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Difference between revisions of "Arete"

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Line 6: Line 6:
 
* This build has moderate passive defense
 
* This build has moderate passive defense
 
* This build has low mobility skill access
 
* This build has low mobility skill access
* {{skill|Deathstrike}}
+
** {{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  
 
* This builds has high active defenses  
 
** Save {{Skill|Facet of Nature}} + {{skill|One with Nature}} for use in '''Jalis''' stance
 
** Save {{Skill|Facet of Nature}} + {{skill|One with Nature}} for use in '''Jalis''' stance
Line 33: Line 34:
 
* {{Skill|Burst of Strength}}
 
* {{Skill|Burst of Strength}}
 
* {{Skill|Phase Smash}}
 
* {{Skill|Phase Smash}}
* {{Skill|Coalesence of Ruin}}
+
* {{Skill|Coalescence of Ruin}}
 
* {{Skill|Shackling Wave}}
 
* {{Skill|Shackling Wave}}
 
* {{Skill|Elemental Blast}}
 
* {{Skill|Elemental Blast}}
* {{Skill|Chiling Isolation}}
+
* {{Skill|Chilling Isolation}}
 
* {{Skill|Inspiring Reinforcement}}
 
* {{Skill|Inspiring Reinforcement}}
 
* {{Skill|Vengeful Hammers}}
 
* {{Skill|Vengeful Hammers}}

Revision as of 14:56, 27 February 2022

WiP stuff

Usage

General

Surviving

  • This build has moderate passive defense
  • This build has low mobility skill access
    • 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
    • Save Facet of Nature + One with Nature for use in Jalis stance
    • Only use Phase Smash if desperate, it will likely leave you more out of position than when you started
    • Toggle Vengeful Hammers on whenever you expect significant pressure, its upkeep is cheap
    • Don't waste Gaze of Darkness on trivial CC, the Fury Fury it provides is very valuable
    • 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
    • Facet of Light + Infuse Light


Overall Priorities

High

  • Ranged Spike

Moderate

  • Melee spike
  • Sustained damage
  • Boon support

Low

  • CC


Specific Priorities

Damage skill priority

  • Burst of Strength
  • Phase Smash
  • Coalescence of Ruin
  • Shackling Wave
  • Elemental Blast
  • Chilling Isolation
  • Inspiring Reinforcement
  • Vengeful Hammers


Detailed Explanations

Ranged Spike

  • Casting Coalescence of Ruin immediately before Phase Smash will make both hits land at the same time
  • Avoid casting Phase Smash as groups cross each other so you aren't left behind
  • Flip Vengeful Hammers on while casting Phase Smash to proc Forceful Persistence

Melee spike

Sustained damage

  • Try to place Inspiring Reinforcement in the direction your group is pushing if possible, but prioritize hitting enemies


Boon support

  • Always upkeep 3 facets for Forceful Persistence, but don't be afraid to consume then if the opportunity appears
    • Use Facet of Darkness + Facet of Strength + Facet of Light as your general setup to have instant access to Infuse Light
    • Use Facet of Darkness + Facet of Strength + Facet of Elements to allow energy regeneration


CC

  • Use Forced Engagement 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
  • Save Chaotic Release to launch downed players out of Signet of Mercy/Illusion of Life
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