Renegade - Cele 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: Heart of Thorns buildsPath of Fire Builds

Difficulty:
TBD
This build was last updated on April 14, 2022 and is up to date for the March 19, 2024 patch.

Overview

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


Template Code

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Skillbar

Shortbow
Staff
Utility
Utility


Weapon Variants

Hammer is an 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 and damage in exchange for survivability
    • Keep in mind only 78% Boon Duration is needed for permanent Alacrity Alacrity uptime as long as you press off cooldown, assuming the boon doesn't get stripped/removed.


Sigils

  • trades some boon rip for more Alacrity Alacrity uptime


Consumables


Usage

General

  • 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


Priorities

High
  • Boon rip
  • Alacrity
Moderate
  • CC
  • Support
Low
  • Damage


Surviving

  • This build has high passive defense
  • This build has moderate mobility skill access
    • Don't cast into or similar effects if you don't have Stability Stability
    • Use only when desperate for mobility, the energy is better spent on other things
  • This builds has moderate active defenses
    • Toggle on whenever you expect significant pressure, its upkeep is cheap
    • and break stuns at the beginning of the cast, dodge or weapon stow to cancel the cast if you're in danger
Active defense priority
  • / - for stunbreaking
  • - for Immobilize Immobilize
  • Dodge
  • - general use
  • / - general use


Detailed Explanations

Boon rip

  • is your highest priority in , only prioritize other skills once your target is out of boons
  • Try to target players behind or inside their group, to maximize hits with


Alacrity

  • Try to cast off cooldown, you may need to delay it in to boonrip instead


CC

  • Use CC when:
    • Your group calls a spike:
      • Winds -
      • Wells - +
      • Shades -
      • Traps - +
    • On top of enemy downs (while alive players are on top of them)
    • Enemy groups moving defensively while your group is pushing
  • Only prioritize CC against enemies lacking Stability Stability, make sure to watch enemy buff bars
  • Don't cast into projectile block or reflect
CC priority


Support

  • Use on spikes if your group doesn't have 25 stacks of Might Might
  • Try to land over your groups path
  • Cast just before engaging or while engaged in melee


Damage

  • Don't cast into projectile block or reflect
  • Never use for damage, the cost is too high and the damage too low
Skill priority
  • - single target
  • - general use


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 • March 2022
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. Has issues in groups that don't run enough to maintain permanent alacrity due to cooldown desync, particularly with necro wells, which limits its applicability.

Comments

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