Difference between revisions of "Holosmith - DPS Holo"

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===Detailed Explanations===
 
===Detailed Explanations===
 
====Damage====
 
====Damage====
* You want to stay between 100 and 150 heat all the time to ensure you benefit from both the bonuses given by {{trait|Enhanced Capacity Storage Unit}} and {{trait|Laser's Edge}}
+
* In {{skill|Engage Photon Forge}} prioritize {{skill|Corona Burst}} and {{skill|Light Strike}} for damage
** To quickly generate heat, you can use holo skills like {{skill|Holographic Shockwave}} and {{skill|Photon Blitz}}
+
** Use {{skill|Holo Leap}} as needed for mobility
* The damage rotation is simple, you {{skill|Engage Photon Forge}} whenever you are around 100 heat, use mainly {{skill|Corona Burst}} and {{skill|Light Strike}} chain autos for damage, and filling with the rest of the skills if needed, like {{skill|Holo Leap}}, until you are about to overheat, at this moment you {{skill|Deactivate Photon Forge}} and wait for your heat to drop down to 100
+
** Use other skills as needed to gain heat for {{Trait|Photonic Blasting Module}}
* In the meantime, you fill the Photon Forge downtime:
+
*** Make sure to be in a good position for {{Trait|Photonic Blasting Module}}, use {{skill|Disable Photon Forge}} at a high heat value (95+) to save it if you can't
** By using your rifle skills, mainly {{skill|Blunderbuss}} and {{skill|Jump Shot}} for burst damage
+
* During Photon Forge downtime:
** Spamming {{skill|Flame Jet}}
+
** Use your rifle skills, mainly {{skill|Blunderbuss}} and {{skill|Jump Shot}} for burst damage
* {{skill|Laser Disk}} and {{skill|Prime Light Beam}} do a lot of damage, try to use the first whenever you are sure you are going to be able to sit in melee for a long time, for example cleaving downstates. The second is best suited for chokes or scenarios where the enemy is pushing at you, since it goes beyond the standard 5man target cap, you have to abuse that.
+
** Spam {{skill|Flame Jet}}
** {{skill|Prime Light Beam}} roots your for a while during the cast so be careful to not greed
+
* Use{{skill|Laser Disk}} whenever you are sure you are going to be able to sit in melee for a long time
 +
* {{skill|Prime Light Beam}} is best suited for chokes or scenarios where the enemy is pushing at you, since it goes beyond the standard 5man target cap
 +
** {{skill|Prime Light Beam}} roots you for a while during the cast so be careful to not greed
 
** Try to use both Exceed skills within Photon Forge, to grant then the {{trait|Laser's Edge}} modifier
 
** Try to use both Exceed skills within Photon Forge, to grant then the {{trait|Laser's Edge}} modifier
  
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* {{Skill|Prime Light Beam}} - over 50 heat
 
* {{Skill|Prime Light Beam}} - over 50 heat
 
* {{Skill|Corona Burst}}
 
* {{Skill|Corona Burst}}
* {{Skill|Laser Disk}}
+
* {{Skill|Laser Disk}} - over 50 heat
 
* {{Skill|Jump Shot}}
 
* {{Skill|Jump Shot}}
 
* {{skill|Blunderbuss}}
 
* {{skill|Blunderbuss}}

Revision as of 15:11, 27 December 2022

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

Focused on: Strike damage

Designed for: WvW Zerg

Expansions required: Path of Fire Builds

Difficulty:
TBD
This build was last updated on December 27, 2022 and is up to date for the April 16, 2024 patch.

Overview

A power damage Holosmith WvW build meant to do massive damage within melee range, overwhelming the enemies with copious amounts of burst hits, causing great pain and harm to their bodies and souls and health bars, while having no meaningful downtime, unlike their competitors like full damage reaper or berserker which struggle outside of Reaper's Shroud and Berserk. Greatly profits from the large damage modifier of Laser's Edge and the high damage of Flame Jet


Template Code

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Skillbar

Rifle/Rifle
Utility


Variants

Utility
  • Elixir S defensive stunbreak


Specializations


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
Rifle
Marauder
Sigil
Sigil
Rifle
Marauder
Sigil
Sigil
Rune
x6



Variants

Sigil
  • Sigil of Superior Sigil of Stamina option instead of Sigil of Superior Sigil of Force for activating Explosive Entrance


Consumables

    • feast option with additional power and ferocity.


Usage

General

  • As soon as you get the 25 stacks of Sigil of Superior Sigil of Bloodlust and get out of combat, swap back to the Rifle without it


Overall Priorities

High
  • Damage
Moderate
Low
  • CC


Surviving

  • This build has moderate passive defense
  • This build has moderate mobility skill access
    • Holo Leap will leap towards your target if you have one, make sure to drop your target when using it for mobility
  • This builds has moderate active defenses
Active defense priority
  • Holo Leap or Overcharged Shot - for Immobilize Immobilize
  • Dodge
  • Elixir U
  • A.E.D.


Detailed Explanations

Damage

  • In Engage Photon Forge prioritize Corona Burst and Light Strike for damage
    • Use Holo Leap as needed for mobility
    • Use other skills as needed to gain heat for Photonic Blasting Module
      • Make sure to be in a good position for Photonic Blasting Module, use Disable Photon Forge at a high heat value (95+) to save it if you can't
  • During Photon Forge downtime:
    • Use your rifle skills, mainly Blunderbuss and Jump Shot for burst damage
    • Spam Flame Jet
  • UseLaser Disk whenever you are sure you are going to be able to sit in melee for a long time
  • Prime Light Beam is best suited for chokes or scenarios where the enemy is pushing at you, since it goes beyond the standard 5man target cap
    • Prime Light Beam roots you for a while during the cast so be careful to not greed
    • Try to use both Exceed skills within Photon Forge, to grant then the Laser's Edge modifier
Skill priority
  • Prime Light Beam - over 50 heat
  • Corona Burst
  • Laser Disk - over 50 heat
  • Jump Shot
  • Blunderbuss
  • Dodge - for Explosive Temper (Explosive Entrance)
  • Flame Jet


Superspeed

  • Holo Leap gives Superspeed Superspeed to an unlimited amount of allies, so try to be slighty in front of the group, in the direction your commander is pushing, whenever you use it.


CC

  • Use your Holographic Shockwave when:
    • Your group calls a spike:
      • Winds - Winds of Disenchantment
      • Wells - Well of Corruption+Well of Suffering
      • Shades - Desert Shroud
      • Traps - Procession of Blades+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


Ratings

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