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General Gameplay Tips

General Renegade Tips

For Invocation: If you have problems when swapping from to while under 10 energy there are a few things you can do.

  • You can use to burn off some extra energy if you need it. This way you don't have to use and miss out on the damage from .

Pay attention to always finish as it is easy to interrupt this animation. The animation has to be completed to create the AoE field on the ground.

If you hover your mouse over your UI while using it will jump in place faster.

100% energy rotation start;

Always try to Legend swap before Weapon swap so you can trigger .

Renegade Specific Mechanics

Shiro or Kalla?

The summon skills from the do not stack. They currently do not follow the normal rules of subgroup priority and will affect the closest five people regardless of subgroup.

For this reason, if you are running multiple Condition Renegades you should only have one player that uses per squad. The other Condition Renegades should be running instead.

The exception to this is if you have an organised group and can coordinate with the other Condition Renegade which will allow you to have two players running . You will need to work out who will use at the start of their rotation and who will use at the start.

Kalla's Fervor

Kalla's Fervor increases your Ferocity by 30 stat points and your Condition Damage by 2% per stack. You can gain a maximum of five stacks of Kalla's Fervor.

will give you Kalla's Fervor whenever you critically hit or flank an enemy.

will give you Kalla's Fervor whenever you gain Fury. This trait has a three second internal cooldown.

improves the benefits of Kalla's Fervor. You will now gain 50 stat points of Ferocity and 3% Condition Damage per stack.

will cause you to gain Kalla's Fervor whenever you gain Might.

will cause your Kalla's Fervor to reduce incoming condition damage by 7% per stack. This is in addition to the Ferocity and outgoing increased Condition Damage.

Useful Things You Should Be Aware Of

List of Stun Break skills:

Don't forget that you have an extra Stun Break on Legend swap while playing Invocation from .

Movement Skills:

Utility Skills

Kalla Utilities

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

offers a pulsing CC that will Daze five enemies within the AoE. This utility is also a Stun Break and grants Stability.

will inflict Bleeding on five enemies within the AoE.

will inflict Vulnerability and Cripple on five enemies within the Aoe.

will grant five allies the ability to life steal with their attacks. This skill rarely sees the light of day when playing Condition Renegade. You will likely only use it when you are playing Support Renegade.

Mallyx Utilities

, 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 Resistance. This utility will also take conditions from your subgroup and give them to you. Each condition will increase the amount of Resistance 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 Confusion.

is a ground targeted leap skill. It creates an AoE that pulses Torment and Chill. You will use this skill whenever you need to drain off energy when you engage an encounter at 100 energy.

increases all your stats by 10% and causes Torment to nearby enemies.

Shiro Utilities

, 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 Dodge, replenishes endurance, grants Fury and acts as a Stun Break. 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 Superspeed.

is a 300 Breakbar damage elite skill which also applies Vulnerability.

Traits & Variations

Traits

When playing with the Invocation trait line 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 Invocation. 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 Devastation trait line there are two traits that you should be aware of:

  • is the entire reason why you run Devastation and it will buff your power based classes that are in your subgroup. You should be taking this trait, and entire trait line, whenever you have two power based DPS classes in your subgroup.
  • will increase your damage by 20% when an enemy is below 50% health.

Trait Variations

In the Renegade Trait Line you will need to choose between , and .

You need to run if you are running a single Support Chronomancer to allow you to give Alacrity to your entire squad through .

is used for small hitbox sized bosses or medium hitbox sized bosses if they have high movement uptime. You will want to use this trait on the following encounters:

is used for medium to large hitbox sized bosses due to the additional missiles from . You will want to use this trait on the following encounters:

There are also variations in the Corruption trait line that are good to be aware of. Two different trait combinations are taken depending on the length of the phase and/or encounter.

For short, bursty encounters you will want to take these traits. These traits provide more Burning and Poison which therefore makes this selection more bursty.

For longer encounters you will want to take these traits. These traits focus on causing Torment when you gain Resistance which makes these traits better for longer fights.

Trait Line Variations

In terms of personal DPS, Invocation is far superior to Devastation.

Devastation brings which is a DPS increase for power based DPS classes.

So, which one do you play? Invocation or Devastation? While Invocation is way more personal DPS, Devastation buffs power based DPS classes due to .

The take home message for the fight between Invocation and Devastation is that you pretty much always will be running Invocation. You will only be running Devastation on power orientated encounters, which normally don't favour Condition Renegade.

It is more beneficial for you to play Devastation when you have two or more power based DPS classes in your subgroup.

The only exception to any of these rules in Dhuum, where you should always play Invocation.

Boons & Conditions

You provide permanent Bleeding through , and .

You provide permanent Burning through , , , and .

You provide permanent Torment through , , , , , , , and .

You provide permanent Poison through and whenever you apply Torment due to .

You can provide permanent Confusion through . does also apply Confusion but you will rarely use this skill.

You provide roughly 60% Chill uptime through . does also apply Chill but you will only use this for mobility.

You provide roughly 20% Cripple uptime through .

You provide roughly 65% Slow uptime through . does also apply Slow.

You provide Vulnerability with . If you run Devastation you will also provide Vulnerability through .

Finally, you can provide roughly 30% Weakness uptime with .

You provide Might to your subgroup when you use . Use this during split phases if you see that your Might is getting low.

You provide Alacrity to your subgroup when you use . This can be increased to your entire squad if you take , a trait in the Renegade Trait Line.

You provide Resistance to your subgroup when you use .

will provide your subgroup with Resistance when you swap to , Retaliation when you swap to and Might when you swap to . This is only when playing Invocation.

will provide Stability to your subgroup and will act as a personal Stun Break.

, in the Invocation trait line, will give you Fury whenever you Legend swap. grants you Vigor whenever you gain Fury.

Breakbars


Spirit Vale

Vale Guardian 22,021,440 687 140 2,000

General Renegade Tips

Here you run in the Renegade Trait Line due to the small hitbox size.

Start your rotation with and , while running to Vale Guardian and use followed by .

Be careful when using , as you can get ported through . Just delay when you see a blue field is appearing.

Depending on how much energy you have in , you can start your rotation with either two or three , and .

For the last phase use and first and wait with using until Vale Guardian is in his last tanking spot.

Split Phase

If possible, swap to as you engage the Red Guardian during the split phase. This allows you to use and provide Vulnerability as you typically will lack it here. As soon as possible swap back to and save some energy.

For CC, you can use and .

Gorseval the Multifarious 21,628,200 1,374 250 4,500

General Renegade Tips

Here you run in the Renegade Trait Line due to the large hitbox size of 250.

Since you can only use twice, assuming your group DPS is good, you don't have to prioritize this skill over other skills.

Once Gorseval is attackable again, after the split phase, use three times, , , , swap to and .

Breakbar Phase

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

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

Split Phase

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

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

Sabetha the Saboteur 34,015,256 1,374 48

General Renegade Tips

Here you run in the Renegade Trait Line due to the small hitbox size.

Be careful with and while Sabetha is using her Flamewall attack. Either don't use the option "Snap to Ground Target" or delay those skills.

If you are using "Snap to Ground Target" you can just detarget Sabetha and use your skills like and beside her.

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

If you have to do Cannons on Sabetha try to swap into before you go up to gain more energy. This way, you can use multiple times when you return.

Dealing with Mechanics

If you get an expanding on Sabetha use or to get back to Sabetha 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 Sabetha.

If you get a while in you should use and any other spirits to drain your energy once you've returned to the group.

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 Sabetha.

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


Salvation Pass

Slothasor 18,973,828 1,374 360 4,000

Condition Renegade is not super strong at Slothasor as this encounter favors power based DPS classes. Check out our Team Composition Page to see what we recommend.

Bandit Trio

General Renegade Tips

Play Devastation here to give to your subgroup.

Use to pull mobs together.

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

If you get Fear you can use on or on to Stun Break.

Try to start every boss with 100 energy in , this way you can start your rotation with - three times, and .

You can camp most of the time, since your energy is permanently filling up. You can use to either cleave mobs or for mobility.

You can do Mortars if needed by using between the first and second add, so you can cleave both of them. You can use for the final add, if you need more CC you still have .

Matthias Gabrel 25,953,840 1,374 140 2,500

General Renegade Tips

Do not use over . Matthias has a medium hitbox and also a high movement uptime, so not every projectile from will hit.

Don't interrupt your rotation while Matthias is doing his bubble attack, just continue your rotation.

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

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

Dealing with Mechanics

If you get a mechanic on Matthias which forces you to move away from the boss, you can use or as a gap closer. probably fits in your rotation anyway because you have had to move out and your energy is filling up.

If you don't want to use on Shortbow, you can just try to continue your Shortbow rotation while walking back. Start with and , so you are 100% sure that all projectiles will hit Matthias.

If you get a mechanic while in you should use and any other spirits to drain your energy once you've returned to the group.


Stronghold of the Faithful

Escort

General Renegade Tips

You can play Devastation here to support your group with .

Use to pull mobs together.

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

If you get Fear, you can use on or on to Stun Break.

To help your group with Warg control you can swap out your Shortbow for Sword - Sword. Use , , or to apply Chilled and to Immobilize the Warg.

As Renegade you are able to do Back Wargs. Just do your normal rotation on the Warg and he will die really fast. If you have problems you can use to Chilled and to apply Cripple.

Keep Construct 55,053,600 687 200 3,500

Condition Renegade is not super strong at Keep Construct as this encounter favors power based DPS classes. Check out our Team Composition Page to see what we recommend.

Xera 22,611,300 1,374 48 2,000

General Renegade Tips

Here you run in the Renegade Trait Line due to the small hitbox size.

Start the Xera fight with: Three Swap to Continue your normal rotation.

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

Don’t use when mobs are in the shard fields as it gives them Confusion. The shard fields convert Confusion on mobs into Retaliation and your DPS classes will explode when trying to cleave them.

You can use instead of to help drain your energy.

Use off cooldown in the gliding phase for some extra Alacrity.

Island Events

Camp for the first island, so your energy is 100 when you land on the second island. Just do the normal burst rotation with 100 energy in and swap to for .

After you have destroyed the last shard go immediately to .


Bastion of the Penitent

Cairn the Indomitable 19,999,998 1,374 200

General Renegade Tips

If you are running with two Support Chronomancers you should run in the Renegade Trait Line due to the small hitbox size.

If you are running with a solo Support Chronomancer you should run . This will enable you to share Alacrity to your entire squad whenever you use . When you're in you should replace with .

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

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

If you are on Mace while the green fields are appearing, stay as long as possible melee because you will lose a lot of DPS if you go into green while on Mace - Axe. On Shortbow you can just continue your rotation in the green field.

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

Mursaat Overseer 22,021,440 1,374 160

General Renegade Tips

If you are running with two Support Chronomancers you should run in the Renegade Trait Line due to the small hitbox size.

If you are running with a solo Support Chronomancer you should run . This will enable you to share Alacrity to your entire squad whenever you use . When you're in you should replace with .

If you have double Jade Scouts approaching, you can always delay slightly to help cleave them quickly.

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

If your DPS isn't that good and you have to move Mursaat Overseer through the arena, try to place your in the direction that he is moving.

Samarog 29,493,000 1,374 420 4,500

Condition Renegade is not super strong at Samarog as this encounter favors power based DPS classes. Check out our Team Composition Page to see what we recommend.

Deimos 35,981,456 1,374 140

General Renegade Tips

Here you run in the Renegade Trait Line due to the small hitbox size.

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

Rapid Decay

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

Try to not jump into a black field while in the jump animation of . This may mean that sometimes you have to delay using it.

Split Phase

After you get ported down to deal with Saul, try to be on and use to provide some Vulnerability. Swap back to as soon as you can to save energy. When you port back up to Deimos, you can use the 100 energy burst rotation.

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 Chilled.


Hall of Chains

Soulless Horror 35,391,600 1,374 160 3,000

General Renegade Tips

Here you run in the Renegade Trait Line due to the small hitbox size.

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

You can help with CC during the Breakbar Phases 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 Heal Druid is unable to push it away.

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

Soulless Horror is essentially a DPS golem, so try to play your rotation as smoothly as you can to reach really nice DPS numbers.

Dhuum 32,000,000 1,374 400

General Renegade Tips

You should play Invocation here because you have ridiculously high DPS. Use instead of as Dhuum has a massive hitbox size of 420. You can find these traits in the Renegade Trait Line.

You can use to remove the boons from Dhuum after the . This means your Warrior can play instead of .

Pre-Event

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 Alacrity before the skeletons spawn.
  • Use to share Might before the skeletons spawn.
  • Use to help cleave spiders.
  • For the skeletons you can use the normal 100 energy Mallyx rotation. Precast three times and start with and once the skeleton has spawned.

Always start your rotation with 100 energy on . The following options depend on where you will tank Dhuum:

  • When you start Throne: 3 x
  • When you start on the Side: slightly before he comes vulnerable only once he is vulnerable. Once he's on the side start the Throne rotation.

Dealing with Mechanics

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 Dhuum, you can use . Once you've returned to Dhuum use swap to .

The Final 10% Phase

For the final 10% phase, always make sure you are in .

When you return from the seal: Use to close the gap between you and Dhuum, use again to jump on Dhuum.

The next part of your rotation should look like this: Swap to or .

The follow opening applies if you are running . Once you've put down both and and done a auto attack chain, put down to get the proc for when you swap back to . Use immediately when you've finished the previous steps.

The follow opening applies if you are running . Cast once you've activated to ensure that you will proc . Swap to and use .


Mythwright Gambit

Conjured Amalgamate

Condition Renegade is not super strong at Conjured Amalgamate as this encounter favors power based DPS classes. Check out our Team Composition Page to see what we recommend.

Twin Largos

Condition Renegade is absolutely horrendous to use at Kenut and Nikare. Check out our Team Composition Page to see what we recommend. You will want to kill yourself playing Condition Renegade here. You have been warned.

Qadim

General Renegade Tips

Here you run in the Renegade Trait Line.

You will always start with 100 energy for every creature and Qadim. 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 Qadim while on apart from the Destroyer.

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

At the main phase on Qadim 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 Lava Elementals. You can also Chill the Magma Elementals with and then knock them down with .

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

and will root you in place. Take care when Qadim uses his attack as you might be locked in an animation with these skills.


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