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
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 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.
Template Code
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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
Celestial
Shoulders
Celestial
Celestial
Chest
Celestial
Celestial
Hands
Celestial
Celestial
Legs
Celestial
Celestial
Feet
Celestial
Celestial
Backpiece
Celestial
Celestial
Accessory
Celestial
Celestial
Accessory
Celestial
Celestial
Amulet
Celestial
Celestial
Ring
Celestial
Celestial
Ring
Celestial
Celestial
Shortbow
Celestial
Celestial
Sigil
Sigil
Staff
Celestial
Celestial
Sigil
Sigil
Rune
x6
x6
Infusion
x18
x18
Variants
Stats
- Diviner stats can be used to add boon duration and damage in exchange for survivability
- Keep in mind only 78% Boon Duration is needed for permanent Alacrity uptime as long as you press off cooldown, assuming the boon doesn't get stripped/removed.
Sigils
- Alacrity uptime trades some boon rip for more
Consumables
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
- and are both useful for dumping energy quickly
- Cast Alacrity on cooldown to buff you and your allies with
- should never be used, there are always better uses for energy
- Cast Might on spikes if your group can't maintain 25 stacks. for
Jalis (Legendary Dwarf Stance)
- can be used as condi clear, it also provides decent healing.
- reduces incoming damage and brings powerful DPS potential on melee.
- Try to time
- 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.
to mitigate damage, don't simply use it as soon as you enter Dwarf stance, as it will drain almost all of your energy.
- Stability on a large range, try to place it in areas where allies and enemies will be clashing to maximize utility from the road. does solid damage and gives pulsing
- 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)
- Incredibly strong boon rip, try to target players in or behind the enemy stack to maximize hits
- 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
breaks stuns and pays the energy cost at the start of the cast but only gives - can be useful for repositioning, but isn't worth the energy unless desperate
Shortbow
- is generally not worth the energy to cast in a zerg setting
- has significant single target burst but is generally less useful than the utility skills you could cast instead
- has solid AoE damage and also pulses the powerful condition
- 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
- 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
Energy Usage
Your priorities for energy usage in Jalis should be as follows:
- Alacrity uptime from
- When your group is playing defensively:
- CC Skills: , , (Avoid overlapping your own CC)
- When your group is playing offensively:
- CC Skills: , , (Avoid overlapping your own CC)
- Other damage skills: (in melee),
Mallyx energy usage is dominated by
, almost all energy use in the stance should generally be used for itRatings
Comments
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