Difference between revisions of "Renegade - Shortbow Shiro Roamer"
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| specialization = Renegade | | specialization = Renegade | ||
| designed for = WvW Roaming | | designed for = WvW Roaming | ||
− | | focus = | + | | focus = strike damage, sustain |
| rating = great | | rating = great | ||
| difficulty = 2 | | difficulty = 2 | ||
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==Overview== | ==Overview== | ||
− | A Renegade build with heavy ranged burst damage and great survivability, made for WvW Roaming. | + | A Power Renegade build with heavy ranged burst damage and great survivability, made for WvW Roaming. |
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| weapon4 = | | weapon4 = | ||
| sigil1 = Superior Sigil of Air | | sigil1 = Superior Sigil of Air | ||
− | | sigil2 = Superior Sigil of | + | | sigil2 = Superior Sigil of Agility |
| sigil3 = Superior Sigil of Cleansing | | sigil3 = Superior Sigil of Cleansing | ||
| sigil4 = Superior Sigil of Energy | | sigil4 = Superior Sigil of Energy | ||
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''Short bow (Power variant):''--> | ''Short bow (Power variant):''--> | ||
− | Sigil of | + | Sigil of Agility can be replaced by: |
* {{Sigil|Superior Sigil of Blood}} - armor ignoring damage procs. | * {{Sigil|Superior Sigil of Blood}} - armor ignoring damage procs. | ||
* {{Sigil|Superior Sigil of Vision}} - if you want to make sure that {{Skill|Sevenshot}} crits no matter what. The build already has 80%+ crit chance with {{Tooltip|Fury}} though, and 100% at full endurance. | * {{Sigil|Superior Sigil of Vision}} - if you want to make sure that {{Skill|Sevenshot}} crits no matter what. The build already has 80%+ crit chance with {{Tooltip|Fury}} though, and 100% at full endurance. | ||
+ | |||
+ | * {{Sigil|Superior Sigil of Hydromancy}} - provides some on-swap burst damage. | ||
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** {{Skill|Enchanted Daggers}} and {{Skill|Impossible Odds}} 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. | ** {{Skill|Enchanted Daggers}} and {{Skill|Impossible Odds}} 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 {{Trait|Planar Protection}} is a combo field. Using {{Skill|Sevenshot}} after {{Skill|Enchanted Daggers}} has a chance to proc leeching bolts for additional life steal. | ** ''Retribution-only:'' The dome created by {{Trait|Planar Protection}} is a combo field. Using {{Skill|Sevenshot}} after {{Skill|Enchanted Daggers}} has a chance to proc leeching bolts for additional life steal. | ||
− | ** ''Sigil-dependent:'' Use these two skills right after {{Sigil|Superior Sigil of Vision}} | + | ** ''Sigil-dependent:'' Use these two skills right after weapon swapping when playing with either {{Sigil|Superior Sigil of Vision}} or {{Sigil|Superior Sigil of Agility}} to increase your burst damage or make the skills easier to land with {{Tooltip|Quickness}}. |
* {{Skill|Spiritcrush}} 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. | * {{Skill|Spiritcrush}} 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. |
Latest revision as of 10:20, 11 October 2024
The community gave this build a rating, making it top-tier: Great
Focused on: Strike damage and Sustain
Designed for: WvW Roaming
Overview
A Power Renegade build with heavy ranged burst damage and great survivability, made for WvW Roaming.
Skill Bar
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
Specializations
Variants
- can be considered if you're having trouble dealing with conditions, but it's going to cost you some healing so the tradeoff isn't always worth it.
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
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Marauder
Marauder
Marauder
Diviner
Marauder
Marauder
Berserker
Berserker
x6
x18
Stats: swapping out the Diviner amulet for a Cavalier one is also a viable option. This sacrifices some boon duration, dropping from ~34% to 25% (which is still good) while giving you better passive survivability via higher toughness.
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 Agility 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
- - provides some on-swap burst damage.
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 weapon swapping when playing with either Quickness. or to increase your burst damage or make the skills easier to land with
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
Comments
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