Difference between revisions of "Untamed - Celestial Brilliance Roamer"
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| specialization = Untamed | | specialization = Untamed | ||
| designed for = WvW roaming | | designed for = WvW roaming | ||
− | | rating = | + | | rating = archived |
| focus = Hybrid Damage, Sustain | | focus = Hybrid Damage, Sustain | ||
+ | | xpac = EoD, SotO | ||
| difficulty = 1 | | difficulty = 1 | ||
}} | }} | ||
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==Overview== | ==Overview== | ||
A Celestial Untamed build for WvW roaming, borrowing Staff from Druid and Dagger from Soulbeast in order to gain {{Skill|Solar Brilliance}} and {{Skill|Neurotoxin Burst}} as powerful new unleash skills. High sustain, medium damage. | A Celestial Untamed build for WvW roaming, borrowing Staff from Druid and Dagger from Soulbeast in order to gain {{Skill|Solar Brilliance}} and {{Skill|Neurotoxin Burst}} as powerful new unleash skills. High sustain, medium damage. | ||
+ | |||
+ | This build's made possible by SotO's [https://wiki.guildwars2.com/wiki/Weaponmaster_Training weaponmaster training] which allows Rangers to use any elite spec weapon. | ||
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'''Utility''' | '''Utility''' | ||
* {{Skill|Signet of Renewal}} over {{Skill|Signet of Stone}} - passive healing plus a stunbreak and mass cleanse instead of defense against strike damage. | * {{Skill|Signet of Renewal}} over {{Skill|Signet of Stone}} - passive healing plus a stunbreak and mass cleanse instead of defense against strike damage. | ||
+ | |||
+ | |||
+ | '''Pets''' | ||
+ | |||
+ | {{Tooltip|Rock Gazelle}} can be replaced by: | ||
+ | * {{Tooltip|Spinegazer}} - solid damage and some boon corruption. | ||
+ | |||
+ | * {{Tooltip|Electric Wyvern}} - mainly an offensive option with CC and damage but also drops a field for {{Tooltip|Swiftness}} stacking with Blast finishers or {{Tooltip|Daze}} spamming with Leap finishers. | ||
+ | |||
+ | * {{Tooltip|Jacaranda}} - offensive option with AoE damage and some CC. | ||
+ | |||
+ | * {{Tooltip|Siege Turtle}} - defensive pet with AoE anti-projectile field with {{Tooltip|Protection}} sharing. | ||
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| weight = Medium | | weight = Medium | ||
| stats = Celestial | | stats = Celestial | ||
− | | rune = Superior Rune of | + | | rune = Superior Rune of the Trapper |
| rune-qt = 6 | | rune-qt = 6 | ||
| weapon1 = Staff | | weapon1 = Staff | ||
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| sigil1 = Superior Sigil of Cleansing | | sigil1 = Superior Sigil of Cleansing | ||
| sigil2 = Superior Sigil of Energy | | sigil2 = Superior Sigil of Energy | ||
− | | sigil3 = Superior Sigil of | + | | sigil3 = Superior Sigil of Cleansing |
− | | sigil4 = Superior Sigil of | + | | sigil4 = Superior Sigil of Energy |
| infusion1 = Malign WvW Infusion | | infusion1 = Malign WvW Infusion | ||
| infusion1-qt = 18 | | infusion1-qt = 18 | ||
− | | relic = Relic of | + | | relic = Relic of the Demon Queen |
}} | }} | ||
+ | |||
+ | '''Relics''' | ||
+ | |||
+ | Although the build doesn't really make use of the {{Tooltip|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: | ||
+ | * {{Relic|Relic of Evasion}} - permanent {{Tooltip|Vigor}} uptime to fuel your dodges, which also increases your healing, boon uptime, and condition cleansing through various trait synergies. | ||
+ | |||
+ | * {{Relic|Relic of Nayos}} - this relic adds plenty of extra healing to the build when combined with {{Trait|Evasive Purity}} and {{Sigil|Superior Sigil of Cleansing}}. | ||
+ | |||
+ | '''Runes''' | ||
+ | * {{Rune|Superior Rune of the Sunless}} - slightly more defensive version of Trapper, fairly cheap and doesn't require crafting. | ||
==Usage== | ==Usage== | ||
− | + | ||
+ | '''Elite specialization basics''' | ||
+ | * {{Tooltip|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 {{Skill|Solar Brilliance}} while Dagger's becomes {{Skill|Neurotoxin Burst}}. 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 {{Skill|Venomous Outburst}} | ||
+ | ** F2 becomes {{Skill|Rending Vines}} | ||
+ | ** F3 becomes {{Skill|Enveloping Haze}} | ||
+ | |||
+ | |||
+ | '''General''' | ||
+ | * Dodge rolling is the most important part of your survivability and not only for obvious reasons. From traits you get {{Tooltip|Protection}} (which also heals you every second) and remove 1 condition whenever you dodge, turning this mechanic into a great way of recovering from taking damage if you failed to prevent it. | ||
+ | |||
+ | * {{Trait|Cleansing Unleash}} makes your Unleash ability remove 2 conditions every 10 seconds. | ||
+ | |||
+ | * While {{Skill|Ancestral Grace}} 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. | ||
+ | |||
+ | * {{Skill|Mutate Conditions}} is for emergencies in case condition damage is starting to overwhelm you. Consider disengaging/repositioning right after or following up with {{Tooltip|Stealth}} so you have some time to recover. It's also a '''stun break'''. | ||
+ | |||
+ | * {{Skill|"Protect Me!"}} 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. | ||
+ | |||
+ | * {{Skill|Forest's Fortification}} 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 {{Skill|Solar Brilliance}} that can strike several enemies multiple times in just a few seconds can drastically reduce the CD of the elite. | ||
+ | |||
+ | * {{Skill|Venomous Outburst}} is great for repositioning your pet and making sure they can't be kited. | ||
+ | |||
+ | * {{Skill|Rending Vines}} applies {{Tooltip|Slow}} but only if the target is CC'd. It's still useful for preventing them from counterpressuring you after the CC. | ||
+ | |||
+ | * {{Skill|Enveloping Haze}} destroys projectiles while the {{Tooltip|Chill}} makes it easy for you to kite enemies caught in it. | ||
+ | |||
+ | * {{Skill|Perilous Gift}} 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, {{Skill|Signet of Stone}} 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. | ||
+ | |||
+ | * {{Skill|Neurotoxin Burst}} 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 {{Trait|Let Loose}} lets you use the ambush attacks right away. | ||
+ | |||
+ | * {{Skill|Instinctive Engage}} is good at setting up other skills like {{Skill|Double Arc}} because of the {{Tooltip|Quickness}}. | ||
+ | |||
+ | * {{Skill|Stalker's Strike}} is best used after {{Skill|Crippling Talon}} because it deals extra damage to movement-impaired enemies. | ||
+ | |||
+ | * On Staff the skills deal almost negligible damage, {{Skill|Solar Brilliance}} combined with the auto spam is the best you can do. | ||
+ | |||
+ | * Gazelle is mostly taken for the CC skills. | ||
+ | |||
+ | |||
+ | ==Related Builds== | ||
+ | * [[Build:Untamed_-_Staff/Dagger_Untamed_Duelist|Untamed - Staff/Dagger Duelist]] - sPvP version of the build. |
Latest revision as of 19:43, 11 October 2024
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Focused on: Hybrid damage and Sustain
Designed for: WvW Roaming
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.This build's made possible by SotO's weaponmaster training which allows Rangers to use any elite spec weapon.
Skill Bar
Skill Variants
Utility
- over - passive healing plus a stunbreak and mass cleanse instead of defense against strike damage.
Pets
Rock Gazelle can be replaced by:
- Spinegazer - solid damage and some boon corruption.
- Electric Wyvern - mainly an offensive option with CC and damage but also drops a field for Swiftness stacking with Blast finishers or Daze spamming with Leap finishers.
- Jacaranda - offensive option with AoE damage and some CC.
- Siege Turtle - defensive pet with AoE anti-projectile field with Protection sharing.
Template Code
Specializations
Variants
- makes you better at fighting boon-based bunker builds if you can give up some defense against conditions.
Equipment
Celestial
Celestial
Celestial
Celestial
Celestial
Celestial
Celestial
Celestial
Celestial
Celestial
Celestial
Celestial
Celestial
Celestial
Celestial
x6
x18
Relics
Although the build doesn't really make use of 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 not only for obvious reasons. From traits you get Protection (which also heals you every second) and remove 1 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 negligible damage, combined with the auto spam is the best you can do.
- Gazelle is mostly taken for the CC skills.
Related Builds
- Untamed - Staff/Dagger Duelist - sPvP version of the build.
Ratings
Comments
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