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(Replaced content with "Oficial de revenants de sBBs")
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Oficial de revenants de sBBs
Oficial de revenants y tal
 
 
 
{{Build
 
| profession = Revenant
 
| specialization = Herald
 
| designed for = wvw zerg
 
| focus = Strike Damage, DPS, Boon Support
 
| rating = great
 
| xpac = hot
 
| meta = y
 
}}
 
 
 
==Overview==
 
A Power based Herald build for WvW. The utility of Glint, the durability of Jalis, and the damage of {{Skill|Coalescence of Ruin}} allow this build to deal strong damage with great sustain, while buffing allies.
 
 
 
 
 
==Skill Bar==
 
{{Skill bar
 
| profession = revenant
 
| specialization = herald
 
| weapon1 = hammer
 
| weapon3 = Sword
 
| weapon4 = Sword
 
| legend1 = Glint
 
| legend2 = Jalis
 
}}
 
 
 
 
 
==Template Code==
 
{{TemplateCode|
 
code = [&DQkDPg8mNDfcEdwRKxIGEgYSKxLUEdQRyhHKEQ8NDwAAAAAAAAAAAAAAAAA=]
 
}}
 
 
 
 
 
==Specializations==
 
{{Specialization|Devastation|mid|top|mid}}
 
'''Variants'''
 
* {{trait|Notoriety}} selfish stat boost, can be worth it if you party has only two DPS
 
* {{trait|Brutality}} constant stability removal with quickness uptime but less DPS.
 
{{Specialization|Invocation|mid|bot|bot}}
 
{{Specialization|Herald|bot|top|bot}}
 
'''Variants'''
 
* {{Trait|Core Value}} offers more group utility, but less movement speed.
 
 
 
 
 
==Equipment==
 
{{PvE equipment
 
| weight = Heavy
 
| stats = Berserker
 
| rune = Superior Rune of the Scholar
 
| rune-qt = 6
 
| weapon1 = Hammer
 
| weapon2 =
 
| sigil1 = Superior Sigil of Force
 
| sigil2 = Superior Sigil of Accuracy
 
| weapon3 = Sword
 
| weapon4 = Sword
 
| sigil3 = Superior Sigil of Energy
 
| sigil4 = Superior Sigil of Bloodlust
 
| amulet =  Assassin
 
| accessory1 = Berserker
 
| accessory2 = Berserker
 
| backpiece = Berserker
 
| infusion1 = Mighty WvW Infusion
 
| infusion1-qt = 18
 
}}
 
 
 
 
 
===Equipment Variants===
 
* {{tooltip|Marauder stats}} if you find you need extra defensive stats, but do not go over crit cap
 
 
 
 
 
===Consumables===
 
* {{Food|Peppercorn-Crusted Sous-Vide Steak}}
 
** {{Food|Carrot Soufflé}} personal food option
 
* {{Utility|Superior Sharpening Stone}}
 
 
 
 
 
==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
 
** Keep {{Skill|Facet of Light}} active as often as possible so that {{Skill|Infuse Light}} is available
 
** Save {{Skill|Facet of Nature}} + {{Skill|One with Nature}} for use in '''Jalis''' stance
 
** Only use {{Skill|Phase Smash}} defensively 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
 
 
 
{{Collapsible
 
|width=85
 
|;Active defense priority
 
|
 
* {{Skill|Gaze of Darkness}} - for stunbreaking
 
* {{Skill|Rite of the Great Dwarf}} - for stunbreaking
 
* {{Skill|Vengeful Hammers}}
 
* {{Skill|Soothing Stone}} - for {{Tooltip|Immobilize}}
 
* '''Dodge'''
 
* {{Skill|Facet of Light}} {{to}} {{Skill|Infuse Light}}
 
* {{Skill|Rite of the Great Dwarf}} - general use
 
* {{Skill|Soothing Stone}} - general use
 
* {{Skill|Phase Smash}}
 
}}
 
 
 
 
 
===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
 
|;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 17:21, 23 April 2022

Oficial de revenants de sBBs

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