Difference between revisions of "Herald - Hammer Herald"

Line 18: Line 18:
 
| specialization = herald
 
| specialization = herald
 
| weapon1 = hammer
 
| weapon1 = hammer
| weapon3 = Sword
+
| weapon3 = Greatsword
| weapon4 = Sword
+
| weapon4 =  
 
| legend1 = Glint
 
| legend1 = Glint
 
| legend2 = Jalis
 
| legend2 = Jalis
Line 27: Line 27:
 
==Template Code==
 
==Template Code==
 
{{TemplateCode|
 
{{TemplateCode|
code = [&DQkDPg8qNDfcEdwRBhLUESsSKxLUEQYSyhHKEQEDAQMGEisS1BEAAAAAAAA=]
+
code = []
 
}}
 
}}
  
Line 51: Line 51:
 
| sigil1 = Superior Sigil of Hydromancy
 
| sigil1 = Superior Sigil of Hydromancy
 
| sigil2 = Superior Sigil of Force
 
| sigil2 = Superior Sigil of Force
| weapon3 = Sword
+
| weapon3 = Greatsword
| weapon4 = Sword
+
| weapon4 =  
 
| sigil3 = Superior Sigil of Energy
 
| sigil3 = Superior Sigil of Energy
 
| sigil4 = Superior Sigil of Bloodlust
 
| sigil4 = Superior Sigil of Bloodlust
Line 95: Line 95:
 
====Surviving====
 
====Surviving====
 
* This build has moderate passive defense
 
* This build has moderate passive defense
* This build has low mobility skill access
+
* This build has moderate mobility skill access
** {{Skill|Deathstrike}} will teleport in the direction of an out of range target, use it if desperate to reposition
+
** {{skill|Phantom's Onslaught}} will lunge towards a target if they are within range, otherwise it moves you considerably less than 900 range
 
*** Neutral creatures can be used as targets
 
*** Neutral creatures can be used as targets
 
* This builds has high active defenses  
 
* This builds has high active defenses  
 +
** Only use {{Skill|Phase Smash}} defensively if desperate, it will likely leave you more out of position than when you started
 +
** Toggle {{Skill|Vengeful Hammers}} on whenever you expect significant pressure, its upkeep is cheap
 +
** {{Skill|Rite of the Great Dwarf}} breaks stuns at the beginning of the cast, dodge or weapon stow to cancel the cast if you're in danger
 
** Keep {{Skill|Facet of Light}} active as often as possible so that {{Skill|Infuse Light}} is available  
 
** Keep {{Skill|Facet of Light}} active as often as possible so that {{Skill|Infuse Light}} is available  
 
** Save {{Skill|Facet of Nature}} + {{Skill|One with Nature}} for use in '''Jalis''' stance
 
** Save {{Skill|Facet of Nature}} + {{Skill|One with Nature}} for use in '''Jalis''' stance
** Only use {{Skill|Phase Smash}} defensively if desperate, it will likely leave you more out of position than when you started
 
** Toggle {{Skill|Vengeful Hammers}} on whenever you expect significant pressure, its upkeep is cheap
 
 
** Don't waste {{Skill|Gaze of Darkness}} on trivial CC, the {{Tooltip|Fury}} it provides is very valuable
 
** Don't waste {{Skill|Gaze of Darkness}} on trivial CC, the {{Tooltip|Fury}} it provides is very valuable
** {{Skill|Rite of the Great Dwarf}} breaks stuns at the beginning of the cast, dodge or weapon stow to cancel the cast if you're in danger
 
  
 
{{Collapsible
 
{{Collapsible
Line 115: Line 115:
 
* {{Skill|Soothing Stone}} - for {{Tooltip|Immobilize}}
 
* {{Skill|Soothing Stone}} - for {{Tooltip|Immobilize}}
 
* '''Dodge'''
 
* '''Dodge'''
 +
* {{Skill|Imperial Guard}}
 
* {{Skill|Facet of Light}} {{to}} {{Skill|Infuse Light}}
 
* {{Skill|Facet of Light}} {{to}} {{Skill|Infuse Light}}
 
* {{Skill|Rite of the Great Dwarf}} - general use
 
* {{Skill|Rite of the Great Dwarf}} - general use
Line 135: Line 136:
 
** Cast {{Skill|Gaze of Darkness}} near the end of the cast of {{Skill|Phase Smash}} to clear {{Tooltip|Blind}}, if needed
 
** Cast {{Skill|Gaze of Darkness}} near the end of the cast of {{Skill|Phase Smash}} to clear {{Tooltip|Blind}}, if needed
 
* Try to place {{Skill|Inspiring Reinforcement}} in the direction your group is pushing if possible, but prioritize hitting enemies
 
* Try to place {{Skill|Inspiring Reinforcement}} in the direction your group is pushing if possible, but prioritize hitting enemies
* Use {{Skill|Chilling Isolation}} quickly after swapping into '''Sword/Sword''' so it can be used again before swapping back to '''Hammer'''
 
 
* Toggle on {{Skill|Vengeful Hammers}} any time you're in range and in '''Jalis''', but prioritize other skills when energy is limited
 
* Toggle on {{Skill|Vengeful Hammers}} any time you're in range and in '''Jalis''', but prioritize other skills when energy is limited
* {{Skill|Deathstrike}} is best used to get yourself into position for your other melee skills
 
** Wait for the follow up cast to finish before taking other actions
 
  
 
{{Collapsible
 
{{Collapsible
Line 146: Line 144:
 
|
 
|
 
* {{Skill|Burst of Strength}}
 
* {{Skill|Burst of Strength}}
* {{Skill|Phase Smash}}
 
* {{Skill|Coalescence of Ruin}}
 
* {{Skill|Deathstrike}} - single target only
 
* {{Skill|Shackling Wave}}
 
 
* {{Skill|Elemental Blast}}
 
* {{Skill|Elemental Blast}}
* {{Skill|Chilling Isolation}}
 
 
* {{Skill|Inspiring Reinforcement}}
 
* {{Skill|Inspiring Reinforcement}}
 
* {{Skill|Vengeful Hammers}}
 
* {{Skill|Vengeful Hammers}}
 +
 +
;Greatsword
 +
* {{Skill|True Strike (Vindicator)}} - 5 charges
 +
* {{Skill|Eternity's Requiem}}
 +
* {{Skill|Phantom's Onslaught}}
 +
* {{Skill|Mist Unleashed}}
 +
 +
;Hammer
 +
* {{Skill|Phase Smash}}
 +
* {{Skill|Coalescence of Ruin}}
 +
 
}}
 
}}
  
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====CC====
 
====CC====
* Use {{Skill|Forced Engagement}} when:
 
** Your group calls a spike:
 
*** Winds - {{Skill|Winds of Disenchantment}}
 
*** Wells - {{Skill|Well of Corruption}}+{{Skill|Well of Suffering}}
 
*** Shades - {{Skill|Desert Shroud}}
 
*** Traps - {{Skill|Procession of Blades}}+{{Skill|Test of Faith}}
 
** On top of enemy downs (while alive players are on top of them)
 
** Enemy groups moving defensively while your group is pushing
 
 
* Save {{Skill|Chaotic Release}} to launch downed players out of {{Skill|Signet of Mercy}}/{{Skill|Illusion of Life}}
 
* Save {{Skill|Chaotic Release}} to launch downed players out of {{Skill|Signet of Mercy}}/{{Skill|Illusion of Life}}
 
* Use {{Skill|Drop the Hammer}} when all other skills are on cooldown and projectile block is stopping your {{Skill|Hammer Bolt}}
 
* Use {{Skill|Drop the Hammer}} when all other skills are on cooldown and projectile block is stopping your {{Skill|Hammer Bolt}}

Revision as of 21:44, 22 August 2023

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

Focused on: Strike damageDps and Boon support

Designed for: WvW Zerg

Expansions required: Heart of Thorns builds

Difficulty:
Normal
This build was last updated on August 22, 2023 and is up to date for the April 16, 2024 patch.

Overview

A Power based Herald build for WvW. The utility of Glint, the durability of Jalis, and the damage of Coalescence of Ruin allow this build to deal strong damage with great sustain, while buffing allies.


Skill Bar

Hammer
Greatsword
Utility
Utility


Template Code

[]
Copy Template Code


Specializations

Variants
  • Brutality constant stability removal with quickness uptime but less DPS.
Variants
  • Core Value offers more group utility, but less movement speed.


Equipment

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


Relic

  • Speed - utility
  • Isgarren - damage
  • Thief - damage alternative


Equipment Variants

  • Marauder stats Marauder stats if you find you need extra defensive stats, but do not go over crit cap


Consumables

    • personal food option


Usage

Priorities

High
  • Ranged Spike
Moderate
  • Sustained damage
  • Boon support
Low
  • CC


Surviving

  • This build has moderate passive defense
  • This build has moderate mobility skill access
    • Phantom's Onslaught will lunge towards a target if they are within range, otherwise it moves you considerably less than 900 range
      • Neutral creatures can be used as targets
  • This builds has high active defenses
    • Only use Phase Smash defensively if desperate, it will likely leave you more out of position than when you started
    • Toggle Vengeful Hammers on whenever you expect significant pressure, its upkeep is cheap
    • Rite of the Great Dwarf breaks stuns at the beginning of the cast, dodge or weapon stow to cancel the cast if you're in danger
    • Keep Facet of Light active as often as possible so that Infuse Light is available
    • Save Facet of Nature + One with Nature for use in Jalis stance
    • Don't waste Gaze of Darkness on trivial CC, the Fury Fury it provides is very valuable
Active defense priority
  • Gaze of Darkness - for stunbreaking
  • Rite of the Great Dwarf - for stunbreaking
  • Vengeful Hammers
  • Soothing Stone - for Immobilize Immobilize
  • Dodge
  • Imperial Guard
  • Facet of Light Infuse Light
  • Rite of the Great Dwarf - general use
  • Soothing Stone - general use
  • Phase Smash


Detailed Explanations

Ranged Spike

  • Casting Coalescence of Ruin immediately before Phase Smash will make both hits land at the same time
    • Phase Smash is the priority skill if you can't use both
  • Swap legends during Phase Smash at 3/4ths through the cast to activate Sigil of Superior Sigil of Hydromancy
  • Avoid casting Phase Smash as groups cross each other so you aren't left behind
  • Flip Vengeful Hammers on while casting Phase Smash in Jalis to proc Forceful Persistence


Sustained damage

  • You can Phase Smash through traps and marks to activate them without taking any damage.
    • Cast Gaze of Darkness near the end of the cast of Phase Smash to clear Blind Blind, if needed
  • Try to place Inspiring Reinforcement in the direction your group is pushing if possible, but prioritize hitting enemies
  • Toggle on Vengeful Hammers any time you're in range and in Jalis, but prioritize other skills when energy is limited
Skill priority
  • Burst of Strength
  • Elemental Blast
  • Inspiring Reinforcement
  • Vengeful Hammers
Greatsword
  • True Strike (Vindicator) - 5 charges
  • Eternity's Requiem
  • Phantom's Onslaught
  • Mist Unleashed
Hammer
  • Phase Smash
  • Coalescence of Ruin



Boon support

  • Always upkeep 3 facets for Forceful Persistence, but don't be afraid to consume then if the opportunity appears
    • Use Facet of Darkness + Facet of Strength + Facet of Light as your general setup to have instant access to Infuse Light
    • Use Facet of Darkness + Facet of Strength + Facet of Elements to allow energy regeneration
  • Facet of Nature + One with Nature can be used to cover Stability Stability for your group when your firebrand and scrapper's sources are on cooldown


CC

  • Save Chaotic Release to launch downed players out of Signet of Mercy/Illusion of Life
  • Use Drop the Hammer when all other skills are on cooldown and projectile block is stopping your Hammer Bolt


Ratings

This build has a rating of 5 stars based on 1 votes.
Log in or register to rate this build.
5 stars
Mike382 gave this build 5 stars • November 2023
Been running Herald zerg build (pre SoTo) for 2 years, although with Celestial stats as a personal preference; solid addition to any zerg, fun to play (hammertime!) and it's always nice to provide buffs to your team. Capable of running in the front of the pack to help push, middle or the back if you want to be more defensive. Vengeful hammers is great for tagging when pushing through enemy zergs. Plus the aura always looks cool.

Comments

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