Difference between revisions of "Arete"

m (Replaced content with "==WiP stuff==")
Tag: Replaced
m
Line 1: Line 1:
 
==WiP stuff==
 
==WiP stuff==
 +
 +
==Usage== 
 +
===General===
 +
====Surviving====
 +
* This build has moderate passive defense
 +
* This build has low mobility skill access
 +
* {{skill|Deathstrike}}
 +
* This builds has high active defenses
 +
** Save {{Skill|Facet of Nature}} + {{skill|One with Nature}} for use in '''Jalis''' stance
 +
** Only use {{Skill|Phase Smash}} if desperate, it will likely leave you more out of position than when you started
 +
** Toggle {{Skill|Vengeful Hammers}} on whenever you expect significant pressure, its upkeep is cheap
 +
** Don't waste {{skill|Gaze of Darkness}} on trivial CC, the {{Tooltip|Fury}} it provides is very valuable
 +
** {{Skill|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
 +
** {{Skill|Facet of Light}} + {{skill|Infuse Light}}
 +
 +
 +
===Overall Priorities===
 +
====High====
 +
* Ranged Spike
 +
 +
====Moderate====
 +
* Melee spike
 +
* Sustained damage
 +
* Boon support
 +
 +
====Low====
 +
* CC
 +
 +
 +
===Specific Priorities===
 +
====Damage skill priority====
 +
* {{Skill|Burst of Strength}}
 +
* {{Skill|Phase Smash}}
 +
* {{Skill|Coalesence of Ruin}}
 +
* {{Skill|Shackling Wave}}
 +
* {{Skill|Elemental Blast}}
 +
* {{Skill|Chiling Isolation}}
 +
* {{Skill|Inspiring Reinforcement}}
 +
* {{Skill|Vengeful Hammers}}
 +
 +
 +
===Detailed Explanations===
 +
====Ranged Spike====
 +
* Casting {{Skill|Coalescence of Ruin}} immediately before {{Skill|Phase Smash}} will make both hits land at the same time
 +
* Avoid casting {{Skill|Phase Smash}} as groups cross each other so you aren't left behind
 +
* Flip {{Skill|Vengeful Hammers}} on while casting {{Skill|Phase Smash}} to proc {{trait|Forceful Persistence}}
 +
 +
====Melee spike====
 +
 +
 +
 +
====Sustained damage====
 +
* Try to place {{skill|Inspiring Reinforcement}} in the direction your group is pushing if possible, but prioritize hitting enemies
 +
 +
 +
====Boon support====
 +
* Always upkeep 3 facets for {{trait|Forceful Persistence}}, but don't be afraid to consume then if the opportunity appears
 +
** Use {{Skill|Facet of Darkness}} + {{skill|Facet of Strength}} + {{skill|Facet of Light}} as your general setup to have instant access to {{skill|Infuse Light}}
 +
** Use {{Skill|Facet of Darkness}} + {{skill|Facet of Strength}} + {{skill|Facet of Elements}} to allow energy regeneration
 +
 +
 +
====CC====
 +
* Use {{Skill|Forced Engagement}} when:
 +
** Your group calls a spike:
 +
*** Winds - {{Skill|Winds of Disenchantment}}
 +
*** Wells - {{Skill|Well of Corruption}}+{{Skill|Well of Suffering}}
 +
*** Shades - {{Skill|Desert Shroud}}
 +
*** Traps - {{Skill|Procession of Blades}}+{{Skill|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 {{Skill|Chaotic Release}} to launch downed players out of {{Skill|Signet of Mercy}}/{{Skill|Illusion of Life}}

Revision as of 00:02, 27 February 2022

WiP stuff

Usage

General

Surviving

  • This build has moderate passive defense
  • This build has low mobility skill access
  • Deathstrike
  • 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
  • Coalesence of Ruin
  • Shackling Wave
  • Elemental Blast
  • Chiling 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
Get MetaBattle Premium
Enjoy an ad-free experience & support the website, for less than $1 per month! Upgrade to Premium