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 Invocation trait line.
Maintaining your upkeep skills, producing Alacrity, 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 100, or 125 if you have . Here are some energy costs of some of the more commonly used skills in your rotation that you will always want to be using:
You're able to upkeep for maximum of 15 seconds if you don't spend your energy in other ways, then you'll need to swap to . Spending ~ 15 seconds in and 10 seconds in makes your fit quite nicely so that you can use it only in .
Not wasting precious energy in lets you upkeep even more. In most cases you will not be able to do it because of other necessary energy spendings.
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 Revenant class.
When playing Heal Renegade, you will come into contact with two different Legends:
You can swap your Legends every 10 seconds, which lines up pretty well with your Weapon Swap.
Swapping Legends will trigger Weapon Swap sigils and traits. For example:
The unique profession mechanics associated with Renegade are the Citadel Order skills.
, your F2 skill, grants your subgroup two stacks of Might per stack of
Kalla's Fervor that you have. You grant more
Might if you have the trait , a trait in the
Renegade Trait Line.
, your F3 skill, spits out 10 missiles that inflict Burning.
grants your subgroup pulsing Alacrity. This pulses four times, with an interval of one second. Without
Boon Duration, each pulse is 1.5 seconds. Your pulses six times when you have the trait , a trait in the
Renegade Trait Line.
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.
will give you Kalla's Fervor whenever you
Dodge an attack. This trait has a three second internal
Cooldown.
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.
You can grant Might with and
Alacrity with . Depending on your Renegade grandmaster trait choice you can provide:
Heal Renegade can upkeep a good amount of
Protection just by using abilities due to the trait.
You can grant somewhat mediocre upkeep of Regeneration and
Retaliation by
Dodging due to .
Regeneration isn't that crucial for this build since you offer a lot of passive healing.
Retaliation is an essential boon for
Power Dragonhunters, if you have any in your squad always place them in your subgroup!
Heal Renegade can provide constant passive healing as well as large bursts. The only real limitation is the energy cost. Knowing when to save up energy is crucial to be effective healer.
The Salvation trait line offers a total of 55% outgoing healing in the form of:
is a passive way to heal the squad. They heal in small radius around when they're picked up for ~ 850 health. You spawn when you:
is 2000 - 3000 heal on short Cooldown, with small energy cost which makes it perfect to spam, if needed.
can heal for ~4500, it cleanses two conditions and is a Blast Finisher.
As always, Regeneration is valid source of healing, for
Heal Renegade it can tick ~650 every second!
On you have also access to:
On you have also access to:
To sum up - Regeneration, moving around your Ventari Tablet and should be enough to outheal any passive damage. Use , and Staff skills for big heals, when and if needed.
is your elite skill. It grants roughly 450 damage per hit and doesn't have any internal Cooldown, obviously fast hitting classes strongly benefit from this.
Here is a summary of the average hits per second for the most common classes:
Depending on your class composition, upkeep and it's timing with squad's burst, you might expect up to around 1000 DPS increase for each class.
Important: This build doesn't produce any Fury. This will need to be covered by another support class in your subgroup. This build will provide some
Might for your subgroup and permanent
Alacrity for your squad. You do offer as an offensive buff to your subgroup.
The main benefit from taking is having permanent uptime of and . This will give your subgroup healing and reduced condition damage taken through and life steal thanks to .
Most of the time you want to start fight on to use and , then quickly swap to to cast for initial Vulnerability.
Using any other utility skills while in will hurt your uptime of . Vulnerability can be supplied from using but this will hurt your uptime.
You can use to Daze adds when they are
Pulled into the stack. This skill is also a
Stun Break. You can also
Blind any adds by using .
You also provide another offensive buff, aside from . You give to your subgroup, a trait in the Devastation trait line.
When you're in you can use to destroy projectiles. This can come in handy at Slothasor or any other encounters that require the destruction of projectiles. Please note that this skill does not reflect projectiles.
can be used to cleanse three conditions from your subgroup. This will heal any allies that have their conditions cleansed.
, 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 you
Stability.
will cause your subgroup to inflict Bleeding on enemies.
will inflict Vulnerability and
Cripple on five enemies within the Aoe.
will grant five allies the ability to life steal with their attacks.
will summon your Tablet. Pressing the skill again will allow you to move it. It is like any other Ground-Targeted 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. It will also apply Alacrity to your subgroup due to .
removes three conditions from your subgroup. It will offer a large heal per condition that is removed.
causes your tablet to explode, Knocking Back enemies for 150
Breakbar 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.
causes your outgoing healing to be increased by 20% while your health is above 75%.
grants you + 120 Healing Power and converts 7% of your
Healing Power to
Concentration.
causes your outgoing healing to be increased by 20% for 10 seconds after you Legend swap.
causes your to apply Alacrity. It also causes your outgoing healing to be increased by 15%.
causes you to create a healing orb whenever you use a Legend skill. If you are on , you will create three orbs. When an ally touches one of these orbs, it will heal five allies around that player.
causes you to deal 25% more damage to foes above 80% health.
increases your damage by 5% per weapon equipped.
grants your subgroup + 150 Ferocity.
increases your damage by 0.5% per stack of Vulnerability on your target.
causes you to gain stacks of Battle Scars when you apply
Vulnerability.
will enable you to apply Retaliation and
Regeneration to your subgroup and apply
Kalla's Fervor to yourself whenever you evade an attack. This trait has a three second internal
Cooldown.
grants Protection to your subgroup whenever you use a ability.
grants you 33% increased Critical Chance when you have full endurance. It also grants you
Vigor whenever you gain
Fury, on an eight second internal
Cooldown. This trait is extremely important for capping your
Critical Chance.
allows you to apply Alacrity to your entire squad when using and also causes this
Alacrity to last 50% longer. This trait 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.
There are some situations when is not worth it due to the high prevelance of condition based DPS classes. This is a common occurance for encounters like:
Obviously you can find yourself in a condition based DPS subgroup at other encounters, so use your intuition to work out if it's worth it or not.
When you find yourself in a situation when gives nothing, you can drop Devastation and take
Invocation. Your traits will look like this:
To heal through , you can use either and or .
If is about to happen at the same time as , you might want to use in , as your group could Dodge, being unable to continue their rotation for a second, making a riskier option.
If your tanking in the middle, you don't offer much Seeker control. At the edge, you can sometimes use to help
Push back the
Seekers, just be mindful of your Tablet position!
Use only during the main phases. You should only use it during the split phase if you know that it will be back off Cooldown by the main phase.
Use when you engage the split phase to apply quick Vulnerability.
You can help CC with and .
Use if you see that Might is getting low.
You should start on , use and then swap to . Make sure to hit Gorseval to get stacks of
Kalla's Fervor before using !
Use only during the main phases. You should only use it during the split phase if you know that it will be back off Cooldown by the main phase.
Roughly 10 seconds after each phase starts, Gorseval will start his . You want to have some energy saved up so you can:
Use when you engage the split phase.
Use if you see that Might is getting low.
You can also cleanse the Weakness from the
Charged Souls by using .
Always engage Sabetha and the Champions with . This will help apply instant
Vulnerability.
Try to avoid having to kite , this makes giving Alacrity with very difficult.
Make good use of during the third phase as there will be a lot of incoming damage.
Use or to help CC Knuckles.
If you're not responsible for initial Alacrity feel free to do the first shroom as there is no pressure at the start. This will not work out if you're the only healer and
Might source as well.
Remember after each Breakbar Phase your DPS classes will have their cooldowns available for their bursts. can boost it noticeably so make sure to have it down just as the
Breakbar Phase ends.
If the Slublings aren't
Pulled correctly, you can upkeep for quite some time, not letting them corrupt boons. Keep in mind this won't work on Evolved Slublings.
If don't trust your squad, for each you can aim to use . This will grant your subgroup -50% incoming Condition Damage, letting them survive long enough to be cleansed with , or even .
Heal Renegade can replace two
Condition Renegades and upkeep
Alacrity for the whole squad which is decent alternative for squads not comfortable with only
Heal Druid as a healer. Keep in mind that your
Resistance uptime will be slightly lower this way as both
Condition Renegades provide it via .
Start on , this allows you to give Alacrity and swap to . By the time your Legend swap is ready again, it will be just in time to block with . You will also have enough energy to use on the sacrifice, along with .
You can block with , by having your Tablet underneath Matthias.
Be mindful of when you use . You don't want to waste it when whole squad gets and need to spread out.
You can easily heal people at range with or for people moving out from stack to deal with mechanics.
Spam and as much as possible to cleanse conditions.
Use and for each Breakbar Phase.
You can Push to orb at
Keep Construct, but make sure you do it with Sword. Your Staff can accidentally
Push the orb sideways. You can use as an addition
Knockback to
Push the orb faster.
You can use on approaching Statues if you don't have instant Vulnerability sources.
You'll most likely be able to save up some energy before burn phase happens. Make sure you're on and drop as Keep Construct appears in the middle again.
When Keep Construct is doing try to drop for reduced condition damage then cleanse conditions with and .
Use and to help break Keep Construct.
This fight can be quite condition heavy. If you see at any moment that your squad is struggling, drop to significantly reduce the pressure.
When adds are Pulled into the stack, you can use for
Blind, however it affects only three targets. is another option, pulsing
Daze for six seconds, which will most likely interrupt adds.
Use and to help break Xera.
Take care when using as it can easily force you off the edge of the platform.
If your squad solely relies on your Alacrity be mindful of your positioning when you have . have roughly 140 more range than AoE, and you should be able to grant to your squad even if you're on opposite side of
Cairn's hitbox.
Nothing stops you from taking the first at 7:37. Your summons are able to heal both you and your subgroup thanks to their radius. Ventari Tablet is obviously great to heal anyone, no matter their position.
If by any chance this fight turns into clown fiesta and someone gets Downed far away from the boss, drop on top of them to neglect as you resurrect them.
You can fit into both double Power Boon Chronomancers setup or the
Boon Thief one, acting as primary
Alacrity source.
If you are with Power Boon Chronomancers, you can tell them to drop both Shield and .
This fight has really low pressure outside of when multiple Jade Soldiers are approaching. You can drop for some
Vulnerability to cleave them quickly.
Don't forget that you should use to cleanse the Slow if you don't have
Resistance.
Always engage Samarog and the split adds with . This will help apply instant
Vulnerability.
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 Breakbar Phase.
Make sure you have during . This will slightly help the Fixated player to survive a little longer!
Don't forget to cancel during the Breakbar Phase. It does nothing and this will allow you to recuperate some energy.
Use when you engage the split phase.
Use if you see that Might is getting low and continue to spam off
Cooldown.
Use and to help break Samarog.
Samarog has a very large hitbox. Walk away from
Samarog before you use to make sure you get all hits in.
In fast groups you will only be able to use during every other Breakbar Phase.
For each time there is Unnatural Signet on
Deimos it's imperative you keep everyone above 90% HP for sixth bonus. should do this job quite easily as well as pump up DPS numbers.
Feel free to drop when you return to the main platform for quick Vulnerability.
You can easily solo CC 75% Saul with . For 25% Saul time window is smaller, thus you can use . Be mindful of your positioning as dashing into isn't the best idea.
You can act as a black kiter if you don't trust your squad. will block for you.
Keep up your and during the split phase. The faster the split phase, the faster you're back at Deimos.
You can help CC any of the Sauls with . Don't swap to Staff, it's not worth it.
Be very mindful to not overheal your squad. You can't provide Might for 10 people and too much healing will make
Heal Druid's generation even slower as there is no ticking passive aura.
You might want to swap for Alacrity Renegade or a DPS class instead.
You can break multiple Shields with . As always, a well placed and works well.
You definitely want to collect Shields during the orb phase. If you’re not doing them alone, communicate with other person which attack you’re shielding. You still can drop on top of stacked DPS as you collect orbs.
Make sure to pop just before you leave to collect and use if you get any Chill.
If you stack Power Daredevils,
Detonate Plasma along with a
Power Boon Chronomancer will be enough to take care of all boons except for
Alacrity. Meet your purpose in life -
Alacrity.
If your group is using or , be careful with as it can Cripple the Greater Magma Elementals thereby ruining a smooth
Pull from the
Power Boon Chronomancer.
If you kill all Pyres without Portals, and are asked to deal with one Greater Magma Elemental on your own, use to separate him from Lava Elementals.
If Retaliation boon strip is slow, try to counter the incoming damage by placing .
Don't forget to engage all of the creatures with to instantly apply Vulnerability.
You can use on creatures to easily CC them during their Breakbar Phases. Just remember you will be inside it's hitbox afterwards, possibly gaining the proximity based aggro.
is great tool to CC small adds that spawn with the Destroyer.
It's a bit risky to use on Qadim's
Breakbar 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.
You're great CC slave on this fight just because of how strong is. should also be used on every Breakbar Phase.
Don't waste if the Breakbar Phase is about to end. Your squad will be forced to split up and you will waste all that juicy
Alacrity.
Remember to drop at the start of each platform for initial Vulnerability.
Use and during the split phases to help keep up Might and
Alacrity.
At later stages of the fight, if your squad has issues with Wisps and their
Immobilize projectiles, feel free to upkeep for a bit.
Heal Renegade works really well on this encounter due to high healing and projectile destruction.
No matter if your squad is running Boon Thief, double
Power Boon Chronomancer or a Hybrid composition. You can happily upkeep
Alacrity and grant projectile destruction with .
You can even easily tank this boss. The only attack you need to be mindful of is however, you can block it with .
Don't waste if people are running away to place their Pillars. This is just a waste of energy.
Camp as much as possible during the main phase. Don't waste any energy and try to have up for as long as possible.
Use during the split phase, this skill can destroy the projectiles.
Even if you squad doesn't split on the Hands, and rotates around, you should have enough energy to upkeep it for the whole duration of the phase.
Try to apply as much Vulnerability as you can to the hands with .
Keep up your and during the split phase.
Use and to CC the Pylons.
You can use to block .
You can solo break the Anomalies by using . Place the AoE so the
Anomaly is just begining to walk into it.
Try to cleanse the Vulnerability, with , between each pulse from . This will massively help your squad survive, assuming they fail to
Dodge it.