Holosmith - Conversion Holo

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The community gave this build a rating, making it second-tier: Good.

Focused on: Direct damageMobility.

Designed for:

Overview

An sPvP Holosmith build which converts conditions into boons through cleansing.

Skill Bar

RifleHealingUtilityElite

Specializations

Equipment

Rifle.png
I.png
Superior Sigil of Intelligence
9Recharge.png
Superior Sigil of Intelligence.pngSuperior Sigil of Intelligence
Your next three attacks after swapping to this weapon while in combat has a 100% critical chance. (Cooldown: 9s)
Superior Sigil of Energy
9Recharge.png
Superior Sigil of Energy.pngSuperior Sigil of Energy
Gain 50% of your endurance when you swap to this weapon while in combat. (Cooldown: 9s)
I.png
Superior Rune of Leadership
Superior Rune of Leadership.pngSuperior Rune of Leadership
(1): +8 to All Stats (2): +5% Boon Duration (3): +12 to All Stats (4): +10% Boon Duration (5): +16 to All Stats (6): +15% Boon Duration; when you use an elite skill, convert up to 2 conditions into boons of all nearby allies. (Cooldown: 45 seconds)
Demolisher's Amulet
Demolisher's Amulet.pngDemolisher's Amulet
+1050 Power +1050 Precision +560 Toughness +560 Ferocity

Usage

Elite specialization basics

  • Holosmith grants access to the Photon Forge (sometimes referred to as holo mode) and introduces a new resource: heat. Heat is generated passively while the forge is active, or by activating forge skills. Higher CD skills generally generate more heat.
  • Reaching maximum heat (100) should be avoided as overheating damages you and locks you out of the forge until heat goes back to 0. The best tool for heat management is dodge rolling, which vents 15 heat per roll via
    and does some moderate AoE damage.
  • is used to activate the forge, after which your weapon skills will be replaced by 5 new ones. You can't exit the forge for at least 5 seconds, so be careful about reentering with high heat levels.
    • Both Engage Photon Forge and Disengage Photon Forge count as toolbelt skills and will work with related traits. Both skills can proc weapon swap sigils too.


Forge skills

This is where most of the damage comes from

  • Although the auto attack chain got significant nerfs in March 2018, it can still do considerable cleave damage especially with Quickness Quickness.
  • will be used to maintain permanent Swiftness Swiftness and Vigor Vigor (through
    ), keep using this skill out of combat as well but don't build too much heat (manage with dodges accordingly). Holo Leap also does considerable damage while in combat. Keep in mind that this is a Leap Finisher, so always try to combo it with either a Light Field for Light Aura Light Aura or a Water Field for healing.
  • will be the only source of Stability Stability in the build and an important source of Might Might, granting up to 5 stacks per use. There's a second attack too which goes off after a short delay. This should be the first skill you use after entering holo mode.
  • can be useful for reaching targets trying to escape, but won't be used much.
  • is an excellent AoE CC and also a Blast Finisher. You can also fake cast it by stowing your weapon right after activation in order to bait enemy dodges.


General

  • Applying Protection removes conditions, and removing a condition converts it into a boon via
    .
  • is one of the most versatile skills in the build:
    • Right after deployment it does an AoE CC, triggers a Blast finisher, applies Protection, and activates a projectile-reflection bubble.
    • is a 2nd Blast finishers. Note: try not to detonate/pick up this turret while the bubble is still up, as a 2nd AoE CC will go off right before the shield drops.
    • (toolbelt) is a stun break with Stability Stability and yet another Blast finisher, which comes handy if you get CC'd and
      procs because you can immediately blast it for AoE stealth and catch a break.
  • cleanses a total of 4 conditions (2 baseline and 2 extra from traits). If you're under heavy condition pressure consider picking up the turret (F by default) instead of detonating it to shave off 5 seconds from its CD for more frequent cleansing. Alternatively, detonating the turret in a Light field sacrifices some AoE healing but cleanses one additional condition, bringing the total amount to 5.
  • will be your best cleanse and party utility tool, converting up to 12 conditions into boons while also applying its own boons every second. As a Light combo field any Blast finisher executed in it will AoE cleanse 1 condition, while Leap finishers grant Light Aura Light Aura. Always try to use it above 50 Heat to prolong its duration.
  • Enable skill retargetting (under general options, combat/movement section). This lets you cast
    facing target A, potentially bait out a dodge, then switch over to target B just before the skill goes off and hit that target.
  • can knock downed enemies off of capture points, bleeding them out while you cap thus delaying their respawn. Your elite skill could do the same, but that'd be a waste of cooldowns (except if there are enemies trying to revive their downed, in that case your elite can pressure all of them while interrupting the rez attempt even even if thed had Stability by launching the downed player far enough to cancel the channeling).
    • knocks you back upon activation. To negate this you can try building stability before using the skill, either from Corona Burst Corona Burst or
      .
  • ,
    and
    can CC people long enough to set up a burst.

Top Streamers

Build rating: 4 stars
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3 Ratings
3 stars
Hanz gave this build 3 stars 2 weeks ago

IMO doesn't hold up that well anymore, and I haven't seen anyone play it in a while. Still not a bad spec, but there are builds that can overpower it now.

5 stars
Filthi gave this build 5 stars March 2018

as of my own understanding of gw2 mechanics/meta right now, i cant see why maurader isnt present as the main or secondary choice for amulet using this build. My Decision for marauder factors on the low health pool vs meta condi scourge. Having the extra hp for fighting condi is a big help. more hp = more time to kill them before healing yourself for a bigger burst. the time givin in fighting condi builds is helpful.

toughness counters power ---> but does not mitigate condi damage

vit counters condi --->but higher hp pool requires more heal

once the condi gets toned down i could perhaps see demolisher ammy as more viable

5 stars
CGSN gave this build 5 stars February 2018

This score reflects how powerful Hard Light Arena with the inventions/alchemy condition converting is. We talked a bit about how great the toolbelt for Medic Gyro was with inventions/alchemy as a 5X protection pulse while Hard Light Arena with its 12 pulses initially escaped our theorycrafting.

Thumper turret is pretty clever with the smoke bomb offering a double smoke blast escape from CC.

The third utility slot is real difficult to find something that feels great. I haven't tried Photon Wall in this build yet but it was nice to play with in the SD build, so I'll try that out for a bit.

Regardless of the small details though, Hard Light Arena is one of the strongest condition-hate skills in the game now with inventions/alchemy and will hard carry teamfights on its own.

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