Difference between pages "Holosmith - Tools Holo Roamer" and "Build:Berserker - Double Melee Berserker (GvG)"

 
 
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{{Build
 
{{Build
| profession = Engineer
+
| profession = Warrior
| specialization = Holosmith
+
| specialization = Berserker
| designed for = WvW Roaming
+
| designed for = wvw gvg
| focus = strike damage, mobility, control
+
| focus = Strike Damage, DPS
| rating = great
+
| rating = archived
| difficulty = 3
+
| xpac = hot
 +
| meta =
 +
| difficulty = 2
 
}}
 
}}
  
 
==Overview==
 
==Overview==
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.
+
A high burst damage Berserker WvW build with overwhelming damage.
  
  
 
==Skill Bar==
 
==Skill Bar==
 
{{Skill bar
 
{{Skill bar
| profession = engineer
+
| profession = warrior
| specialization = holosmith
+
| specialization = berserker
| weapon1 = Sword
+
| weapon1 = greatsword
| weapon2 = Shield
+
| weapon2 =  
| healing = Coolant Blast
+
| weapon3 = hammer
| utility1 = Slick Shoes
+
| weapon4 =
| utility2 = Photon Wall
+
| healing = Blood Reckoning
| elite = Elite Mortar Kit
+
| utility1 = Balanced Stance
 +
| utility2 = Endure Pain
 +
| utility3 = Signet of Fury
 +
| elite = Battle Standard
 
}}
 
}}
 
 
===Skill Variants===
 
'''Utility'''
 
 
Viable choices for the optional slot:
 
* {{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|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 = [&DQMGFhUZOS5VFioPEwFeAaMAigHlFl8B+RISAQAAAAAAAAAAAAAAAAAAAAADWgBXADMAAA==]
+
code = []
 
}}
 
}}
  
  
 
==Specializations==
 
==Specializations==
{{Specialization|Explosives|mid|bot|top}}
+
{{Specialization|Strength|bot|mid|top}}
{{Specialization|Tools|top|mid|top}}
+
;Variants
{{Specialization|Holosmith|mid|bot|mid}}
+
* {{Trait|Great Fortitude}} if capped on {{Tooltip|Might}}
'''Variants'''
+
{{Specialization|Discipline|mid|mid|bot}}
 
+
{{Specialization|Berserker|top|top|top}}
There are 2 main versions for this build: {{Trait|Thermal Release Valve}} and {{Trait|Enhanced Capacity Storage Unit}}.
+
;Variants
* 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|Savage Instinct}}
 
 
* 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.
 
  
  
 
==Equipment==
 
==Equipment==
 
{{PvE equipment
 
{{PvE equipment
| weight = Medium
+
| weight = Heavy
 
| stats = Marauder
 
| stats = Marauder
| rune = Superior Rune of Durability
+
| rune = Superior Rune of the Scholar
 
| rune-qt = 6
 
| rune-qt = 6
| weapon1 = Sword
+
| relic = Relic of Isgarren
| weapon2 = Shield
+
| weapon1 = Greatsword
| sigil1 = Superior Sigil of Cleansing
+
| weapon2 =  
| sigil2 = Superior Sigil of Energy
+
| sigil1 = Superior Sigil of Force
 +
| sigil2 = Superior Sigil of Hydromancy
 +
| weapon3 = Hammer
 +
| weapon4 =
 +
| sigil3 = Superior Sigil of Fire
 +
| sigil4 = Superior Sigil of Energy
 
| infusion1 = Mighty WvW Infusion
 
| infusion1 = Mighty 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===
'''Runes'''
+
;Stats
* {{Rune|Superior Rune of the Pack}} - lower sustain, more damage, retains the same boon duration.
+
* Feel free to use as much '''Berserker's''' gear as you can without dying
 
 
 
 
'''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.
 
 
 
*{{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.
 
 
 
*{{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.
 
 
 
*{{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'''
 
 
 
* {{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.
 
 
 
* {{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.
 
 
 
* {{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.
 
 
 
 
 
'''Damage'''
 
 
 
*The more heat you have, the more damage you do thanks to {{Trait|Laser's Edge}} and {{Trait|Enhanced Capacity Storage Unit}}.
 
 
 
*After every dodge roll you gain {{Trait|Explosive Entrance}} which adds a decent damage proc to your next attack.
 
 
 
*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.
 
  
* {{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.
+
;Relic
 +
* {{Relic|Relic of Speed}}
 +
* {{Relic|Relic of the Thief}}
  
* Every 5th toolbelt skill you use gives you {{Tooltip|Quickness}} and {{Tooltip|Superspeed}} via {{Trait|Kinetic Battery}}.
 
  
* {{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.
+
===Consumables===
 +
* {{Food|Peppercorn-Crusted Sous-Vide Steak}}
 +
** {{Food|Fried Oyster Sandwich}} personal option
 +
* {{Utility|Superior Sharpening Stone}}
  
* ''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.
 
** 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.
+
==Usage== 
 +
===Overall Priorities===
 +
;High
 +
* {{Skill|Battle Standard}}
  
 +
;Moderate
 +
* Damage
  
'''Sustain'''
 
* Every Hammer skill except the autoattack could be used defensively.
 
  
* {{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.
+
====Surviving====
 +
* This build has moderate passive defense
 +
* This build has moderate mobility skill access
 +
** Use {{Skill|Whirlwind Attack}} to move out after spiking
 +
** {{skill|Rush}} can be used for repositioning or gap closing
 +
*** Drop your target if using it defensively
 +
* This builds has moderate active defenses
  
* {{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.
+
{{Collapse start|Active defense priority}}
 +
* {{trait|Warrior's Sprint}} - for {{tooltip|Immobilize}}
 +
** {{skill|Whirlwind Attack}}
 +
** {{skill|Rush}}
 +
* '''Dodge'''
 +
* {{Skill|Whirlwind Attack}} - general use
 +
* {{Skill|Balanced Stance}}
 +
{{Collapse end}}
  
* {{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.
 
  
* 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).
+
===Detailed Explanations===
 +
====Battle Standard====
 +
* Prioritize {{Skill|Battle Standard}} on clumps of 2+ downed enemies
 +
** {{Skill|Battle Standard}} only finishes enemies in 180 radius, the smallest circle in its targeting reticle
 +
* Since {{Skill|Battle Standard}} also rezzes allies in 360 radius, use it on groups of 3+ allies if you have the skill ready
  
* The only stunbreak in the build is found on toolbelt skill {{Skill|Superspeed}} (not to be confused with the effect of the same name).
 
  
* {{Skill|Photon Wall}} is an extremely valuable blocking skill that allows you to keep pressuring targets without having to worry in most cases.
+
====Damage====
 +
* Start fights in '''Hammer''', conserve {{Skill|Berserk}} until your commander commits to melee
 +
** Your damage at range is lower outside of {{Skill|Berserk}} but using it too early will lead to it timing out too early
 +
* Once your commander commits, use {{Skill|Signet of Fury}} to fill your '''Adrenaline''' then activate {{Skill|Berserk}}
 +
* Your highest kill potential comes from the {{Skill|Arc Divider}} {{to}} {{Skill|Blood Reckoning}} {{to}} {{Skill|Arc Divider}} combo
 +
** Make sure to save it for a moment you can spike with other players to generate downs
 +
* Get back on '''Hammer''' when your group moves out of melee to be ready to reengage
 +
* {{Skill|Hundred Blades}} is situational. You stand still during channel, which means hitting CC'ed, movement impaired and downed foes is the ideal setup for this ability.
  
* 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.
+
{{Collapse start|Damage priority}}
 +
;Hammer
 +
* {{Skill|Rupturing Smash}}
 +
* {{Skill|Hammer Shock}}
 +
* {{Skill|Fierce Blow}}
 +
* '''Autoattacks'''
 +
;Greatsword
 +
* {{Skill|Arc Divider}}
 +
* {{Skill|Blood Reckoning}} - while {{Skill|Arc Divider}} is on cooldown
 +
* {{Skill|Hundred Blades}}
 +
* {{skill|Bladetrail}} - only if no projectile block/reflect
 +
* {{Skill|Rush}}
 +
* '''Autoattacks'''
 +
* {{Skill|Whirlwind Attack}} - save to disengage
 +
{{Collapse end}}

Latest revision as of 03:10, 12 April 2024

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Focused on: Strike damage and Dps

Designed for: WvW GvG

Expansions required: Heart of Thorns builds

Difficulty:
Normal

Overview

A high burst damage Berserker WvW build with overwhelming damage.


Skill Bar

Greatsword
Hammer
Utility


Template Code

[]
Copy Template Code


Specializations

Variants
  • Great Fortitude if capped on Might Might
Variants
  • Savage Instinct


Equipment

Head
Marauder
Shoulders
Marauder
Chest
Marauder
Hands
Marauder
Legs
Marauder
Feet
Marauder
Backpiece
Marauder
Accessory
Marauder
Accessory
Marauder
Amulet
Marauder
Ring
Marauder
Ring
Marauder
Greatsword
Marauder
Sigil
Sigil
Hammer
Marauder
Sigil
Sigil
Rune
x6
Infusion
x18
Relic


Equipment Variants

Stats
  • Feel free to use as much Berserker's gear as you can without dying
Relic
  • Relic of Speed
  • Relic of the Thief


Consumables

    • personal option


Usage

Overall Priorities

High
  • Battle Standard
Moderate
  • Damage


Surviving

  • This build has moderate passive defense
  • This build has moderate mobility skill access
    • Use Whirlwind Attack to move out after spiking
    • Rush can be used for repositioning or gap closing
      • Drop your target if using it defensively
  • This builds has moderate active defenses
Active defense priority Toggle
  • Warrior's Sprint - for Immobilize Immobilize
    • Whirlwind Attack
    • Rush
  • Dodge
  • Whirlwind Attack - general use
  • Balanced Stance


Detailed Explanations

Battle Standard

  • Prioritize Battle Standard on clumps of 2+ downed enemies
    • Battle Standard only finishes enemies in 180 radius, the smallest circle in its targeting reticle
  • Since Battle Standard also rezzes allies in 360 radius, use it on groups of 3+ allies if you have the skill ready


Damage

  • Start fights in Hammer, conserve Berserk until your commander commits to melee
    • Your damage at range is lower outside of Berserk but using it too early will lead to it timing out too early
  • Once your commander commits, use Signet of Fury to fill your Adrenaline then activate Berserk
  • Your highest kill potential comes from the Arc Divider Blood Reckoning Arc Divider combo
    • Make sure to save it for a moment you can spike with other players to generate downs
  • Get back on Hammer when your group moves out of melee to be ready to reengage
  • Hundred Blades is situational. You stand still during channel, which means hitting CC'ed, movement impaired and downed foes is the ideal setup for this ability.
Damage priority Toggle
Hammer
  • Rupturing Smash
  • Hammer Shock
  • Fierce Blow
  • Autoattacks
Greatsword
  • Arc Divider
  • Blood Reckoning - while Arc Divider is on cooldown
  • Hundred Blades
  • Bladetrail - only if no projectile block/reflect
  • Rush
  • Autoattacks
  • Whirlwind Attack - save to disengage


Ratings

This build has a rating of 5 stars based on 1 votes.
Log in or register to rate this build.
5 stars
Hanz gave this build 5 stars • February 2024
It's a bit like Fresh Air Ele but for Engi. Great damage, has just enough cleansing, uses superspeed and blinding skill to stay ahead and kite. Requires a careful playstyle as it can be rather squishy at times, but has all the tools to be a strong duelist when played right.

Comments

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