Herald - Hammer Backline

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Legendary.png

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: Direct damageUtility.

Designed for:

 

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

 
 
HammerHealingUtilityElite
Sword/SwordHealingUtilityElite


Template Code

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Specializations

Variants

  • selfish stat boost, if your party isn't benefiting from the ferocity.
  • constant stability removal with quickness uptime but less DPS.


Variants

  • if might isn't an issue


Variants

  • offers more group utility, but less movement speed.

Equipment

Berserker stat icon.png
Berserker stat icon.png
Berserker stat icon.png
Berserker stat icon.png
Berserker stat icon.png
Berserker stat icon.png
Marauder stat icon.png
Marauder stat icon.png
Marauder stat icon.png
Berserker stat icon.png
Berserker stat icon.png
Berserker stat icon.png
Berserker stat icon.png
PvE weapon swap.png
Berserker stat icon.png
Berserker stat icon.png
6x
Superior Rune of the Scholar
18x
Mighty WvW Infusion

Consumables

  • Carrot Soufflé Carrot Soufflé
    Carrot Soufflé.pngCarrot Soufflé
    Nourishment (60 m):
    Food.png+200 power for 30s after killing an enemy+70 Ferocity+10% Experience from kills
    Consumable
feast option with additional damage reduction.
  • Superior Sharpening Stone Superior Sharpening Stone
    Superior Sharpening Stone.pngSuperior Sharpening Stone
    Nourishment (30 m):
    Potion.pngGain power equal to 3% of your precisionGain power equal to 6% of your ferocity+10 Experience from kills
    Consumable

Variants

Stats

  • Use Marauder stat icon.png Marauder if you find you need extra defensive stats.
  • Assassin stat icon.png Assassin's can be used over Berserker's to manipulate crit chance as can precision infusions.

Sigil

  • (For legend swap proc)

Rune

  • If 25 Might Might can't be maintained without it, or for party support.

Food

  • defensive option.
  • offensive option.

Usage

General

  • This build goal is to maximize damage, while avoiding downtime. It means you should always be cycling through your Hammer, Sword/Sword and Legend skills to keep the enemy under constant pressure.
  • Herald elite spec fulfills an offensive role, providing damage modifiers from and and boonshare access with facets. As well as a defensive role, granting survivability with Glint's heal, extra HP from , and mobility with .
  • Might Might and Fury Fury stacking is a crucial part of ramping up your damage, but most of it happens effortlessly as a result of passive traits and upkeep skills such as, , and .
  • Invoking a legend resets energy to 50 among other things. Swapping legends is basically the main resource management tool in the build - swap whenever you're out of CDs or low on energy.
  • Glint's and can be decent for boon extension as it doesn't hinder energy management that much in Glint. But you get more overall by upkeeping and consuming in Dwarf, since it provides damage reduction and Stability Stability for the group.
    • Maintainimg F2 demands a lot of energy, so you might want to double tap to save it.

Hammer

  • will be used after all your other Hammer skills are unavailable for damage pressure. Be careful with enemy reflects.
  • is your bread and butter damage skill, land it as often as possible.
    • It only hits a maximum of 5 targets across all three pulses, and the pulses often dissappear on non straight flat terrain, so keep that in mind if fighting inside structures.
  • deals a ton of damage and evades for its duration, be careful not to get caught behind your group while casting this skill.
    • Functions well for ranged cleave, and to hard pressure the enemy group when coordinated.
    • You can through traps and marks to activate them without taking any damage.
  • has a long cast time, so try to predict where the enemies will go or use it on stationary targets like downed players that the enemy will move on to.
    • This is the least priority skill on Hammer, but should still be used for the CC setup it provides.

Sword/Sword

  • Sword set is important because it provides great melee damage and cleave potential, allowing this build to maintain high DPS and spike by skipping the downtime Hammer skills have.
  • paired with provide massive cleave by just doing auto chains with an upkeep. Use it whenever any of your other sword's skills aren't available or if you are running out/saving of energy.
  • is the strongest skill in this set. It provides great spike to down and to cleave enemies, benefiting even more when hitting targets alone.
    • It has a decent range around you for a melee skill and hits 5 targets, unlike the other skills in this set.
    • Whenever you swap into Sword, using this skill early will allow you to use it twice every sword rotation.
  • should be ignored, as it can port you around to undesirable spots and kill you. Fill downtime with sword autos, don't use it.
  • provides decent damage, Immobilize Immobilize and Vulnerability Vulnerability
    • Basically you it whenever you swap into Sword or it's available, the Vulnerability Vulnerability ticks it provides greatly enhance your follow up skills' damage.
  • is very situational, due to its single target aspect. Use it for massive target burst, or to reposition yourself with the port.

Glint (Legendary Dragon Stance)

  • Each Glint's facet upkept will grant a 3% damage bonus
  • , and uptime is very important to maintain your group's fury, might and swiftness respectively.
  • Because of , is one the best sources of self Might Might in the build.
  • Always upkeep 3 facets, but don't be afraid to consume then if the opportunity appears.
    • + + is your standard upkeep setup.
    • + + is your upkeep setup to have instant access to . Use this if to deny pressure preemptively.
  •  is a cheap stun breaker and one of the few skills in the game that can reveal stealthed targets.
    • To reveal from range: (at the end of animation)
    • If you are Blind Blind, you can cast it, to ensure key skills like or will connect - in this case will miss instead of your skill.
  • grants good melee damage. Chain it with your offensive skills to benefit from the damage modifier.
  • is one of strongest damage skills outside of Hammer. Try to use off cooldown, mainly on downed foes.
  • 's chain effect converts all damage you take into healing for 3 seconds. This is your panic button.
    • Keep in mind has a cast time which means you can't activate it while CC'ed
  • will hardly ever be upkept, due to the big energy consumption. Can be casted before swapping legends for some minor Protection Protection share.
    • can be used to CC downed opponents out of banner range, and to give allies Superspeed Superspeed.

Jalis (Legendary Dwarf Stance)

  • will be used as panic condi clear, it also provides decent healing.
  • reduces incoming damage and brings a powerful DPS potential on melee.
    • Try to upkeep this as much as possible in melee as you will be doing 13% more damage from
    • Upkeep this briefly, if you are using CoR or PS (), even at range, for the damage bonus from trait.
  • does solid damage on a lot of targets, applying Weakness Weakness. Futhermore, it gives pulsing Stability Stability on a wide, try to place it in areas where allies and enemies will be clashing to maximize utility and damage from the road.
  • should always be used on the enemy stack not on isolated targets, along with winds and ground pressure, to lock down foes.
  • barely sees use, since you spend most of your energy with roads and vengeful hammers, and it isn't worth to camp Dwarf anyways for the elite anyways.
    • Bear in mind, if you use it as a stunbreak, you can dodge to cancel the long animation the skill has.

Combo Spikes

  • Coordinated Ranged spike:
    • Multiple heralds doing it simultaneously will do enough damage to down foes, allowing you to save for later use.
  • Ranged Spike:
    • This combo allows you to deal great spike as the damage from both CoR and PS will connect around the same time.
  • Standard spike: (ranged) or (melee)
    • This is an ideal opener rotation. Just be mindful that the optimal herald gameplay, with highest impact, is achieved by using your big spike skills in quick succesion, avoiding downtime.

Weaknesses

  • Skill usage is reliant on energy management
  • Potential to be locked into the wrong stance at the wrong time
  • Heavy condition pressure

Videos

  • YouTube:
    [KEK] Mann
  • YouTube:
    [LAYS] Tibain
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Build rating - 5 stars
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10 Ratings
5 stars
Tekirot gave this build 5 stars December 2020

For what the build is designed to do I would definitely give this a Meta rating. Chilling the back lines and watch your enemies fall with this HEAVY Ranged DPS WvW Build.

5 stars
The Blue Rangerr gave this build 5 stars November 2020

One of, if not the best, ranged damage builds available. Great boon output, great damage, reasonable CC, and the ability to spike in melee.

4 stars
Just For Fun Yo! gave this build 4 stars September 2020

The build is easy to gear and easy to play.

It serves as an offensive boon support and spike damage dealer hybrid while engaging enemies at a distance. When it comes to melee, it provides the group with Stability and ~50% uptime for Rite of the Great Dwarf, which is a 50% direct damage and condition damage reduction. While much less offensive than Power Scourge in melee, it greatly increases the group's survivability.

Notice that the build demands adequate condition cleansing/conversion from allies, or it won't survive the clash for long.

7 More Ratings
4 stars
Xivor gave this build 4 stars June 2020

Once the king of DPS, this build has had its damage lowered quite a bit, to really force it to compete with other classes for DPS slots. That being said, for a composition that focuses on sustain attrition or range, this build pulls its weight. For melee ball heavy groups, this build is much weaker and is outshined by other competitive DPS options. 4 stars because the support options are still very good and well rounded, making this build a good selection for pugs for sure.

4 stars
Chokepoint gave this build 4 stars May 2020

it's OK. hammer is still massive damage but IMHO power renegade has a lot more survivability as glint/dwarf is very easy to kill if glint heal is down, whereas renegade traits guarantee a constant stream of dodges.

double sword should be listed as an higher damage, higher skill alternative to staff.

4 stars
Threather gave this build 4 stars May 2019

Best backline open field/defending build there is. Dwarf herald is slightly more necessary rev spec but this is still very strong. Very weak build inside enemy keeps and towers, dies easily as people can cloud it down thus 4 stars as you're better off in the more survivable retribution version or staff weaver often times.

This however deserves 5 stars when there is no commander, enemy is much stronger than you or it is only open field fights.

5 stars
Pleasebean gave this build 5 stars March 2019

Best and easiest build for poor man in WvW so far, monstrous damage, easy to get away from pressure thanks to Impossible Odds and Riposting Shadows. A build truly meant for pirate ship.

5 stars
Pope of Dope gave this build 5 stars February 2019

Best herald build for pirateship or if you play like an ele. Most heralds use the frontline build esp if you don't pirateship 24/7. So for the situation described it deserves 5 stars. But you should prob just play frontline and push like a man.

5 stars
Hanz gave this build 5 stars January 2019

For pugging it doesn't get much better than this. A+ aoe damage from a safe distance with a very versatile kit. Plenty of evasion for sustain, glint heal as the panic button, bit of group utility, etc. As fun as it is effective.

5 stars
Irrevenant gave this build 5 stars January 2018

Use malicious reprisal in devastation tree if want to be top dps in your squad. Play like a pro not a casual. :****

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