Difference between revisions of "Renegade - Cele Renegade (GvG)"
Line 4: | Line 4: | ||
| designed for = wvw gvg | | designed for = wvw gvg | ||
| focus = direct damage, utility | | focus = direct damage, utility | ||
− | | rating = | + | | rating = draft |
| xpac = hot, pof | | xpac = hot, pof | ||
| meta = y | | meta = y |
Revision as of 18:45, 27 June 2023
This build was last updated on June 27, 2023.
Overview
A power based Renegade build for WvW, centered around alacrity share, group support and direct damage. Offers permanent access to Alacrity and great group utility through Jalis and Mallyx.
Template Code
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Skillbar
Shortbow
Staff
Utility
Utility
Weapon Variants
Hammer is an option over Staff for larger scale fights
Traits
Equipment
Head
Celestial
Celestial
Shoulders
Celestial
Celestial
Chest
Celestial
Celestial
Hands
Celestial
Celestial
Legs
Celestial
Celestial
Feet
Celestial
Celestial
Backpiece
Celestial
Celestial
Accessory
Celestial
Celestial
Accessory
Celestial
Celestial
Amulet
Celestial
Celestial
Ring
Celestial
Celestial
Ring
Celestial
Celestial
Shortbow
Celestial
Celestial
Sigil
Sigil
Staff
Celestial
Celestial
Sigil
Sigil
Rune
x6
x6
Infusion
x18
x18
Variants
Stats
- Diviner stats can be used to add boon duration and damage in exchange for survivability
- Keep in mind only 78% Boon Duration is needed for permanent Alacrity uptime as long as you press off cooldown, assuming the boon doesn't get stripped/removed.
Sigils
- Alacrity uptime trades some boon rip for more
Consumables
Usage
General
- Always try to swap legends when off cooldown to refresh energy
- Make sure to be under 10 energy when swapping legends to activate
- and are both useful for dumping energy quickly
Priorities
- High
- Boon rip
- Alacrity
- Moderate
- CC
- Support
- Low
- Damage
Surviving
- This build has high passive defense
- This build has moderate mobility skill access
- Don't cast Stability into or similar effects if you don't have
- Use only when desperate for mobility, the energy is better spent on other things
- This builds has moderate active defenses
- Toggle on whenever you expect significant pressure, its upkeep is cheap
- and break stuns at the beginning of the cast, dodge or weapon stow to cancel the cast if you're in danger
Active defense priority
- / - for stunbreaking
- Immobilize - for
- Dodge
- - general use
- / - general use
Detailed Explanations
Boon rip
- is your highest priority in , only prioritize other skills once your target is out of boons
- Try to target players behind or inside their group, to maximize hits with
Alacrity
- Try to cast off cooldown, you may need to delay it in to boonrip instead
CC
- Use CC when:
- Your group calls a spike:
- Winds -
- Wells - +
- Shades -
- Traps - +
- On top of enemy downs (while alive players are on top of them)
- Enemy groups moving defensively while your group is pushing
- Your group calls a spike:
- Only prioritize CC against enemies lacking Stability, make sure to watch enemy buff bars
- Don't cast into projectile block or reflect
CC priority
Support
- Use Might on spikes if your group doesn't have 25 stacks of
- Try to land over your groups path
- Cast just before engaging or while engaged in melee
Damage
- Don't cast into projectile block or reflect
- Never use for damage, the cost is too high and the damage too low
Skill priority
- - single target
- - general use
Ratings
Comments
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