Difference between revisions of "Untamed - Celestial Brilliance Roamer"
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| rating = good | | rating = good | ||
| focus = Hybrid Damage, Sustain | | focus = Hybrid Damage, Sustain | ||
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| difficulty = 1 | | difficulty = 1 | ||
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Revision as of 10:26, 1 February 2024
The community gave this build a rating, making it second-tier: Good
Focused on: Hybrid damage and Sustain
Designed for: WvW Roaming
Difficulty:
Easy
This build was last updated on February 01, 2024 and is up to date for the October 8, 2024 patch.
Overview
A Celestial Untamed build for WvW roaming, borrowing Staff from Druid and Dagger from Soulbeast in order to gain
and as powerful new unleash skills. High sustain, medium damage.
Skill Bar
Staff
Dagger/Dagger
Utility
Skill Variants
Utility
- over - passive healing plus a stunbreak and mass cleanse instead of defense against strike damage.
Template Code
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Specializations
Variants
- makes you better at fighting boon-based bunker builds if you can give up some defense against conditions.
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
Staff
Celestial
Celestial
Sigil
Sigil
Dagger
Celestial
Celestial
Dagger
Celestial
Celestial
Sigil
Sigil
Rune
x6
x6
Infusion
x18
x18
Relic
Relics
Although the build doesn't really make use the the Poison procs on CC offered by Demon Queen, it's still quite a strong relic because of the healing reduction which is rather useful against other high-sustain specs. However if you want to focus even more on survivability, there are other viable options too:
- Vigor uptime to fuel your dodges, which also increases your healing, boon uptime, and condition cleansing through various trait synergies. - permanent
- - this relic adds plenty of extra healing to the build when combined with and .
Runes
- - slightly more defensive version of Trapper, fairly cheap and doesn't require crafting.
Usage
Elite specialization basics
- Untamed Rangers have more control over their pets than regular Rangers, allowing them to manually control their pet's 3 special attacks.
- Unleash is the central mechanic of Untamed. At any given time either you or your pet is in the Unleashed state, and you get to flip back and forth on a 1s CD.
- When you're unleashed, your first autoattack is empowered. Staff's turns into while Dagger's becomes . Unleashing yourself makes you deal more damage.
- Unleashing the pet grants you damage reduction while their pet skills flip over to new ones:
- F1 becomes
- F2 becomes
- F3 becomes
General
- Dodge rolling is the most important part of your survivability and just because because of the obvious reasons. From traits you get Protection (which also heals you every second) and remove 1 damaging as well as 1 non-damaging condition whenever you dodge, turning this mechanic into a great way of recovering from taking damage if you failed to prevent it.
- makes your Unleash ability remove 2 conditions every 10 seconds.
- While is a great mobility tool that could help you chase or escape, if it's the healing you want then always try to land on top of your pet as healing an ally reduces the recharge of this skill.
- Stealth so you have some time to recover. It's also a stun break. is for emergencies in case condition damage is starting to overwhelm you. Consider disengaging/repositioning right after or following up with
- is both a stun break and an excellent skill for damage mitigation. Hold onto it in case you get stunned if Mutate Conditions is on CD, otherwise you get to use it a bit more freely.
- is one of your best survival tools but also one that has good synergy with your more offensive abilities because of the CD reduction part. Skills like that can strike several enemies multiple times in just a few seconds can drastically reduce the CD of the elite.
- is great for repositioning your pet and making sure they can't be kited.
- Slow but only if the target is CC'd. It's still useful for preventing them from counterpressuring you after the CC. applies
- Chill makes it easy for you to kite enemies caught in it. destroys projectiles while the
- heals more the lower your HP is, so it's worth holding onto until you get really low. As the skill negates incoming damage after being used you don't have to worry about using it on low HP, but you do have to worry about CC - if you greed and try to use it on 2-3k HP but get interrupted then you're probably going to die. Taking risks can pay off with this skill but always consider the situation you're in and what other CDs are available, for instance could bail you out against Power-based specs if you eat a stun at low HP so you're allowed to be more greedy when SoS is up.
Damage
- Dagger/Dagger is your more dangerous set, Staff is mostly defensive by nature.
- is the strongest skill on this set, it's a ranged gapcloser with decent damage and good condition variety. Always unleash yourself when you swap weapons because lets you use the ambush attacks right away.
- Quickness. is good at setting up other skills like because of the
- is best used after because it deals extra damage to movement-impaired enemies.
- On Staff the skills deal almost neglibile damage, combined with the auto spam is the best you can do.
- Gazelle is mostly taken for the CC skills.
Ratings
This build as it is, is extremely weighted towards defense and is very strong in that regard. In my play testing I found it to be able to do a surprising amount of Condition burst IF the skills hit, but as it stands with Staff as the secondary, it's condition application is limited and the power damage from Daggers feels lacking.
A minor change that I did to great success is swapping staff for Axe/Warhorn. The addition of Axe mainhand added a lot of additional Condi application and took advantage of the Celestial stats power a bit better than the daggers did. It also made "Let Loose" much more impactful of a trait at the loss of mobility and self healing.
Given the already extremely defensive nature of the build, I think the swap is justified, but the build does function as is, even if it lacks kill potential.
Sustain's really good but I think the damage is too low in WvW, especially now that Anet took away the best Fury source of the build. High sustain builds might simply outlast or stalemate this one but against burst builds this shouldn't lose.
Comments
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