Renegade - Diviner Renegade

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

Focused on: Direct damageSupport.

Designed for:

A power based Renegade build for WvW, profiting from the ferocity and the 10-man alacrity from Orders from Above.



Legend Variants


Swap Mallyx (Demon) out for Shiro (Assassin) for damage and mobility at the cost of group utility.


  • stability removal with quickness uptime but less DPS.
  • if might uptime is an issue.


  • Keep in mind that this is an optimal setup (including the stacked sigil) that gives ~78% Boon Duration and ~60% Crit Chance allowing permanent Alacrity Alacrity uptime without any external boon extend sources like
    , Sand Squall Sand Squall or
    on Glint.

Diviner stat icon.png
Diviner stat icon.png
Diviner stat icon.png
Diviner stat icon.png
Diviner stat icon.png
Diviner stat icon.png
Marauder stat icon.png
Marauder stat icon.png
Marauder stat icon.png
Diviner stat icon.png
Marauder stat icon.png
Marauder stat icon.png
Diviner stat icon.png
PvE weapon swap.png
Diviner stat icon.png
Superior Rune of the Pack
Precise WvW Infusion
Mighty WvW Infusion




  • A gear combination (along with runes and sigils change) between Marauder, Berserker, Assassin and Diviner can be done to achieve different purposes like more damage, survivability and/or group support.


  • On Hammer
  • On Staff


  • for maximum damage output.
  • if upkeeping 25 Might Might for your party is an issue. Be careful to not overcap might duration with boon duration from gear.
  • frontline defensive option.
  • for more group utility.



  • Always try to swap legends when off cooldown to buff Fury Fury, Might Might and Vigor Vigor and to reset your energy.
  • Cast
    on cooldown to buff you and your allies with Alacrity Alacrity. Position yourself to maximize the number of affected allies.
  • provides a strong AoE projectile damage. Keep in mind that it has a high energy cost.
  • Cast
    on cooldown for Might Might if your group can't maintain 25 stacks.
  • All of your stun breaks (Legend Swapping,
    ) will trigger
    and as such stun nearby enemies for 2 seconds and deal damage.

Mallyx (Legendary Demon Stance)

  • Use
    to absorb conditions from your team and give resistance.
    • Keep an eye on your parties conditions using Party View as opposed to Squad View. Save your energy until allies have conditions that need removal, rather than casting preemptively.
    • breaks stuns and pays the energy cost at the start of the cast but only gives Resistance Resistance and pulls conditions at the end of the cast. Be careful to avoid interrupts.
  • hits up to five targets in a line, try to save it to remove critical boons such as Stability Stability and Resistance Resistance.
  • Increase the healing of
    by first using
    to pull conditions to yourself.
  • gives you a quick leap useful to repositioning whenever needed.
  • is a huge personal damage and general stat increase, and should be maintained as much as possible. It has a big energy consumption so keep that in mind.

Jalis (Legendary Dwarf Stance)

  • reduces incoming damage and brings a powerful DPS potential when paired with
  • Try to time
    to mitigate damage, don't simply use it as soon as you enter Dwarf stance.
    • Try to have the buff up as engages begin, when an enemy player is being cleaved or a friendly player is being rezzed.
  • does solid damage and gives pulsing Stability Stability, try to place it in areas where allies and enemies will be clashing.
  • is a lightning field, blast it to stack swiftness before moving out.


  • is your bread and butter damage skill, try to land it as often as possible.
    • will only hit a maximum of 5 targets across all three pulses and increases in damage the further the pulse is from you. Try to hit with the second or third pulse rather than the first when possible.
  • gives a 1.25s Evade frame and a Blast Finisher, be careful not to get caught behind your group while casting this skill.
    • You can
      through traps and marks to activate them without taking any damage.
  • has a long cast time, so try to predict where the enemies will go or use it on stationary targets like downed players that the enemy will move on to.
  • Use
    to shield yourself from projectiles.


  • is a blast finisher, heals and also cleanses conditions.
  • Avoid damage with
  • Use
    to disrupt players trying to finish/revive downs.


  • Skill usage is reliant on energy management.
  • Potential to be locked into the wrong stance at the wrong time.


Build rating - 5 stars
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9 Ratings
5 stars
PeLi gave this build 5 stars 4 weeks ago

With some changes (just for me), a really good build working with Heralds. Damage, boons and perma alacrity

3 stars
Messiah gave this build 3 stars last month

this build only gives perma alacrity . but the truth is that alacrity only shines in a perma state of fighting as it shorten the icd of skills. in the current pirate ship meta the alacrity is hardly useful. also this build yield less dmg than herald. also F skills cost too much to be used. for conditions scrapper is great for the group and also herald mallyx is better. so i would give it low score.

5 stars
Xivor gave this build 5 stars last month

Definitely a usable option, but inferior damage numbers than Herald. Alacrity is nice, and the extra damage from Citadel is handy, but those are not game changers. This build brings everything that the power Herald has, just with lower numbers.

UPDATE 02-05-2019

With the change to Righteous rebel increasing the Alacrity spread to 10 targets and the increase in duration of Firebrand's Tome of Courage, this build has become a very competitive contender with the Herald. Now with Diviner's gear, this build is top knotch in filling that niche role of perma alacrity while still maintaining high DPS in the pirate-ship meta. Versatile in its legends, this build shines with Dwarf Stance and Mallyx as shown, but can also change trait to All for One and gain Protection spam on Kalla usage. Fireworks runes also are a strong contender with Pack runes for a little bit more selfish, but more frequent boon spam.

6 More Ratings
5 stars
Kurnian gave this build 5 stars last month

Great build. With Diviner's gear release, Higher alacrity uptimes are way easier to be achieved while maintaining all physical damage stats. Lower damage than Backline Herald, but faster CDs to 10-man, meaning more DPS/support on the group as a whole. Essential to have at least 1 every 10-15.

3 stars
Tyroxin gave this build 3 stars September 2018

Power Renegade had its usage just recently but it started declining with the Forceful Persistence Change that shoved the Backline Herald back to the top. Now that said trait is even in the Herald traitline, the bit of extra precision (which can be exchanged for defense) would impact the gameplay too much and the Alacrity (on top of that it's a boon now) don't justify the dps loss anymore.

5 stars
Chokepoint gave this build 5 stars August 2018

I have been running a variant of this build lately and it is indeed Great. I prefer Retri over Devastation (much more survivability/consistency), and S/S over staff (much more spike dmg), and Vindication grandmaster over Righteous Rebel (more might and citadel order damage on downies). Much more damage than Herald, and more fun to play.

5 stars
Freya gave this build 5 stars June 2018

A build that is behind herald atm in terms of usability. Fights are over too soon in most cases that alacrity would help much. While herald can provide a bit higher amount of boons it also does more damage.

Definetly use this one if you don't have HoT.

5 stars
Nailuj gave this build 5 stars December 2017

I wouldn't recommend valk for this set. Note that you will only have 100% critical chance if your endurance bar is filled to maximum. Unless you equip sigil of stamina, your going to be hovering around mid 70s critical chance with this build. I'd run full zerker with marauder as a alternate set. Sigil of air should be subbed out for sigil of frenzy or sigil of accuraccy because both are numerically superior in the damage department.

Power renegade offers comparable dps to a herald (~8-10% less damage), but I believe it makes up for it in the high alacrity uptime from orders from above. Guilds running heavy revenant comps should consider running a split of heralds and renegades to maximize their group dps with alacrity uptime.

In a nutshell, the difference between revenant and renegade:

Revenant: High+ dps, provides abundant access to basic boons, might, fury, swiftness.

Renegade: high dps, provides abundant access to might, and the scarce and coveted alacrity buff.

5 stars
The Blue Rangerr gave this build 5 stars December 2017

Decent alternative to Herald, comparable DPS, unique ability to provide on the move Alacrity. Harder to play for beginners to the class but a good addition to any group looking to fight at range.

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