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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).}}
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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 Alacrity and great group utility through Jalis and Mallyx.}}
 
{{Build
 
{{Build
 
| profession = revenant
 
| profession = revenant
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==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]].
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A power based Renegade build for WvW, centered around alacrity share, group support and direct damage. Offers permanent access to {{Tooltip|Alacrity}} and great group utility through Jalis and Mallyx.
  
  
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===Weapon Variants===
 
===Weapon Variants===
'''Hammer''' is a strong option over '''Staff''' for larger scale fights
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'''Hammer''' is an option over '''Staff''' for larger scale fights
  
  
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==Usage==
 
==Usage==
'''General'''
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===General===
* Renegade is a support build, prioritize support skills instead of damage output
 
 
* Always try to swap legends when off cooldown to refresh 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}}
 
** Make sure to be under 10 energy when swapping legends to activate {{Trait|Charged Mists}}
 
** {{Skill|Vengeful Hammers}} and {{Skill|Heroic Command}} are both useful for dumping energy quickly
 
** {{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}}
 
* {{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.
 
  
  
'''Jalis (Legendary Dwarf Stance)'''
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===Priorities===
* {{skill|Soothing Stone}} can be used as condi clear, it also provides decent healing.
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;High
* {{Skill|Vengeful Hammers}} reduces incoming damage and brings powerful DPS potential on melee.
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*Boon rip
* 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.
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*Alacrity
** Can be used both preemptively, before the fight really starts, or reactively, once it's already going on.
 
** Try to have the buff up as engages begin, when an enemy player is being cleaved or a friendly player is being rezzed.
 
* {{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|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)'''
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;Moderate
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* CC
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* Support
  
* {{Skill|Banish Enchantment}} Incredibly strong boon rip, try to target players in or behind the enemy stack to maximize hits
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;Low
* {{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.
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* Damage
** 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'''
 
* {{Skill|Bloodbane Path}} is generally not worth the energy to cast in a zerg setting
 
* {{Skill|Sevenshot}} has significant single target burst but is generally less useful than the utility skills you could cast instead
 
* {{Skill|Spiritcrush}} has solid AoE damage and also pulses the powerful {{Skill|Slow}} condition
 
* {{Skill|Scorchrazor}} is a strong ranged CC, use it to root enemies into allied burst combos
 
  
'''Staff'''
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====Surviving====
* Staff is the defensive weapon in the build.
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* This build has high passive defense
* 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
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* This build has moderate mobility skill access
* {{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}}.
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** Don't cast {{Skill|Surge of the Mists}} into {{Skill|Line of Warding}} or similar effects if you don't have {{Tooltip|Stability}}
* {{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.
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** Use {{Skill|Call to Anguish}} only when desperate for mobility, the energy is better spent on other things
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* This builds has moderate active defenses
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** {{Skill|Warding Rift}} is your priority defensive skill
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** Toggle {{Skill|Vengeful Hammers}} on whenever you expect significant pressure, its upkeep is cheap
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** {{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
  
  
===Energy Usage===
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===Detailed Explanations===
Your priorities for energy usage in '''Jalis''' should be as follows:
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====Boon rip====
* {{Tooltip|Alacrity}} uptime from {{skill|Orders from Above}}
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* {{Skill|Banish Enchantment}} is your highest priority in {{Skill|Legendary Demon Stance}}, only prioritize other skills once your target is out of boons
* When your group is playing defensively:
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* Try to target players behind or inside their group, to maximize hits with {{Skill|Banish Enchantment}}
** {{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
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 +
 
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====Alacrity====
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* Try to cast {{Skill|Orders from Above}} off cooldown, you may need to delay it in {{Skill|Legendary Demon Stance}} to boonrip instead
 +
 
 +
 
 +
 
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====CC====
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* Use CC when:
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** Your group calls a spike:
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*** Winds - {{Skill|Winds of Disenchantment}}
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*** Wells - {{Skill|Well of Corruption}}+{{Skill|Well of Suffering}}
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*** Shades - {{Skill|Desert Shroud}}
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*** Traps - {{Skill|Procession of Blades}}+{{Skill|Test of Faith}}
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** On top of enemy downs (while alive players are on top of them)
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** Enemy groups moving defensively while your group is pushing
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* Only prioritize CC against enemies lacking {{Tooltip|Stability}}, make sure to watch enemy buff bars
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* Don't cast {{Skill|Forced Engagement}} into projectile block or reflect
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{{Collapsible
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|width=85
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|collapsed=true
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|;CC priority
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|
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* {{Skill|Scorchrazor}}
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* {{Skill|Forced Engagement}}
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* {{Skill|Surge of the Mists}}
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* {{Skill|Call to Anguish}}
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}}
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 +
 
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====Support====
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* Use {{Skill|Heroic Command}} on spikes if your group doesn't have 25 stacks of {{Tooltip|Might}}
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* Try to land {{Skill|Inspiring Reinforcement}} over your groups path
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* Cast {{Skill|Rite of the Great Dwarf}} just before engaging or while engaged in melee
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 +
 
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====Damage====
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* Don't cast {{Skill|Sevenshot}} into projectile block or reflect
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* Never use {{Skill|Citadel Bombardment}} for damage, the cost is too high and the damage too low
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{{Collapsible
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|width=85
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|collapsed=true
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|;Skill priority
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|
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* {{Skill|Sevenshot}} - single target
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* {{Skill|Spiritcrush}}
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* {{Skill|Inspiring Reinforcement}}
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* {{Skill|Sevenshot}} - general use
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* {{Skill|Mender's Rebuke}}
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* {{Skill|Vengeful Hammers}}
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}}

Revision as of 15:51, 8 March 2022

The community gave this build a rating, making it second-tier: Good

Focused on: Direct damage and Utility

Designed for: WvW Zerg

Expansions required: Heart of Thorns buildsPath of Fire Builds

Difficulty:
TBD
This build was last updated on March 08, 2022 and is up to date for the October 8, 2024 patch.

Overview

A power based Renegade build for WvW, centered around alacrity share, group support and direct damage. Offers permanent access to Alacrity Alacrity and great group utility through Jalis and Mallyx.


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Skillbar

Shortbow
Staff
Utility
Utility


Weapon Variants

Hammer is an option over Staff for larger scale fights


Traits


Equipment

Head
Celestial
Shoulders
Celestial
Chest
Celestial
Hands
Celestial
Legs
Celestial
Feet
Celestial
Backpiece
Celestial
Accessory
Celestial
Accessory
Celestial
Amulet
Celestial
Ring
Celestial
Ring
Celestial
Shortbow
Celestial
Sigil
Sigil
Staff
Celestial
Sigil
Sigil
Rune
x6
Infusion
x18


Variants

Stats

  • Diviner stats Diviner stats can be used to add boon duration and damage in exchange for survivability
    • Keep in mind only 78% Boon Duration is needed for permanent Alacrity Alacrity uptime as long as you press Orders from Above off cooldown, assuming the boon doesn't get stripped/removed.


Sigils

  • Sigil of Superior Sigil of Concentration trades some boon rip for more Alacrity Alacrity uptime


Consumables


Usage

General

  • Always try to swap legends when off cooldown to refresh energy
    • Make sure to be under 10 energy when swapping legends to activate Charged Mists
    • Vengeful Hammers and Heroic Command are both useful for dumping energy quickly


Priorities

High
  • Boon rip
  • Alacrity
Moderate
  • CC
  • Support
Low
  • Damage


Surviving

  • This build has high passive defense
  • This build has moderate mobility skill access
    • Don't cast Surge of the Mists into Line of Warding or similar effects if you don't have Stability Stability
    • Use Call to Anguish only when desperate for mobility, the energy is better spent on other things
  • This builds has moderate active defenses
    • Warding Rift is your priority defensive skill
    • 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


Detailed Explanations

Boon rip

  • Banish Enchantment is your highest priority in Legendary Demon Stance, only prioritize other skills once your target is out of boons
  • Try to target players behind or inside their group, to maximize hits with Banish Enchantment


Alacrity

  • Try to cast Orders from Above off cooldown, you may need to delay it in Legendary Demon Stance to boonrip instead


CC

  • Use CC when:
    • Your group calls a spike:
      • Winds - Winds of Disenchantment
      • Wells - Well of Corruption+Well of Suffering
      • Shades - Desert Shroud
      • Traps - Procession of Blades+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
  • Only prioritize CC against enemies lacking Stability Stability, make sure to watch enemy buff bars
  • Don't cast Forced Engagement into projectile block or reflect
CC priority
  • Scorchrazor
  • Forced Engagement
  • Surge of the Mists
  • Call to Anguish


Support

  • Use Heroic Command on spikes if your group doesn't have 25 stacks of Might Might
  • Try to land Inspiring Reinforcement over your groups path
  • Cast Rite of the Great Dwarf just before engaging or while engaged in melee


Damage

  • Don't cast Sevenshot into projectile block or reflect
  • Never use Citadel Bombardment for damage, the cost is too high and the damage too low
Skill priority
  • Sevenshot - single target
  • Spiritcrush
  • Inspiring Reinforcement
  • Sevenshot - general use
  • Mender's Rebuke
  • Vengeful Hammers


Ratings

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Comments

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