Difference between revisions of "Arete"

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==WiP stuff==
 
==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 {{Skill|"Stand Your Ground!"}} as a stunbreak, but only if your entire party is in range and outside of {{Skill|Winds of Disenchantment}}. Otherwise use {{Skill|Mantra of Liberation}}
 
** If you are low on healing or pressured by conditions, use {{Skill|Tome of Resolve}} and its related skills
 
 
 
===Overall Skill Priorities===
 
====High====
 
* Apply {{Tooltip|Stability}} for allies
 
* Stunbreak caught allies
 
* Resurrect downed allies with {{Skill|Signet of Mercy}}
 
====Moderate====
 
* Condition clear {{Tooltip|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===
 
;{{Tooltip|Stability}} skills by priority
 
* {{Skill|"Stand Your Ground!"}}
 
* {{Skill|Tome of Courage}} + {{Tooltip|Epilogue Unbroken Lines}} + {{Tooltip|Chapter 1 Unflinching Charge}}
 
* {{Skill|Hallowed Ground}}
 
* {{Skill|Mantra of Liberation}}
 
 
;Condition clear skills by priority
 
* {{Skill|Mantra of Lore}} (if applicable)
 
* {{Skill|Tome of Courage}} + '''Chapter 4 Stalwart Stand''' (Only outside of {{Skill|Winds of Disenchantment}})
 
* {{Skill|Tome of Resolve}} (to proc {{Trait|Absolute Resolve}}
 
* {{Tooltip|Epilogue Eternal Oasis}}
 
* {{Tooltip|Chapter 2 Radiant Recovery}}
 
* {{Skill|Symbol of Swiftness}} {{to}} {{Skill|Holy Strike}} (Blast finisher)
 
 
;CC skills by priority
 
* {{Skill|Blazing Edge}} (if applicable)
 
* {{Skill|Line of Warding}}
 
* {{Tooltip|Chapter 3 Heated Rebuke}}
 
* {{Tooltip|Chapter 2 Daring Challenge}}
 
 
;Heal skills by priority
 
* {{Skill|Empower}} (if you have time to finish cast)
 
* {{Skill|Holy Strike}}
 
* {{Skill|Shield of Absorption}} (only if the knockback isn’t disruptive)
 
* '''Dodge''' ({{Trait|Selfless Daring}})
 
* {{Skill|Tome of Resolve}}
 
** {{Tooltip|Epilogue Eternal Oasis}}
 
** {{Tooltip|Chapter 4 Shining River}}
 
** {{Tooltip|Chapter 1 Desert Bloom}}
 
* {{Tooltip|Aegis}}
 
** {{Skill|Protector's Strike}}
 
** {{Skill|Mantra of Solace}}
 
** {{Skill|Shield of Judgment}}
 
* {{Tooltip|Regeneration}}
 
** {{Skill|Symbol of Faith}}
 
 
;Primary boon skills by priority
 
* {{Skill|Mantra of Solace}} - {{Tooltip|Quickness}} + {{Tooltip|Aegis}}
 
* {{Skill|Empower}} - {{Tooltip|Might}}
 
* {{Skill|Protector's Strike}} -  {{Tooltip|Protection}} + {{Tooltip|Aegis}}
 
* {{Skill|Shield of Judgment}} - {{Tooltip|Protection}} + {{Tooltip|Aegis}}
 
 
;Cover boon skills by priority
 
* {{Tooltip|Chapter 3 Azure Sun}} - {{Tooltip|Vigor}} + {{Tooltip|Regeneration}}
 
* {{Skill|Symbol of Swiftness}} - {{Tooltip|Swiftness}}
 
* {{Skill|Symbol of Vengeance}} - {{Tooltip|Fury}} (if applicable)
 
* {{Skill|Symbol of Faith}} - {{Tooltip|Regeneration}}
 
 
 
===Detailed Explanations===
 
====Applying Stability for allies====
 
* Apply {{Tooltip|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 {{Tooltip|Stability}}, especially from {{Skill|"Stand Your Ground!"}}, while your allies are under the effect of {{Tooltip|Winds of Disenchantment}}
 
 
 
====Stunbreaking caught allies====
 
* {{Skill|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 {{Tooltip|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 {{Skill|Mantra of Solace}} before beginning the cast
 
* Cover the cast with {{Tooltip|Stability}} ({{Skill|"Stand Your Ground!"}} or {{Skill|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 {{Tooltip|Immobilize}}
 
** Allies are very likely to get {{Tooltip|Immobilize}} at the same times they need {{Tooltip|Stability}}
 
* If allies are not in a {{Skill|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 {{Skill|Winds of Disenchantment}}, use {{Skill|Tome of Resolve}} and related skills
 
 
 
====CC====
 
* Use your CC 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
 
 
 
====Heal allied players====
 
* Be careful when healing others, {{Skill|Empower}} and {{Trait|Selfless Daring}} are powerful heals but can easily leave you out of position if misused
 
* Give yourself quickness with {{Skill|Mantra of Solace}} before casting {{Skill|Empower}}
 
 
 
====Apply primary boons to allied players====
 
* Defensive boons like {{Tooltip|Protection}} or {{Tooltip|Aegis}} should be prioritized when your group is on the defensive
 
* Offensive boons like {{Tooltip|Might}} and {{Tooltip|Quickness}} should be prioritized when your group is on the offensive
 
** Especially as your group spikes, try to always use a charge of {{Skill|Mantra of Solace}}
 
 
 
====Apply cover boons to allied players====
 
* Cover boons are low value boons applied to soak strips instead of critical boons like {{Tooltip|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==   
 
==rev Usage==   
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===Specific Priorities===
 
===Specific Priorities===
====Damage skill priority====
+
====Damage priority====
 
* {{Skill|Burst of Strength}}
 
* {{Skill|Burst of Strength}}
 
* {{Skill|Phase Smash}}
 
* {{Skill|Phase Smash}}

Revision as of 16:29, 27 February 2022

WiP stuff

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 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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