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Revenant - Core Condi Shortbow

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

Focused on: Condition and Utility

Designed for: PvP Conquest

Difficulty:
TBD
This build was last updated on April 03, 2024.

Overview

A Condition Revenant PvP build that offers a potent burst of damage and support in teamfights.


Skill Bar

Shortbow
Staff
Utility
Utility


Template Code

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Specializations

Equipment

Shortbow
Sigil
Sigil
Staff
Sigil
Sigil
Rune
Amulet
Relic


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

Important Mechanics

  • Resistance Resistance is your main boon, it reduces damage and heals you overtime while preventing soft CC conditions from shutting you down.
  • gives Stability Stability when empowered which is crucial to the survival of this build, Resistance Resistance does apply when swapping legends, making the CC very likely to land if caught in a bad spot while out of stunbreaks.

Usage

  1. First burst consists of using with into for a combination of 2 CC's, Might Might, Stability Stability and Resistance Resistance. The rest comes from the other shortbow skills to which targets will be grouped and increase the value of said skills since everything has pierce.
  2. Second burst applies Confusion Confusion when you CC a target with enough Torment Torment. The effect spreads around other targets without needing them to be CC'd, this burst can be pulled off with the other one which can result in a lot of damage.

gives great flexibility to Ventari empowered effects, Mallyx can see some use cases such as wanting to rip boons at a lower risk of missing because of Resistance Resistance for setting up CCs.

  1. should be used whenever needed, on occasion there might be opportunities to increase it's value with conditions but Poison Poison significantly reduces it's effectiveness so if you can wait it out, it's best doing so.
  2. remove boons per hit, if Blind Blind all hits will miss.
  3. is your main skill used offensively for the burst and defensively for kitting.
  4. is not instant and might drag unwanted conditions into you during teamfights, can compensate for that while also increasing the number of conditions cleared if teammates are nearby it. Using it for Stability Stability on stunbreak is the best use case.
  5. normally doesn't see much use but it can be workable in some cases if there's energy to spare, leaping with for Dark Aura is one of the best use case. If using Staff, using EtD can compensate for the lack of condition output.


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. has no cooldown nor energy requirements, spawning the tablet is instant so having it up at all time is not required.
  2. is incredibly strong against projectiles while also a light field, blasts can cleanse.
  3. 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 can be a better choice in the long term if there's enough conditions.
  4. 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 amounts of healing that would be otherwise debuffed.
  5. 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 at the last second. Since the tablet gets destroyed, it resets 24px Tranquil so it can be done repeatedly a few times.

Shortbow

Main hand where all the majority of damage comes from.

  1. while simple can help cover other conditions.
  2. can hit multiple targets on as it pierces, using it after on multiple targets can result in a lot of damage.
  3. is where Confusion Confusion from the relic mainly comes from. It should be used if you can follow with a CC after.
  4. as mentioned is the part of the main burst and should always be used in the same fashion since the cooldowns/energy are really low.
  5. can be used after the main burst or after to add on damage with Confusion Confusion.

Staff

Swap for sustaining or interrupting revives.

  1. has poor power output on Sage, only use if that's the only thing you have left.
  2. can mitigate damage with Weakness Weakness while healing, heal effectiveness is increased by 50% if hitting a foe.
  3. 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. is a great addition to remove condition pressure, sigils also put a great contribution at increasing the chances of removing important conditions. Can apply Blind Blind if used with .
  5. 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 skills that pulse only once per second such as or vulnerable. If used correctly with , it can also apply Confusion Confusion.

Counters

  • Boon removal

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