Difference between revisions of "Renegade - Cele Renegade"

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{{SEO|description=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).}}
 
 
{{Build
 
{{Build
 
| profession = revenant
 
| profession = revenant
Line 5: Line 4:
 
| designed for = wvw zerg
 
| designed for = wvw zerg
 
| focus = direct damage, utility
 
| focus = direct damage, utility
| rating = good
+
| rating = great
| xpac = pof
+
| meta = y
 +
| xpac = hot, pof
 +
| difficulty = 1
 
}}
 
}}
 +
  
 
==Overview==
 
==Overview==
A power based Renegade build for WvW, centered around alacrity share, group support and direct damage. Offers permanent access to 10-man {{Tooltip|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 [[Build:Herald_-_Hammer_Backline|Hammer Backline]].
+
A support Renegade build for WvW, centered around alacrity share and boon rip. Offers permanent access to {{Tooltip|Alacrity}} and great group utility through Jalis and Mallyx.
 
 
 
 
==Template Code==
 
{{TemplateCode|
 
code = [&DQkDJg8WPzncEQAAKxIAAAYSAADUEQAAyhEAAAMEAAArEtQRBhIAAAAAAAA=]
 
}}
 
  
  
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|weapon1 = Shortbow
 
|weapon1 = Shortbow
 
|weapon2 =  
 
|weapon2 =  
|weapon3 = Staff
+
|weapon3 = Mace
|weapon4 =  
+
|weapon4 = Sword
 
|legend1 = jalis
 
|legend1 = jalis
 
|legend2 = mallyx
 
|legend2 = mallyx
 
}}
 
}}
 
  
  
 
===Weapon Variants===
 
===Weapon Variants===
* '''Hammer''' is a strong option over '''Staff''' for larger scale fights
+
* '''Greatsword'''
  
 +
==Template Code==
 +
{{TemplateCode|
 +
code = [&DQkDJg8WPyfcEQAAKxIAANQRAAAGEgAAyhEAAAQDAAArEgYS1BEAAAAAAAA=]
 +
}}
  
  
==Traits==
+
==Specializations==
 
{{Specialization|Devastation|mid|top|top}}
 
{{Specialization|Devastation|mid|top|top}}
 +
;Variants
 +
* {{Trait|Aggressive Agility}}
 
{{Specialization|Invocation|mid|top|mid}}
 
{{Specialization|Invocation|mid|top|mid}}
{{Specialization|Renegade|top|mid|bot}}
+
{{Specialization|Renegade|bot|top|bot}}
 
 
  
  
Line 49: Line 49:
 
| weight = Heavy
 
| weight = Heavy
 
| stats = Celestial
 
| stats = Celestial
| rune = Superior Rune of Durability
+
| rune = Superior Rune of Leadership
 
| rune-qt = 6
 
| rune-qt = 6
 +
| relic = Relic of Cerus
 
| weapon1 = Shortbow
 
| weapon1 = Shortbow
 
| weapon2 =  
 
| weapon2 =  
 
| sigil1 = Superior Sigil of Concentration
 
| sigil1 = Superior Sigil of Concentration
| sigil2 = Superior Sigil of Energy
+
| sigil2 = Superior Sigil of Frenzy
| weapon3 = Staff
+
| weapon3 = Mace
| weapon4 =  
+
| weapon4 = Sword
 
| sigil3 = Superior Sigil of Concentration
 
| sigil3 = Superior Sigil of Concentration
 
| sigil4 = Superior Sigil of Energy
 
| sigil4 = Superior Sigil of Energy
 
| infusion1 = Concentration WvW Infusion
 
| infusion1 = Concentration WvW Infusion
 
| infusion1-qt = 18
 
| infusion1-qt = 18
 +
| Accessory1 = Diviner's
 +
| Back = Diviner's
 
}}
 
}}
 +
  
 
===Variants===
 
===Variants===
'''Stats'''
+
;Sigils
* {{Tooltip|Diviner stats}} can be used to add boon duration
+
* {{Sigil|Superior Sigil of Rage}} - provides some extra {{Tooltip|Quickness}} uptime for {{Trait|Brutality}}
** Keep in mind only 78% Boon Duration is needed for permanent {{Tooltip|Alacrity}} uptime as long as you press {{skill|Orders from Above}} off cooldown, assuming the boon doesn't get stripped/removed.
+
 
'''Sigils'''
 
* {{Sigil|Superior Sigil of Absorption}} trades some {{Tooltip|Alacrity}} uptime for burst boon rip
 
  
 
===Consumables===
 
===Consumables===
* {{Food|Spherified Peppercorn-Spiced Oyster Soup}} feast option with additional damage reduction.
+
* {{Food|Spherified Peppercorn-Spiced Oyster Soup}}
 
* {{Utility|Magnanimous Maintenance Oil}}
 
* {{Utility|Magnanimous Maintenance Oil}}
 +
  
 
==Usage==
 
==Usage==
'''General'''
+
===Energy Management===
* Renegade is a support build, prioritize support skills instead of damage output
+
It is important to swap legends as often as possible since each legend swap gives you up to 75 energy (Going from 0 -> 50 + {{Trait|Charged Mists}}). During the 10s between legend swap CDs, you have 125 energy assuming {{Trait|Charged Mists}} was procced. Because {{Skill|Orders from Above}} needs to be cast in both Mallyx and Jalis, you need two plans for each legend on how to spend energy.
* Always try to swap legends when off cooldown to refresh energy
+
 
** Make sure to be under 10 energy when swapping legends to activate {{Trait|Charged Mists}}
+
Due to the cooldown of {{Skill|Banish Enchantment}} Mallyx rotations are extremely tight. Any boon rip on {{Tooltip|Alacrity}}, {{Tooltip|Chill}} or lack of {{Tooltip|Quickness}} can make it difficult to cast all three {{Skill|Banish Enchantment}} and swap legends on time. They can be made significantly easier but slightly less efficient by adding {{Skill|Heroic Command}} or {{Skill|Spiritcrush}} and slightly delaying the legend swap. Another option is swapping one cast of {{Skill|Banish Enchantment}} to {{Skill|Pain Absorption}} which will avoid delaying the legend swap but lose boon rip.
** {{Skill|Vengeful Hammers}} and {{Skill|Heroic Command}} are both useful for dumping energy quickly
+
 
* Cast {{Skill|Orders from Above}} on cooldown to buff you and your allies with {{Tooltip|Alacrity}}
+
Mace skills - {{Skill|Searing Fissure}} and {{Skill|Echoing Eruption}} - cost only 5 energy and can be slotted in to use up the 5 energy often left over when rotating through other skills. {{Skill|Shackling Wave}} can be used in place of {{Skill|Spiritcrush}} or {{Skill|Heroic Command}} whenever you're in range to use it.
* {{Skill|Citadel Bombardment}} should never be used, there are always better uses for energy
+
 
* Cast {{Skill|Heroic Command}} for {{Tooltip|Might}} on spikes if your group can't maintain 25 stacks.
+
In the following recommended energy uses, any skill that is used multiple times in a single legend ({{Skill|Banish Enchantment}}/{{Skill|Inspiring Reinforcement}}) must be cast as soon as possible. Use these basic rotations as a framework to balance your energy usage, they can be adapted to your needs. For example if you needed to cast {{Skill|Call to Anguish}} to avoid damage or CC you could remove the cast of {{Skill|Pain Absorption}} from the Mallyx rotations and still spend the same amount of energy.
 +
 
 +
;Mallyx Alac
 +
* {{Skill|Banish Enchantment}}x3 - 90 energy
 +
* {{Skill|Orders from Above}} - 20 energy
 +
* {{Skill|Heroic Command}} - 10 energy
 +
** Total 120
 +
* {{Skill|Spiritcrush}} (optional, easier version) - 12 energy
 +
 
 +
;Mallyx
 +
* {{Skill|Banish Enchantment}}x3 - 90 energy
 +
* {{Skill|Pain Absorption}} - 30 energy
 +
** Total 120
 +
* {{Skill|Heroic Command}}/{{Skill|Spiritcrush}} (optional, easier version) - 10/12 energy
 +
 
 +
;Jalis Alac
 +
* {{Skill|Inspiring Reinforcement}}x2 - 60 energy
 +
* {{Skill|Rite of the Great Dwarf}} - 40 energy
 +
* {{Skill|Orders from Above}} - 20 energy
 +
** Total 120
 +
 
 +
;Jalis
 +
* {{Skill|Inspiring Reinforcement}}x2 - 60 energy
 +
* {{Skill|Rite of the Great Dwarf}} - 40 energy
 +
* {{Skill|Heroic Command}} - 10 energy
 +
* {{Skill|Spiritcrush}} - 12 energy
 +
** Total 122 energy
 +
 
 +
* Make sure to be under 10 energy when swapping legends to activate {{Trait|Charged Mists}}
 +
** {{Skill|Vengeful Hammers}}, {{Skill|Embrace the Darkness}} and {{Skill|Heroic Command}} are useful for dumping energy quickly if something goes wrong
 +
 
 +
 
 +
===Priorities===
 +
;High
 +
*Boon rip
 +
*Alacrity
 +
 
 +
;Moderate
 +
* Support
  
 +
;Low
  
'''Jalis (Legendary Dwarf Stance)'''
 
* {{skill|Soothing Stone}} can be used as condi clear, it also provides decent healing.
 
* {{Skill|Vengeful Hammers}} reduces incoming damage and brings powerful DPS potential on melee.
 
* Try to time {{Skill|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.
 
* {{Skill|Inspiring Reinforcement}} does solid damage and gives pulsing {{Tooltip|Stability}} on a large range, try to place it in areas where allies and enemies will be clashing to maximize utility from the road.
 
* {{Skill|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)'''
+
====Surviving====
 +
* This build has high passive defense
 +
* This build has moderate mobility skill access
 +
** Use {{Skill|Call to Anguish}} only when desperate for mobility, the energy is better spent on other things
 +
* This builds has moderate active defenses
 +
** Toggle {{Skill|Vengeful Hammers}} on whenever you expect significant pressure, its upkeep is cheap
 +
** {{Skill|Rite of the Great Dwarf}} and {{Skill|Pain Absorption}} break stuns at the beginning of the cast, dodge or weapon stow to cancel the cast if you're in danger
  
* {{Skill|Banish Enchantment}} Incredibly strong boon rip, try to target players in or behind the enemy stack to maximize hits
+
{{Collapse start|Active defense priority}}
* {{Skill|Pain Absorption}} breaks stuns and pays the energy cost at the start of the cast but only gives {{Tooltip|Resistance}} and pulls conditions at the end of the cast.
+
* {{Skill|Rite of the Great Dwarf}}/{{Skill|Pain Absorption}} - for stunbreaking
** Stowing the cast gives the stunbreak without pulling conditions, which can be better than finishing the cast
+
* {{Skill|Vengeful Hammers}}
* {{Skill|Call to Anguish}} can be useful for repositioning, but isn't worth the energy unless desperate
+
* {{Skill|Soothing Stone}} - for {{Tooltip|Immobilize}}
 +
* '''Dodge'''
 +
* {{Skill|Rite of the Great Dwarf}} - general use
 +
* {{Skill|Soothing Stone}}/{{Skill|Empowering Misery}} - general use
 +
{{Collapse end}}
  
'''Shortbow'''
 
* {{Skill|Bloodbane Path}} is generally not worth the energy to cast in a zerg setting
 
* {{Skill|Sevenshot}} has significant single target burst but is generally less useful than the utility skills you could cast instead
 
* {{Skill|Spiritcrush}} has solid AoE damage and also pulses the powerful {{Skill|Slow}} condition
 
* {{Skill|Scorchrazor}} is a strong ranged CC, use it to root enemies into allied burst combos
 
  
'''Staff'''
+
===Detailed Explanations===
* Staff is the defensive weapon in the build.
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====Boon rip====
* 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
+
* {{Skill|Banish Enchantment}} is your highest priority in {{Skill|Legendary Demon Stance}}, make sure to keep enough energy to cast it off CD
* {{Skill|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 {{Tooltip|Stealth}}.
+
** Try to target players behind or inside the enemy group, to maximize hits with {{Skill|Banish Enchantment}}
* {{Skill|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 {{Tooltip|Stability}} stacks of your opponent and interrupting casts they thought were safe.
+
* Make sure to autoattack to proc {{Trait|Brutality}}
  
===Energy Usage===
 
  
 +
====Alacrity====
 +
* Press {{Skill|Orders from Above}} as soon as it comes off cooldown
  
Your priorities for energy usage in '''Jalis''' should be as follows:
 
* {{Tooltip|Alacrity}} uptime from {{skill|Orders from Above}}
 
* When your group is playing defensively:
 
** {{Skill|Inspiring Reinforcement}}
 
** {{Skill|Rite of the Great Dwarf}}
 
** CC Skills: {{Skill|Scorchrazor}}, {{Skill|Forced Engagement}}, {{Skill|Surge of the Mists}} (Avoid overlapping your own CC)
 
** {{Skill|Spiritcrush}}
 
* When your group is playing offensively:
 
** CC Skills: {{Skill|Scorchrazor}}, {{Skill|Forced Engagement}}, {{Skill|Surge of the Mists}} (Avoid overlapping your own CC)
 
** {{Skill|Inspiring Reinforcement}}
 
** {{Skill|Spiritcrush}}
 
** Other damage skills: {{Skill|Vengeful Hammers}} (in melee), {{Skill|Sevenshot}}
 
** {{Skill|Heroic Command}}
 
  
'''Mallyx''' energy usage is dominated by {{Skill|Banish Enchantment}}, almost all energy use in the stance should generally be used for it
+
====Support====
 +
* Prioritize aiming {{Skill|Inspiring Reinforcement}} in the direction your group is moving to, not at the enemy
 +
** Do hit the enemy when possible though
 +
** You can move slightly behind your group before casting to make it easier to land

Revision as of 15:15, 26 April 2024

Part of the current metagame

Our curator decided this build is in the current metagame regardless of rating. The community gave this build a rating, making it top-tier: Great

Focused on: Direct damage and Utility

Designed for: WvW Zerg

Expansions required: Heart of Thorns buildsPath of Fire Builds

Difficulty:
Easy
This build was last updated on April 26, 2024 and is up to date for the April 16, 2024 patch.


Overview

A support Renegade build for WvW, centered around alacrity share and boon rip. Offers permanent access to Alacrity Alacrity and great group utility through Jalis and Mallyx.


Skillbar

Shortbow
Mace/Sword
Utility
Utility


Weapon Variants

  • Greatsword

Template Code

[&DQkDJg8WPyfcEQAAKxIAANQRAAAGEgAAyhEAAAQDAAArEgYS1BEAAAAAAAA=]
Copy Template Code


Specializations

Variants
  • Aggressive Agility


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
Mace
Celestial
Sword
Celestial
Sigil
Sigil
Rune
x6
Infusion
x18
Relic


Variants

Sigils
  • Sigil of Superior Sigil of Rage - provides some extra Quickness Quickness uptime for Brutality


Consumables


Usage

Energy Management

It is important to swap legends as often as possible since each legend swap gives you up to 75 energy (Going from 0 -> 50 + Charged Mists). During the 10s between legend swap CDs, you have 125 energy assuming Charged Mists was procced. Because Orders from Above needs to be cast in both Mallyx and Jalis, you need two plans for each legend on how to spend energy.

Due to the cooldown of Banish Enchantment Mallyx rotations are extremely tight. Any boon rip on Alacrity Alacrity, Chill Chill or lack of Quickness Quickness can make it difficult to cast all three Banish Enchantment and swap legends on time. They can be made significantly easier but slightly less efficient by adding Heroic Command or Spiritcrush and slightly delaying the legend swap. Another option is swapping one cast of Banish Enchantment to Pain Absorption which will avoid delaying the legend swap but lose boon rip.

Mace skills - Searing Fissure and Echoing Eruption - cost only 5 energy and can be slotted in to use up the 5 energy often left over when rotating through other skills. Shackling Wave can be used in place of Spiritcrush or Heroic Command whenever you're in range to use it.

In the following recommended energy uses, any skill that is used multiple times in a single legend (Banish Enchantment/Inspiring Reinforcement) must be cast as soon as possible. Use these basic rotations as a framework to balance your energy usage, they can be adapted to your needs. For example if you needed to cast Call to Anguish to avoid damage or CC you could remove the cast of Pain Absorption from the Mallyx rotations and still spend the same amount of energy.

Mallyx Alac
  • Banish Enchantmentx3 - 90 energy
  • Orders from Above - 20 energy
  • Heroic Command - 10 energy
    • Total 120
  • Spiritcrush (optional, easier version) - 12 energy
Mallyx
  • Banish Enchantmentx3 - 90 energy
  • Pain Absorption - 30 energy
    • Total 120
  • Heroic Command/Spiritcrush (optional, easier version) - 10/12 energy
Jalis Alac
  • Inspiring Reinforcementx2 - 60 energy
  • Rite of the Great Dwarf - 40 energy
  • Orders from Above - 20 energy
    • Total 120
Jalis
  • Inspiring Reinforcementx2 - 60 energy
  • Rite of the Great Dwarf - 40 energy
  • Heroic Command - 10 energy
  • Spiritcrush - 12 energy
    • Total 122 energy
  • Make sure to be under 10 energy when swapping legends to activate Charged Mists
    • Vengeful Hammers, Embrace the Darkness and Heroic Command are useful for dumping energy quickly if something goes wrong


Priorities

High
  • Boon rip
  • Alacrity
Moderate
  • Support
Low


Surviving

  • This build has high passive defense
  • This build has moderate mobility skill access
    • Use Call to Anguish only when desperate for mobility, the energy is better spent on other things
  • This builds has moderate active defenses
    • Toggle Vengeful Hammers on whenever you expect significant pressure, its upkeep is cheap
    • Rite of the Great Dwarf and Pain Absorption break stuns at the beginning of the cast, dodge or weapon stow to cancel the cast if you're in danger
Active defense priority Toggle
  • Rite of the Great Dwarf/Pain Absorption - for stunbreaking
  • Vengeful Hammers
  • Soothing Stone - for Immobilize Immobilize
  • Dodge
  • Rite of the Great Dwarf - general use
  • Soothing Stone/Empowering Misery - general use


Detailed Explanations

Boon rip

  • Banish Enchantment is your highest priority in Legendary Demon Stance, make sure to keep enough energy to cast it off CD
    • Try to target players behind or inside the enemy group, to maximize hits with Banish Enchantment
  • Make sure to autoattack to proc Brutality


Alacrity

  • Press Orders from Above as soon as it comes off cooldown


Support

  • Prioritize aiming Inspiring Reinforcement in the direction your group is moving to, not at the enemy
    • Do hit the enemy when possible though
    • You can move slightly behind your group before casting to make it easier to land


Ratings

This build has a rating of 4 stars based on 1 votes.
Log in or register to rate this build.
4 stars
Arete gave this build 4 stars • April 2024
Incredibly strong at smaller scales. Brings the rare and powerful alacrity boon, has boonrip potential similar to chronomancer along with some of the best CC in the game and access to pulsing stability.

Comments

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