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Difference between revisions of "Arete"

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==WiP stuff==
 
  
==rev Usage== 
 
===Priorities===
 
====High====
 
* Ranged Spike
 
 
====Moderate====
 
* Sustained damage
 
* Boon support
 
 
====Low====
 
* CC
 
 
 
====Surviving====
 
* This build has moderate passive defense
 
* This build has low mobility skill access
 
** {{skill|Deathstrike}} will teleport in the direction of an out of range target, use it if desperate to reposition
 
*** Neutral creatures can be used as targets
 
* This builds has high active defenses
 
** {{Skill|Facet of Light}} + {{skill|Infuse Light}}
 
** 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
 
 
 
 
===Detailed Explanations===
 
====Ranged Spike====
 
* Casting {{Skill|Coalescence of Ruin}} immediately before {{Skill|Phase Smash}} will make both hits land at the same time
 
** {{Skill|Phase Smash}} is the priority skill if you can't use both
 
* 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}} in '''Jalis''' to proc {{trait|Forceful Persistence}}
 
 
 
====Sustained damage====
 
* You can {{Skill|Phase Smash}} through traps and marks to activate them without taking any damage.
 
** Cast {{Skill|Gaze of Darkness}} near the end of the cast of {{Skill|Phase Smash}} to clear {{Tooltip|Blind}}, if needed
 
* Try to place {{Skill|Inspiring Reinforcement}} in the direction your group is pushing if possible, but prioritize hitting enemies
 
* Use {{Skill|Chilling Isolation}} quickly after swapping into '''Sword/Sword''' so it can be used again before swapping back to '''Hammer'''
 
* Toggle on {{Skill|Vengeful Hammers}} any time you're in range and in '''Jalis''', but prioritize other skills when energy is limited
 
* {{Skill|Deathstrike}} is best used to get yourself into position for your other melee skills
 
** Wait for the follow up cast to finish before taking other actions
 
 
{{Collapsible
 
|width=85
 
|collapsed=true
 
|;Damage skill priority
 
|
 
* {{Skill|Burst of Strength}}
 
* {{Skill|Phase Smash}}
 
* {{Skill|Coalescence of Ruin}}
 
* {{Skill|Deathstrike}} - single target only
 
* {{Skill|Shackling Wave}}
 
* {{Skill|Elemental Blast}}
 
* {{Skill|Chilling Isolation}}
 
* {{Skill|Inspiring Reinforcement}}
 
* {{Skill|Vengeful Hammers}}
 
}}
 
 
 
====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
 
* {{Skill|Facet of Nature}} + {{skill|One with Nature}} can be used to cover {{Tooltip|Stability}} for your group when your firebrand and scrapper's sources are on cooldown
 
 
 
====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}}
 
* Use {{Skill|Drop the Hammer}} when all other skills are on cooldown and projectile block is stopping your {{Skill|Hammer Bolt}}
 

Latest revision as of 17:45, 10 March 2022

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