Herald - Hammer Herald
This is a placeholder build that was useful in the past. Click here to view current builds.
Focused on: Strike damage, Dps and Boon support
Designed for: WvW Zerg
Difficulty:
Normal
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
Weapon 1:
Hammer
Weapon 2:
Weapon 3:
Greatsword
Weapon 4:
Legend 1: Glint
Legend 2: Jalis
Variants
- Hammer ⇒ Spear Spear has great utility and damage, but a much shorter range
Template Code
[&DQkDPg8qNDfcEQAABhIAACsSAADUEQAAyhEAAAEDAAArEgYS1BEAAAAAAAA=]
Specializations
Devastation: Mid, Mid, Mid
- Variants
- Brutality constant stability removal with quickness uptime but less DPS.
Invocation: Mid, Bot, Bot
Herald: Bot, Top, Bot
- Variants
- Core Value offers more group utility, but less movement speed.
Equipment
Rune: 6 Superior Rune of the Scholar
Infusion 1: 17 Mighty WvW Infusion
Infusion 2: 1 Precise WvW Infusion
Relic: Relic of the Thief
Weapon 1:
Hammer
Weapon 2:
Sigil 1: Superior Sigil of Hydromancy
Sigil 2: Superior Sigil of Fire
Weapon 3:
Greatsword
Weapon 4:
Sigil 3: Superior Sigil of Energy
Sigil 4: Superior Sigil of Bloodlust
Main stats: Marauder
Ring 1 stats: Berserker
Equipment Variants
- Stats
- Feel free to use as much
Berserker stats as you feel comfortable with
Consumables
- Peppercorn-Crusted Sous-Vide Steak
- Carrot Soufflé personal food option
- Superior Sharpening Stone
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
- Phantom's Onslaught will lunge towards a target if they are within range, otherwise it moves you considerably less than 900 range
- This build 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 it provides is very valuable
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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 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, if needed
- Cast Gaze of Darkness near the end of the cast of Phase Smash to clear
- 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
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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 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
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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