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Difference between revisions of "Revenant - Core Support"

(archived, abandoned build)
(Core has some a bunch of changes, there's quite a bit of potential in the damage mitigation and bursts of healing this can give.)
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| specialization =  
 
| specialization =  
 
| designed for = Conquest
 
| designed for = Conquest
| rating = archived
+
| rating = test
 
| focus = Support, Bunker
 
| focus = Support, Bunker
 
}}
 
}}
Line 11: Line 11:
  
  
''Archival note: workable but never really caught on.''
+
''Archival note on 15 March 2023: workable but never really caught on, it was posted 8 July 2022.''
 +
''With some noticeable core changes and Weapon mastery, there might be potential uses again.''
  
  
Line 18: Line 19:
 
| profession = Revenant
 
| profession = Revenant
 
| specialization =
 
| specialization =
| weapon1 = hammer
+
| weapon1 = scepter
| weapon2 =  
+
| weapon2 = shield
 
| weapon3 = staff
 
| weapon3 = staff
 
| weapon4 =  
 
| weapon4 =  
Line 28: Line 29:
 
==Template Code==
 
==Template Code==
 
{{TemplateCode|
 
{{TemplateCode|
code = [&DQkJLQMZDzvcEdwRBhIAACsSAADUEQAAyhEAAAIDAwAGEisS1BEAAAAAAAA=]
+
code = [&DQkJJwwbAxfcEQAAKxIAAAYSAADUEQAAyhEAAAYDAAArEgYS1BEAAAAAAAA=]
 
}}
 
}}
  
 
==Specializations==
 
==Specializations==
{{Specialization|salvation|bot|mid|bot}}
+
{{Specialization|salvation|bot|mid|top}}
 
{{Specialization|retribution|bot|top|mid}}
 
{{Specialization|retribution|bot|top|mid}}
'''Variants'''
 
* {{Trait|Vicious Reprisal}} a selfish choice that can improve {{Tooltip|Resolution}} duration as well as boons on self for better Barrier.
 
* {{Trait|Resolute Evasion}} depending how what type of team you face, this might be a better choice.
 
 
{{Specialization|invocation|bot|mid|top}}
 
{{Specialization|invocation|bot|mid|top}}
'''Variants'''
 
* {{Trait|Spirit Boon}} can be viable for it's {{Tooltip|Stability}} and {{Tooltip|Regeneration}} but you'll lose out on {{trait|Rapid Flow}} passive healing.
 
  
 
==Equipment==
 
==Equipment==
 
{{PvP equipment
 
{{PvP equipment
| weapon1 = hammer
+
| weapon1 = scepter
| weapon2 =  
+
| weapon2 = shield
 
| weapon3 = staff
 
| weapon3 = staff
 
| weapon4 =  
 
| weapon4 =  
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| sigil3 = Transference
 
| sigil3 = Transference
 
| sigil4 = Escape
 
| sigil4 = Escape
| rune = Centaur
+
| rune = Traveler
 
| amulet = Avatar
 
| amulet = Avatar
 +
| relic = Relic of the Defender
 
}}
 
}}
  
'''Variants'''
+
'''Variant:''' Hammer is a viable although more selfish alternative to Scepter/Shield, it focuses more on combo finishers such as AA having the potential to clear a condition on every hit in a radius of 240 target when combined with Light, blasts and general projectile hate.
* {{rune|Traveler}} if not using {{trait|Rapid Flow}}.
 
  
 
'''Note:''' Legend swap can trigger on weapon swap sigils, changing weapons is not required.
 
'''Note:''' Legend swap can trigger on weapon swap sigils, changing weapons is not required.
  
 
==Usage==
 
==Usage==
 +
 
'''Important Mechanics'''
 
'''Important Mechanics'''
#{{trait|Song of the Mists}} provides sustain on legend swap, effects improves per target hit with {{skill|Legendary Dwarf Stance}} while {{skill|Legendary Centaur Stance}} heals a great amount.
+
#{{trait|Song of the Mists}} provides sustain on legend swap, effects improves per target hit with {{Tooltip|Weakness}} on {{skill|Legendary Dwarf Stance}} while {{skill|Legendary Centaur Stance}} heals a great amount.
 
#{{trait|Versed in Stone}} greatly improves survivability for the user and the team, therefor use {{skill|Rite of the Great Dwarf}} whenever you find an opportunity to add value to your health pool. It's passive is valuable as well when under great pressure.
 
#{{trait|Versed in Stone}} greatly improves survivability for the user and the team, therefor use {{skill|Rite of the Great Dwarf}} whenever you find an opportunity to add value to your health pool. It's passive is valuable as well when under great pressure.
 +
 +
'''Main Strategy'''
 +
Jalis debuffs and adds value to health, Ventari offsets and heals from pressure. The support rotation is as simple as using {{skill|Rite of the Great Dwarf}} while legend swapping to combine with {{skill|Energy Expulsion}} and vice versa so that damage is reduced while CC's and debuffs are ignored. Great for team pushes while everything else depends on the situation at hand.
 +
 +
# {{skill|Ancient Echo}} gives great flexibility to Ventari empowered effects while allowing for greater control to Jalis skills.
  
  
 
{{skill|Legendary Dwarf Stance}}
 
{{skill|Legendary Dwarf Stance}}
  
 
+
# {{skill|Soothing Stone}} is your most valuable sustain skill, it should only be used if {{skill|Legendary Centaur Stance}} is not available or health is really low. As a support, Ventari alone should normally be enough to already sustain.
# {{skill|Soothing Stone}} is the solve it all skill, it should only be used if {{skill|Legendary Centaur Stance}} is not available. As a support, Ventari alone should normally be enough to already sustain.
+
# {{skill|Inspiring Reinforcement}} is to be used defensively for it's {{Tooltip|Weakness}} along {{Tooltip|Stability}}. It can also help focusing on massive healing from {{skill|Natural Harmony}} if {{skill|Energy Expulsion}} is not enough.
# {{skill|Inspiring Reinforcement}} is to be used defensively for it's {{Tooltip|Weakness}} along {{Tooltip|Stability}}.
+
# {{skill|Forced Engagement}} distract/redirect/interrupt targets.
# {{skill|Forced Engagement}} can possibly distract an entire fight in the favor of your team with it's ability to hit multiple targets.
+
# {{skill|Vengeful Hammers}} is versatile but overall not needed unless ressing under cleave or trying to pressure enemies. Using it to offset pressure in a pinch to secure {{skill|Soothing Stone}} is worthwhile so long it doesn't take away the energy required to use it because going below the required energy will cancel the cast otherwise.
# {{skill|Vengeful Hammers}} should be used in regards to not having enough energy for {{skill|Rite of the Great Dwarf}} and foes being in range, it can deal surprising amounts of damage for those who remain too close overtime.
+
# {{skill|Rite of the Great Dwarf}} is the main skill, use it to mitigate massive damage on self or the team when paired with Barrier or {{Tooltip|Weakness}}.
# {{skill|Rite of the Great Dwarf}} is the main aspect of the legend, use it to mitigate massive damage on self or the team.  
 
  
  
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Note: When swapping to this stance, {{Tooltip|Tranquil}} will be available for the first skill. All Ventari skills have no cast time and can be used while it's user is CC'd.
 
Note: When swapping to this stance, {{Tooltip|Tranquil}} will be available for the first skill. All Ventari skills have no cast time and can be used while it's user is CC'd.
  
# {{skill|Ventari's Will}} has no cooldown nor energy requirements, it won't trigger {{trait|Rapid Flow}} but will trigger {{rune|Centaur}} anytime it's available, {{Tooltip|Swiftness}} constantly helps mitigating damage because of {{trait|Resilient Spirit}}.
+
# {{skill|Ventari's Will}} has no cooldown nor energy requirements, spawning the tablet is instant so having it up at all time is not required.
# {{skill|Protective Solace}} is incredibly strong against projectiles while also a light field, blasts can cleanse and allies/self within the range of enemies hit by {{skill|Hammer Bolt}} will have a condition removed in a 240 radius for every hit.
+
# {{skill|Protective Solace}} is incredibly strong against projectiles while also a light field, blasts can cleanse.
# {{skill|Natural Harmony}} is the main healing skill, best used while empowered. If about to swap legends and there is less than 35% energy available, using this is a viable thing to do unless there is {{Tooltip|Poison}}, {{skill|Purifying Essence}} can be a better choice in the long term.
+
# {{skill|Natural Harmony}} is the best healing skill but has no benefits attached to it. If about to swap legends and there is less than 35% energy available, this is the best skill to use unless there is {{Tooltip|Poison}}, waiting the extra second for {{skill|Purifying Essence}} can be a better choice in the long term if there's enough conditions.
# {{skill|Purifying Essence}} should be used with patience, waiting for proper condition pressure will add great value to this skill, even if not empowered while at it's maximum potential it reaches closely to {{skill|Natural Harmony}} amounts of healing.
+
# {{skill|Purifying Essence}} should be used with patience, waiting for proper condition pressure to mitigate, even if not empowered at it's maximum potential it reaches close to {{skill|Natural Harmony}} amounts of healing that would be otherwise debuffed.
# {{skill|Energy Expulsion}} is extremely powerful as a CC that can be used repeatedly but support as well, before leaving this stance it should always be used for it's healing, cleanse and knockdown. The cleansing can even be improved with {{skill|Protective Solace}}, under certain situations however {{skill|Purifying Essence}} may still be a better choice sustain wise.
+
# {{skill|Energy Expulsion}} is the main skill to use, for the {{Tooltip|Stability}} when empowered and CC to interrupt players, {{Tooltip|Resistance}} making it easier to navigate and support teammates for their damage. It acts as an overall skill with healing and cleansing which can be improve if using {{skill|Protective Solace}} at the last second. Since the tablet gets destroyed, it resets {{Tooltip|Tranquil}} so it can be done repeatedly a few times.
  
''Hammer''
+
'''Scepter/Shield'''  
  
''Kept as the main weapon for it's utility and finishers.''
+
''The main set for assisting in kills or supporting.''
 
 
# {{skill|Hammer Bolt}} while slow has 100% chance to result in a projectile finisher, this results in a great synergy with {{skill|Protective Solace}} for cleanses, {{skill|Inspiring Reinforcement}} for {{Tooltip|Vulnerability}} and {{skill|Field of the Mists}} for {{Tooltip|Life stealing}}. Ventari skills have no cast time therefor the AA can be left on automatic while multitasking the tablet.
 
# {{Skill|Coalescence of Ruin}} can deal damage but should not be a priority as a support/bunker.
 
# {{skill|Phase Smash}} can be used for denying bursts, kitting, baiting, blasting and reaching in near teamfights safely to benefit further from {{trait|Song of the Mists}}.
 
# {{skill|Field of the Mists}} is a great way to offset upkeep from {{skill|Protective Solace}} if low on energy, it can be used to {{Tooltip|Blind}} foes too if blasted.
 
# {{skill|Drop the Hammer}} should only be used if necessary to deny revives/areas, landing this skill can be difficult.
 
  
 +
# {{skill|Serene Slash}} is useful in fight that you outnumber, otherwise it may interrupt you from using skills so not using it i
 +
# {{skill|Blossoming Aura}} has {{Tooltip|Weakness}} to which can reduce power damage and endurance regeneration, overtime it can definitely be a nuisance to enemies trying to survive, barrier can still apply if allies are nearby the target so using it on target is preferred.
 +
# {{skill|Otherworldly Bond}} second skill on a teammate has no casts so it's possible to use other skills such as {{skill|Crystal Hibernation}} which can allow for very clever plays and when using on an enemy it can be an extremely debilitating amount of debuffs that can be followed by a pull to secure a potential down.
 +
# {{skill|Envoy of Exuberance}} should be used before switching to Staff or as a backup when not in Ventari since Jalis has no healing support.
 +
# {{skill|Crystal Hibernation}} is good way to relieve pressure and think with while providing more self healing when any attack is blocked because of the Relic, {{Tooltip|Stability}} can be a nice addition to prevent interrupts from unblockables.
  
 
'''Staff'''  
 
'''Staff'''  
  
''A valuable weapon swap under pressure.''
+
''The second layer of weapon sustain.''
  
 
# {{skill|Rapid Swipe}} combined with {{skill|Vengeful Hammers}} can be a decent cleaving setup and will heal at the final cleave in an AoE.
 
# {{skill|Rapid Swipe}} combined with {{skill|Vengeful Hammers}} can be a decent cleaving setup and will heal at the final cleave in an AoE.
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# {{skill|Renewing Wave}} is a great addition to remove condition pressure, it can be secured more easily with {{skill|Inspiring Reinforcement}}, sigils also put a great contribution at increasing the chances of removing important conditions.
 
# {{skill|Renewing Wave}} is a great addition to remove condition pressure, it can be secured more easily with {{skill|Inspiring Reinforcement}}, sigils also put a great contribution at increasing the chances of removing important conditions.
 
# {{skill|Surge of the Mists}} is a great interrupt on resurrects or kitting tool to avoid damage, however it's pattern is predictable and should not be used carelessly. As it is a multi-cc, it can go through single stacks of {{Tooltip|Stability}} with ease, making those that pulse only once per second, skills such as {{skill|Inspiring Reinforcement}} or {{skill|Lich Form}}.
 
# {{skill|Surge of the Mists}} is a great interrupt on resurrects or kitting tool to avoid damage, however it's pattern is predictable and should not be used carelessly. As it is a multi-cc, it can go through single stacks of {{Tooltip|Stability}} with ease, making those that pulse only once per second, skills such as {{skill|Inspiring Reinforcement}} or {{skill|Lich Form}}.
 +
 +
==Weapon Variant==
 +
 +
'''Hammer over Scepter/Shield'''
 +
 +
''Kept as the main weapon for it's utility and finishers.''
 +
 +
# {{skill|Hammer Bolt}} has 100% chance to result in a projectile finisher, this results in a great synergy with {{skill|Protective Solace}} for cleanses, {{skill|Inspiring Reinforcement}} for {{Tooltip|Vulnerability}} and {{skill|Field of the Mists}} for {{Tooltip|Life stealing}}. Ventari skills have no cast time therefor the AA can be left on automatic while multitasking the tablet.
 +
# {{Skill|Coalescence of Ruin}} can deal damage but should not be a priority as a support/bunker.
 +
# {{skill|Phase Smash}} can be used for denying bursts, kitting, baiting, blasting and reaching in near teamfights safely to benefit further from {{trait|Song of the Mists}}.
 +
# {{skill|Field of the Mists}} is a great way to offset upkeep from {{skill|Protective Solace}} if low on energy, it can be used to {{Tooltip|Blind}} foes too if blasted.
 +
# {{skill|Drop the Hammer}} is a good area denial if enemies over extends in your space such as {{skill|Protective Solace}} to combo field in a blast.
 +
  
 
==Counters==
 
==Counters==
To be evaluated.
+
Heavy boon removal.
  
 
==Top Streamers==
 
==Top Streamers==
 
* Twitch: [https://www.twitch.tv/shaoaz ShaoAZ]
 
* Twitch: [https://www.twitch.tv/shaoaz ShaoAZ]

Revision as of 05:01, 2 April 2024

This is a test build. You may comment and rate it.

Focused on: Support and Bunker

Designed for: PvP Conquest

Difficulty:
TBD
This build was last updated on April 02, 2024.

Overview

A Revenant PvP build that provides support and utility to their team, it can also sidenode as a bunker.


Archival note on 15 March 2023: workable but never really caught on, it was posted 8 July 2022. With some noticeable core changes and Weapon mastery, there might be potential uses again.


Skill Bar

Scepter/Shield
Staff
Utility
Utility

Template Code

[&DQkJJwwbAxfcEQAAKxIAAAYSAADUEQAAyhEAAAYDAAArEgYS1BEAAAAAAAA=]
Copy Template Code

Specializations

Equipment

Scepter
Shield
Sigil
Sigil
Staff
Sigil
Sigil
Rune
Amulet
Relic


Variant: Hammer is a viable although more selfish alternative to Scepter/Shield, it focuses more on combo finishers such as AA having the potential to clear a condition on every hit in a radius of 240 target when combined with Light, blasts and general projectile hate.

Note: Legend swap can trigger on weapon swap sigils, changing weapons is not required.

Usage

Important Mechanics

  1. Song of the Mists provides sustain on legend swap, effects improves per target hit with Weakness Weakness on Legendary Dwarf Stance while Legendary Centaur Stance heals a great amount.
  2. Versed in Stone greatly improves survivability for the user and the team, therefor use Rite of the Great Dwarf whenever you find an opportunity to add value to your health pool. It's passive is valuable as well when under great pressure.

Main Strategy Jalis debuffs and adds value to health, Ventari offsets and heals from pressure. The support rotation is as simple as using Rite of the Great Dwarf while legend swapping to combine with Energy Expulsion and vice versa so that damage is reduced while CC's and debuffs are ignored. Great for team pushes while everything else depends on the situation at hand.

  1. Ancient Echo gives great flexibility to Ventari empowered effects while allowing for greater control to Jalis skills.


Legendary Dwarf Stance

  1. Soothing Stone is your most valuable sustain skill, it should only be used if Legendary Centaur Stance is not available or health is really low. As a support, Ventari alone should normally be enough to already sustain.
  2. Inspiring Reinforcement is to be used defensively for it's Weakness Weakness along Stability Stability. It can also help focusing on massive healing from Natural Harmony if Energy Expulsion is not enough.
  3. Forced Engagement distract/redirect/interrupt targets.
  4. Vengeful Hammers is versatile but overall not needed unless ressing under cleave or trying to pressure enemies. Using it to offset pressure in a pinch to secure Soothing Stone is worthwhile so long it doesn't take away the energy required to use it because going below the required energy will cancel the cast otherwise.
  5. Rite of the Great Dwarf is the main skill, use it to mitigate massive damage on self or the team when paired with Barrier or Weakness Weakness.


Legendary Centaur Stance

Note: When swapping to this stance, 24px Tranquil will be available for the first skill. All Ventari skills have no cast time and can be used while it's user is CC'd.

  1. Ventari's Will has no cooldown nor energy requirements, spawning the tablet is instant so having it up at all time is not required.
  2. Protective Solace is incredibly strong against projectiles while also a light field, blasts can cleanse.
  3. Natural Harmony is the best healing skill but has no benefits attached to it. If about to swap legends and there is less than 35% energy available, this is the best skill to use unless there is Poison Poison, waiting the extra second for Purifying Essence can be a better choice in the long term if there's enough conditions.
  4. Purifying Essence should be used with patience, waiting for proper condition pressure to mitigate, even if not empowered at it's maximum potential it reaches close to Natural Harmony amounts of healing that would be otherwise debuffed.
  5. Energy Expulsion is the main skill to use, for the Stability Stability when empowered and CC to interrupt players, Resistance Resistance making it easier to navigate and support teammates for their damage. It acts as an overall skill with healing and cleansing which can be improve if using Protective Solace at the last second. Since the tablet gets destroyed, it resets 24px Tranquil so it can be done repeatedly a few times.

Scepter/Shield

The main set for assisting in kills or supporting.

  1. Serene Slash is useful in fight that you outnumber, otherwise it may interrupt you from using skills so not using it i
  2. Blossoming Aura has Weakness Weakness to which can reduce power damage and endurance regeneration, overtime it can definitely be a nuisance to enemies trying to survive, barrier can still apply if allies are nearby the target so using it on target is preferred.
  3. Otherworldly Bond second skill on a teammate has no casts so it's possible to use other skills such as Crystal Hibernation which can allow for very clever plays and when using on an enemy it can be an extremely debilitating amount of debuffs that can be followed by a pull to secure a potential down.
  4. Envoy of Exuberance should be used before switching to Staff or as a backup when not in Ventari since Jalis has no healing support.
  5. Crystal Hibernation is good way to relieve pressure and think with while providing more self healing when any attack is blocked because of the Relic, Stability Stability can be a nice addition to prevent interrupts from unblockables.

Staff

The second layer of weapon sustain.

  1. Rapid Swipe combined with Vengeful Hammers can be a decent cleaving setup and will heal at the final cleave in an AoE.
  2. Mender's Rebuke can mitigate damage with Weakness Weakness while healing, heal effectiveness is increased by 50% if hitting a foe.
  3. Warding Rift is the second way to nullify predictable incoming bursts and should always be used as such for anything but Daredevil/Thieves as they have all the means to interrupt it and put the user in a very bad spot.
  4. Renewing Wave is a great addition to remove condition pressure, it can be secured more easily with Inspiring Reinforcement, sigils also put a great contribution at increasing the chances of removing important conditions.
  5. Surge of the Mists is a great interrupt on resurrects or kitting tool to avoid damage, however it's pattern is predictable and should not be used carelessly. As it is a multi-cc, it can go through single stacks of Stability Stability with ease, making those that pulse only once per second, skills such as Inspiring Reinforcement or Lich Form.

Weapon Variant

Hammer over Scepter/Shield

Kept as the main weapon for it's utility and finishers.

  1. Hammer Bolt has 100% chance to result in a projectile finisher, this results in a great synergy with Protective Solace for cleanses, Inspiring Reinforcement for Vulnerability Vulnerability and Field of the Mists for 24px Life stealing. Ventari skills have no cast time therefor the AA can be left on automatic while multitasking the tablet.
  2. Coalescence of Ruin can deal damage but should not be a priority as a support/bunker.
  3. Phase Smash can be used for denying bursts, kitting, baiting, blasting and reaching in near teamfights safely to benefit further from Song of the Mists.
  4. Field of the Mists is a great way to offset upkeep from Protective Solace if low on energy, it can be used to Blind Blind foes too if blasted.
  5. Drop the Hammer is a good area denial if enemies over extends in your space such as Protective Solace to combo field in a blast.


Counters

Heavy boon removal.

Top Streamers


Ratings

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Comments

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