Condition Renegade

is an extremely strong specialization that carries a lot of group benefits. It can provide , a decent supply of and CC on demand. Two renegades can also provide permanent with , check the guide for more info.

also brings high personal DPS, along with all the buffs, which makes it very viable on a variety of encounters.

The downside of is that the ramp up is fairly slow which is why it is not recommended on fights with phases where conditions are removed or impossible to apply.

is not the most beginner friendly build due to the complex and long rotation.


Build Updated
Oct 1, 2021
Skill Floor
3 / 5
Skill Ceiling
5 / 5
Boon Reliance
4 / 5
Added
May 2021 Balance
Item Stat Sigil / Rune
Helm
Viper's
Shoulders
Viper's
Coat
Viper's
Gloves
Viper's
Leggings
Viper's
Boots
Viper's
Primary Weapon Set
Main Hand
Viper's
Offhand
Viper's
Secondary Weapon Set
Main Hand
Viper's
Item Stat
Backpiece
Viper's
Accessory
Viper's
Accessory
Viper's
Amulet
Viper's
Ring
Viper's
Ring
Viper's
Food & Utility
Food
Utility
Infusions
Infusion x18

Use instead of if there already is a source of Assassin's Presence in your subgroup.
Rotation Log
Build Template
at 29 energy. Swap to at 25 energy. Swap to x 2 Swap to

Cancel and aftercasts by queueing another skill or by weapon swapping.

Use inbetween casts of and at the start of the Mallyx loop to maximise the number of empowered pulses from . Use (elite toggle) after you get the empowered pulse from your second .

Try to not have any downtime between and when swapping from Mallyx to Kalla as this delays your entire rotation.

If you're providing with , use : instead of when in Kalla instead of longer uptime in Mallyx by deactivating the elite right as you get the pulse after

The is still viable but not recommended and likely worse in every scenario. The rotation can be found on the same Youtube channel as the benchmark. Please keep in mind this benchmark has not been redone for the August 17 patch and will therefore be around 500 dps lower.

Introduction to Renegade

Most skills, except your auto attack, have a flat energy cost or an energy drain.

You can have a maximum 50 energy outside of combat and a maximum of 100 when in combat.

You have upkeep arrows above your energy bar that indicate the rate at which energy is recharged, each arrow indicating 1% per second.

Energy drain skills will reduce the amount of energy recharge by a specific number of "arrows". You can stack energy draining utilities until eventually have negative energy recharge, or full energy drain.

Once your energy reaches zero, these draining utilities will be turned off automatically.

When swapping to another legend, you will instantly have 50 energy. This can be further increased by 25 energy if you have the trait , you can find this trait in the .

Legends are a specific mechanic that is unique to the class.

When playing , you will come into contact with two different Legends:

You can swap your Legends every 10 seconds, which lines up pretty well with your .

Swapping Legends will trigger sigils and traits.

You have a variety of traits that interact with your Legends and when you swap them: grants you when you swap Legend. grants you an additional 25 energy if you swap Legend when you are below 10 energy. This means you will have 75 energy, instead of 50, when you swap to your next Legend.

grants your subgroup boons depending on which Legend you swap to. When you swap to; you grant . you grant .

The unique profession mechanics associated with are the Citadel Order skills.

, your F2 skill, grants your subgroup two stacks of per stack of that you have. You grant more if you have the trait , a trait in the .

, your F3 skill, spits out 10 missiles that inflict .

grants your subgroup pulsing . This pulses four times, with an interval of one second. Without , each pulse is 1.5 seconds. Your pulses six times when you have the trait , a trait in the .

In the you will need to choose between and .

Two can provide permanent without the need for any , assuming you both have . If you are playing as a solo with a , you will need to take 20% . Go to the "Gear Variations" section below to find out what gear to take to achieve this.

You will always need to use off , your rotation will be different depending on if you have the or .

increases your damage, your and your Life-Steal Damage by 2% per stack. You can gain a maximum of five stacks of .

will give you whenever you critically hit or flank an enemy.

will give you whenever you gain . This trait has a three second internal .

improves the benefits of . You will now deal additional 3% damage, and Life-Steal Damage per stack.

will cause your to reduce incoming by 4% per stack. This is in addition to the outgoing increased damage and .

If you find yourself with 100% energy on , you can do the following:

If you find yourself with 100% energy on , you can do the following: x 3

If you're on the trait line you can skip and use and instead to give your subgroup some buffs.

Always try to Legend swap before so you can trigger any sigils that you might have.

When playing with the there are two traits that you should be aware of: gives you 7% more damage when your health is above 90%. is the most important trait when running . Your entire rotation is created around this trait. This is why it is so important to make sure your energy is below 10 when you swap Legends.

When playing with the trait line you should be aware of these traits: gives you a stack of for each stack of you apply to the target. Hitting a target consumes a stack of and steals health, with the amount healed doubling when you are below 50% health. applies 5 stacks of to the first target you attack when entering combat and resets upon using an elite skill. gives you 5% damage and 5% per weapon that you're currently wielding. gives up to 5 allies +150 . Run if your subgroup already has a source of AP.

Try not to if you don't need to. You need the additional 33% from .

List of skills:

Movement Skills:

Utility Skills & Variations

, your heal skill, offers some modest healing for your subgroup.

offers a pulsing CC that will five enemies within the AoE. This utility is also a and grants you .

will cause your subgroup to inflict on enemies.

will inflict and on five enemies within the Aoe.

will grant five allies the ability to life steal with their attacks.

, your heal skill, will heal you more for each condition on you. This skill does not cleanse conditions.

is rarely used but you can use it to grant allies and yourself . This utility will also take conditions from your subgroup and give them to you. Each condition will increase the amount of applied to you.

is used to remove boons from enemies. This attack is a beam and can hit multiple targets that are standing in a line. This utility will also apply .

is a leap skill. It applies and in up to five enemies.

creates a mobile dark field which pulses while draining your energy. Using skills that cost energy, while under the effect of , will cause you to apply additional stacks of on the next tick.

Traits & Variations

grants you when you swap Legend.

grants you 7% increased damage while your health is over 90%.

is a flat 7% modifier for both physical and when you are under the effects of .

causes you to grant boons to your subgroup when you legend swap. When you swap to , you grant . When you swap to , you grant . When you swap to , you grant .

is vital to this rotation. You gain an additional 25 energy if you legend swap when below 10 energy.

With the May balance patch the trait line has become the go-to if you want to play a pure DPS renegade or a renegade. The downside of this build is that it's very limited in energy and using any form of CC or situational skills will severely hamper your dps.

At the core of the Devastation rotation is the abuse of , a wildly broken lifesteal buff that offers great sustain on top of decent damage. You get a stack for each stack of you apply thanks to the trait . This means that you now get damage out of things like and lightning field combo finishers. It also interacts with the trait , which applies 5 stacks of to the first target you attack when entering combat and resets upon using an elite skill.

gives you 5% damage and 5% per weapon that you're currently wielding.

gives up to 5 allies +150 . Run if your subgroup already has a source of AP.

causes you to apply two stacks of when you swap legends.

increases your damage by 10%.

grants you + 120 .

conditions you apply last 15% longer, but conditions applied to you also last 10% longer.

causes all of your damaging conditions to last 10% longer.

causes you to apply whenever you use an elite skill.

grants you a stack of whenever you critically strike or flank an ememy.

increases the duration of your by 25% when you're under the effects of . Whenever you gain , you also gain .

grants you when you strike a foe that has less than 50% health.

increases your damage from by 25%.

grants you 33% increased when you have full endurance. It also grants you whenever you gain , on an eight second internal . This trait is extremely important for capping your .

improves the benefits of . You will now gain 3% Damage, 3% and 3% Life-Steal Damage per stack.

In terms of personal DPS, is superior to after the May balance patch buffs. also brings which is a DPS increase for power based DPS classes in your subgroup.

So, which one do you play? or ?

should be played if your group is in desperate need of extra crowd control or if there's a shortage of or .

You will want to run the following traits:

for when there's no issues with any of the above. This build offers more personal DPS, more personal sustain with , more group DPS due to , and doesn't lose out on DPS if the hitbox is small.

In the you will need to choose between and .

You need to run if:

You are running a single . Your are running a different utility i.e. and cannot take . You don't have any due to having a .

Two can provide permanent without the need for any , assuming you both have . If you are playing as a solo with a , you will need to take 20% .

To get 20% , you can: Swap out for . Take instead of .

Breakbars

= 150 damage.

= 200 damage.

= 100 damage per hit. Can hit up to six times.

Spirit Vale

Be careful with your positioning for . It is really easy to get ported at , so you have to constantly watch the ground for . Feel free to delay if needed.

Try to walk backwards out of , instead of . This is because you want to maintain the bonus from .

If you do get ported, use to get back to .

Be careful when using as you can towards your group.

You should go to the during the split phase.

Engage in and open with . This will help ramp up on the .

Use during the split phase to help maintain some .

Use or and to help CC.

If you see that there are orbs around , you can try and aim your to cleave them at the same time.

During the final phase, take care when using . This skill will lock you in animation and it is easy to be trapped inside an egg.

If you are getting overrun by adds during the main phase, drop a to help CC them.

Try to be in when the boss phases. Use on the first and provide .

Save energy on the second while you're in so you can start the phase with ~90% energy.

If you see that there is a getting dangerously close to , you can use to apply .

Use during the split phase to help maintain some .

If you need extra CC during the , you can delay and use to help provide some CC. If you are on Shortbow use .

Be careful during the with your Shortbow attacks like or as you can die due to . The same applies to . If the CC is really bad just don't use .

Be careful with while is using her Flamewall attack. You may find yourself locked in animation and heading towards her Flamewall.

Do not save energy while the split adds are up as the faster they die, the faster returns.

If you have to do Cannons on , try to swap into before you go up to gain more energy. Use to get back to quickly and open with the 100% opening.

If you get an expanding on use or to get back to quickly. If you are on Shortbow you can either use or just try to adjust your rotation so that you can use and while walking back to .

If you get a while in you should use and any other spirits to drain your energy once you've returned to the group. This is not necessary if playing with .

Use if you’re further away as it has a longer range, but make sure to take care when using this skill as it will put you on the opposite side of .

You will probably get quite frequently because you are frequently the closest player to due to .

Salvation Pass

We recommend playing at this encounter.

Don't interrupt your rotation while is doing his bubble attack, just continue your rotation. There are two skills that you should delay, and . Save these for when the bubble has finished.

If you get knocked down, you can use on or on to .

For CC, you can help with and, if you are on Shortbow with, .

If you get a mechanic on which forces you to move away from the boss, you can use as a gap closer.

On Shortbow, be careful about greeding for empowered procs. Don't kill yourself or someone else for a bit more torment on the boss.

If you get a mechanic while in , save your energy and open with your spirits to drain energy once you've returned to .

Stronghold of the Faithful

We recommend playing at this encounter.

Spam during the initial island phase and during the split phases to upkeep .

You can help with add control by using as it is an AoE CC.

Try to keep track of the mob spawns and time your spirits for when there are no, or few mobs presents. This will ensure that the damage from your spirits will go to and not the trash mobs.

Use off in the gliding phase for some extra .

Bastion of the Penitent

Be careful with your positioning for . It is really easy to get ported at , so you have to constantly watch the ground for the port fields. Feel free to delay if the fields are up.

If you get ported, use to get back to . You will be too far away to use as a gap closer.

Stay at the boss for as long as possible when the green circles are spawning, because you will lose a lot of DPS if you go into green while on Mace - Axe (melee) or on shortbow (). You can use as a gap closer when the greens despawn.

Try to focus on your rotation, since is essentially a DPS Golem with only a few mechanics.

If you have double approaching when on Invocation, you can always delay slightly to help cleave them quickly.

Be careful with while is in a field with spikes. Feel free to delay your skills rather than die to spikes.

You can cleave with , if you position yourself well.

If your DPS isn't that good and you have to move through the arena, try to place your in the direction that he is moving and your spirits in the location where you'll be stacking.

We recommend playing at this encounter.

If you aren't able to go melee at , camp Shortbow and only swap Legends and not weapons as won't trigger.

Be careful when using , as you can trigger a black field during this animation as it roots you in place.

After you get ported down to deal with Saul, try to be on and use to provide some .

Remember that and are CC skills and can be used to help break Saul or slow down Prides and Greeds. Alternatively, you can use which applies .

Hall of Chains

Don't use while the with is moving , as you will miss out on most of your projectiles.

You can help with CC during the by using , and .

Try not to use if there is a Tormented Dead close to the group as this may cause it to be pulled into the group. This could mean that your is unable to push it away.

Be careful when using while there is a wall close by.

Use and to help relieve some pressure on your . also reduces incoming by 50%.

Be mindful of where you place your spirits, which is particularly important on Devastation, as you'll lose out on a lot of DPS if they're not properly placed on the boss/group.

Due to the downtime during the pre-event you will almost always have more than 50 energy, this allows you to do the following; Use to share before the skeletons spawn. Use to share before the skeletons spawn. Use to help cleave spiders.

Cast early if is doing the small death mark or phasing in the next ~10 seconds. After his teleport, go for additional DPS by entering the AoE he leaves behind after the slam until the green ring of fire around it is fully formed.

Try to deplete as much energy as possible before .

You can use to remove the boons from after the .

You can use to get away from your group if you are subject to mechanics. If you are running you can use to move away from the squad and you can use when returning.

If you are on and have to move away from the boss you have no option to use mobility skills. When you come back to , you can use . Once you've returned to use swap to .

For the final 10% phase, always make sure you are in . This allows you to open with 100% energy and drop all your spirits.

When you return from the seal you can use to get to quickly.

Mythwright Gambit

We recommend playing at this encounter.

You will always start with 100 energy for every creature and . This allows you to do the 100 energy opening that you can find in the general section at the top of this written guide.

If no one in your team is killing the Lamp you can put down to kill the lamp when your team is done.

You can engage all the creatures and while on apart from the .

For the you will want to start in . This is because you want to put down as soon as possible. This will CC the and the adds. So your rotation for will look like this:

At the main phase on you can already start stacking conditions on him before he becomes vulnerable. As soon as he is in the middle of the arena you can begin your rotation.

If no one is taking care of the Magma Elementals you can use to pull them away from the . You can also and the Magma Elementals with and then knock them down with .

The creatures and have proximity based aggro mechanics. Take care when using that you don't steal aggro.

will root you in place. Take care when uses his attack as you might be locked in an animation with this skill.

Key of Ahdashim

We recommend playing at this encounter.

If you get during the main phase, you can use or to .

Be careful when using if you know is coming. This skill will root you in place and might cause you to .

Help break the adds during the split phase with .

You can also apply to the adds during the split phase with .

Use and to help provide some CC during the large, uncoordinated . If you are on Shortbow use .

Don't waste any during the as they that has will void your damage.

Before spawns, you can stay in the AoE that knocks you back when the pylons spawn, this allows you to start with 100% energy. When the fight starts, immediately put down and then proceed to start the fight with 100% energy.

Starting at 30%, begins to receive boons periodically including . You can help strip them with .

Help break the ’s, ’s and Pylon’s with on Shortbow and . You can also break in lava fields due to these skills being ranged.

You can continue attacking at 40%, 30% and 20% with your shortbow while he stays near the destroyed Pylons.