Difference between revisions of "Arete"
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==WiP stuff== | ==WiP stuff== | ||
+ | |||
+ | ==Usage== | ||
+ | ===General=== | ||
+ | ====Surviving==== | ||
+ | * This build has moderate passive defense | ||
+ | * This build has low mobility skill access | ||
+ | * {{skill|Deathstrike}} | ||
+ | * This builds has high active defenses | ||
+ | ** Save {{Skill|Facet of Nature}} + {{skill|One with Nature}} for use in '''Jalis''' stance | ||
+ | ** Only use {{Skill|Phase Smash}} if desperate, it will likely leave you more out of position than when you started | ||
+ | ** Toggle {{Skill|Vengeful Hammers}} on whenever you expect significant pressure, its upkeep is cheap | ||
+ | ** Don't waste {{skill|Gaze of Darkness}} on trivial CC, the {{Tooltip|Fury}} it provides is very valuable | ||
+ | ** {{Skill|Rite of the Great Dwarf}} breaks stuns at the beginning of the cast, dodge or weapon stow to cancel the cast if you're in danger | ||
+ | ** {{Skill|Facet of Light}} + {{skill|Infuse Light}} | ||
+ | |||
+ | |||
+ | ===Overall Priorities=== | ||
+ | ====High==== | ||
+ | * Ranged Spike | ||
+ | |||
+ | ====Moderate==== | ||
+ | * Melee spike | ||
+ | * Sustained damage | ||
+ | * Boon support | ||
+ | |||
+ | ====Low==== | ||
+ | * CC | ||
+ | |||
+ | |||
+ | ===Specific Priorities=== | ||
+ | ====Damage skill priority==== | ||
+ | * {{Skill|Burst of Strength}} | ||
+ | * {{Skill|Phase Smash}} | ||
+ | * {{Skill|Coalesence of Ruin}} | ||
+ | * {{Skill|Shackling Wave}} | ||
+ | * {{Skill|Elemental Blast}} | ||
+ | * {{Skill|Chiling Isolation}} | ||
+ | * {{Skill|Inspiring Reinforcement}} | ||
+ | * {{Skill|Vengeful Hammers}} | ||
+ | |||
+ | |||
+ | ===Detailed Explanations=== | ||
+ | ====Ranged Spike==== | ||
+ | * Casting {{Skill|Coalescence of Ruin}} immediately before {{Skill|Phase Smash}} will make both hits land at the same time | ||
+ | * Avoid casting {{Skill|Phase Smash}} as groups cross each other so you aren't left behind | ||
+ | * Flip {{Skill|Vengeful Hammers}} on while casting {{Skill|Phase Smash}} to proc {{trait|Forceful Persistence}} | ||
+ | |||
+ | ====Melee spike==== | ||
+ | |||
+ | |||
+ | |||
+ | ====Sustained damage==== | ||
+ | * Try to place {{skill|Inspiring Reinforcement}} in the direction your group is pushing if possible, but prioritize hitting enemies | ||
+ | |||
+ | |||
+ | ====Boon support==== | ||
+ | * Always upkeep 3 facets for {{trait|Forceful Persistence}}, but don't be afraid to consume then if the opportunity appears | ||
+ | ** Use {{Skill|Facet of Darkness}} + {{skill|Facet of Strength}} + {{skill|Facet of Light}} as your general setup to have instant access to {{skill|Infuse Light}} | ||
+ | ** Use {{Skill|Facet of Darkness}} + {{skill|Facet of Strength}} + {{skill|Facet of Elements}} to allow energy regeneration | ||
+ | |||
+ | |||
+ | ====CC==== | ||
+ | * Use {{Skill|Forced Engagement}} when: | ||
+ | ** Your group calls a spike: | ||
+ | *** Winds - {{Skill|Winds of Disenchantment}} | ||
+ | *** Wells - {{Skill|Well of Corruption}}+{{Skill|Well of Suffering}} | ||
+ | *** Shades - {{Skill|Desert Shroud}} | ||
+ | *** Traps - {{Skill|Procession of Blades}}+{{Skill|Test of Faith}} | ||
+ | ** On top of enemy downs (while alive players are on top of them) | ||
+ | ** Enemy groups moving defensively while your group is pushing | ||
+ | * Save {{Skill|Chaotic Release}} to launch downed players out of {{Skill|Signet of Mercy}}/{{Skill|Illusion of Life}} |
Revision as of 00:02, 27 February 2022
WiP stuff
Usage
General
Surviving
- This build has moderate passive defense
- This build has low mobility skill access
- This builds has high active defenses
- Save + for use in Jalis stance
- Only use if desperate, it will likely leave you more out of position than when you started
- Toggle on whenever you expect significant pressure, its upkeep is cheap
- Don't waste Fury it provides is very valuable on trivial CC, the
- breaks stuns at the beginning of the cast, dodge or weapon stow to cancel the cast if you're in danger
- +
Overall Priorities
High
- Ranged Spike
Moderate
- Melee spike
- Sustained damage
- Boon support
Low
- CC
Specific Priorities
Damage skill priority
Detailed Explanations
Ranged Spike
- Casting immediately before will make both hits land at the same time
- Avoid casting as groups cross each other so you aren't left behind
- Flip on while casting to proc
Melee spike
Sustained damage
- Try to place in the direction your group is pushing if possible, but prioritize hitting enemies
Boon support
- Always upkeep 3 facets for
- Use + + as your general setup to have instant access to
- Use + + to allow energy regeneration
, but don't be afraid to consume then if the opportunity appears
CC
- Use
- Your group calls a spike:
- Winds -
- Wells - +
- Shades -
- Traps - +
- On top of enemy downs (while alive players are on top of them)
- Enemy groups moving defensively while your group is pushing
when:
- Your group calls a spike:
- Save to launch downed players out of /
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