Power Alacrity Renegade

provides permanent 10 man via .

While its damage and burst is the lower of the two, it makes up for it with . Combined with the large pulsing radius of , makes a safe yet competitive option for all skill tiers.

comes with one of the largest toolboxes of utility in the game, ranging from offensive buffs, heavy CC, squad healing, and more. This is all constrained by the energy system though. So while you won’t be using all of these things at once, you can cater your build to each individual encounter for maximum effectiveness.

This build requires , if your subgroup does not have access to you will need to take .


Build Updated
Jun 11, 2021
Skill Floor
3 / 5
Skill Ceiling
5 / 5
Boon Reliance
3 / 5
Added
May 2021 Balance
Item Stat Sigil / Rune
Helm
Assassin's
Shoulders
Diviner's
Coat
Diviner's
Gloves
Diviner's
Leggings
Diviner's
Boots
Diviner's
Primary Weapon Set
Main Hand
Diviner's
Offhand
Diviner's
Secondary Weapon Set
Main Hand
Diviner's
Item Stat
Backpiece
Diviner's
Accessory
Diviner's
Accessory
Diviner's
Amulet
Diviner's
Ring
Diviner's
Ring
Diviner's
Food & Utility
Food
Utility
Infusions
Infusion x18
Rotation Log
Build Template
Swap to

Your won't line up with anything so you will need to adapt your rotation based on when it comes off . If you enter with 12 seconds or less left on your , or enter with 13 seconds or less left on your , you will need to use during that loop and adjust your rotation accordingly.

Similarly, your will not line up cleanly with anything, but will always need to be used in .

Due to this, it must sometimes be skipped during a loop to ensure your are not badly staggered in . Note that it can be used during three consecutive loops (Shiro-Kalla-Shiro) before it must be skipped in the following loop.

If you lose track of this, alternatively you can check your when swapping to . If it is less than or equal to 8 seconds, you can safely use it during that loop.

Try to always finish your auto chains as will consume two stacks of . Note that legend skills such as or will not reset your auto chain, but sword skills and will.

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 .

Maintaining your upkeep skills, producing , and using your damage skills pushes you to the very limits of how much energy you can spend at any given time making very little room for utility.

For any given legend swap, lasting 10 seconds, you will have an energy budget of 125. Here are some energy costs of some of the more commonly used skills:

= ~65 energy. = 35 energy. = 20 energy.

Using a skill like (15 Energy) in would mean dropping an (20 Energy).

Try to know the energy costs of your skills and plan ahead for what you need to use! Poor energy management can make you unable to cast crucial skills when you really need them.

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

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

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

Swapping Legends will trigger sigils and traits. For example:

You have a variety of traits that interact with your Legends and when you swap them: grants you when you swap Legend.

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

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.

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 .

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 .

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

improves the benefits of . You will now gain 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 .

will attempt to split its projectiles between every mob possible. Placing inside the boss’s hitbox will allow every hit to land.

When spending energy on skills not included in your DPS rotation (Heal skill, CC, etc.) make sure you account for the energy cost so you can continue your rotation effectively and most importantly not have to delay .

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.

You produce ~33% uptime on , if possible try to place yourself in a subsquad with a to help sustain their uptime.

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 allow you to siphon health from enemies that you hit. It is a fairly weak heal.

is a very useful movement skill that can be used to jump back to a boss after dealing with mechanics.

can be used to move away from a boss. This utility acts as a , replenishes , grants and acts as a . It will also remove any movement-impairing conditions.

will cause you to strike enemies an additional time after you've hit them. This comes at a 0.25 second intervals. This utility will also grant you a 50% movement increase.

is a 300 damage elite skill which also applies .

will summon your Tablet. Pressing the skill again will allow you to move it. It is like any other AoE skill.

is a projectile absorption that will consume six points of upkeep. You can destroy this barrier, whenever you want, with .

pulses a large heal after a one second delay.

removes three conditions from your subgroup. It will offer a large heal per condition that is removed.

causes your tablet to explode, enemies for 150 damage. It will also leave behind fragments that can be collected which offer healing. It will cause you to lose all your energy and remove one condition per 10 energy lost.

Traits & Variations

is a flat 7% modifier when your health is above 75%.

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. This will help upkeep for your subgroup when you swap to , when you swap to and when you swap to .

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

causes you to deal 20% more damage to foes above 80% health.

increases your damage by 5% per weapon equipped.

grants your subgroup + 150 .

increases your damage by 0.5% per stack of on your target.

causes you to gain stacks of when you apply .

grants to your subgroup whenever you use a ability.

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 .

allows you to apply to your entire squad when using and also causes this to last 50% longer. This trait will cause your to reduce incoming by 4% per stack. This is in addition to the outgoing increased damage, and Life-Steal Damage.

Breakbars

= 150 damage per hit. Can hit up to nine times.

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

= 300 damage.

= 150 damage.

Spirit Vale

Always engage and the split adds with . This will help apply instant .

Use only during the main phases. You should only use it during the split phase if you know that it will be back off by the main phase.

Use just before each explodes. This will help heal up your subgroup quickly.

Keep up for every green explosion.

Use when you engage the split phase to apply quick .

You can help CC with and .

Use if you see that is getting low.

Always engage and the split adds with . This will help apply instant .

Use only during the main phases. You should only use it during the split phase if you know that it will be back off by the main phase.

Make sure you have and for each . This will allow your subgroup to keep bursting.

Use when you engage the split phase.

Use if you see that is getting low.

Use and to help break .

has a very large hitbox. Walk away from before you use to make sure you get all hits in.

Always engage and the Champions with . This will help apply instant .

Use off . Don't use it if you are about to leave to do cannons.

Make good use of during the third phase as there will be a lot of incoming damage.

Use or to help CC .

You can take care of cannons on this build. Your should be able to persist while you are taking care of your cannon.

Use to give yourself so you can kill them faster.

Use to get back to quickly.

Salvation Pass

You can start this encounter with 100% energy by walking into the poisoned ground before starting.

Due to having 100% energy at the start, you can open up with and .

Use only when your entire squad is with you. You can afford to delay it by a second or two if someone is dropping off a mechanic.

If you are struggling with control, you can drop for . This will provide you with projectile defense through and condition cleanse through .

Remember after each your DPS classes will have their available for their bursts. can boost it noticeably so make sure to have it down just as the ends.

If don't trust your squad, for each you can aim to use . This will grant your subgroup -50% incoming , letting them survive long enough to be cleansed with .

Use and to help break .

has a very large hitbox. Walk away from before you use to make sure you get all hits in.

We recommend playing at this encounter with .

Stronghold of the Faithful

Always engage with . This will help apply instant .

Use only when your entire squad is with you. You can afford to delay it by a second or two if your squad is forced to split up due to mechanics.

Make sure to keep up during the orb collection phase. This is very important to ensure that people get their back. You can also help out with some healing with .

Continuously attack with your Staff during the orb collection phase. Auto attack and use and , all this attacks will heal your subgroup and relieve some pressure.

Make sure you have and down during . The constant life steal from and the reduced from will help keep idiotic squad members alive.

Use and to help break .

Use during the pre-event to help upkeep some . You can also use on the first island, but not the second.

Make sure you drop on the second shard to ensure it gets .

Help out with CC as much as possible and use and . During the , takes less damage and spawns shards faster!

During the split phase it is extremely important that you continue to spam off !

Bastion of the Penitent

Be careful when using as it will briefly root you in place which could cause you to get teleported due to .

You can use to provide to your squad. Remember, only five people per segement can get .

You can start the encounter with 100% energy by standing on a tile before is hostile.

Use this encounter as an interactive golem.

Always engage and the split adds with . This will help apply instant .

Make sure you swap away from as quickly as possible, this is because in fast groups you will need to burn through so you can CC properly once back on .

If you're in really high DPS squads, you will need to start on as you won't have time to swap back to before the .

Make sure you have during . This will slightly help the player to survive a little longer!

Use when you engage the split phase.

Use if you see that is getting low and continue to spam off .

Use and to help break .

has a very large hitbox. Walk away from before you use to make sure you get all hits in.

In fast groups you will only be able to use during every other .

Use and before you take the first green port. Try to be in during the chain killing, you have much higher personal DPS and this let's you swap into just before spawns.

Pop and just as spawns and then delay your rotation until the debuff appears.

doesn't scale with so you can mainly focus on personal DPS gains, rather than subgroup based ones. This means you should focus most of your damage through when has the debuff.

Keep up your and during the split phase. The faster the split phase, the faster you're back at .

You can help CC any of the Sauls with and . Don't swap to Staff, it's not worth it.

Hall of Chains

We recommend playing at this encounter with . We recommend playing at this encounter with .

Mythwright Gambit

You will need to help with collecting either Swords or Shields.

Make sure to pop just before you leave to collect and use if you get any .

You can break multiple Shields with or .

You can use to provide for each .

You are a strong CC bot for all of the creatures. They all have large hitboxes and will do an extremely high amount of damage.

is great tool to CC small adds that spawn with the .

It's a bit risky to use on 's as you might end up dropping off the platform. Unless you can guarantee that won't be an issue, better stick with your other skills.

Don't forget to engage all of the creatures with to instantly apply .

Take care when using as it will teleport you close to the creatures or . All the creatures and have proximity based agro so make sure you don't steal it!

You can help delay the Greater Magma Elementals by using .

Key of Adhashim

Your job at this encounter is just to provide as much CC as possible. The faster you CC, the faster dies.

Your can land all hits during the large . Also, you should use and/or .

Don't waste if the is about to end. Your squad will be forced to split up and you will waste all that juicy .

Use and during the split phases to help keep up and .

Don't waste if people are running away to place their Pillars. This is just a waste of energy.

Use during the split phase, this skill can destroy the projectiles.

Try to apply as much as you can to the hands with .

Keep up your and during the split phase.

We recommend playing at this encounter with .