Difference between pages "Scrapper - Med Kit Scrapper" and "Build:Holosmith - Tools Holo Roamer"

 
 
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{{Build
 
{{Build
 
| profession = Engineer
 
| profession = Engineer
| specialization = Scrapper
+
| specialization = Holosmith
| designed for = wvw zerg
+
| designed for = WvW Roaming
| focus = Healing, Condition Cleanse, Boon Support
+
| focus = strike damage, mobility, control
 
| rating = great
 
| rating = great
| xpac = hot, soto
+
| difficulty = 3
| meta = y
 
| difficulty = 2
 
 
}}
 
}}
  
 
==Overview==
 
==Overview==
A build designed for constant healing and mitigation of all condition pressure. Provides the invaluable {{tooltip|Superspeed}} buff nearly constantly.  
+
Built around the toolbelt synergy of Tools and damage procs of {{Tooltip|Explosives}}, this WvW Holosmith roaming build is capable of doing massive burst damage without much setup. While the sustain's not that great by default, there's plenty of room for customization in the build that allows players to finetune things for their needs.
  
  
 
==Skill Bar==
 
==Skill Bar==
 
{{Skill bar
 
{{Skill bar
| profession = Engineer
+
| profession = engineer
| specialization = Scrapper
+
| specialization = holosmith
| weapon1 = Shortbow
+
| weapon1 = Sword
| weapon2 =  
+
| weapon2 = Shield
| healing = Med Kit
+
| healing = Coolant Blast
| utility1 = Bulwark Gyro
+
| utility1 = Slick Shoes
| utility2 = Purge Gyro
+
| utility2 = Photon Wall
| utility3 = Elixir Gun
+
| elite = Elite Mortar Kit
| elite =  
 
 
}}
 
}}
{{Skill bar aux|Med Kit}}
 
{{Skill bar aux|Elixir Gun}}
 
  
  
===Variants===
+
===Skill Variants===
;Utilities
+
'''Utility'''
* {{Skill|Utility Goggles}} for an AoE {{tooltip|Revealed}} from its toolbelt skill ({{Skill|Detection Pulse}}), swap back before combat
 
* {{Skill|Bomb Kit}} used out of combat for smoke fields, swap back before combat
 
  
;Elite
+
Viable choices for the optional slot:
* {{Skill|Supply Crate}}
+
* {{Skill|Rifle Turret}} - it's mostly for the toolbelt skill, {{Skill|Surprise Shot}} is an instant trigger for {{Trait|Static Discharge}} and improves your burst damage. Has great synergy with the Tools spec in general because of its low CD. Currently the '''most popular''' pick.
* {{Skill|Sneak Gyro}}
+
 
* {{Skill|Elite Mortar Kit}} - for {{Skill|Elixir Shell}}
+
* {{Skill|Tool Kit}} - CC, block, and some decent damage on {{Skill|Pry Bar}}.
 +
 
 +
* {{Skill|Elixir S}} - great panic button against any kind of pressure and even has {{Tooltip|Stealth}} access on toolbelt.
 +
 
 +
* {{Skill|Spectrum Shield}} - defensive skill that also breaks stuns and its CD could be reduced when used at high heat levels.
 +
 
 +
'''Weapons'''
 +
* ''Hammer'' - this is an equally viable option for people who own both '''Heart of Thorns''' and the '''Secrets of the Obscure''' expansions. The two sets offer very similar things - block, projectile-reflect, CC, leap finishers. Hammer is a slower weapon but has more damage.
 +
 
 +
'''Heal'''
 +
* {{Skill|Med Kit}} - worse cleansing but higher healing thanks to the toolbelt skill {{Skill|Bandage Self}} and the water field the kit offers. Goes up in value compared to {{Skill|Coolant Blast}} when NOT playing with {{Trait|Enhanced Capacity Storage Unit}}.
 +
 
 +
'''Elite'''
 +
* {{Skill|Prime Light Beam}} - unblockable ranged CC on low CD.
 +
 
 +
* {{Skill|Supply Crate}} - a different kind of AoE CC, and the combo field could even be used for {{Tooltip|Stealth}} stacking.
  
  
 
==Template Code==
 
==Template Code==
 
{{TemplateCode|
 
{{TemplateCode|
code = [&DQMvOx0nKymEAAAADhMAAMwSAACVAQAAAAAAAAAAAAAAAAAAAAAAAAAAAAA=]
+
code = [&DQMGFhUZOS5VFioPEwFeAaMAigHlFl8B+RISAQAAAAAAAAAAAAAAAAAAAAADWgBXADMAAA==]
 
}}
 
}}
  
  
 
==Specializations==
 
==Specializations==
{{Specialization|Inventions|bot|mid|bot}}
+
{{Specialization|Explosives|mid|bot|top}}
;Variants
+
{{Specialization|Tools|top|mid|top}}
* {{Trait|Anticorrosion Plating}}
+
{{Specialization|Holosmith|mid|bot|mid}}
{{Specialization|Alchemy|bot|top|mid}}
+
'''Variants'''
{{Specialization|Scrapper|top|mid|mid}}
+
 
;Variants
+
There are 2 main versions for this build: {{Trait|Thermal Release Valve}} and {{Trait|Enhanced Capacity Storage Unit}}.
* {{Trait|Mass Momentum}}
+
* With {{Trait|Thermal Release Valve}} you'll focus on dodging for heat management and {{Trait|Explosive Entrance}} synergy. You should aim to hit 90-100% bonus endurance regen. 50% is provided by {{Tooltip|Vigor}} from Tools and the rest should either come from {{Food|Bowl of Orrian Truffle and Meat Stew}} ''OR'' {{Trait|Adrenal Implant}} on Tools, but '''never both'''! You don't want to overcap endurance regen. If you take '''Adrenal Implant''' you get to use ascended food and still have 100% bonus endurance regen, if you take the dodge food you'll only have 90% endurance regen but retain access to {{Trait|Kinetic Battery}}.
* {{Trait|Ex Machina}}
+
 
 +
* If you go with {{Trait|Enhanced Capacity Storage Unit}} your burst potential is going to be even higher, your Holo skills become stronger but your heat management gets worse, forcing you to use Photon Forge less often. Both of the Tools GM traits and both of the food options remain viable choices, but you'll no longer have to maximize endurance regen if you don't want to.
  
  
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{{PvE equipment
 
{{PvE equipment
 
| weight = Medium
 
| weight = Medium
| stats = Minstrel
+
| stats = Marauder
| rune = Superior Rune of the Monk
+
| rune = Superior Rune of Durability
 
| rune-qt = 6
 
| rune-qt = 6
| relic = Relic of Karakosa
+
| weapon1 = Sword
| weapon1 = Shortbow
+
| weapon2 = Shield
| weapon4 =
+
| sigil1 = Superior Sigil of Cleansing
| weapon3 = Shortbow
 
| weapon4 =  
 
| sigil1 = Superior Sigil of Transference
 
 
| sigil2 = Superior Sigil of Energy
 
| sigil2 = Superior Sigil of Energy
| sigil3 = Superior Sigil of Life
+
| infusion1 = Mighty WvW Infusion
| sigil4 = Superior Sigil of Energy
 
| infusion1 = Healing WvW Infusion
 
 
| infusion1-qt = 18
 
| infusion1-qt = 18
 +
| amulet = Commander
 +
| ring1 = Berserker
 +
| ring2 = Berserker
 +
| accessory1 = Berserker
 +
| accessory2 = Berserker
 +
| backpiece = Berserker
 +
| relic = Relic of Isgarren
 
}}
 
}}
  
  
 
===Equipment Variants===
 
===Equipment Variants===
; Relics
+
'''Runes'''
* {{Relic|Relic of the Flock}}
+
* {{Rune|Superior Rune of the Pack}} - lower sustain, more damage, retains the same boon duration.
 +
 
 +
 
 +
'''Sigils'''
 +
 
 +
If you're confident in your ability to handle conditions even without {{Sigil|Superior Sigil of Cleansing}}, other options open up:
 +
* {{Sigil|Superior Sigil of Celerity}} - lines up perfectly with {{Skill|Thunderclap}} when playing with Hammer, significantly improves {{Tooltip|Quickness}} uptime.
 +
 
 +
* {{Sigil|Superior Sigil of Vision}} - improves the consistency of your bursts.
 +
 
 +
* {{Sigil|Superior Sigil of Air}} - higher burst potential.
 +
 
 +
 
 +
'''Relics'''
 +
* {{Relic|Relic of Antitoxin}} - boosts your condition cleansing.
 +
 
 +
* {{Relic|Relic of the Daredevil}} - improves your consistency by adding a frequent 100% crit chance proc to the build.
 +
 
 +
 
 +
==Consumables==
 +
'''Food'''
 +
* {{Food|Spherified Peppercorn-Spiced Oyster Soup}} - defensive ascended choice with passive damage mitigation while also providing a decent amount of offensive stats.
 +
 
 +
* {{Food|Bowl of Orrian Truffle and Meat Stew}} - defensive option with {{Trait|Explosive Entrance}} and {{Trait|Thermal Release Valve}} synergy.
 +
** {{Food|Bowl of Meat and Winter Vegetable Stew}} - budget version.
 +
 
 +
 
 +
'''Utility'''
 +
* {{Utility|Superior Sharpening Stone}} or {{Utility|Tin of Fruitcake}}
 +
 
 +
 
 +
==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 and also by activating forge skills. Higher CD skills generate more heat.
 +
 
 +
* Reaching maximum heat (150) should be avoided as '''Overheating''' damages you and locks you out of the forge until heat goes back to 0.
 +
 
 +
* {{Skill|Engage Photon Forge}} 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 6 seconds, so be careful about reentering with high heat levels. Be careful when entering it above ~70 heat as you may risk overheating.
 +
* 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'''
 +
 
 +
*The autoattack chain can do considerable cleave damage especially with {{Tooltip|Quickness}}.
  
 +
*{{Skill|Holo Leap}} should be used on CD most of the time as this is an incredibly loaded skill on a very short CD. This skill provides mobility/cleansing via {{Trait|Crystal Configuration: Zephyr}}, does decent damage, and even functions as a Leap Finisher.
  
===Consumables===
+
*{{Skill|Corona Burst}} tends to be the first skill Holosmiths use in combat right after entering holo mode. This is a two-parter that also stacks {{Tooltip|Might}}. The second strike goes off after a delay, making it ideal to combo with other skills for burst damage. Try to squeeze in 2 Corona Bursts before exiting the form.
* {{Food|Bowl of Fruit Salad with Mint Garnish}}
 
** {{Food|Delicious Rice Ball}} personal food option
 
* {{Utility|Bountiful Maintenance Oil}}
 
  
 +
*{{Skill|Photon Blitz}} offers some ranged pressure on an otherwise melee-focused set. You could combo this with the toolbelt skills {{Skill|Particle Accelerator}} and {{Skill|Surprise Shot}} for ranged burst damage if going into melee is too risky, but it's worth using for the damage regardless of range.
  
==Usage== 
+
*{{Skill|Holographic Shockwave}} is an excellent AoE CC and also a Blast Finisher. You may also fake cast it by stowing your weapon right after activation in order to bait dodges from enemies.
===General===
 
* As soon as you get the 25 stacks of {{Sigil|Superior Sigil of Life}} and get out of combat, swap back to the weapon without it
 
  
  
===Overall Priorities===
+
'''General'''
;High
 
* Stability
 
* Condition clear
 
* Healing
 
  
;Moderate
+
* {{Skill|Coolant Blast}} and {{Skill|Photon Wall}} are best used above 50 heat for maximum effectiveness. For Sword skills you should be aiming for 100+ heat.
* {{Tooltip|Superspeed}}
 
* Supporting isolated allies
 
  
;Low
+
* {{Skill|Superspeed}} on toolbelt is the only stun break in the build by default, but at least it recharges quickly. {{Skill|Slick Shoes}} could be used while stunned in hopes of CCing enemies.
* Poisoning downs
 
  
 +
* {{Skill|Elite Mortar Kit}} is a versatile kit useful in just about any situation and has a lot of combo potential. It has a {{Tooltip|Poison}} field for healing reduction (that could also make it harder for enemies to rez their downed allies), {{Tooltip|Blind}} and {{Tooltip|Chill}} to avoid damage or kite enemies, and a Water field to combo extra healing. Most skills also do solid damage and could be used to pressure targets both in melee and range, further reducing your downtime between burst combos.
  
====Surviving====
 
* This build has high passive defense
 
* This build has high mobility skill access
 
** An '''About Face''' keybind can be useful for quickly using {{Skill|Acid Bomb}} for mobility
 
* This builds has moderate active defenses
 
** {{Skill|Healing Mist}} is your only stunbreak, try to be conservative with it
 
** Only use {{Skill|Sneak Gyro}} to survive if desperate, it is much better saved for your group
 
  
{{Collapse start|Active defense priority}}
+
'''Damage'''
* {{Skill|Healing Mist}} - for stunbreaking
 
* {{Skill|Purge Gyro}} - for {{Tooltip|Immobilize}}
 
* {{Skill|Cleansing Field}} - for {{Tooltip|Immobilize}}
 
* '''Dodge'''
 
* {{Skill|Bandage Self}}
 
* {{Skill|Vital Burst}}
 
* {{Skill|Bulwark Gyro}}
 
* {{Skill|Sneak Gyro}}
 
{{Collapse end}}
 
  
 +
*The more heat you have, the more damage you do thanks to {{Trait|Laser's Edge}} and {{Trait|Enhanced Capacity Storage Unit}}.
  
===Detailed Explanations===
+
*After every dodge roll you gain {{Trait|Explosive Entrance}} which adds a decent damage proc to your next attack.
====Stability====
 
* Use {{Skill|Defense Field}} for ranged engages as the first applied {{Tooltip|Stability}} source
 
* After ranged engages are done, use it to cover downtime from the firebrand's {{Skill|"Stand Your Ground!"}}
 
  
 +
*When playing with Sword/Shield follow up with {{Skill|Radiant Arc}} and {{Skill|Refraction Cutter}} right after exiting the forge (while your heat is still high), preferably in this order - Radiant Arc leaps to your target which makes it easier to land Refraction Cutter in melee range, increasing the chance of landing all projectiles on one target.
  
====Condition clear====
+
* {{Skill|Particle Accelerator}} and {{Skill|Surprise Shot}} are the best skills for proccing {{Trait|Static Discharge}}. These provide frequently available instant burst damage and should be used as often as possible.
* {{Skill|Fumigate}} and {{Skill|Cleansing Field}} are much more situational compared to {{Skill|Purge Gyro}}, deprioritize them in situations where {{Skill|Purge Gyro}} would be more effective
 
* Move slightly behind your group when casting {{Skill|Fumigate}} to maximize hits
 
* Be aware that {{Skill|Fumigate}} does not cleanse yourself
 
* {{Skill|Cleansing Field}} should be dropped when clashing with the opponent or preemptively before an enemy spike
 
* Use your '''Weapon Swap''' key immediately after casting {{Skill|Acid Bomb}} to cancel the leap backwards
 
* Your own fields have priority for combo finishers, {{Skill|Super Elixir}} and {{Skill|Purge Gyro}} can provide a light field for combo interactions
 
* Make sure to combo {{Skill|Essence of Living Shadows}} with any other shortbow 2-4 skill.
 
** Ideally combo with {{Skill|Essence of Liquid Wrath}} so you can save your blasts for light/water field interactions
 
  
{{Collapse start|Condition clear priority}}
+
* Every 5th toolbelt skill you use gives you {{Tooltip|Quickness}} and {{Tooltip|Superspeed}} via {{Trait|Kinetic Battery}}.
* {{Skill|Fumigate}}
 
* {{Skill|Essence of Living Shadows}}
 
* {{Skill|Cleansing Field}}
 
* {{Skill|Purge Gyro}}
 
* {{Skill|Super Elixir}}
 
* {{Skill|Acid Bomb}}/{{Skill|Infusion Bomb}}/{{Skill|Essence of Animated Sand}}/{{Skill|Essence of Borrowed Time}}/{{Skill|Function Gyro}} - (light field, blast finisher)
 
* {{Skill|Bandage Self}} - {{Trait|Cleansing Synergy}}
 
{{Collapse end}}
 
  
 +
* {{Skill|Photon Wall}} is primarily a defensive skill, but its chain skill lets you shoot it at nearby enemies for extra damage. Using this skill only for the damage is hardly ever worth it (as it's one of your few defensive CDs and doesn't hit ''that'' hard), but you should consider using {{Skill|Launch Wall}} when Photon Wall is about to expire.
  
====Healing====
+
* ''If taken'' {{Skill|Prime Light Beam}} is a powerful '''unblockable''' ranged AoE CC on low CD and works great for setting up bursts. The skill is very telegraphed and somewhat easy to avoid if you don't have {{Tooltip|Quickness}}, but you could even pull some mind-games with it. PLB roots you in place and makes you face towards your target - with '''skill retargeting''' enabled under Combat/Movement Options you're able to cast it on target A, bait out a dodge and then switch to target B in the last moment, hitting them with the beam.
* {{Skill|Vital Burst}} and {{Skill|Bandage Self}} both proc {{Trait|Medical Dispersion Field}} even if you are at full HP
+
** If target A dodges and there is no target B simply stow your weapon to cancel it and try again a few seconds later, don't waste your elite.
* Move slightly behind your group when casting {{Skill|Med Blaster}} to maximize hits
 
** The range on {{Skill|Med Blaster}} is much higher than the animation indicates
 
* Your own fields have priority for combo finishers, {{Skill|Cleansing Field}} can provide a water field for combo interactions
 
* Use your barrier skills {{Skill|Bulwark Gyro}} and {{Skill|Essence of Animated Sand}} as often as possible when engaging the enemy
 
** Make sure to blast a field with {{Skill|Essence of Animated Sand}}
 
  
{{Collapse start|Healing priority}}
+
*Once your heat is back at a reasonably low level enter holo mode and spam those skills, that's really all there is to it.
* {{Skill|Bulwark Gyro}}
 
* {{Skill|Essence of Animated Sand}}
 
* {{Skill|Bandage Blast}}
 
* {{Skill|Vital Burst}}
 
* {{Skill|Acid Bomb}}/{{Skill|Infusion Bomb}}/{{Skill|Essence of Borrowed Time}}/{{Skill|Function Gyro}} - {{Relic|Relic of Karakosa}}
 
* {{Skill|Med Blaster}}
 
* {{Skill|Bandage Self}} - {{Trait|Medical Dispersion Field}}
 
* {{Skill|Super Elixir}}
 
* {{Skill|Energizing Slam}}
 
{{Collapse end}}
 
  
  
====Superspeed====
+
'''Sustain'''
* Most of your {{Tooltip|Superspeed}} will be generated passively while using your skills for healing and cleansing
+
* Every Hammer skill except the autoattack could be used defensively.
* If your group is lacking {{Tooltip|Superspeed}} before a push {{Skill|Bandage Self}} is the most effective way to apply it
 
* Make sure to blast a field with {{Skill|Essence of Borrowed Time}} when using it for {{Tooltip|Superspeed}}
 
  
{{Collapse start|Superspeed priority}}
+
* {{Skill|Electro-whirl}} does great damage in melee while reflecting projectiles, {{Skill|Rocket Charge}} has a lengthy evade frame on top of being a double combo finisher and having high damage, {{Skill|Thunderclap}} stuns enemies while leaving behind a pulsing damage field.
* {{Skill|Bandage Self}} - {{Trait|Speed of Synergy}}
 
* {{Skill|Function Gyro}} - {{Trait|Gyroscopic Acceleration}}
 
* {{Skill|Bulwark Gyro}}
 
* {{Skill|Purge Gyro}}
 
* {{Skill|Sneak Gyro}}
 
* {{Skill|Essence of Borrowed Time}}
 
{{Collapse end}}
 
  
 +
* {{Skill|Shock Shield}} is the most defensive thing on Hammer, being a block skill with barrier. While the damage is mediocre it's still worth using it in melee as you gain barrier whenever the skill strikes an enemy, but even if you don't do that the block is still very useful.
  
====Supporting isolated allies====
+
* {{Skill|Slick Shoes}} is great at turning things around. The instant unblockable AoE CC could stop most burst attempts made by enemies without {{Tooltip|Stability}} while also creating the perfect opening for counterpressuring targets. Really good at immediately punishing teleport skills like {{Skill|Phase Traversal}} or {{Skill|Steal}} too.
* Do not try to support isolated players if your group is under pressure or it would get you killed
 
* {{Tooltip|Superspeed}} is your first priority for getting players back to your group
 
** Use {{Skill|Function Gyro}} if available to apply it from range
 
** If {{Skill|Function Gyro}} is unavailable, move to the isolated player(s) and using {{Skill|Bandage Self}} is the other viable option
 
* Move to isolated player(s) and use {{Skill|Sneak Gyro}} to give {{Tooltip|Stealth}}
 
  
 +
* Toolbelt skills remove conditions. Since you're going to be spamming {{Skill|Surprise Shot}} and {{Skill|Particle Accelerator}} quite a lot you should be able to keep them at bay just by playing offensively. When conditions start to overwhelm you use {{Skill|Cauterize}} (preferably at high heat).
  
====Poisoning downs====
+
* The only stunbreak in the build is found on toolbelt skill {{Skill|Superspeed}} (not to be confused with the effect of the same name).
* Use {{Skill|Chemical Field}} when you can safely approach melee range with downs
 
* Use {{Skill|Fumigate}} only if your group is taking no pressure and you have other cleanse cooldowns avalible
 
  
 +
* {{Skill|Photon Wall}} is an extremely valuable blocking skill that allows you to keep pressuring targets without having to worry in most cases.
  
====Settings====
+
* Standing inside any of the AoE fields created by {{Skill|Elite Mortar Kit}} is already going to make you a less attractive target, but {{Skill|Flash Shell}} and {{Skill|Endothermic Shell}} are especially useful when used defensively. {{Skill|Elixir Shell}} isn't scary but being a water field you could use your many leap/blast finishers like {{Skill|Detonate Rifle Turret}} or {{Skill|Rocket Charge}} to get even more healing out of it.
* Under '''General Options / User Interface''' check '''Always show squad health bars''' and '''Always show party health bars'''. These will make it much easier to keep track of who needs your support.
 
* Also under '''General Options / User Interface''' turn on '''Thick party health bars'''
 
** '''Thick squad health bars''' can be used too as a matter of personal preference, but is not recommended for large numbers
 
* Under '''Squad Options''' uncheck '''View as a grid'''. This will allow you to keep track of your allies' boons, conditions and health, enabling a better decision-making and skill management.
 

Revision as of 11:59, 8 April 2024

The community gave this build a rating, making it top-tier: Great

Focused on: Strike damageMobility and Control

Designed for: WvW Roaming

Difficulty:
Hard
This build was last updated on April 08, 2024 and is up to date for the March 19, 2024 patch.

Overview

Built around the toolbelt synergy of Tools and damage procs of Explosives Explosives, this WvW Holosmith roaming build is capable of doing massive burst damage without much setup. While the sustain's not that great by default, there's plenty of room for customization in the build that allows players to finetune things for their needs.


Skill Bar

Sword/Shield
Utility


Skill Variants

Utility

Viable choices for the optional slot:

  • Rifle Turret - it's mostly for the toolbelt skill, Surprise Shot is an instant trigger for Static Discharge and improves your burst damage. Has great synergy with the Tools spec in general because of its low CD. Currently the most popular pick.
  • Tool Kit - CC, block, and some decent damage on Pry Bar.
  • Elixir S - great panic button against any kind of pressure and even has Stealth Stealth access on toolbelt.
  • Spectrum Shield - defensive skill that also breaks stuns and its CD could be reduced when used at high heat levels.

Weapons

  • Hammer - this is an equally viable option for people who own both Heart of Thorns and the Secrets of the Obscure expansions. The two sets offer very similar things - block, projectile-reflect, CC, leap finishers. Hammer is a slower weapon but has more damage.

Heal

  • Med Kit - worse cleansing but higher healing thanks to the toolbelt skill Bandage Self and the water field the kit offers. Goes up in value compared to Coolant Blast when NOT playing with Enhanced Capacity Storage Unit.

Elite

  • Prime Light Beam - unblockable ranged CC on low CD.
  • Supply Crate - a different kind of AoE CC, and the combo field could even be used for Stealth Stealth stacking.


Template Code

[&DQMGFhUZOS5VFioPEwFeAaMAigHlFl8B+RISAQAAAAAAAAAAAAAAAAAAAAADWgBXADMAAA==]
Copy Template Code


Specializations

Variants

There are 2 main versions for this build: Thermal Release Valve and Enhanced Capacity Storage Unit.

  • With Thermal Release Valve you'll focus on dodging for heat management and Explosive Entrance synergy. You should aim to hit 90-100% bonus endurance regen. 50% is provided by Vigor Vigor from Tools and the rest should either come from OR Adrenal Implant on Tools, but never both! You don't want to overcap endurance regen. If you take Adrenal Implant you get to use ascended food and still have 100% bonus endurance regen, if you take the dodge food you'll only have 90% endurance regen but retain access to Kinetic Battery.
  • If you go with Enhanced Capacity Storage Unit your burst potential is going to be even higher, your Holo skills become stronger but your heat management gets worse, forcing you to use Photon Forge less often. Both of the Tools GM traits and both of the food options remain viable choices, but you'll no longer have to maximize endurance regen if you don't want to.


Equipment

Head
Marauder
Shoulders
Marauder
Chest
Marauder
Hands
Marauder
Legs
Marauder
Feet
Marauder
Backpiece
Berserker
Accessory
Berserker
Accessory
Berserker
Amulet
Commander
Ring
Berserker
Ring
Berserker
Sword
Marauder
Shield
Marauder
Sigil
Sigil
Rune
x6
Infusion
x18
Relic


Equipment Variants

Runes

  • Rune of Superior Rune of the Pack - lower sustain, more damage, retains the same boon duration.


Sigils

If you're confident in your ability to handle conditions even without Sigil of Superior Sigil of Cleansing, other options open up:

  • Sigil of Superior Sigil of Celerity - lines up perfectly with Thunderclap when playing with Hammer, significantly improves Quickness Quickness uptime.
  • Sigil of Superior Sigil of Vision - improves the consistency of your bursts.
  • Sigil of Superior Sigil of Air - higher burst potential.


Relics

  • Relic of Antitoxin - boosts your condition cleansing.
  • Relic of the Daredevil - improves your consistency by adding a frequent 100% crit chance proc to the build.


Consumables

Food

  • - defensive ascended choice with passive damage mitigation while also providing a decent amount of offensive stats.
  • - defensive option with Explosive Entrance and Thermal Release Valve synergy.
    • - budget version.


Utility

  • or


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 and also by activating forge skills. Higher CD skills generate more heat.
  • Reaching maximum heat (150) should be avoided as Overheating damages you and locks you out of the forge until heat goes back to 0.
  • Engage Photon Forge 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 6 seconds, so be careful about reentering with high heat levels. Be careful when entering it above ~70 heat as you may risk overheating.
  • 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

  • The autoattack chain can do considerable cleave damage especially with Quickness Quickness.
  • Holo Leap should be used on CD most of the time as this is an incredibly loaded skill on a very short CD. This skill provides mobility/cleansing via Crystal Configuration: Zephyr, does decent damage, and even functions as a Leap Finisher.
  • Corona Burst tends to be the first skill Holosmiths use in combat right after entering holo mode. This is a two-parter that also stacks Might Might. The second strike goes off after a delay, making it ideal to combo with other skills for burst damage. Try to squeeze in 2 Corona Bursts before exiting the form.
  • Photon Blitz offers some ranged pressure on an otherwise melee-focused set. You could combo this with the toolbelt skills Particle Accelerator and Surprise Shot for ranged burst damage if going into melee is too risky, but it's worth using for the damage regardless of range.
  • Holographic Shockwave is an excellent AoE CC and also a Blast Finisher. You may also fake cast it by stowing your weapon right after activation in order to bait dodges from enemies.


General

  • Coolant Blast and Photon Wall are best used above 50 heat for maximum effectiveness. For Sword skills you should be aiming for 100+ heat.
  • Superspeed on toolbelt is the only stun break in the build by default, but at least it recharges quickly. Slick Shoes could be used while stunned in hopes of CCing enemies.
  • Elite Mortar Kit is a versatile kit useful in just about any situation and has a lot of combo potential. It has a Poison Poison field for healing reduction (that could also make it harder for enemies to rez their downed allies), Blind Blind and Chill Chill to avoid damage or kite enemies, and a Water field to combo extra healing. Most skills also do solid damage and could be used to pressure targets both in melee and range, further reducing your downtime between burst combos.


Damage

  • The more heat you have, the more damage you do thanks to Laser's Edge and Enhanced Capacity Storage Unit.
  • After every dodge roll you gain Explosive Entrance which adds a decent damage proc to your next attack.
  • When playing with Sword/Shield follow up with Radiant Arc and Refraction Cutter right after exiting the forge (while your heat is still high), preferably in this order - Radiant Arc leaps to your target which makes it easier to land Refraction Cutter in melee range, increasing the chance of landing all projectiles on one target.
  • Particle Accelerator and Surprise Shot are the best skills for proccing Static Discharge. These provide frequently available instant burst damage and should be used as often as possible.
  • Photon Wall is primarily a defensive skill, but its chain skill lets you shoot it at nearby enemies for extra damage. Using this skill only for the damage is hardly ever worth it (as it's one of your few defensive CDs and doesn't hit that hard), but you should consider using Launch Wall when Photon Wall is about to expire.
  • If taken Prime Light Beam is a powerful unblockable ranged AoE CC on low CD and works great for setting up bursts. The skill is very telegraphed and somewhat easy to avoid if you don't have Quickness Quickness, but you could even pull some mind-games with it. PLB roots you in place and makes you face towards your target - with skill retargeting enabled under Combat/Movement Options you're able to cast it on target A, bait out a dodge and then switch to target B in the last moment, hitting them with the beam.
    • If target A dodges and there is no target B simply stow your weapon to cancel it and try again a few seconds later, don't waste your elite.
  • Once your heat is back at a reasonably low level enter holo mode and spam those skills, that's really all there is to it.


Sustain

  • Every Hammer skill except the autoattack could be used defensively.
  • Electro-whirl does great damage in melee while reflecting projectiles, Rocket Charge has a lengthy evade frame on top of being a double combo finisher and having high damage, Thunderclap stuns enemies while leaving behind a pulsing damage field.
  • Shock Shield is the most defensive thing on Hammer, being a block skill with barrier. While the damage is mediocre it's still worth using it in melee as you gain barrier whenever the skill strikes an enemy, but even if you don't do that the block is still very useful.
  • Slick Shoes is great at turning things around. The instant unblockable AoE CC could stop most burst attempts made by enemies without Stability Stability while also creating the perfect opening for counterpressuring targets. Really good at immediately punishing teleport skills like Phase Traversal or Steal too.
  • Toolbelt skills remove conditions. Since you're going to be spamming Surprise Shot and Particle Accelerator quite a lot you should be able to keep them at bay just by playing offensively. When conditions start to overwhelm you use Cauterize (preferably at high heat).
  • The only stunbreak in the build is found on toolbelt skill Superspeed (not to be confused with the effect of the same name).
  • Photon Wall is an extremely valuable blocking skill that allows you to keep pressuring targets without having to worry in most cases.
  • Standing inside any of the AoE fields created by Elite Mortar Kit is already going to make you a less attractive target, but Flash Shell and Endothermic Shell are especially useful when used defensively. Elixir Shell isn't scary but being a water field you could use your many leap/blast finishers like Detonate Rifle Turret or Rocket Charge to get even more healing out of it.


Ratings

This build has a rating of 5 stars based on 4 votes.
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5 stars
Peliagudest gave this build 5 stars • March 2024
With recent changes, buffs and nerfs; this build come back in the "meta".Really good healing and cleanses, nothing to envy the druid. Really good barriers, now probably more than scourge. Possibly the one that provides the most protection and regeneration. Lot of fields, blasts and superspeed; a little bit of aegis and CC. And some options to change if you need more stab, AoE resurrection, etc
5 stars
Goon gave this build 5 stars • March 2023
This is still a fantastic build that deserves meta tier. While it doesn't cleanse as much as druid or tempest and it doesn't heal as much as vindicator it provides a middle ground of solid cleanses and healing. While it is a fantastic support in any comp its unique level of superspeed access means that stacking scrappers is an absolute must for melee comps.
4 stars
Tyroxin gave this build 4 stars • October 2022
Still a capable cleanser and capable healer. While the increased cooldowns on multiple cleanse skills hurt the gameflow and notable downtime occurs, the pure mass of cleanse can still keep up with Druid, Vindicator and average Tempests. For continued pushes the cleanse downtime can become a problem, but Scrapper could still be a best pick if the fight plan allows for that.
5 stars
AidamAidam gave this build 5 stars • June 2022
Strong build for zerg play, complements the Support Firebrand as the second half of the squad backbone. Most squads will want each 5 man subgroup to have one Med Kit Scrapper or Frontline Aurashare Tempest in it.

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