Norn Pants Don't Dye Pale Pink :(

So, after bounding off to get Norn pants to finish off my Beast Mastery armour (in Dire Was Barbie), I find that there's no way to dye Norn pants the same pink!

This, of course, means that I needed to get her a Marksmanship set too. -_-

Kurzick top + boots
Canthan gloves
@(*#@#& Norn-pants-that-don't-dye-pale-pink


Ray of Judgement Nuker + Ice Spike Snare

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The Concept
  • Snare, nuke, and burninate till dead.
  • No e-problems.

Glyph of Lesser Energy
Ice Spikes
Ray of Judgement [Elite]
Snow Storm [Optional]
Reversal of Damage
Pain Inverter
You Move Like a Dwarf!
[Optional Slot]

Water Magic [12]
Smiting Prayers [12 + 1 + 3]


  • Survivor's or Radiant Insignia, according to your preference.
  • Any smiting staff or wand/offhand.
  • Superior Smiting Rune.
  • Minor Divine Favour (Optional).
  • Vitae / Vigor runes (optional). 

Campaigns Needed
Eye of the North

How To Use

  • Target a mob, preferably in the centre of a nice big pack.
  • Cast Glyph of Lesser Energy (GoLE), Ice Spikes, Ray of Judgement, Snow Storm. They should all be dead or dying by now. If not, your team can pick off the stragglers.
  • Cast Reversal of Damage on party members taking damage, when there are no clumps of mobs to burninate. This is your main damage when not aoe-nuking.
  • Pain Inverter for numbergasms on bosses and elementalists.
  • You Move Like a Dwarf! for single target snare (this is what I use on bosses, rather than Ice Spikes), then Pain Inverter, GoLE, RoJ, Snow Storm. Also use it in place of Snow Storm as a finisher, where appropriate.
  • In HM, Snow Storm causes mobs to scatter very fast. Use this to your advantage, as 'scatter-on-demand' if someone is being mobbed.Snow Storm can be replaced with something else, but it's the optional spell that I found worked best for me.

Optional Slots

  • Smite Hex - Remove pesky hexes. Blow things up! BOOM!
  • Smite Condition [Requires Eye of the North] - Remove pesky conditions. Blow moar things up! BOOM!!
  • Castigation Signet [Requires Eye of the North] - If you're feeling tight on E, despite GoLE, take this instead of Snow Storm or Rebirth
  • Holy Wrath [Requires Prophecies] - Use together with Reversal of Damage for lots of fun. If you do not have Nightfall, use this instead of Reversal of Damage.
  • Judge's Insight - Toss this on physical damage dealers to make them wuv you. <3 <3 <3
  • Great Dwarf Weapon [Requires Eye of the North, replaces Snow Storm] - Again, Physical Damage dealers will love you. Give particular love to AoE types (Scythes, Barragers, Hammer Warriors, Moebius Sins)
  • Maelstrom - Use in place of Snow Storm in caster heavy areas. You're not looking for the damage (which is a bonus), you're looking for the caster shutdown.
  • Technobabble [Requires Eye of the North, replaces Snow Storm] - Use in place of Snow Storm in caster heavy areas. The daze is short, and the shutdown isn't as effective as Maelstrom - but it doesn't cause exhaustion. If you are having trouble managing your E when using Maelstrom, try Technobabble instead. If you target a mob beside a boss, the boss will be dazed.
  • Summon Ice Imp [Requires Eye of the North, replaces Snow Storm] - Extra set of snares via the Imp's Ice Spikes. Asuran caster summons are also very useful for pulling, should you be using H/H. They tend to stop halfway and fight the pack you just pulled, leaving you free to run back to your group, and your group to run up unmolested while the mobs focus on the summons.
  • Ebon vanguard Assassin Support [Requires Eye of the North, replaces Snow Storm] - Good for spiking down squishy targets, as well as pulling.
  • Breath of the Great Dwarf [Requires Eye of the North, replaces Snow Storm] - Good for areas with lots of burning - help your poor healers.
  • Selfless Spirit [Requires Factions] - Use this during the time you're spamming Reversal of Damage or Holy Wrath
  • Rebirth - Always good to have.

Optional slots that DID NOT work for me

  • Zealot's Fire - This looked so good on paper... but left me short on energy all the time. Not only that, the scatter it caused was unpredictable / not controllable, and much of the time, the effect itself went to waste.


  • General caster hate.
  • Not using GoLE before Ice Spikes/RoJ/Snow Storm chain.

Additional notes

Hahahaha NUB! Monk/Mesmer with Arcane Echo works SO MUCH BETTER THAN THIS! HAHAHAHAHA.
Since RoJ now scatters things as well, I find that Arcane Echoing RoJ is not only very energy intensive, it also doesn't get the full duration of burninating love from my RoJs. If you have a Blood Is Power/Blood Ritual in the group constantly pumping you with E, then Mo/Me RoJ Arcane Echo is indeed superior. If not - this bar leaves you with no energy problems - and very decent nukage.

This is so heavy on PvE skills, it's hardly even a monk bar!
=/ Yes, I'm afraid that's so. No arguments there.

Why not use Deep Freeze instead of Ice Spikes? Better damage, and the snare is longer.
Deep Freeze is expensive, and RoJ only lasts for 5 seconds anyway. If your timing is good, you hold the mobs in the beam for 3 seconds, then they start being able to move away, at least 1s is spent moving away even after the snare wears off, leaving only 1s of RoJ 'wasted'.

Using Deep Freeze means GoLE > Deep Freeze > RoJ > Snow Storm = 5e + 15e + 0e + 10e = 30e. Using Ice Spikes means GoLE > Ice Spikes > RoJ > Snow Storm = 5e + 5e + 0e + 10e = 20e. Ice Spikes is much, much kinder to your energy.

Can Heroes use this?
Even if you replace the PvE skills with normal skills - not very well. Heroes are better off with another kind of RoJ bar. They don't tend to use GoLE at the right time, and aren't always consistent with using Ice Spikes to snare for the RoJ. They are godly at using Smite Hex, Reversal of Damage, and Smite Condition though.

Where have you tested this?
Since this build is a 'self-sufficient' nuker, as in I don't expect to be propped up with a BiP or any other form out outside e-management, I tested this using full hench teams in each of the following areas. All were successful. (Though some had more deaths than bringing heroes... which is to be expected. None of them resulted in a DP higher than 30%. No consets/cupcakes/whatever. Would kind of kill the point of testing!)

Tested in:
Raisu Palace Vanquish
Zen Daijun Vanquish
Haiju Lagoon Vanquish
Sunqua Vale Vanquish
Arborstone Vanquish

6 and 4 man areas change group dynamics - so I'm pleased to say the build works in those too. =) Especially in Haiju Lagoon, I spent so much time moving my henches madly away from spirit rifts...  if you bring this build with humans, hopefully they're smarter than the henchies.


Heal As One - Pure Beast Mastery Ranger Build

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The Concept
  • Pure beastmastery build. 
  • Great single target spike capabilities.
  • Cripple + 33% improved run and attack speed on pet (Call of Haste) means very few things are able to get away.
  • +3 Health Regen and halved damage on pet (Symbiotic bond) means even dire pets are highly survivable.
  • Pet is a great tank, especially running with h/h and no melee.
  • E-management (Scavenger Strike) is part of spike chain.

Maiming Strike
Feral Lunge
Scavenger Strike
Brutal Strike
[Optional Slot]
Heal as One [Elite]
Call of Haste
Symbiotic Bond

Beast Mastery [12+3+1]
Expertise [12+1]

  • Beastmastery insignia - keeps PvE attention off you, reduces damage, and your pet will be alive 99% of the time.
  • Any 15-20e staff. 20e is ideal, but 15e is fine if you can't get it.
  • If you're comfortable with your e, +5e spear + shield is also a good choice (more armour).
  • Superior Beast Mastery rune, Minor Expertise rune. You can reverse the order if you are having e-troubles, but your pet will do appreciably less damage.

Campaigns Needed

How To Use
  • Keep Symbiotic Bond up at all times, except when you are finding it kills you. (In a group situation, this should be - never. The one time Symbiotic Bond killed me was when I was fighting Magni the Bison, without the correct optional slot.)
  • Make sure your pet control panel is open. (Press the little number beside your pet's name in the party bars to open it.)
  • Keep your mouse over the 'Lock Pet Target' button.
  • Pick a target (tab works best).
  • Lock pet target.
  • Heal as One + Call of Haste
  • Move to the distance shown in the minimap image. If pet target is locked, your pet will automatically move to engage once you hit this distance. If the opponent is out of LoS, your pet will go around the obstacles. Your pet can be body blocked by other opponents though, so keep an eye out for that happening.
  • Maiming Strike + Feral Lunge + Scavenger Strike (Repeat Maiming Strike if recharged, and target is above 50% health)
  • If target is below 50%, Brutal Strike + [Optional: If your optional is a finisher]
  • Refresh Heal as One whenever: a) It's about to run out, b) You or your pet need healing.

Optional Slots

  • Finish Him! [Requires EotN] - Makes for very powerful petspike, and doesn't require stats.
  • Draw Conditions - At Protection Prayers [3], completely deconditionifies your pet, and heals you for 10 per condition. Since you're Pure BM, blind/cripple on you don't matter much - and those are the ones you really want to remove from the pet.
  • Healing Breeze - At Healing Prayers [3], +5 health regen. Only take this if both your pet (and by extension, you - with Symbiotic Bond) are taking a large amount of damage that Heal as One cannot heal through. This is what I brought to defeat Magni the Bison.
  • Never Rampage Alone [Requires Nightfall] - Replace Call of Haste with Run as One if you want to use this.
  • You Move Like a Dwarf! [Requires EotN] - Knockdown effect is useful for interrupts (only on targets that can be knocked down, naturally). Cripple effect is unconditional, and you can use Scavenger Strike to regain the e from YMLaD. Shout, so it doesn't matter where your pet is.
  • Pain Inverter [Requires EotN] - You easily have the e for this. Toss this at bosses and elementalist foes for numbergasms.
  • Great Dwarf Weapon [Requires EoTN] - Knockdown chances, and extra damage fun. Nuff said! (Well, ok, not quite enough. At R0 Deldrimor rep, using GDW will give you 50-60dmg autoattacks on a 100ar target.)
  • Poisonous Bite [Requires Factions] - Unconditional conditioner (hee!) except against non-fleshy foes.
  • Disrupting Lunge - Interrupt that requires your pet be beside the foe to hit, so it can be tricky to land. Gets easier with practice.
  • Bestial Pounce - [Requires Prophecies] Knockdown effect is useful for interrupts, but bear in mind not all casters can be KD'd. (Hydras, etc.) Replace Maiming Strike with Bestial Mauling (daze on KD'd target) for synergy.
  • Distracting shot - Great interrupt, doesn't need any points in MM. But obviously, you'll need to switch in your bow for this, then back to the staff.
  • Hard rez - You won't be horribly gimped if you need to bring one.
Optional slots that DID NOT work for me
  • Spirit Bond [Requires Factions] - Because Symbiotic Bond splits half the damage your pet takes to you, much of the time, the individual damage packets aren't high enough to trigger this either on yourself, or your pet.
  • Feral Aggression [Requires EotN] - At Beast Mastery [16], it lasts 21s. Since Call of Haste already provides your pet with Improved Attack Speed, what this gives you is improved consistent damage. I didn't find it to be worth it, but your mileage may vary. If you bring something other than Call of Haste though (Call of Protection, for instance), then this would work very well.
  • Otyugh's Cry [Requires Prophecies] - Can't be kept up constantly, and since my pet doesn't get blocked much unless fighting rangers/sins, didn't seem worth the slot. Could work if you only have Prophecies.
  • Melandru's Assault [Requires Prophecies] - Doesn't trigger Splinter Weapon, Strength of Honour, Mark of Pain or Barbs. Makes it very 'meh' as an aoe. Could work if you only have Prophecies.
  •  Heavy degen on you or your pet.
  • Heavy e-denial.
  • Losing track of your pet's location (pet is bodyblocked and you can't see it, happens a bit when learning to use the build).
  • Can be tricky to multitask Pet Target Locking + Target calling + controlling H/H all at the same time.
Additional notes
Agh! I can't keep all the buffs up, all the attacks straight, and my pet locked on a target, all at once! My brain is exploding!
As mentioned, it can initially be tricky to get the hang of this (or any other) pure BM build, because it's yet another level of micromanagement. What I find works best for me is to a) get my target, b) lock pet target, c) call target so that I can d) return to the pet target if I had to target another target at any time.

Is there a keypress to make my pet go attack my target? When I ctrl-space, he just sits there like a lump.

There is no key-binding for Lock Pet Target that I know of (If you know better, please do share!), so you need to keep your mouse near the silly Lock Pet Target button ALL THE TIME. -_- This is a bit of a pain, but once you learn to leave your mouse there after doing whatever it is you feel like doing, it gets easier.

Telling your pet to use a skill WILL NOT cause your pet to attack. If you want your pet to attack, you either need to a) attack the target yourself (whether through a direct damage skill/spell, or autoattack), b) make sure your pet's target is locked while it's close enough to the locked target (see minimap image).

If you bring a pure caster setup (minions work fine), your pet can be an amazing tank if allowed to wander on in first. 

Hey, I pressed all my pet skills in sequence, and used up a crapload of e, but nothing happened?
Your pet can only use skills as fast as it can attack. This means that you need to keep a close eye on your pet's buff bar (the skill it's about to execute is shown there as well). If you don't, you'll just be wasting E, hitting skills before your pet can execute them. Only one pet skill can be active at any one time, and hitting a new skill cancels the old one - but you still lose the e.

What happens if my pet is blinded, and has a skill buff up?
Skill charges will not be expended while your pet is blinded.

It's hard to target my pet because I have to leave my mouse cursor over the Lock Pet Target button.
To quickly target your pet to remove conditions/for whatever reason - click your pet's health bar in the pet panel. No need to mouse all the way to the party panel. 

But pets are so squishy in Hard Mode!
As of the August 2009 update, PvE pets (especially BM pets) are far from squishy. In PvE, since the updates, pets gained a 33% damage reduction, as well as a 33% damage-dealing increase. Scary beasties. 

What if I only have Prophecies? Heal as One is a Factions elite! 
Use Ferocious Strike, and replace Scavenger Strike with Comfort Animal. You won't need the e-management from Scavenger Strike, and you do still need to bring your furry/scaly/feathered/beasty friend.

Can Heroes use this?
No. They absolutely refuse to use Heal as One. Even if you threaten to send them to bed without supper. Or stuffed toys. Or without even a bed.
Where have you tested this?
All over the place! But most notably, in the walk from Beacon's Perch to Droknar's Forge. I couldn't find a runner, and I wanted my Drakescale armour. XD So I walked (and fought my way through) from Beacon's Perch to Droknar's Forge on NM. This means that the 2 henchies I brought were essentially fodder for Ollie's minions. (Stefan + Little Thom at level 10.)

As I was still learning/testing the build at this point - this is where I found out that pet could be an uber damage-dealing Tank. Most of the time it was just me and Ollie since I didn't bring a rez. >.>


Dire Was Barbie! With Extra Pinksauce

One of the things I love about Guild Wars is that all their armour sets are given lots of love. It doesn't matter whether the armour is 'Elite' (read: expensive) or not - the models are equally gorgeous.This means you can look good right out-of-the-box as a newbie. *prances*

My new ranger with her pink armour mix of happiness! (Drakescale with Sunspear legs.)

Now, if only the Hall of Monuments let you a) store elite armour, and b) display mixed sets, this nugget would be a Fulfilled Nugget.