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Renegade - Mallyx Renegade

The community gave this build a rating, making it second-tier: Good

Focused on: Direct damage and Utility

Designed for: WvW Zerg

Expansions required: Path of Fire Builds

Difficulty:
TBD
This build was last updated on February 23, 2022 and is up to date for the October 8, 2024 patch.

Overview

A power based Renegade build for WvW, centered around alacrity share, group support and direct damage. Offers permanent access to 10-man Alacrity Alacrity and great group utility through Jalis and Mallyx while still retains all physical damage stats at the cost of lower effective power (damage) and harder energy management than Hammer Backline.


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Skillbar

Shortbow
Staff
Utility
Utility


Weapon Variants

  • Hammer is a strong option over Staff for larger scale fights


Traits


Equipment

Head
Celestial
Shoulders
Celestial
Chest
Celestial
Hands
Celestial
Legs
Celestial
Feet
Celestial
Backpiece
Celestial
Accessory
Celestial
Accessory
Celestial
Amulet
Celestial
Ring
Celestial
Ring
Celestial
Shortbow
Celestial
Sigil
Sigil
Staff
Celestial
Sigil
Sigil
Rune
x6
Infusion
x18

Variants

Stats

  • Diviner stats Diviner stats can be used to add boon duration
    • Keep in mind only 78% Boon Duration is needed for permanent Alacrity Alacrity uptime as long as you press Orders from Above off cooldown, assuming the boon doesn't get stripped/removed.

Sigils

  • Sigil of Superior Sigil of Concentration trades some boon rip for more Alacrity Alacrity uptime

Consumables

  • feast option with additional damage reduction.

Usage

General

  • Renegade is a support build, prioritize support skills instead of damage output
  • Always try to swap legends when off cooldown to refresh energy
    • Make sure to be under 10 energy when swapping legends to activate Charged Mists
    • Vengeful Hammers and Heroic Command are both useful for dumping energy quickly
  • Cast Orders from Above on cooldown to buff you and your allies with Alacrity Alacrity
  • Citadel Bombardment should never be used, there are always better uses for energy
  • Cast Heroic Command for Might Might on spikes if your group can't maintain 25 stacks.


Jalis (Legendary Dwarf Stance)

  • Soothing Stone can be used as condi clear, it also provides decent healing.
  • Vengeful Hammers reduces incoming damage and brings powerful DPS potential on melee.
  • Try to time Rite of the Great Dwarf to mitigate damage, don't simply use it as soon as you enter Dwarf stance, as it will drain almost all of your energy.
    • Can be used both preemptively, before the fight really starts, or reactively, once it's already going on.
    • Try to have the buff up as engages begin, when an enemy player is being cleaved or a friendly player is being rezzed.
  • Inspiring Reinforcement does solid damage and gives pulsing Stability Stability on a large range, try to place it in areas where allies and enemies will be clashing to maximize utility from the road.
  • Forced Engagement should always be used on the enemy stack not on isolated targets, along with winds and ground pressure, to lock down foes.

Mallyx (Legendary Demon Stance)

  • Banish Enchantment Incredibly strong boon rip, try to target players in or behind the enemy stack to maximize hits
  • Pain Absorption breaks stuns and pays the energy cost at the start of the cast but only gives Resistance Resistance and pulls conditions at the end of the cast.
    • Stowing the cast gives the stunbreak without pulling conditions, which can be better than finishing the cast
  • Call to Anguish can be useful for repositioning, but isn't worth the energy unless desperate

Shortbow

  • Bloodbane Path is generally not worth the energy to cast in a zerg setting
  • Sevenshot has significant single target burst but is generally less useful than the utility skills you could cast instead
  • Spiritcrush has solid AoE damage and also pulses the powerful Slow condition
  • Scorchrazor is a strong ranged CC, use it to root enemies into allied burst combos

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 personal survivability
  • Renewing Wave 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 Stealth Stealth.
  • Surge of the Mists 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 Stability Stability stacks of your opponent and interrupting casts they thought were safe.

Energy Usage

Your priorities for energy usage in Jalis should be as follows:

  • Alacrity Alacrity uptime from Orders from Above
  • When your group is playing defensively:
    • Inspiring Reinforcement
    • Rite of the Great Dwarf
    • CC Skills: Scorchrazor, Forced Engagement, Surge of the Mists (Avoid overlapping your own CC)
    • Spiritcrush
  • When your group is playing offensively:
    • CC Skills: Scorchrazor, Forced Engagement, Surge of the Mists (Avoid overlapping your own CC)
    • Inspiring Reinforcement
    • Spiritcrush
    • Other damage skills: Vengeful Hammers (in melee), Sevenshot
    • Heroic Command

Mallyx energy usage is dominated by Banish Enchantment, almost all energy use in the stance should generally be used for it


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