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Herald - Hammer Backline (GvG)

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Focused on: Strike damageDps and Boon support

Designed for: WvW GvG

Expansions required: Heart of Thorns builds

Difficulty:
TBD

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
Sword/Sword
Utility
Utility


Template Code

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Specializations

Variants

  • Notoriety selfish stat boost, can be worth it if you party has only two DPS
  • Brutality constant stability removal with quickness uptime but less DPS.

Variants

  • Core Value offers more group utility, but less movement speed.


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
Hammer
Marauder
Sigil
Sigil
Sword
Marauder
Sword
Marauder
Sigil
Sigil
Rune
x6
Infusion
x18


Equipment Variants


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
    • Deathstrike 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 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
    • 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
    • Don't waste Gaze of Darkness on trivial CC, the Fury Fury it provides is very valuable
    • 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
Active defense priority
  • Gaze of Darkness - for stunbreaking
  • Rite of the Great Dwarf - for stunbreaking
  • Vengeful Hammers
  • Soothing Stone - for Immobilize Immobilize
  • Dodge
  • 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
  • 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
  • Use Chilling Isolation quickly after swapping into Sword/Sword so it can be used again before swapping back to Hammer
  • Toggle on Vengeful Hammers any time you're in range and in Jalis, but prioritize other skills when energy is limited
  • 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
Skill priority
  • Burst of Strength
  • Phase Smash
  • Coalescence of Ruin
  • Deathstrike - single target only
  • Shackling Wave
  • Elemental Blast
  • Chilling Isolation
  • Inspiring Reinforcement
  • Vengeful Hammers


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

  • Use Forced Engagement 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
  • 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


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