Difference between revisions of "Arete"
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==rev Usage== | ==rev Usage== | ||
− | === | + | ===Priorities=== |
+ | ====High==== | ||
+ | * Ranged Spike | ||
+ | |||
+ | ====Moderate==== | ||
+ | * Sustained damage | ||
+ | * Boon support | ||
+ | |||
+ | ====Low==== | ||
+ | * CC | ||
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+ | |||
====Surviving==== | ====Surviving==== | ||
* This build has moderate passive defense | * This build has moderate passive defense | ||
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*** Neutral creatures can be used as targets | *** Neutral creatures can be used as targets | ||
* This builds has high active defenses | * 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 | ** 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 | ** Only use {{Skill|Phase Smash}} if desperate, it will likely leave you more out of position than when you started | ||
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** Don't waste {{skill|Gaze of Darkness}} on trivial CC, the {{Tooltip|Fury}} it provides is very valuable | ** 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 | ** {{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 | ||
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− | ==== | + | ===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}} | ||
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+ | ====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|Burst of Strength}} | ||
* {{Skill|Phase Smash}} | * {{Skill|Phase Smash}} | ||
* {{Skill|Coalescence of Ruin}} | * {{Skill|Coalescence of Ruin}} | ||
+ | * {{Skill|Deathstrike}} - single target only | ||
* {{Skill|Shackling Wave}} | * {{Skill|Shackling Wave}} | ||
* {{Skill|Elemental Blast}} | * {{Skill|Elemental Blast}} | ||
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* {{Skill|Inspiring Reinforcement}} | * {{Skill|Inspiring Reinforcement}} | ||
* {{Skill|Vengeful Hammers}} | * {{Skill|Vengeful Hammers}} | ||
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** 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 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 | ** 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 | ||
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** Enemy groups moving defensively while your group is pushing | ** 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}} | * 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}} |
Revision as of 18:56, 27 February 2022
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
- Neutral creatures can be used as targets
will teleport in the direction of an out of range target, use it if desperate to reposition
- This builds has high active defenses
- +
- Save + for use in Jalis stance
- Only use if desperate, it will likely leave you more out of position than when you started
- Toggle on whenever you expect significant pressure, its upkeep is cheap
- Don't waste Fury it provides is very valuable on trivial CC, the
- 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
- is the priority skill if you can't use both
immediately before will make both hits land at the same time
- Avoid casting as groups cross each other so you aren't left behind
- Flip on while casting in Jalis to proc
Sustained damage
- You can
- Cast Blind, if needed near the end of the cast of to clear
through traps and marks to activate them without taking any damage.
- Try to place in the direction your group is pushing if possible, but prioritize hitting enemies
- Use quickly after swapping into Sword/Sword so it can be used again before swapping back to Hammer
- Toggle on any time you're in range and in Jalis, but prioritize other skills when energy is limited
- Wait for the follow up cast to finish before taking other actions
is best used to get yourself into position for your other melee skills
|
Boon support
- Always upkeep 3 facets for
- Use + + as your general setup to have instant access to
- Use + + to allow energy regeneration
, but don't be afraid to consume then if the opportunity appears
- Stability for your group when your firebrand and scrapper's sources are on cooldown + can be used to cover
CC
- Use
- Your group calls a spike:
- Winds -
- Wells - +
- Shades -
- Traps - +
- On top of enemy downs (while alive players are on top of them)
- Enemy groups moving defensively while your group is pushing
when:
- Your group calls a spike:
- Save to launch downed players out of /
- Use when all other skills are on cooldown and projectile block is stopping your
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