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Difference between revisions of "Arete"

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==rev Usage==   
 
==rev Usage==   
===General===
+
===Priorities===
 +
====High====
 +
* Ranged Spike
 +
 
 +
====Moderate====
 +
* Sustained damage
 +
* Boon support
 +
 
 +
====Low====
 +
* CC
 +
 
 +
 
 
====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
** {{Skill|Facet of Light}} + {{skill|Infuse Light}}
 
  
  
===Overall Priorities===
 
====High====
 
* Ranged Spike
 
  
====Moderate====
+
===Detailed Explanations===
* Melee spike
+
====Ranged Spike====
* Sustained damage
+
* Casting {{Skill|Coalescence of Ruin}} immediately before {{Skill|Phase Smash}} will make both hits land at the same time
* Boon support
+
** {{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}}
  
====Low====
 
* CC
 
  
 +
====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
  
===Specific Priorities===
+
{{Collapsible
====Damage priority====
+
|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}}
 
+
}}
 
 
===Detailed Explanations===
 
====Ranged Spike====
 
* Casting {{Skill|Coalescence of Ruin}} immediately before {{Skill|Phase Smash}} will make both hits land at the same time
 
* 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}} to proc {{trait|Forceful Persistence}}
 
 
 
====Melee spike====
 
*
 
 
 
 
 
====Sustained damage====
 
* Try to place {{skill|Inspiring Reinforcement}} in the direction your group is pushing if possible, but prioritize hitting enemies
 
  
  
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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
    • 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
    • Facet of Light + Infuse Light
    • 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


Detailed Explanations

Ranged Spike

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


Sustained damage

  • You can Phase Smash through traps and marks to activate them without taking any damage.
    • Cast Gaze of Darkness near the end of the cast of Phase Smash to clear Blind Blind, if needed
  • Try to place Inspiring Reinforcement in the direction your group is pushing if possible, but prioritize hitting enemies
  • Use Chilling Isolation quickly after swapping into Sword/Sword so it can be used again before swapping back to Hammer
  • Toggle on Vengeful Hammers any time you're in range and in Jalis, but prioritize other skills when energy is limited
  • 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
Damage skill priority
  • Burst of Strength
  • Phase Smash
  • Coalescence of Ruin
  • Deathstrike - single target only
  • Shackling Wave
  • Elemental Blast
  • Chilling Isolation
  • Inspiring Reinforcement
  • Vengeful Hammers


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
  • Facet of Nature + One with Nature can be used to cover Stability Stability for your group when your firebrand and scrapper's sources are on cooldown


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
  • Use Drop the Hammer when all other skills are on cooldown and projectile block is stopping your Hammer Bolt
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