Herald - Hammer Backline

Part of the current metagame

Our curator decided this build is in the current metagame regardless of rating. 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

This build was last updated on August 09, 2022 and is up to date for the June 30, 2022 game patch.

Overview

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


Skill Bar

Hammer
Sword/Sword
Utility
Utility


Template Code

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Specializations

Variants
  • constant stability removal with quickness uptime but less DPS.
Variants
  • 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
Sword
Berserker
Sword
Berserker
Sigil
Sigil
Rune
x6
Infusion
x18


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 low mobility skill access
    • will teleport in the direction of an out of range target, use it if desperate to reposition
      • Neutral creatures can be used as targets
  • This builds has high active defenses
    • Keep active as often as possible so that is available
    • Save + for use in Jalis stance
    • Only use defensively if desperate, it will likely leave you more out of position than when you started
    • Toggle on whenever you expect significant pressure, its upkeep is cheap
    • Don't waste on trivial CC, the Fury Fury it provides is very valuable
    • breaks stuns at the beginning of the cast, dodge or weapon stow to cancel the cast if you're in danger
Active defense priority
  • - for stunbreaking
  • - for stunbreaking
  • - for Immobilize Immobilize
  • Dodge
  • - general use
  • - general use


Detailed Explanations

Ranged Spike

  • Casting immediately before will make both hits land at the same time
    • is the priority skill if you can't use both
  • Avoid casting as groups cross each other so you aren't left behind
  • Flip on while casting in Jalis to proc


Sustained damage

  • You can through traps and marks to activate them without taking any damage.
    • Cast near the end of the cast of to clear Blind Blind, if needed
  • Try to place in the direction your group is pushing if possible, but prioritize hitting enemies
  • Use quickly after swapping into Sword/Sword so it can be used again before swapping back to Hammer
  • Toggle on any time you're in range and in Jalis, but prioritize other skills when energy is limited
  • 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
Skill priority
  • - single target only


Boon support

  • Always upkeep 3 facets for , but don't be afraid to consume then if the opportunity appears
    • Use + + as your general setup to have instant access to
    • Use + + to allow energy regeneration
  • + can be used to cover Stability Stability for your group when your firebrand and scrapper's sources are on cooldown


CC

  • Use when:
    • Your group calls a spike:
      • Winds -
      • Wells - +
      • Shades -
      • Traps - +
    • On top of enemy downs (while alive players are on top of them)
    • Enemy groups moving defensively while your group is pushing
  • Save to launch downed players out of /
  • Use when all other skills are on cooldown and projectile block is stopping your


Ratings

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Comments

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