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Arete

WiP stuff

Usage

General

Settings

  • Under General Options / User Interface check Always show squad health bars and Always show party health bars. These will make it much easier to keep track of who needs your support.
  • Also under General Options / User Interface turn on Thick party health bars
    • Thick squad health bars can be used too as a matter of personal preference, but is not recommended for large numbers
  • Under Squad Options uncheck View as a grid. This will allow you to keep track of your allies' boons, conditions and health, enabling a better decision-making and skill management.


Surviving

  • This build has high passive defense
  • This build has no mobility skill access, staying very close to your tag and group is critical
  • This builds' active defenses are strong, but ideally saved for your group and not used selfishly
    • Use "Stand Your Ground!" as a stunbreak, but only if your entire party is in range and outside of Winds of Disenchantment. Otherwise use Mantra of Liberation
    • If you are low on healing or pressured by conditions, use Tome of Resolve and its related skills


Overall Skill Priorities

High

  • Apply Stability Stability for allies
  • Stunbreak caught allies
  • Resurrect downed allies with Signet of Mercy

Moderate

  • Condition clear Immobilize Immobilize from allies
  • CC enemy players in allied spikes
  • Heal allied players
  • Apply primary boons to allied players

Low

  • Apply cover boons to allied players


Specific Priorities

Stability Stability skills by priority
Condition clear skills by priority
  • Mantra of Lore (if applicable)
  • Tome of Courage + Chapter 4 Stalwart Stand (Only outside of Winds of Disenchantment)
  • Tome of Resolve (to proc Absolute Resolve
  • Epilogue Eternal Oasis Epilogue Eternal Oasis
  • Chapter 2 Radiant Recovery Chapter 2 Radiant Recovery
  • Symbol of Swiftness Holy Strike (Blast finisher)
CC skills by priority
Heal skills by priority
Primary boon skills by priority
Cover boon skills by priority


Detailed Explanations

Applying Stability for allies

  • Apply Stability Stability before allies get caught by enemy CC
  • Enemy CC is most likely to land when they spike your group, your group is moving through theirs, or your group is moving away from theirs.
  • Be careful not to apply Stability Stability, especially from "Stand Your Ground!", while your allies are under the effect of 24px Winds of Disenchantment


Stunbreaking caught allies

  • Mantra of Liberation is your group stunbreak, use its charges very carefully - the cooldown is too long to waste them
  • Allies are most likely to be CCed at the same times they need Stability Stability or while they are the focus target.
  • Turn your camera, make use of a “Look Behind” keybind and listen to voice communications to pay attention to caught allies.
  • Give them additional support after stunbreaking as needed


Signet of Mercy

  • Watch for low allied health bars to enable precasting (Using the skill before an ally is downed so that it finishes casting on them as soon as they do go down)
  • Give yourself quickness with Mantra of Solace before beginning the cast
  • Cover the cast with Stability Stability ("Stand Your Ground!" or Mantra of Liberation only - the others are too slow)
  • Make sure to communicate over voice comms. Broadcast that you are beginning, casting and finishing the rez, include the name of the person being rezzed if possible.
  • If another player with a higher priority calls they are rezzing at the same time, cancel the rez (“Stow Weapon” keybind or Escape button while in a Tome skill) and communicate the fact you are cancelling.


Condition clear

  • You have limit condition clear compared to other supports, focus on using yours when allies have Immobilize Immobilize
  • If allies are not in a Winds of Disenchantment and close by, prioritize resistance from Chapter 4 Stalwart Stand
  • If allies are too far for Chapter 4 Stalwart Stand or in a Winds of Disenchantment, use Tome of Resolve and related skills


CC

  • Use your CC 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


Heal allied players

  • Be careful when healing others, Empower and Selfless Daring are powerful heals but can easily leave you out of position if misused
  • Give yourself quickness with Mantra of Solace before casting Empower


Apply primary boons to allied players

  • Defensive boons like Protection Protection or Aegis Aegis should be prioritized when your group is on the defensive
  • Offensive boons like Might Might and Quickness Quickness should be prioritized when your group is on the offensive
    • Especially as your group spikes, try to always use a charge of Mantra of Solace


Apply cover boons to allied players

  • Cover boons are low value boons applied to soak strips instead of critical boons like Stability Stability
  • While most boon rips randomly choose from the boons on a target, boon corrupts always work on a first in, last out priority.
    • This means that cover boons should be applied after primary boons when possible


rev Usage

General

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
    • 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
    • Facet of Light + Infuse Light


Overall Priorities

High

  • Ranged Spike

Moderate

  • Melee spike
  • Sustained damage
  • Boon support

Low

  • CC


Specific Priorities

Damage skill priority

  • Burst of Strength
  • Phase Smash
  • Coalescence of Ruin
  • Shackling Wave
  • Elemental Blast
  • Chilling Isolation
  • Inspiring Reinforcement
  • Vengeful Hammers


Detailed Explanations

Ranged Spike

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

Melee spike

Sustained damage

  • Try to place Inspiring Reinforcement in the direction your group is pushing if possible, but prioritize hitting enemies


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


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
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