye and Critical Strikes. This will allow you to fire Barrage at zero or even gaining energy per Barrage.

In the Optionals you have a wide variety of choices... from Way of Perfection for health gain, to the PvE Norn skill, "Dodge This!", to Keen Arrow and going through Savage Shot/Disrupting Shot, those spaces will fill up to match whatever you might need. Before Sharpen Daggers was nerfed, you could disperse bleeding through each Barrage you fired; now, it was nerfed to the a max of 11 attacks at 16 Critical Strikes, but still, it can be used quite successfully and can be recommended in the skillbar. Also another highly recommended skill-combo to have on would be Critical Defenses and Critical Agility. These refresh when you do a successful critical hit, and with this build.. that's quite often. They will grant you a 75% block chance, some 10-22 armor and a constant 33% IAS which will prove to be useful in a more CQB enviroment.

Ritualist

Ritualist primary only opens up one thing and that is higher channeling magic through the use of runes. This is sometimes used if splinter damage is more relied on for damage then the actual barrage.

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