Difference between revisions of "Renegade - Shortbow Shiro Roamer"
(updated to the Salvation version) |
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| specialization = Renegade | | specialization = Renegade | ||
| designed for = WvW Roaming | | designed for = WvW Roaming | ||
− | | focus = | + | | focus = hybrid damage, sustain |
| rating = great | | rating = great | ||
}} | }} | ||
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==Overview== | ==Overview== | ||
− | A Renegade build with heavy burst damage and | + | A Renegade build with heavy burst damage and great survivability made for WvW Roaming. |
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==Template Code== | ==Template Code== | ||
{{TemplateCode| | {{TemplateCode| | ||
− | code = [& | + | code = [&DQkMKwMpPxvcEdwRBhIAACsSAADUEQAAyhHKEQMCAgAGEisS1BEAAAAAAAA=] |
}} | }} | ||
==Specializations== | ==Specializations== | ||
− | {{Specialization| | + | {{Specialization|Salvation|bot|mid|mid}} |
{{Specialization|Invocation|top|mid|mid}} | {{Specialization|Invocation|top|mid|mid}} | ||
{{Specialization|Renegade|bot|mid|top}} | {{Specialization|Renegade|bot|mid|top}} | ||
Line 39: | Line 39: | ||
===Specialization Variants=== | ===Specialization Variants=== | ||
− | ''' | + | '''Retribution''' over '''Salvation''' also works, both are defensive specializations. Salvation offers better condition cleansing, damage mitigation and passive healing (via barrier) while Retribution has an anti-projectile dome, better {{Tooltip|Weakness}} access and higher endurance regeneration (plus a bit more damage). |
− | {{Specialization| | + | {{Specialization|Retribution|top|bot|bot|variant=y}} |
+ | |||
Line 49: | Line 50: | ||
| weight = Heavy | | weight = Heavy | ||
| stats = Celestial | | stats = Celestial | ||
− | | rune = Superior Rune of | + | | rune = Superior Rune of Antitoxin |
| rune-qt = 6 | | rune-qt = 6 | ||
| weapon1 = Shortbow | | weapon1 = Shortbow | ||
Line 56: | Line 57: | ||
| weapon4 = | | weapon4 = | ||
| sigil1 = Superior Sigil of Doom | | sigil1 = Superior Sigil of Doom | ||
− | | sigil2 = Superior Sigil of | + | | sigil2 = Superior Sigil of Vision |
| sigil3 = Superior Sigil of Cleansing | | sigil3 = Superior Sigil of Cleansing | ||
| sigil4 = Superior Sigil of Energy | | sigil4 = Superior Sigil of Energy | ||
Line 68: | Line 69: | ||
| weight = Heavy | | weight = Heavy | ||
| stats = Berserker | | stats = Berserker | ||
− | | rune = Superior Rune of | + | | rune = Superior Rune of Antitoxin |
| rune-qt = 6 | | rune-qt = 6 | ||
| weapon1 = Shortbow | | weapon1 = Shortbow | ||
Line 90: | Line 91: | ||
===Equipment Variants=== | ===Equipment Variants=== | ||
− | ''Runes'' | + | '''Runes''' |
− | + | ||
+ | {{Rune|Superior Rune of Antitoxin}} has great synergy with {{Trait|Eluding Nullification}} if you're playing with '''Salvation''' but loses some value with Retribution. If you don't feel like you need the extra cleansing, other viable options include: | ||
+ | * {{Rune|Superior Rune of Durability}} - very tanky choice with extra boon duration. | ||
+ | |||
+ | * {{Rune|Superior Rune of the Aristocracy}} - improves {{Tooltip|Might}} uptime when playing with '''Retribution'''. | ||
− | * {{Rune|Superior Rune of the | + | * {{Rune|Superior Rune of the Adventurer}} - nice hybrid stats and a 6th bonus which acts as an Energy sigil proc. |
* {{Rune|Superior Rune of Speed}} - higher mobility to help you build (or close) the gap between you and the enemy, decent defensive stats. | * {{Rune|Superior Rune of Speed}} - higher mobility to help you build (or close) the gap between you and the enemy, decent defensive stats. | ||
+ | |||
+ | |||
+ | '''Sigils''' | ||
+ | |||
+ | ''Short bow (Celestial variant):'' | ||
+ | * {{Sigil|Superior Sigil of Generosity}} - improves cleansing and potentially increases your condition variety. | ||
+ | |||
+ | * {{Sigil|Superior Sigil of Geomancy}} - could replace Vision with it, serves as an instant trigger for Doom sigil for immediate condition burst. | ||
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** {{Food|Oysters with Zesty Sauce}} and other similar Oyster consumables are fairly cheap on the Trading post if you don't have ascended cooking. | ** {{Food|Oysters with Zesty Sauce}} and other similar Oyster consumables are fairly cheap on the Trading post if you don't have ascended cooking. | ||
− | * {{Food|Bowl of Orrian Truffle and Meat Stew}} - | + | * {{Food|Bowl of Orrian Truffle and Meat Stew}} - better endurance regen, more access to dodging (and thus better condition cleansing too with '''Salvation'''). |
** Budget version: {{Food|Bowl of Meat and Winter Vegetable Stew}} | ** Budget version: {{Food|Bowl of Meat and Winter Vegetable Stew}} | ||
− | * {{Food|Omnomberry Ghost}} - cheap precision bump and armor ignoring damage procs that also heals you. | + | * {{Food|Holographic Super Cake}} - slightly worse endurance regen than that of the Orrian Truffle food, but the constant healing ensures effortless {{Trait|Unyielding Devotion}} uptime. |
+ | |||
+ | * {{Food|Slice of Candied Dragon Roll}} or {{Food|Omnomberry Ghost}} - cheap precision bump and armor ignoring damage procs that also heals you. | ||
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* {{Utility|Tuning Icicle}} if you're running {{Tooltip|Celestial}}. | * {{Utility|Tuning Icicle}} if you're running {{Tooltip|Celestial}}. | ||
− | * {{Utility|Superior Sharpening Stone}} or {{Utility|Tin of Fruitcake}} if you're running the Power | + | * {{Utility|Superior Sharpening Stone}} or {{Utility|Tin of Fruitcake}} if you're running the Power gear. |
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* Because of {{Trait|Charged Mists}} you should always aim to deplete your energy before switching legends in order to start at 75 energy instead of 50. | * Because of {{Trait|Charged Mists}} you should always aim to deplete your energy before switching legends in order to start at 75 energy instead of 50. | ||
− | * Renegade comes with its 3 | + | * Renegade comes with its own 3 specialization skills: |
** {{Skill|Heroic Command}} will hardly ever be used, but it's okay for pushing your energy below 10 before switching legends. | ** {{Skill|Heroic Command}} will hardly ever be used, but it's okay for pushing your energy below 10 before switching legends. | ||
− | ** {{Skill|Citadel Bombardment}} could be a strong burst skill if you need to cleave and the targets are either stunned or immobile (for example when they are rezing a downed). | + | ** {{Skill|Citadel Bombardment}} could be a strong burst skill if you need to cleave and the targets are either stunned or immobile (for example when they are rezing a downed) but it's hard to land on moving targets. |
− | ** {{Skill|Orders from Above}} is | + | ** {{Skill|Orders from Above}} is a bit expensive but quite strong, provides lots of {{Tooltip|Alacrity}}. Being instant cast makes it an attractive choice for depleting energy quickly even when you're stunned before swapping legends. |
* {{Trait|Rapid Flow}} allows for permanent {{Tooltip|Swiftness}} uptime. The easiest way to trigger this is to turn either {{Skill|Impossible Odds}} (if you chose Shiro) or {{Skill|Vengeful Hammers}} (if you chose Jalis) on/off every 5 seconds. | * {{Trait|Rapid Flow}} allows for permanent {{Tooltip|Swiftness}} uptime. The easiest way to trigger this is to turn either {{Skill|Impossible Odds}} (if you chose Shiro) or {{Skill|Vengeful Hammers}} (if you chose Jalis) on/off every 5 seconds. | ||
+ | |||
+ | * Dodging removes 1 condition via {{Trait|Eluding Nullification}} (2 with Antitoxin runes}}. This is your primary line of defense against conditions. | ||
+ | |||
+ | * {{Trait|Unyielding Devotion}} provides damage mitigation for a short while after you're healed. Ideally you should have permanent uptime, which isn't hard to achieve as {{Trait|Wrought-Iron Will}} and regular dodging should do the trick. {{Trait|Rapid Flow}} and the Holo cake consumables could also help. | ||
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* {{Skill|Sevenshot}} and {{Skill|Bloodbane Path}} are your primary burst CDs. Use them as often as possible. | * {{Skill|Sevenshot}} and {{Skill|Bloodbane Path}} are your primary burst CDs. Use them as often as possible. | ||
** {{Skill|Enchanted Daggers}} and {{Skill|Impossible Odds}} work really well with these skills as multiple hits can mean multiple procs, and stacking several sources of damage at the same time is a big part of Revenant bursts in general. | ** {{Skill|Enchanted Daggers}} and {{Skill|Impossible Odds}} work really well with these skills as multiple hits can mean multiple procs, and stacking several sources of damage at the same time is a big part of Revenant bursts in general. | ||
− | ** The dome created by {{Trait|Planar Protection}} is a combo field. Using {{Skill|Sevenshot}} after {{Skill|Enchanted Daggers}} has a chance to proc leeching bolts for additional life steal. | + | ** ''Retribution-only:'' The dome created by {{Trait|Planar Protection}} is a combo field. Using {{Skill|Sevenshot}} after {{Skill|Enchanted Daggers}} has a chance to proc leeching bolts for additional life steal. |
** Use these two skills right after {{Sigil|Intelligence}} procs to make the most of this sigil. | ** Use these two skills right after {{Sigil|Intelligence}} procs to make the most of this sigil. | ||
Revision as of 09:53, 16 March 2023
The community gave this build a rating, making it top-tier: Great
Focused on: Hybrid damage and Sustain
Designed for: WvW Roaming
Overview
A Renegade build with heavy burst damage and great survivability made for WvW Roaming.
Skill Bar
Template Code
Specializations
Specialization Variants
Retribution over Salvation also works, both are defensive specializations. Salvation offers better condition cleansing, damage mitigation and passive healing (via barrier) while Retribution has an anti-projectile dome, better Weakness access and higher endurance regeneration (plus a bit more damage).
Equipment
There are several ways to make the build work. The first we'd like to highlight is Celestial, this variant has a really strong mix of sustain and hybrid damage:
Celestial
Celestial
Celestial
Celestial
Celestial
Celestial
Celestial
Celestial
Celestial
Celestial
Celestial
Celestial
Celestial
Celestial
x6
x18
The second, alternate gear would be a Power based one centered around Berserker / Marauder stats. Sustain's going to be lower, but the burst will be higher and this gear should be cheaper / easier to obtain:
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Marauder
Marauder
Marauder
Cavalier
Marauder
Marauder
Berserker
Berserker
x6
x18
Equipment Variants
Runes
has great synergy with if you're playing with Salvation but loses some value with Retribution. If you don't feel like you need the extra cleansing, other viable options include:
- - very tanky choice with extra boon duration.
- Might uptime when playing with Retribution. - improves
- - nice hybrid stats and a 6th bonus which acts as an Energy sigil proc.
- - higher mobility to help you build (or close) the gap between you and the enemy, decent defensive stats.
Sigils
Short bow (Celestial variant):
- - improves cleansing and potentially increases your condition variety.
- - could replace Vision with it, serves as an instant trigger for Doom sigil for immediate condition burst.
Consumables
Food
- - great all around stat boost and damage mitigation.
- and other similar Oyster consumables are fairly cheap on the Trading post if you don't have ascended cooking.
- - better endurance regen, more access to dodging (and thus better condition cleansing too with Salvation).
- Budget version:
- - slightly worse endurance regen than that of the Orrian Truffle food, but the constant healing ensures effortless uptime.
- or - cheap precision bump and armor ignoring damage procs that also heals you.
Utility
- if you're running Celestial.
- or if you're running the Power gear.
Usage
General
- Invoking a legend resets energy to 50 (ideally 75, more on that later), removes 1 condition, and could even trigger the sigils of your active weapon set (if they are not on CD) among other things. Swapping legends is basically the main resource management tool in the build - swap whenever you're out of CDs, low on energy, or need to cleanse.
- Because of you should always aim to deplete your energy before switching legends in order to start at 75 energy instead of 50.
- Renegade comes with its own 3 specialization skills:
- will hardly ever be used, but it's okay for pushing your energy below 10 before switching legends.
- could be a strong burst skill if you need to cleave and the targets are either stunned or immobile (for example when they are rezing a downed) but it's hard to land on moving targets.
- Alacrity. Being instant cast makes it an attractive choice for depleting energy quickly even when you're stunned before swapping legends. is a bit expensive but quite strong, provides lots of
- Swiftness uptime. The easiest way to trigger this is to turn either (if you chose Shiro) or (if you chose Jalis) on/off every 5 seconds. allows for permanent
- Dodging removes 1 condition via (2 with Antitoxin runes}}. This is your primary line of defense against conditions.
- provides damage mitigation for a short while after you're healed. Ideally you should have permanent uptime, which isn't hard to achieve as and regular dodging should do the trick. and the Holo cake consumables could also help.
Shiro
- Protection or even . That being said it still can't go through evasion or invulnerabilities such as . is a skill with life steal, which means the damage it deals bypasses any damage mitigation including
- Always stop maintaining this skill if you're about to hit 0 energy - turning it off sends it on a 1 second CD while running out of energy results in a 4 second CD.
- With this skill could also boost your sustain, making it that much more of a versatile tool.
can augment any skill and increase your damage output significantly while active. It's quite expensive though, so don't maintain it for more than a few seconds at a time, use it only for bursts. Note that it's only single target damage, doesn't cleave.
- Quickness coupled with unblockable attacks. Quickness can be used to do burst damage or cleave downed targets better through auto attacking, while the unblockable attacks could seal the fate of enemies relying on blocking as their last resource option for sustain. Either follow up with hard hitting attacks or a / if you wish to interrupt them (and to cancel their blocking skill). is great for initiating fights from range and immediately starting off with
- won't be used often because it exhausts most of your energy pool, leaving you defenseless and with barely anything to capitalize on the CC. This should only be used to set up kills for your teammates, or to interrupt very important channels like a rez or a stomp.
Shortbow
- Most of the damage comes from a combination of Shiro and Shortbow skills.
- and work really well with these skills as multiple hits can mean multiple procs, and stacking several sources of damage at the same time is a big part of Revenant bursts in general.
- Retribution-only: The dome created by is a combo field. Using after has a chance to proc leeching bolts for additional life steal.
- Use these two skills right after procs to make the most of this sigil.
and are your primary burst CDs. Use them as often as possible.
- is an excellent AoE that could easily cover a capture point on most maps. Using it before unleashing your other bow skills adds to your burst damage.
- is a strong ranged CC, use it to root enemies into your burst combos.
- If you're out of CDs, spam with Impossible Odds can still do a lot of damage.
- While Shortbow attack pierces and hit multiple targets thanks to , you should still consider using Staff auto attacks over Shortbow's for things such as downed cleave.
Jalis
- is great for mitigating damage for both yourself and your team.
- Weakness. provides excellent defense vs CC for every ally affected, whilst also mitigating direct damage through the
- is yet another form of damage mitigation, and it's instant. adds to the base healing of this upkeep.
- Being a stun break with a cast time, that means if you get interrupted while channeling it you'll lose the entire energy cost of this skill without getting anything other than a stun break out of it. Consider using it while standing on whenever possible.
is one of the strongest skills you've got in the build, and also the only stunbreak on this legend. It's rather costly though, keep it for saving your allies or breaking out of stuns that could result in your death.
- also deserves a mention. You've guessed, another skill for mitigating damage but this is a bit more situational as it doesn't work on targets that are immune to CC. It's also just in general a great AoE CC that could either set up kills for your team, or take pressure off of them.
Staff
- Staff is the defensive weapon in the build.
- The 3 main defensive skills include a block, a condition cleanse, and an evade frame. These skills are not only strong but also cheaper than Jalis skills in case you need to survive but you're running low on energy.
- Stealth. other than being a much needed condition cleanse is also a Blast Finisher - your combo fields are not that great, but you could combo this with whatever fields your allies are using for stronger benefits like
- Stability stacks of your opponent and interrupting casts they thought were safe. is an instant evade frame which already makes it valuable. Perhaps the best thing about this skill though is the fact that it CC's multiple times in a row, which makes it great at burning through
Related Builds
Shortbow Shiro (PvP) - Conquest PvP version.
Ratings
Comments
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