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Difference between revisions of "Renegade - Mallyx Renegade"

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{{SEO|description=A power based Renegade build for WvW, centered around alacrity share, group support and direct damage. Offers permanent access to 10-man Alacrity and great group utility through Jalis and Mallyx while still retains all physical damage stats at the cost of lower effective power (damage).}}
 
 
{{Build
 
{{Build
 
| profession = revenant
 
| profession = revenant
Line 5: Line 4:
 
| designed for = wvw zerg
 
| designed for = wvw zerg
 
| focus = direct damage, utility
 
| focus = direct damage, utility
| rating = good
+
| rating = great
| xpac = hot, pof
+
| meta = y
 +
| xpac = hot, pof, soto
 +
| difficulty = 1
 
}}
 
}}
 +
  
 
==Overview==
 
==Overview==
A power based Renegade build for WvW, centered around alacrity share, group support and direct damage. Offers permanent access to 10-man {{Tooltip|Alacrity}} and great group utility through Jalis and Mallyx while still retains all physical damage stats at the cost of lower effective power (damage) and harder energy management than [[Build:Herald_-_Hammer_Backline|Hammer Backline]].
+
A support Renegade build for WvW, centered around alacrity share and boon rip. Offers access to {{Tooltip|Alacrity}} and great group utility through Jalis and Mallyx.
 
 
 
 
==Template Code==
 
{{TemplateCode|
 
code = [&DQkDJg8WPzncEQAAKxIAAAYSAADUEQAAyhEAAAMEAAArEtQRBhIAAAAAAAA=]
 
}}
 
  
  
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|profession = revenant
 
|profession = revenant
 
|specialization = renegade
 
|specialization = renegade
|weapon1 = Shortbow
+
|weapon1 = Spear
 
|weapon2 =  
 
|weapon2 =  
|weapon3 = Staff
+
|weapon3 = Mace
|weapon4 =  
+
|weapon4 = Sword
 
|legend1 = jalis
 
|legend1 = jalis
 
|legend2 = mallyx
 
|legend2 = mallyx
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===Weapon Variants===
 
===Weapon Variants===
'''Hammer''' is a strong option over '''Staff''' for larger scale fights
+
* '''Shortbow'''
 +
* '''Axe'''
 +
 
 +
 
 +
==Template Code==
 +
{{TemplateCode|
 +
code = [&DQkDJg8WPzfcEQAAKxIAANQRAAAGEgAAyhEAAAQDAAArEgYS1BEAAAAAAAA=]
 +
}}
  
  
==Traits==
+
==Specializations==
 
{{Specialization|Devastation|mid|top|top}}
 
{{Specialization|Devastation|mid|top|top}}
 +
;Variants
 +
* {{Trait|Aggressive Agility}}
 
{{Specialization|Invocation|mid|top|mid}}
 
{{Specialization|Invocation|mid|top|mid}}
{{Specialization|Renegade|top|mid|bot}}
+
{{Specialization|Renegade|bot|top|bot}}
  
  
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{{PvE equipment
 
{{PvE equipment
 
| weight = Heavy
 
| weight = Heavy
| stats = Celestial
+
| stats = Marauder
| rune = Superior Rune of Durability
+
| rune = Superior Rune of Leadership
 
| rune-qt = 6
 
| rune-qt = 6
| weapon1 = Shortbow
+
| relic = Relic of the Herald
 +
| weapon1 = Spear
 
| weapon2 =  
 
| weapon2 =  
| sigil1 = Superior Sigil of Absorption
+
| sigil1 = Superior Sigil of Concentration
| sigil2 = Superior Sigil of Energy
+
| sigil2 = Superior Sigil of Bounty
| weapon3 = Staff
+
| weapon3 = Mace
| weapon4 =  
+
| weapon4 = Sword
| sigil3 = Superior Sigil of Absorption
+
| sigil3 = Superior Sigil of Concentration
 
| sigil4 = Superior Sigil of Energy
 
| sigil4 = Superior Sigil of Energy
 
| infusion1 = Concentration WvW Infusion
 
| infusion1 = Concentration WvW Infusion
 
| infusion1-qt = 18
 
| infusion1-qt = 18
 +
| ring1 = Diviner
 +
| ring2 = Diviner
 +
| backpiece = Diviner
 
}}
 
}}
  
  
 
===Variants===
 
===Variants===
====Stats====
+
;Equipment
* {{Tooltip|Diviner stats}} can be used to add boon duration and damage in exchange for survivability
+
* {{Tooltip|Marauder stats}} can be replaced with {{Tooltip|Celestial stats}}
** Keep in mind only 78% Boon Duration is needed for permanent {{Tooltip|Alacrity}} uptime as long as you press {{skill|Orders from Above}} off cooldown, assuming the boon doesn't get stripped/removed.
+
* Add more {{Tooltip|Diviner stats}} if removing {{Sigil|Superior Sigil of Bounty}} to maintain 100% boon duration
 +
* {{Tooltip|Wanderer stats}} is a defensive power option while maintaining boon duration
  
 
+
;Sigils
====Sigils====
+
* {{Sigil|Superior Sigil of Frenzy}}
* {{Sigil|Superior Sigil of Concentration}} trades some boon rip for more {{Tooltip|Alacrity}} uptime
+
* {{Sigil|Superior Sigil of Fire}}
  
  
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==Usage==
 
==Usage==
'''General'''
+
===Energy Management===
* Renegade is a support build, prioritize support skills instead of damage output
+
It is important to swap legends as often as possible since each legend swap gives you up to 75 energy (Going from 0 -> 50 + {{Trait|Charged Mists}}). During the 10s between legend swap CDs, you have 125 energy assuming {{Trait|Charged Mists}} was procced. Because {{Skill|Orders from Above}} needs to be cast in both Mallyx and Jalis, you need two plans for each legend on how to spend energy.
* Always try to swap legends when off cooldown to refresh energy
+
 
** Make sure to be under 10 energy when swapping legends to activate {{Trait|Charged Mists}}
+
Mace skills - {{Skill|Searing Fissure}} and {{Skill|Echoing Eruption}} - cost only 5 energy and can be slotted in to use up the 5 energy often left over when rotating through other skills.
** {{Skill|Vengeful Hammers}} and {{Skill|Heroic Command}} are both useful for dumping energy quickly
+
 
* Cast {{Skill|Orders from Above}} on cooldown to buff you and your allies with {{Tooltip|Alacrity}}
+
In the following recommended energy uses, any skill that is used multiple times in a single legend ({{Skill|Banish Enchantment}}/{{Skill|Inspiring Reinforcement}}) must be cast as soon as possible. Use these basic rotations as a framework to balance your energy usage, they can be adapted to your needs. For example if you needed to cast {{Skill|Call to Anguish}} to avoid damage or to CC you could remove the cast of {{Skill|Pain Absorption}} from the Mallyx rotations and still spend the same amount of energy. The suggested rotation is support heavy, you can spend less on support skills to get more damage if that better for your group. Always think of skills with similar energy cost as being interchangeable in usage, for instance {{Skill|Abyssal Raze}} and {{Skill|Shackling Wave}} are 8 and 10 energy respectively, so you can use {{Skill|Shackling Wave}} if CC is needed and {{Skill|Abyssal Raze}} for damage.
* {{Skill|Citadel Bombardment}} should never be used, there are always better uses for energy
+
 
* Cast {{Skill|Heroic Command}} for {{Tooltip|Might}} on spikes if your group can't maintain 25 stacks.
+
;Mallyx Alac
 +
* {{Skill|Banish Enchantment}}x2 - 60 energy
 +
* {{Skill|Pain Absorption}} - 30 energy
 +
* {{Skill|Orders from Above}} - 20 energy
 +
* {{Skill|Abyssal Blot}} - 12 energy
 +
** Total 122
 +
 
 +
;Mallyx
 +
* {{Skill|Banish Enchantment}}x2 - 60 energy
 +
* {{Skill|Pain Absorption}}x1 - 30 energy
 +
* {{Skill|Abyssal Raze}}x2 - 16 energy
 +
* {{Skill|Abyssal Blot}} - 12 energy
 +
* {{Skill|Abyssal Force}} - 5 energy
 +
** Total 123
 +
 
 +
;Jalis Alac
 +
* {{Skill|Inspiring Reinforcement}}x2 - 60 energy
 +
* {{Skill|Rite of the Great Dwarf}} - 40 energy
 +
* {{Skill|Orders from Above}} - 20 energy
 +
** Total 120
 +
 
 +
;Jalis
 +
* {{Skill|Inspiring Reinforcement}}x2 - 60 energy
 +
* {{Skill|Rite of the Great Dwarf}} - 40 energy
 +
* {{Skill|Abyssal Raze}}x2 - 16 energy
 +
* {{Skill|Abyssal Force}} - 5 energy
 +
** Total 121 energy
 +
 
 +
* Make sure to be under 10 energy when swapping legends to activate {{Trait|Charged Mists}}
 +
** {{Skill|Vengeful Hammers}}, {{Skill|Embrace the Darkness}} and {{Skill|Heroic Command}} are useful for dumping energy quickly if something goes wrong
 +
 
 +
 
 +
===Priorities===
 +
;High
 +
*Boon rip
 +
*Alacrity
 +
 
 +
;Moderate
 +
* Support
 +
 
 +
;Low
  
  
'''Jalis (Legendary Dwarf Stance)'''
+
====Surviving====
* {{skill|Soothing Stone}} can be used as condi clear, it also provides decent healing.
+
* This build has high passive defense
* {{Skill|Vengeful Hammers}} reduces incoming damage and brings powerful DPS potential on melee.
+
* This build has moderate mobility skill access
* Try to time {{Skill|Rite of the Great Dwarf}} to mitigate damage, don't simply use it as soon as you enter Dwarf stance, as it will drain almost all of your energy.
+
** Use {{Skill|Call to Anguish}} only when desperate for mobility, the energy is better spent on other things
** Can be used both preemptively, before the fight really starts, or reactively, once it's already going on.
+
* This build has moderate active defenses
** Try to have the buff up as engages begin, when an enemy player is being cleaved or a friendly player is being rezzed.
+
** Toggle {{Skill|Vengeful Hammers}} on whenever you expect significant pressure, its upkeep is cheap
* {{Skill|Inspiring Reinforcement}} does solid damage and gives pulsing {{Tooltip|Stability}} on a large range, try to place it in areas where allies and enemies will be clashing to maximize utility from the road.
+
** {{Skill|Rite of the Great Dwarf}} and {{Skill|Pain Absorption}} break stuns at the beginning of the cast, dodge or weapon stow to cancel the cast if you're in danger
* {{Skill|Forced Engagement}} should always be used on the enemy stack not on isolated targets, along with winds and ground pressure, to lock down foes.
 
  
'''Mallyx (Legendary Demon Stance)'''
+
{{Collapse start|Active defense priority}}
 +
* {{Skill|Rite of the Great Dwarf}}/{{Skill|Pain Absorption}} - for stunbreaking
 +
* {{Skill|Vengeful Hammers}}
 +
* {{Skill|Soothing Stone}} - for {{Tooltip|Immobilize}}
 +
* '''Dodge'''
 +
* {{Skill|Rite of the Great Dwarf}} - general use
 +
* {{Skill|Soothing Stone}}/{{Skill|Empowering Misery}} - general use
 +
{{Collapse end}}
  
* {{Skill|Banish Enchantment}} Incredibly strong boon rip, try to target players in or behind the enemy stack to maximize hits
 
* {{Skill|Pain Absorption}} breaks stuns and pays the energy cost at the start of the cast but only gives {{Tooltip|Resistance}} and pulls conditions at the end of the cast.
 
** Stowing the cast gives the stunbreak without pulling conditions, which can be better than finishing the cast
 
* {{Skill|Call to Anguish}} can be useful for repositioning, but isn't worth the energy unless desperate
 
  
'''Shortbow'''
+
===Detailed Explanations===
* {{Skill|Bloodbane Path}} is generally not worth the energy to cast in a zerg setting
+
====Boon rip====
* {{Skill|Sevenshot}} has significant single target burst but is generally less useful than the utility skills you could cast instead
+
* {{Skill|Banish Enchantment}} is your highest priority in {{Skill|Legendary Demon Stance}}, make sure to keep enough energy to cast it off CD
* {{Skill|Spiritcrush}} has solid AoE damage and also pulses the powerful {{Skill|Slow}} condition
+
** Try to target players behind or inside the enemy group, to maximize hits with {{Skill|Banish Enchantment}}
* {{Skill|Scorchrazor}} is a strong ranged CC, use it to root enemies into allied burst combos
+
* Make sure to autoattack to proc {{Trait|Brutality}}
  
'''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 personal survivability
 
* {{Skill|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 {{Tooltip|Stealth}}.
 
* {{Skill|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 {{Tooltip|Stability}} stacks of your opponent and interrupting casts they thought were safe.
 
  
 +
====Alacrity====
 +
* Press {{Skill|Orders from Above}} as soon as it comes off cooldown
  
===Energy Usage===
 
Your priorities for energy usage in '''Jalis''' should be as follows:
 
* {{Tooltip|Alacrity}} uptime from {{skill|Orders from Above}}
 
* When your group is playing defensively:
 
** {{Skill|Inspiring Reinforcement}}
 
** {{Skill|Rite of the Great Dwarf}}
 
** CC Skills: {{Skill|Scorchrazor}}, {{Skill|Forced Engagement}}, {{Skill|Surge of the Mists}} (Avoid overlapping your own CC)
 
** {{Skill|Spiritcrush}}
 
* When your group is playing offensively:
 
** CC Skills: {{Skill|Scorchrazor}}, {{Skill|Forced Engagement}}, {{Skill|Surge of the Mists}} (Avoid overlapping your own CC)
 
** {{Skill|Inspiring Reinforcement}}
 
** {{Skill|Spiritcrush}}
 
** Other damage skills: {{Skill|Vengeful Hammers}} (in melee), {{Skill|Sevenshot}}
 
** {{Skill|Heroic Command}}
 
  
'''Mallyx''' energy usage is dominated by {{Skill|Banish Enchantment}}, almost all energy use in the stance should generally be used for it
+
====Support====
 +
* Prioritize aiming {{Skill|Inspiring Reinforcement}} in the direction your group is moving to, not at the enemy
 +
** Do hit the enemy when possible though
 +
** You can move slightly behind your group before casting to make it easier to land

Latest revision as of 16:52, 18 November 2024

Part of the current metagame

Our curator decided this build is in the current metagame regardless of rating. The community gave this build a rating, making it top-tier: Great

Focused on: Direct damage and Utility

Designed for: WvW Zerg

Expansions required: Heart of Thorns buildsPath of Fire BuildsSecrets of the Obscure builds

Difficulty:
Easy
This build was last updated on November 18, 2024 and is up to date for the October 8, 2024 patch.


Overview

A support Renegade build for WvW, centered around alacrity share and boon rip. Offers access to Alacrity Alacrity and great group utility through Jalis and Mallyx.


Skillbar

Spear
Mace/Sword
Utility
Utility


Weapon Variants

  • Shortbow
  • Axe


Template Code

[&DQkDJg8WPzfcEQAAKxIAANQRAAAGEgAAyhEAAAQDAAArEgYS1BEAAAAAAAA=]
Copy Template Code


Specializations

Variants
  • Aggressive Agility


Equipment

Head
Marauder
Shoulders
Marauder
Chest
Marauder
Hands
Marauder
Legs
Marauder
Feet
Marauder
Backpiece
Diviner
Accessory
Marauder
Accessory
Marauder
Amulet
Marauder
Ring
Diviner
Ring
Diviner
Spear
Marauder
Sigil
Sigil
Mace
Marauder
Sword
Marauder
Sigil
Sigil
Rune
x6
Infusion
x18
Relic


Variants

Equipment
Sigils
  • Sigil of Superior Sigil of Frenzy
  • Sigil of Superior Sigil of Fire


Consumables


Usage

Energy Management

It is important to swap legends as often as possible since each legend swap gives you up to 75 energy (Going from 0 -> 50 + Charged Mists). During the 10s between legend swap CDs, you have 125 energy assuming Charged Mists was procced. Because Orders from Above needs to be cast in both Mallyx and Jalis, you need two plans for each legend on how to spend energy.

Mace skills - Searing Fissure and Echoing Eruption - cost only 5 energy and can be slotted in to use up the 5 energy often left over when rotating through other skills.

In the following recommended energy uses, any skill that is used multiple times in a single legend (Banish Enchantment/Inspiring Reinforcement) must be cast as soon as possible. Use these basic rotations as a framework to balance your energy usage, they can be adapted to your needs. For example if you needed to cast Call to Anguish to avoid damage or to CC you could remove the cast of Pain Absorption from the Mallyx rotations and still spend the same amount of energy. The suggested rotation is support heavy, you can spend less on support skills to get more damage if that better for your group. Always think of skills with similar energy cost as being interchangeable in usage, for instance Abyssal Raze and Shackling Wave are 8 and 10 energy respectively, so you can use Shackling Wave if CC is needed and Abyssal Raze for damage.

Mallyx Alac
  • Banish Enchantmentx2 - 60 energy
  • Pain Absorption - 30 energy
  • Orders from Above - 20 energy
  • Abyssal Blot - 12 energy
    • Total 122
Mallyx
  • Banish Enchantmentx2 - 60 energy
  • Pain Absorptionx1 - 30 energy
  • Abyssal Razex2 - 16 energy
  • Abyssal Blot - 12 energy
  • Abyssal Force - 5 energy
    • Total 123
Jalis Alac
  • Inspiring Reinforcementx2 - 60 energy
  • Rite of the Great Dwarf - 40 energy
  • Orders from Above - 20 energy
    • Total 120
Jalis
  • Inspiring Reinforcementx2 - 60 energy
  • Rite of the Great Dwarf - 40 energy
  • Abyssal Razex2 - 16 energy
  • Abyssal Force - 5 energy
    • Total 121 energy
  • Make sure to be under 10 energy when swapping legends to activate Charged Mists
    • Vengeful Hammers, Embrace the Darkness and Heroic Command are useful for dumping energy quickly if something goes wrong


Priorities

High
  • Boon rip
  • Alacrity
Moderate
  • Support
Low


Surviving

  • This build has high passive defense
  • This build has moderate mobility skill access
    • Use Call to Anguish only when desperate for mobility, the energy is better spent on other things
  • This build has moderate active defenses
    • Toggle Vengeful Hammers on whenever you expect significant pressure, its upkeep is cheap
    • Rite of the Great Dwarf and Pain Absorption break stuns at the beginning of the cast, dodge or weapon stow to cancel the cast if you're in danger
Active defense priority Toggle
  • Rite of the Great Dwarf/Pain Absorption - for stunbreaking
  • Vengeful Hammers
  • Soothing Stone - for Immobilize Immobilize
  • Dodge
  • Rite of the Great Dwarf - general use
  • Soothing Stone/Empowering Misery - general use


Detailed Explanations

Boon rip

  • Banish Enchantment is your highest priority in Legendary Demon Stance, make sure to keep enough energy to cast it off CD
    • Try to target players behind or inside the enemy group, to maximize hits with Banish Enchantment
  • Make sure to autoattack to proc Brutality


Alacrity

  • Press Orders from Above as soon as it comes off cooldown


Support

  • Prioritize aiming Inspiring Reinforcement in the direction your group is moving to, not at the enemy
    • Do hit the enemy when possible though
    • You can move slightly behind your group before casting to make it easier to land


Ratings

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