Difference between revisions of "Renegade - Shortbow Shiro Roamer"
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Revision as of 09:54, 11 October 2024
The community gave this build a rating, making it top-tier: Great
Focused on: Hybrid damage and Sustain
Designed for: WvW Roaming
Difficulty:
Normal
This build was last updated on October 11, 2024 and is up to date for the October 8, 2024 patch.
Overview
A Renegade build with heavy ranged burst damage and great survivability, made for WvW Roaming.
Skill Bar
Shortbow
Staff
Utility
Utility
Skill Variants
Weapons
- Greatsword over Staff - retains some of the defensive capabilities of Staff like the block and the mobility, but sacrifices things like AoE healing and cleansing for more damage. Requires Secrets of the Obscure.
Template Code
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Specializations
Variants
- is also a viable option, especially if you're using Power gear and not Celestial in which case it's the only option.
Specialization Variants
Salvation over Retribution also works, both are defensive specializations. Salvation offers better condition cleansing, damage mitigation and passive healing (via barrier) while Retribution has better damage, an anti-projectile dome and higher endurance regeneration.
Equipment
Head
Berserker
Berserker
Shoulders
Berserker
Berserker
Chest
Berserker
Berserker
Hands
Berserker
Berserker
Legs
Berserker
Berserker
Feet
Berserker
Berserker
Backpiece
Marauder
Marauder
Accessory
Marauder
Marauder
Accessory
Marauder
Marauder
Amulet
Cavalier
Cavalier
Ring
Marauder
Marauder
Ring
Marauder
Marauder
Shortbow
Berserker
Berserker
Sigil
Sigil
Staff
Berserker
Berserker
Sigil
Sigil
Rune
x6
x6
Infusion
x18
x18
Relic
Equipment Variants
Relics
- - higher healing.
- - better condition cleansing.
- - if you can afford to sacrifice sustain for more damage.
Runes
- - good damage and decent boon duration.
Sigils
Sigil of Hydromancy can be replaced by:
- - armor ignoring damage procs.
- Fury though, and 100% at full endurance. - if you want to make sure that crits no matter what. The build already has 80%+ crit chance with
Consumables
Food
- - great all around stat boost and damage mitigation.
- and other similar Oyster consumables are fairly cheap on the Trading post if you don't have ascended cooking.
- - better endurance regen, more access to dodging (and thus better condition cleansing too with Salvation). Usually this isn't necessary with the Retribution variant due to the increased endurance regen.
- Budget version:
- - slightly worse endurance regen than that of the Orrian Truffle food, but the constant healing ensures effortless uptime when playing with Salvation.
- or - cheap precision bump and armor ignoring damage procs that also heal you.
Utility
- or (whichever is cheaper) if you're running the Power gear.
Usage
General
- Invoking a legend resets energy to 50 (ideally 75, more on that later), removes 1 condition, and could even trigger the sigils of your active weapon set (if they are not on CD) among other things. Swapping legends is basically the main resource management tool in the build - swap whenever you're out of CDs, low on energy, or need to cleanse.
- Because of you should always aim to deplete your energy before switching legends in order to start at 75 energy instead of 50.
- Renegade comes with its own 3 specialization skills:
- Might stacking, try to spare some energy for it whenever you can. It could also be used for pushing your energy below 10 before switching legends. is an important source of
- could be a strong burst skill if you need to cleave and the targets are either stunned or immobile (for example when they are rezing a downed) but it's hard to land on moving targets.
- Alacrity. Being instant cast makes it an attractive choice for depleting energy quickly even when you're stunned before swapping legends. is a bit expensive but quite strong, provides lots of
- Swiftness uptime. The easiest way to trigger this is to turn either (if you chose Shiro) or (if you chose Jalis) on/off every 5 seconds. allows for permanent
- Salvation-only Dodging removes 1 condition via . This is your primary line of defense against conditions.
- Salvation-only provides damage mitigation for a short while after you're healed. Ideally you should have permanent uptime, which isn't hard to achieve as and regular dodging should do the trick. and the Holo cake consumables could also help.
Shiro
- Protection or even . That being said it still can't go through evasion or invulnerabilities such as . is a skill with life steal, which means the damage it deals bypasses any damage mitigation including
- Always stop maintaining this skill if you're about to hit 0 energy - turning it off sends it on a 1 second CD while running out of energy results in a 4 second CD.
- With this skill could also boost your sustain, making it that much more of a versatile tool.
can augment any skill and increase your damage output significantly while active. It's quite expensive though, so don't maintain it for more than a few seconds at a time, use it only for bursts. Note that it's only single target damage, doesn't cleave.
- Quickness coupled with unblockable attacks. Quickness can be used to do burst damage or cleave downed targets better through auto attacking, while the unblockable attacks could seal the fate of enemies relying on blocking as their last resource option for sustain. Either follow up with hard hitting attacks or a / if you wish to interrupt them (and to cancel their blocking skill). is great for initiating fights from range and immediately starting off with
- won't be used often because it exhausts most of your energy pool, leaving you defenseless and with barely anything to capitalize on the CC. This should only be used to set up kills for your teammates, or to interrupt very important channels like a rez or a stomp.
Shortbow
- Most of the damage comes from a combination of Shiro and Shortbow skills.
- and work really well with these skills as multiple hits can mean multiple procs, and stacking several sources of damage at the same time is a big part of Revenant bursts in general.
- Retribution-only: The dome created by is a combo field. Using after has a chance to proc leeching bolts for additional life steal.
- Sigil-dependent: Use these two skills right after procs to make the most of this sigil.
and are your primary burst CDs. Use them as often as possible.
- is more of a defensive, area denial type of skill. Enemies are unlikely to stand in it to tank the damage but you can drop this on yourself to discourage melee from engaging, or on stealth fields to punish enemy stealth combos. While it's true that CC could set this skill up, usually you're better off using something more impactful to capitalize on CC like Sevenshot.
- is a strong ranged CC, use it to root enemies into your burst combos.
- If you're out of CDs spam with Impossible Odds can still do a lot of damage.
Jalis
- is great for mitigating damage for both yourself and your team.
- Weakness. provides excellent defense vs CC for every ally affected, whilst also mitigating direct damage through the
- is yet another form of damage mitigation, and it's instant. adds to the base healing of this upkeep.
- Being a stun break with a cast time, that means if you get interrupted while channeling it you'll lose the entire energy cost of this skill without getting anything other than a stun break out of it. Consider using it while standing on whenever possible.
is one of the strongest skills you've got in the build, and also the only stunbreak on this legend. It's rather costly though, keep it for saving your allies or breaking out of stuns that could result in your death.
- also deserves a mention. You've guessed, another skill for mitigating damage but this is a bit more situational as it doesn't work on targets that are immune to CC. It's also just in general a great AoE CC that could either set up kills for your team, or take pressure off of them.
Staff
- Staff is the defensive weapon in the build.
- The 3 main defensive skills include a block, a condition cleanse, and an evade frame. These skills are not only strong but also cheaper than Jalis skills in case you need to survive but you're running low on energy.
- Stealth. other than being a much needed condition cleanse is also a Blast Finisher - your combo fields are not that great, but you could combo this with whatever fields your allies are using for stronger benefits like
- Stability stacks of your opponent and interrupting casts they thought were safe. is an instant evade frame which already makes it valuable. Perhaps the best thing about this skill though is the fact that it CC's multiple times in a row, which makes it great at burning through
Related Builds
- Shortbow Shiro (PvP) - Conquest PvP version.
Ratings
Quite possibly the most underrated roaming build in WvW atm. I remember this used to be all over the place not too long ago (like a year, maybe two?), idk why people dropped but it's as good as ever. Has an answer to everything and it only needs 1 opening to delete someone with Sevenshot.
So not only did it dodge the sPvP nerfs 2 years ago but even got buffed since then. Still an extremely strong and versatile roamer. The build has everything a roamer could ask for except stealth. I prefer the Celestial version but left the Power one up too, nothing wrong with that either.
This is a great roaming build, I'd say A or S tier by many means. Mobility is average but if you don't play like a little girl you don't need to leave fights you just win them. As long as you don't play like garbage and then blame i-frames over your own inability or take on too many people at once which no class can do, you should be good. So all in all +1 for having a pair, +1 for giggles
Again, if you just wanna run away, or are too garbage to handle other S tier classes such as thieves, rangers, mesmers then just don't run the build. Your inability to do well doesn't reflect on the build and some internal soul searching should be done.
We get it you lost 1v1 to a Diviner heal Druid and 2 others showed up to spectate and laugh and now it loses to outnumbered.
Listing a bunch of mechanics about the game doesn't demonstrate your ability to play it. I could list a ton of stuff about baseball and know the ins and outs, but put me up to bat I ain't hitting shit. Is it the bats fault? No, it's the fact I suck and even though I was given the resources I still failed to perform. Just like you and this build.
CryBabyMore.
I just got back into WvW and am trying to be more serious about it for the sake of the legendary gear, both armor and ring, it has to offer, and I'll be honest...I love this build so much! I'll admit that energy management is tough, I mean REALLY tough, but I don't blame that on the build. That's more on ArenaNet being hellbent on limiting Revenant. However, it more than makes up for it with the Celestial build. It's got amazing damage, wonderful survivability and despite being a roaming build, can also be helpful in zergs due to Jalis giving stability and damage reduction. You can also give some alacrity to your team if needed, which also helps with siege weapons.
Shiro brings the damage with Impossible Odds and Phase Traversal really helps to close the gap in many fights. If you can and somehow manage to, and I have, use Jade Winds just before switching to Jalis so that once you have a frozen enemy or two, you can put on Vengeful Hammers, get in close and use your Shortbow to also wail on enemies. You can bring down several people quite easily. This build does struggle a bit with Thieves due to no reveal options, but Dome of the Mists helps protect you against their usually high damaging projectiles for a short duration. It usually makes them think twice and can mess up whatever rotation they are used to. You might also struggle with Mesmers, but the condi cleanse helps with the condi bombs and with Jalis, you can shield yourself from their burst
Comments
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