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Difference between revisions of "Renegade - Shortbow Shiro Roamer"

 
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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 weapon swapping when playing with eitehr {{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}}.
+
** ''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

Expansions required: Path of Fire Builds

Difficulty:
Normal
This build was last updated on October 11, 2024 and is up to date for the October 8, 2024 patch.

Overview

A Power 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

  • Righteous Rebel 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 Salvation over Retribution 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
Shoulders
Berserker
Chest
Berserker
Hands
Berserker
Legs
Berserker
Feet
Berserker
Backpiece
Marauder
Accessory
Marauder
Accessory
Marauder
Amulet
Diviner
Ring
Marauder
Ring
Marauder
Shortbow
Berserker
Sigil
Sigil
Staff
Berserker
Sigil
Sigil
Rune
x6
Infusion
x18
Relic


Stats: swapping out the Diviner Diviner amulet for a Cavalier 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

  • Relic of Zakiros - higher healing.
  • Relic of the Water - better condition cleansing.
  • Relic of Isgarren - if you can afford to sacrifice sustain for more damage.


Runes

  • Rune of Superior Rune of the Pack - good damage and decent boon duration.


Sigils

Sigil of Agility can be replaced by:

  • Sigil of Superior Sigil of Blood - armor ignoring damage procs.
  • Sigil of Superior Sigil of Vision - if you want to make sure that Sevenshot crits no matter what. The build already has 80%+ crit chance with Fury Fury though, and 100% at full endurance.
  • Sigil of Superior Sigil of Hydromancy - 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 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 Unyielding Devotion 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 Charged Mists 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:
    • Heroic Command is an important source of Might 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.
    • Citadel Bombardment 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.
    • Orders from Above is a bit expensive but quite strong, provides lots of Alacrity Alacrity. Being instant cast makes it an attractive choice for depleting energy quickly even when you're stunned before swapping legends.
  • Rapid Flow allows for permanent Swiftness Swiftness uptime. The easiest way to trigger this is to turn either Impossible Odds (if you chose Shiro) or Vengeful Hammers (if you chose Jalis) on/off every 5 seconds.
  • Salvation-only Dodging removes 1 condition via Eluding Nullification. This is your primary line of defense against conditions.
  • Salvation-only Unyielding Devotion provides damage mitigation for a short while after you're healed. Ideally you should have permanent uptime, which isn't hard to achieve as Wrought-Iron Will and regular dodging should do the trick. Rapid Flow and the Holo cake consumables could also help.


Shiro

  • Enchanted Daggers is a skill with life steal, which means the damage it deals bypasses any damage mitigation including Protection Protection or even Endure Pain. That being said it still can't go through evasion or invulnerabilities such as Distortion.
  • Impossible Odds 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.
    • 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 Steadfast Rejuvenation this skill could also boost your sustain, making it that much more of a versatile tool.
  • Phase Traversal is great for initiating fights from range and immediately starting off with Quickness 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 Surge of the Mists / Scorchrazor if you wish to interrupt them (and to cancel their blocking skill).
  • Jade Winds 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.
  • Sevenshot and Bloodbane Path are your primary burst CDs. Use them as often as possible.
    • Enchanted Daggers and 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 Planar Protection is a combo field. Using Sevenshot after Enchanted Daggers 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 Sigil of Superior Sigil of Vision or Sigil of Superior Sigil of Agility to increase your burst damage or make the skills easier to land with Quickness Quickness.
  • 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.
  • Scorchrazor is a strong ranged CC, use it to root enemies into your burst combos.
  • If you're out of CDs Shattershot spam with Impossible Odds can still do a lot of damage.


Jalis

  • Legendary Dwarf Stance is great for mitigating damage for both yourself and your team.
  • Inspiring Reinforcement provides excellent defense vs CC for every ally affected, whilst also mitigating direct damage through the Weakness Weakness.
  • Vengeful Hammers is yet another form of damage mitigation, and it's instant. Steadfast Rejuvenation adds to the base healing of this upkeep.
  • Rite of the Great Dwarf 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.
    • 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 Inspiring Reinforcement whenever possible.
  • Forced Engagement 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.
  • Renewing Wave 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 Stealth Stealth.
  • Surge of the Mists 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 Stability Stability stacks of your opponent and interrupting casts they thought were safe.


Related Builds


Ratings

This build has a rating of 5 stars based on 4 votes.
Log in or register to rate this build.
5 stars
RemTheRev gave this build 5 stars • May 2024
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.
5 stars
Hanz gave this build 5 stars • January 2024
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.
5 stars
SoManyCryBabies gave this build 5 stars • October 2021
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.
5 stars
Hyra Lenn gave this build 5 stars • August 2021
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

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