Difference between pages "Renegade - Power Bombardment" and "Build:Weaver - Starfire Roamer"

 
 
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{{SEO|description=Power Bombardment is a powerful roaming build for Renegade, performing very well in large events such as Bjora Marches or Dragonfall while also being capable of farming in fast-paced zergs and even soloing champions.}}
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{{SEO|description=A Hybrid WvW roamer with excellent condition pressure.}}
 
{{Build
 
{{Build
| profession = revenant
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| profession = Elementalist
| specialization = renegade
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| specialization = Weaver
| designed for = open world, open world general
+
| designed for = WvW Roaming
| focus = strike damage
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| focus = Hybrid damage, mobility, sustain
 
| rating = great
 
| rating = great
| xpac = pof
 
 
}}
 
}}
  
 
==Overview==
 
==Overview==
Power Bombardment is a powerful roaming build for Renegade, performing very well in large events such as Bjora Marches or Dragonfall while also being capable of farming in fast-paced zergs and even soloing champions.  
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A Hybrid WvW roamer with excellent condition pressure.
  
  
==Template Code==
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==Skill Bar==
{{TemplateCode|
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{{Skill bar
code = [&DQkDPg8/NC7cEQAABhIAACsSAADUEQAAyhEAAAECAADUESsSBhIAAAAAAAA=]
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|profession = elementalist
 +
|specialization = weaver
 +
|weapon1 = sword
 +
|weapon2 = focus
 +
| healing = Signet of Restoration
 +
| utility1 = Lightning Flash
 +
| utility2 = Signet of Air
 +
| utility3 = Primordial Stance
 +
| elite = Weave Self
 
}}
 
}}
  
  
==Skill Bar==
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==Template Code==
{{Skill bar
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{{TemplateCode|
|profession = revenant
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code = [&DQYfKSUaOD10AHQAHAEAAJAAAAA1FwAAEhcAAAAAAAAAAAAAAAAAAAAAAAA=]
|specialization = renegade
 
|weapon1 = Sword
 
|weapon2 = Sword
 
|weapon3 = Staff
 
|weapon4 =
 
|legend1 = kalla
 
|legend2 = shiro
 
 
}}
 
}}
  
  
===Weapon Variants===
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==Specializations==
* Shortbow - ranged dps
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{{Specialization|Fire|top|mid|mid}}
* Hammer - ranged AOE
 
  
  
===Skill Variants===
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'''Variants'''
Revenant in general is a class with a large toolkit. Part of learning the class is learning which tools to use for which situation. Review the options below:
 
* {{Skill|Legendary Demon Stance}} - Provides a leap and powerful stunbreak that grants {{Tooltip|Resistance}} and {{Tooltip|Resolution}}.
 
* {{Skill|Legendary Renegade Stance}} - provides very high vuln application and strong CC; our bread and butter on Renegade
 
* {{Skill|Legendary Centaur Stance}} - Provides condi clear, projectile hate, and very high healing.
 
* {{Skill|Legendary Assassin Stance}} - The strongest strike-based legend.
 
* {{Skill|Legendary Dwarf Stance}} - Provide large amounts of defense and CC.
 
  
 +
{{Trait|Burning Fire}} is also a viable option in case you'd need more condition removal.
  
==Specializations==
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{{Specialization|Arcane|mid|mid|top}}
{{Specialization|Invocation|mid|bot|bot}}
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{{Specialization|Weaver|top|bot|bot}}
{{Specialization|Devastation|mid|mid|bot}}
 
{{Specialization|Renegade|bot|bot|mid}}
 
* {{Trait|Charged Mists}} - provides a better flow to the class but requires more energy management.
 
* {{Trait|Ashen Demeanor}} - more vuln
 
* {{Trait|Cleansing Channel}} - condi cleanse
 
* {{Trait|Assassin's Presence}} - helps allies
 
  
  
 
==Equipment==
 
==Equipment==
:Ascended gear and stat infusions are not required; you can use exotic gear with the same stats.<br>
 
This set uses gear that is broadly applicable in PVE, making it an excellent general set.
 
 
{{PvE equipment
 
{{PvE equipment
| weight = Heavy
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| weight = Light
| stats = Berserker
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| stats = Celestial
| rune = Superior Rune of the Scholar
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| rune = Superior Rune of Antitoxin
 
| rune-qt = 6
 
| rune-qt = 6
 
| weapon1 = Sword
 
| weapon1 = Sword
| weapon2 = Sword
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| weapon2 = Focus
| sigil1 = Superior Sigil of Force
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| sigil1 = Superior Sigil of Doom
| sigil2 = Superior Sigil of Air
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| sigil2 = Superior Sigil of Geomancy
| weapon3 = Staff
 
| weapon4 =
 
| sigil3 = Superior Sigil of Force
 
| sigil4 = Superior Sigil of Air
 
 
}}
 
}}
* {{Tooltip|Knight}} - defensive trinkets
 
* {{Tooltip|Marauder}} - trades 10% dps for +40% health
 
* {{Sigil|Superior Sigil of Energy}} - defensive sigil
 
* {{Rune|Superior Rune of Infiltration}} - budget DPS
 
  
  
===Variant Equipment===
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===Equipment Changes===
====Interrupt Sigils====
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'''Runes'''
Due to the frequency of our interrupts when using {{Skill|Darkrazor's Daring}}, Renegade can make excellent use of interrupt sigils, such as {{Sigil|Superior Sigil of Draining}}. This can be very powerful against groups of trash mobs, though it loses effectiveness against anything with a defiance bar. We're listing the interrupt sigils here, separate from the normal sigils, because in situations where you aren't frequently fighting defiant foes they are typically stronger than what's listed above.
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* {{Rune|Superior Rune of Balthazar}} - more pressure at the expense of sustain.
* {{Sigil|Superior Sigil of Draining}} - the strongest of the lot; this sigil's interaction with Darkrazor is absurd.
 
* {{Sigil|Superior Sigil of Severance}} - a significant DPS boost over {{Sigil|Superior Sigil of Impact}}, but not as strong as Draining, Force, or Rending.
 
* {{Sigil|Superior Sigil of Rending}} - an expensive sigil, but can boost both your sustain and damage significantly. Running Rending + Draining is the best option when fighting non-defiant trash in open world.
 
  
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* {{Rune|Superior Rune of Sanctuary}} - more barrier and boon uptime results in plenty of extra sustain.
  
==Consumables==
 
:'''Food'''
 
* Any ascended food is superior to any other food you could use. Steak for power, flatbread for conditions. Budget versions of these foods exist and are acceptable.
 
* {{food|Peppermint Omnomberry Bar}} - farming
 
* {{food|Dragon's Breath Bun}}, {{food|Plate of Truffle Steak}} - DPS
 
* {{food|Bowl of Orrian Truffle and Meat Stew}} - defense
 
  
:'''Utility'''
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'''Sigils'''
* {{Utility|Sharpening Skull}} (and variants) - farming
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* {{Sigil|Superior Sigil of Cleansing}} - extra condition hate, especially useful if using a rune other than {{Rune|Superior Rune of Antitoxin}}.
* {{utility|Tin of Fruitcake}}, {{utility|Superior Sharpening Stone}} - dps
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 +
* {{Sigil|Superior Sigil of Energy}} - a great boost to sustain in general and dodge rolling has synergy with several traits as well.
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 +
===Consumables===
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'''Food'''
 +
* {{Food|Spherified Peppercorn-Spiced Oyster Soup}} - food equivalent of Celestial and excellent passive damage mitigation, fits perfectly.
 +
 
 +
* {{Food|Dragon's Revelry Starcake}} - non-Ascended Celestial food option.
 +
 
 +
* {{Food|Bowl of Orrian Truffle and Meat Stew}} - one of the most popular consumables amongst roamers, provides excellent sustain and even a bit of damage.
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** Budget version: {{Food|Bowl of Meat and Winter Vegetable Stew}}
 +
 
 +
 
 +
'''Utility'''
 +
* {{Utility|Tuning Icicle}}
  
  
 
==Usage==
 
==Usage==
===Damage===
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'''Elite specialization basics'''
Dealing damage with this build is a fairly simple matter. In general, your goal should always be to apply as much {{Tooltip|Vulnerability}} as possible to proc {{Trait|Dance of Death}}. To do this, use {{Skill|Icerazor's Ire}}, which will apply considerable vuln in an area. Additionally, your Sword 1 and {{Skill|Shackling Wave}} both apply a lot of vuln.  
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*Weaver allows the Elementalist to attune to 2 elements at the same time, and skills 1-5 are decided based on both. Let's call them ''primary'' and ''secondary'' attunements.
 +
 
 +
*If you swap to {{Skill|Fire Attunement}} then fire becomes your primary attunement and weapon skills 1-2 will be fire skills. Afterwards if you switch to {{Skill|Water Attunement}} for example then water is now your primary attunement and fire's moved to secondary - now skills 1-2 are water and 4-5 are fire. Skill 3 is a dual skill influenced by both active attunements {{to}} fire + water for example is {{Skill|Twin Strike}}.
 +
 
 +
*The order of the attunements doesn't matter here, water primary with fire secondary has the same dual attack as fire primary and water secondary. Attuning to the same element twice has its own dual skill.
 +
 
 +
 
 +
'''General'''
 +
* {{Skill|Signet of Restoration}} should seldom be touched, as the passive is extremely valuable. Note that several trait procs also count as skill activations and will benefit from the passive of this signet.
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** Unless you either have a high amount of {{Tooltip|Confusion}} on you, or you're already at maximum health, you should ''always'' be casting something (autoattacks will do too). This is to get the most out of this signet's passive.
 +
 
 +
* Cycle Fire {{to}} Air {{to}} Fire {{to}} Air to maintain {{Tooltip|Swiftness}} while roaming.
 +
 
 +
* {{Skill|Twist of Fate}} can be cancelled by stowing your weapon in rare cases when the full evasion isn't needed (let's say you have to cleave a downed target and must keep the pressure up, but had to break stun). Another application includes pressuring targets through {{Skill|Primordial Stance}} and {{Skill|Lava Skin}} whilst evading incoming attacks.
 +
 
 +
* Dual attuning (having the same primary and secondary element) in general isn't recommended, but there are a few niche uses for it. One example would be attuning to Fire twice in order to squeeze more condition cleansing out of it in a limited time frame.
 +
 
 +
* {{Tooltip|Might}} stacking happens passively through {{Trait|Pyromancer's Puissance}}. It's yet another reason for spamming autoattacks as much as possible when in combat (and attuned to Fire).
 +
 
 +
 
 +
'''Damage'''
 +
* This build is all about stacking {{Tooltip|Burning}}.
 +
 
 +
* {{Skill|Primordial Stance}} can instantly add burst to any attack skill you're using:
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** When it comes to offense, you can't go wrong with activating them on {{Skill|Fire Attunement}} - fire has the highest raw damage output.
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** {{Skill|Air Attunement}} is also a good choice for both because of the {{Tooltip|Vulnerability}} stacking, but this condition's effectivenes severely depends on how pressured your target is - especially when it comes to the glyph which only stacks one condition type at a time. If the target doesn't have any damaging conditions and isn't being focused by your team, Vulnerability doesn't do much.
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** '''Note:''' all 5 charges of the glyph go off based on the attunement you were in the moment this skill was used, swapping attunements doesn't change anything.
 +
 
 +
* As for weapon skills, your heavy hitters are {{Skill|Flame Uprising}}, {{Skill|Lava Skin}}, and {{Skill|Pyro Vortex}}. The latter two also pulse damage each second for a period of time, making them synergize well with {{Skill|Primordial Stance}}.
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 +
* {{Skill|Flamewall}} doesn't do much in duels because it's so easy to avoid just by not stepping on it, but it's a rather decent skill for downed cleave if dropped directly below the target.
 +
 
 +
 
 +
''Burst combo examples''
 +
: {{Skill|Fire Attunement}} primary, {{Skill|Earth Attunement}} secondary
 +
:# {{Skill|Primordial Stance}}
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:# {{Skill|Lava Skin}}
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:# {{Skill|Flame Uprising}}
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:# Swap to {{Skill|Air Attunement}}
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:# {{Skill|Pyro Vortex}}
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 +
 
 +
: {{Skill|Air Attunement}} primary, {{Skill|Earth Attunement}} secondary
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:# {{Skill|Primordial Stance}}
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:# {{Skill|Gale Strike}}
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:# Swap to {{Skill|Fire Attunement}}
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:# {{Skill|Pyro Vortex}}
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:# {{Skill|Flame Uprising}}
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 +
 
 +
'''Sustain and how to dealing with conditions'''
 +
* The trait {{Trait|Smothering Auras}} provides a steady stream of cleansing:
 +
** Swapping to {{Skill|Fire Attunement}} applies {{Skill|Fire Shield}}, cleansing one condition. Swapping to another attunement from fire gives you access to {{Skill|Transmute Fire}} which cleanses another 2 conditions by detonating the aura.
 +
** {{Skill|Fire Shield}} can be combo'd by using a leap finisher such as {{Skill|Polaric Leap}} or {{Skill|Flame Uprising}} in a {{Skill|Flamewall}}.
 +
 
 +
* When auras no longer suffice {{Skill|Magnetic Wave}} is what you should use. This is the best anti-condition skill in the build, instantly removing 3 conditions upon being used.
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 +
* The trait {{Trait|Invigorating Strikes}} grants a steady stream of barriers. Dodging on '''Water''' and '''Earth''' attunements has even more defensive benefits thanks to {{Trait|Evasive Arcana}} - the first dodge after attuning to Water acts as an AoE heal / cleanse while the first dodge on Earth is a blast finisher which can be combo'd into the field left behind by {{Skill|Riptide}}.
 +
 
 +
* Most of the sustain comes from combining {{Skill|Water Attunement}} with {{Skill|Earth Attunement}}:
 +
** The order doesn't always matter. Going from Earth to Water lets you blast {{Skill|Riptide}} immediately with {{Skill|Magnetic Wave}} for extra healing whilst cleansing conditions and reflecting projectiles. Going from Water to Earth allows for blasting Riptide's water field through an {{Trait|Evasive Arcana}} empowered dodge + {{Skill|Earthen Vortex}}.
 +
** Skill #2 of both attunements has an evade frame in case you'd want to avoid incoming damage.
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** Attuning to Earth serves as an instant source of AoE {{Tooltip|Protection}} application which is quite handy especially if you're CC'd and can't cast anything else.
  
Because of energy management, you don't have a true rotation. Rather, we'll work on a skill priority system that determines which skills are more important to use. Note that this isn't final; use your judgment when deciding what skills to use. Note that the list below assumes you are running Kalla/Shiro.
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* Earth / Fire is also an alright combination because of the cleansing from the auras and the barrier from {{Skill|Lava Skin}}.
# {{Skill|Icerazor's Ire}} - the strongest ability in your entire kit thanks to its interaction with {{Trait|Dance of Death}}.
 
# {{Skill|Darkrazor's Daring}} - one of your strongest abilities; this skill does a small amount of damage but easily chews through breakbars. use this to benefit from exposed or to interrupt mobs to proc {{Sigil|Superior Sigil of Impact}}.
 
# {{Skill|Citadel Bombardment}} - if the target is large, or you are a fighting a group, this is by far your hardest hitting skill. If you are fighting a single small target, it is often better to skip this.
 
# {{Skill|Precision Strike}} - one of your main damage tools; this ability is very strong against single foes or foes you can stand inside the hitbox of
 
# {{Skill|Shackling Wave}} - absurdly powerful ability that applies 8 stacks of vuln (triggering 8 stacks of battle scars)), hits 5 times, and deals high damage; try to use this off cooldown
 
# {{Skill|Preparation Thrust}} - your auto-attack; it's very strong, so long as you don't interrupt it
 
# {{Skill|Deathstrike}} - a short range teleport that grants {{Tooltip|Fury}}; the damage is alright, but the skill is energy intensive compared to other options
 
# {{Skill|Unrelenting Assault}} - this skill does very low damage but is a useful evade that also grants might; typically it's best to avoid using it if trying to deal high damage as it's very energy intensive
 
# {{Skill|Impossible Odds}} - this skill has a lot of different interactions with other skills, and is very energy intensive; an easy way to use it is just to keep it up at all times while in Shiro but it's worth considering that sometimes it's better to de-activate it.
 
  
 +
* {{Skill|Obsidian Flesh}} is the best defensive skill in the build, making you immortal for its duration (except for fall damage).
  
===Defense===
 
* You can use {{Skill|Unrelenting Assault}} as an evade.
 
* {{Skill|Warding Rift}} blocks attacks.
 
* {{Skill|Rite of the Great Dwarf}}, {{Skill|Forced Engagement}} - extremely powerful when using Jalis
 
  
 +
''Basic healing combo''
  
===Sustain===
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:# Dodge in {{Skill|Water Attunement}} to proc the relevant effect of {{Trait|Evasive Arcana}}.
* You have constant healing from {{Trait|Dance of Death}}. You siphon even more life when {{Skill|Soulcleave's Summit}} or {{Skill|Icerazor's Ire}} are active.
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:# Use {{Skill|Riptide}}.
* Cleanse conditions with {{Skill|Soothing Stone}}, {{Skill|Renewing Wave}}, or the proc from {{Sigil|Superior Sigil of Cleansing}}.
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:# Swap to {{Skill|Earth Attunement}} for {{Skill|Earthen Vortex}} or use {{Skill|Magnetic Wave}} if you were in Earth prior to switching to Water. Use them in the field created by Riptide. You could also go Earth {{to}} Water {{to}} Earth and do both.
 +
:# Swap to {{Skill|Fire Attunement}} for the {{Trait|Smothering Auras}} + {{Trait|Sunspot}} combo.
 +
:# {{Skill|Lava Skin}} for the barrier.
 +
:# '''Optional:''' when you swap out of Fire, use {{Skill|Transmute Fire}} if cleansing is needed.
  
  
===Crowd Control===
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==Related Builds==
* {{Skill|Darkrazor's Daring}}
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[[Build:Weaver_-_Fire_Weaver|Fire Weaver (sPvP)]] - Conquest PvP version.
* {{Skill|Forced Engagement}}
 
* {{Skill|Surge of the Mists}}
 
* {{Skill|Shackling Wave}}
 

Revision as of 15:51, 19 February 2022

The community gave this build a rating, making it top-tier: Great

Focused on: Hybrid damageMobility and Sustain

Designed for: WvW Roaming

Difficulty:
TBD
This build was last updated on February 19, 2022 and is up to date for the March 19, 2024 patch.

Overview

A Hybrid WvW roamer with excellent condition pressure.


Skill Bar

Sword/Focus
Utility


Template Code

[&DQYfKSUaOD10AHQAHAEAAJAAAAA1FwAAEhcAAAAAAAAAAAAAAAAAAAAAAAA=]
Copy Template Code


Specializations


Variants

is also a viable option in case you'd need more condition removal.


Equipment

Head
Celestial
Shoulders
Celestial
Chest
Celestial
Hands
Celestial
Legs
Celestial
Feet
Celestial
Backpiece
Celestial
Accessory
Celestial
Accessory
Celestial
Amulet
Celestial
Ring
Celestial
Ring
Celestial
Sword
Celestial
Focus
Celestial
Sigil
Sigil
Rune
x6



Equipment Changes

Runes

  • - more pressure at the expense of sustain.
  • - more barrier and boon uptime results in plenty of extra sustain.


Sigils

  • - extra condition hate, especially useful if using a rune other than .
  • - a great boost to sustain in general and dodge rolling has synergy with several traits as well.

Consumables

Food

  • - food equivalent of Celestial and excellent passive damage mitigation, fits perfectly.
  • - non-Ascended Celestial food option.
  • - one of the most popular consumables amongst roamers, provides excellent sustain and even a bit of damage.
    • Budget version:


Utility


Usage

Elite specialization basics

  • Weaver allows the Elementalist to attune to 2 elements at the same time, and skills 1-5 are decided based on both. Let's call them primary and secondary attunements.
  • If you swap to then fire becomes your primary attunement and weapon skills 1-2 will be fire skills. Afterwards if you switch to for example then water is now your primary attunement and fire's moved to secondary - now skills 1-2 are water and 4-5 are fire. Skill 3 is a dual skill influenced by both active attunements fire + water for example is .
  • The order of the attunements doesn't matter here, water primary with fire secondary has the same dual attack as fire primary and water secondary. Attuning to the same element twice has its own dual skill.


General

  • should seldom be touched, as the passive is extremely valuable. Note that several trait procs also count as skill activations and will benefit from the passive of this signet.
    • Unless you either have a high amount of Confusion Confusion on you, or you're already at maximum health, you should always be casting something (autoattacks will do too). This is to get the most out of this signet's passive.
  • Cycle Fire Air Fire Air to maintain Swiftness Swiftness while roaming.
  • can be cancelled by stowing your weapon in rare cases when the full evasion isn't needed (let's say you have to cleave a downed target and must keep the pressure up, but had to break stun). Another application includes pressuring targets through and whilst evading incoming attacks.
  • Dual attuning (having the same primary and secondary element) in general isn't recommended, but there are a few niche uses for it. One example would be attuning to Fire twice in order to squeeze more condition cleansing out of it in a limited time frame.
  • Might Might stacking happens passively through . It's yet another reason for spamming autoattacks as much as possible when in combat (and attuned to Fire).


Damage

  • This build is all about stacking Burning Burning.
  • can instantly add burst to any attack skill you're using:
    • When it comes to offense, you can't go wrong with activating them on - fire has the highest raw damage output.
    • is also a good choice for both because of the Vulnerability Vulnerability stacking, but this condition's effectivenes severely depends on how pressured your target is - especially when it comes to the glyph which only stacks one condition type at a time. If the target doesn't have any damaging conditions and isn't being focused by your team, Vulnerability doesn't do much.
    • Note: all 5 charges of the glyph go off based on the attunement you were in the moment this skill was used, swapping attunements doesn't change anything.
  • As for weapon skills, your heavy hitters are , , and . The latter two also pulse damage each second for a period of time, making them synergize well with .
  • doesn't do much in duels because it's so easy to avoid just by not stepping on it, but it's a rather decent skill for downed cleave if dropped directly below the target.


Burst combo examples

primary, secondary
  1. Swap to


primary, secondary
  1. Swap to


Sustain and how to dealing with conditions

  • The trait provides a steady stream of cleansing:
    • Swapping to applies , cleansing one condition. Swapping to another attunement from fire gives you access to which cleanses another 2 conditions by detonating the aura.
    • can be combo'd by using a leap finisher such as or in a .
  • When auras no longer suffice is what you should use. This is the best anti-condition skill in the build, instantly removing 3 conditions upon being used.
  • The trait grants a steady stream of barriers. Dodging on Water and Earth attunements has even more defensive benefits thanks to - the first dodge after attuning to Water acts as an AoE heal / cleanse while the first dodge on Earth is a blast finisher which can be combo'd into the field left behind by .
  • Most of the sustain comes from combining with :
    • The order doesn't always matter. Going from Earth to Water lets you blast immediately with for extra healing whilst cleansing conditions and reflecting projectiles. Going from Water to Earth allows for blasting Riptide's water field through an empowered dodge + .
    • Skill #2 of both attunements has an evade frame in case you'd want to avoid incoming damage.
    • Attuning to Earth serves as an instant source of AoE Protection Protection application which is quite handy especially if you're CC'd and can't cast anything else.
  • Earth / Fire is also an alright combination because of the cleansing from the auras and the barrier from .
  • is the best defensive skill in the build, making you immortal for its duration (except for fall damage).


Basic healing combo

  1. Dodge in to proc the relevant effect of .
  2. Use .
  3. Swap to for or use if you were in Earth prior to switching to Water. Use them in the field created by Riptide. You could also go Earth Water Earth and do both.
  4. Swap to for the + combo.
  5. for the barrier.
  6. Optional: when you swap out of Fire, use if cleansing is needed.


Related Builds

Fire Weaver (sPvP) - Conquest PvP version.


Ratings

This build has a rating of 5 stars based on 23 votes.
Log in or register to rate this build.
5 stars
Chosen gave this build 5 stars • November 2021
i just wish if there were a video on how to play with this build, i kinda dont use the staff when playing
5 stars
Onlywrin gave this build 5 stars • August 2021
With the changes Revenant received on May 11, 2021 this build went from being an excellent all-rounder in Open World to the best Power-based option for the majority of Open World content.
5 stars
Linera gave this build 5 stars • April 2021
Great renegade build. It has burst, sustained damage, sustain, and AOE all in one neat package. Its much simpler to play than its condi counterpart, and has better burst and aoe damage, it does however fall slightly behind in self-sustain. Overall, easy 5/5 from me.
5 stars
Paradoxoglanis gave this build 5 stars • February 2021
Quite possibly the best open world build at the moment. It is capable of all types of open world content and there are plenty of variations to the build. Damage: Has incredibly strong burst damage, sustained damage, and aoe damage. Sword/sword are the bread and butter of power revenant, but shortbow has some impressive burst potential and staff serves as a very strong utility weapon. Sustain: The relatively recent change to the devastation traitline with battle scars has given revenant a huge boost to their self healing and sustain. Its not even necessary to take all three bottom traits. Dance of Death alone is strong enough to keep yourself alive in most situations. Performance: Revenant has a high skill cap due to energy management and legend+weapon swapping. While this keeps gameplay more engaging than most other builds, power renegade can be played very casually and still perform well. Some other things to note: This build has good self buffing and is capable of near-permanent 25 might and fury. Song of the mists is a decent trait alternative to roiling mists if you dont need the additional crit chance. Assassin stance is a very strong alternative to dwarf or renegade stance.
5 stars
Tidusdefrance gave this build 5 stars • November 2020
The very best build i.ve ever plaid.
5 stars
Happybliss gave this build 5 stars • October 2020
Best power revenant build for soloing openworld stuff. I successfully solo 90% HoT HPs and most core tyria champions without asking for help.
5 stars
Burnlit gave this build 5 stars • July 2020
Woah! IDK what I'm even doing in combat. I'm just mashing everything off cooldown and everything dies while I have full health. This built is really good and noob friendly.
5 stars
Scifit gave this build 5 stars • July 2020
I've been noobing around with my Reaper for so long that I wanted something new, but also wanted something could survive and kill just as well in OW. This build is so fun! And great! Lots of sustain, health, protection and general survivability, while dealing even more damage than my Reaper and the skills feel more dynamic. Revenant has a lot of skills, but they are surprisingly easy to get the hang of. Even for a semi-lazy player like me. This might become my new main!
5 stars
Dasov gave this build 5 stars • July 2020
I'd say the most versatile build I've played. Has great DPS, good range with shortbow. You can swap to demon for boonstrip. You can swap to assassin for speed and DPS, dwarf makes you super tanky. Plenty of CC for breakbars as well. This build makes soloing HPs in VB and AB a breeze. The amount of sustain (as long as you deal damage) makes you unkillable as long as you dodge one-shot abilities. When you doing group event you can do a bit support with some might, alacrity, Soulcleave Summit and heals. And after switching All for one to Heartpiercer you get great tagging ability with shortbow and legends being ranged AOE skills. (Assassins works well here for additional movement speed) In contrary to @WeinerDog I'd say it's a little point to play other classes when Renegade can perform so well in all aspects of Open World ;)
5 stars
Dshaq94 gave this build 5 stars • June 2020
Loving this build
5 stars
CscorpRSA gave this build 5 stars • June 2020
@WienerDog You clearly have not played a power renegade, it is one of the most versatile builds currently for Open World, not just that it also has the best survivability of all classes at the moment
5 stars
Shp182 gave this build 5 stars • May 2020
Great spec all around, I run this exclusively. For harder fights and champions start with Jalis, Forced Engagement -> Citadel Bombardment -> Vengeful Hammers to bring energy below 10, swap legend and spam all summons, when Jalis is recharged you'll be just about 0 energy, perfect swap, start with Hammers, Forced Engagement, Citadel Bombardment, use Sword 4 to burn energy and self-heal, swap legend, rinse and repeat, use heals if needed in between. I find it the most optimal rotation and in many cases you can just facetank champs. Most of the time, I actually run this spec in lazy mode with short bow Shiro/Kalla, Impossible Odds is just too convenient for quick movement and spamming autoattack.
5 stars
Jack Armstrong gave this build 5 stars • April 2020
Best open world build I've tried for soloing or small groups; useful in large groups too. My absolute favorite at the moment: weak enemies melt, most strong ones pose no problem. High burst and good sustained damage, excellent self-sustain--what's not to like?
5 stars
Kanok gave this build 5 stars • March 2020
This is a great build to run in OW especially against champions. Use Battle Scared along with Dance of Death while using Icerazor's Ire to have a really effective and almost overpowered self-heal. Switch to Ogre instead of Scholar to save some money and use Assassin's Presence to gain back that 125 Ferocity that you are missing from Scholars, plus an extra 25. Your power will suffer a bit, but crits are what you want anyway. While I still prefer Power Glint, this one is a fantastic build and I run it all the same. Use with Jalis for maximum CC on short cooldowns with those Impact sigils. You really can't go wrong. Champs will melt and you won't really notice the damage being done. Still need to side step and back away to not take damage, since you just cannot face tank without a dedicated healer on you, but this is as good as it gets. You save your endurance for Brutal Momentum and still stay alive while pumping out some amazing damage. Do yourself a favor and run this if you really want to shine with a power build in OW.
5 stars
Kaihan gave this build 5 stars • March 2020
This has become my main. I run this in full Marauder's gear, use Shiro/Jalis and Sword/Sword & Hammer instead of Staff. It is tanky, has sustain, dps and utility. I prefer it to the Herald Glint because I'm not forced to choose between the toughness of Jalis and the speed of Shiro. Shiro can be dropped for Kalla when soloing bosses.
5 stars
Painbow gave this build 5 stars • September 2019
This build is definitely underrated. It's better than Herald in every respect for open world. It has better burst, better sustained damage (I checked unbuffed on DPS golem), and better survivability (can use kalla elite on champs). I recommend running shiro and jalis for the majority of content, stuff dies too quickly to make placing kalla skills worth it, although it's good for soloing champions. The might stacking on this build is extremely quick, almost instant, and it can one-shot most standard open-world mobs with citadel bombardment. Furthermore, you have good sustain from constant life-siphoning. An unconventional build that's actually super effective.
5 stars
Dangergirluk1 gave this build 5 stars • September 2019
Renegade is now my main because of this build :) Great damage with AOE and single target, all while having sustain and CC. The renegade utility skills are also like pets/minions that can tank damage. I run arc and consistently have highest dps in squads or I am up there with the power DH and reaper classes. Power builds are the go to in open world where condi takes time to build up. This build will melt mobs and you are on your way to your next task. I carry a zerk stat short bow for those times you need some ranged damage. Should be ranked higher than it is.
5 stars
Screaming gave this build 5 stars • September 2018
Everyone underestimates Power Renegade everywhere, forgetting that no, Renegade is not purely a condi spec or Kalla's Fervor wouldn't give ferocity. Between Kalla, Jalis, and Staff, this build has so many ways to sustain itself you pretty much have to make an effort to die, with good CC to boot. Uniquely, it's also one of the few builds that can give itself alacrity.
5 stars
Chinkeeyong gave this build 5 stars • September 2018
This build has good damage and excellent personal healing. It also has great CC and utility through Kalla's summoned spirits.
5 stars
Pleasebean gave this build 5 stars • July 2018
I run this build since day one renegade released, massive life leech, AoE crown control and for those who love dual wield sword this is definitely a go to build. I run marauder gear instead and it fit just perfect, 20k HP pool with ton survive skills and please this build is amazing in open world where condition are not so much useful with slow ramp up time, you get 2 healing skills, 2 life steal skills which can be used together plus life steal from traits. Not to mention the variety of supporting skills from other legends like centaur which really shine depend on the situation or on demands. Overall i say this is one of the best open world build available right now.
5 stars
Supplice gave this build 5 stars • May 2018
A fun revenant build to run around in open world where condition damage and ramp up has little to no place in. Berserker/Power builds and high burst damage is what matters in open world pve content where most enemies don't have high enough HP pools to even let condition builds shine properly. Build may require a few tweaking to fit your playstyle but allows for decent solo play with it's survivability and damage potential.
5 stars
Aridonas gave this build 5 stars • May 2018
Ever since I switched to Renegade, I immediately fell in love with the bombardment skill. Great burst damage, scales well with power, and looks visually appealing. I knew I had to tweak the spec to be more power-focused since I personally do not enjoy playing condition specs, and this build is perfect for that! I have actually been running a build extremely similar to this one for many months and it's fantastic to finally see it receive some more clout. Someone rated this build poorly because this power-variant doesn't "fit" the theme of this spec being condition-based, but PLEASE try this build for yourself for more than a few hours before judging. Honestly it is hands down the most fun I've had playing Revenant (as a whole) yet!
5 stars
Dinofrog gave this build 5 stars • April 2018
This is an outstanding build that makes Revenant fun to play again and feel strong. I've been using a similar build for the past few weeks with my variations being, marauder gear which I think should take priority over berserkers in open world, at least in solo play due to the major boost in health you'll get from having a full set of that instead and using a short bow. The short bow is most viable when using the runes of the Mad King, which I recommend you do either way. Using a couple tweaks to my playstyle that I saw in this build, I was able to solo an HP in Auric Basin which I feel is a testament to how viable this build is. I was also able to directly port this over to pvp with the only change (ONLY CHANGE) being the use of a demolisher's amulet because of the new focus on the range. In summary, this build is what Revenant so desperately needed to be viable and rewarding to play.

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