Holosmith - Bunker Holo
This is a test build. You may comment and rate it.
Focused on: Control, Direct damage, Bunkering and Support
Designed for: PvP Conquest
Overview
Bunker Holo is a control-focused direct damage build that sports moderate sustain and some group support. Its versatility allows for a lot of flexibility when it comes to roles, as the build can be quite strong in teamfights but also has 1v1 potential. While it does have some group support tools, it's not a true replacement for a proper support build for the team.
Skill Bar
Skill Variants
Utility
For your third slot use a combination of stunbreak + CC:
- - Low CD stunbreak affected by , counters blocks, instant cast, strongest defensive option
- - High CD stunbreak affected by , overcharges twice in short succession for AoE knockdown, strongest CC option that can be used both offensively and defensively
- - Low CD stunbreak affected by . It gives you another decap tool, brief reflect, field, blast, boons and some midranged burst damage which sounds great on paper but all of it is inaccessible while in Forge so you need to be extra careful in teamfights.
- - Provides additional cleanse and counters
Stealth but the CC is less impactful and harder to land. Unless you are sure those will be relevant, the above options are usually preferable.
If you expect to be stuck on a sidenode a lot you may want to drop Hard Light Arena for another of these skills. If you pick both gadget utilities in this scenario, consider taking .
Template Code
Specializations
Variants
- If your team has no dedicated support, the support from and with may be more valuable than personal resistance and movement speed. While the reflect is too slow to reflect on reaction, it can be strong for securing downs or resses.
Variants
- if you need more cleanse /
Resistance - against
Stealth reliant teams. - is worth considering with Slick Shoes + 1 Gadget + but is so good that even then you may want to keep it. Certainly take it if running more gadgets than that.
Variants
- is always viable and the superior option if you expect to get kited a lot but the loss in sustain is not insignificant.
Specialization Variants
Explosives adds vitality, sustain, a reliable
Fury source and has a bit more damage than Tools but it lacks cleanse, its Vigor uptime is less resilient against strips, stunbreaks are available a lot less frequently and heat management becomes a bit less convenient. Possibly the better variant for a premade team but less flexible overall and likely to fold to condi pressure when queueing solo.
Equipment
Equipment Variants
Runes
- - Greedier option, going more greedy than this makes you susceptible to burst.
- - only if running and even then not strictly necessary: You lose your base speed and outside of you have no access to Swiftness, making the extra base movement speed valuable while adding trace amounts of boons and healing.
Sigils
- can be replaced with
Relics
The relic has to be replaced on the Explosives variant as you don't need more Fury there:
- can partially compensate for your lack of cleanse as you have enough fields and leaps available.
- , Relic of the Nautical Beast (unsupported by Relic template?) or are good options for more offensive build variants when queueing with a support.
Usage
Elite specialization basics
- Holosmith grants access to the Photon Forge (sometimes referred to as holo mode) and introduces a new resource: heat. Heat is generated passively while the forge is active and also by activating forge skills. Higher CD skills generate more heat.
- Reaching maximum heat (100) should be avoided as Overheating damages you and locks you out of the forge and your toolbelt until heat goes back to 0. Heat slowly decays outside of Photon Forge but it can also be reduced by dodging thanks to (TRV).
- is triggered on a per-tick basis and does not instantly trigger on reaching 100 heat. This means if you have a dodge left and you are at 95 heat, you may be able to use and then immediately dodge without Overheating as TRV reduces the heat from 100 to 85 before Overheat kicks in. It's not reliable so only try this when your death is certain otherwise.
- is used to activate the forge, after which your weapon skills will be replaced by 5 new ones. You can't exit the forge for 6 seconds, so think twice before reentering with high heat levels. Be careful when entering it above ~70 heat as you may risk overheating.
- Both Engage Photon Forge and Disengage Photon Forge count as toolbelt skills and will work with related traits. Both skills can proc weapon swap sigils too.
- Be very mindful about when you exit Photon Forge. triggers at the end of your dodge and affects the cooldown of , reducing it from 1 to 0. This means that if you exit at the end of a dodge you may accidently exit and reenter Photon Forge with a single button press which is often lethal.
General
You lack the mobility for decapping but otherwise your role is flexible and changes based on your own team, your enemy team and your exact loadout.
The primary features of the build are huge amounts of lockdown and control alongside moderate damage on top of self-sustain, defensive tools and area boons that let you (and your team) survive long enough to land your lockdown and generate downs or hold points.
The Inventions traitline grants you a huge amount of bonus stats through which can be kept up permanently and amplifies your damage while helping to drive your sustain.
Damage
- Hitting an enemy with a disable triggers for offensive boons and for damage and
Vulnerability once per second - even if they have
Stability. You have a lot of them:
- (if taken)
- (if taken)
- (if taken)
- Thumper Turret CC is attributed to the turret, not to the player, so it unfortunately does not trigger them :-( pls fix anet
- All your Photon Forge skills deal solid damage, note that the second hit of hits a lot harder than the first.
- deals solid damage but is hard to land, use it to punish blocking enemies, extend a CC combo or disrupt stomps/resses.
- hits quite hard on a low cooldown and has a big impact area.
- Although triggers regardless of
Stability, don't just blindly slam all your control into stability and instead try to pressure with your low cooldown non-CC skills like Mace 2 and Forge while it's up.
- Be mindful about hard mitigation like Blocks, Evades and Invulnerability as they deprive you of most of your benefits. Note that while is unblockable as well, it actually requires the opponent to move so it is ineffective for disrupting blocks like that force the enemy to remain still. is often the more accessible option.
- has a small delay between being placed and performing its overcharge and can be destroyed in that time frame so only place it within multiple enemies if you are sure it will go off. Following up the first knockdown with another CC assures that the second knockdown of the turret hits as well.
- Pay attention to your opponent's stunbreaks so you can lock them into a killing CC chain. In chaotic team fights landing is the ideal setup for catching multiple enemies in a devastating combo.
Sustain
- Most variations of this build run no stability and only a single stunbreak, making you very susceptible to lockdown. Don't present yourself as the natural target!
- If you find yourself focused in teamfights, use your mobility to kite away and don't hesitate to use hard mitigation early so you don't have to immediately resort to your stunbreak.
- is your only hard mitigation while in Forge and can cover defensive utility skill casts if you orient the shield right. Utilize your in-combat mobility from your Leaps to run away and make it difficult to get their melee abilities in
Regeneration and
Vigor are the primary drivers of your sustain. provides both to you and nearbly allies while also granting 640 barrier (to allies too!) and dealing solid damage. Use it as often as you can! Insanely broken skill.
- is another great contributor to your regeneration uptime on a relatively low cooldown. Combo the water field with or for extra healing whenever you are not at full health.
- provides a wide area cleanse, heal, regeneration and water field.
- Combo the water field with and/or every time
- In certain scenarios you will want to also combo with
- has no internal cooldown and activates on both placing the turret and overcharging, granting a full 6 seconds of AoE Protection
- has no internal cooldown and activates on both placing the turret and overcharging, granting a full 6s of personal Resistance and cleansing 2 conditions + blind.
- If using it grants AoE Vigor and spawns a reflect bubble after 1 second. The bubble immediately disappears on picking up or detonating the turret.
- Detonate the turret for additional AoE healing or pick it up for cooldown reduction.
- Due to the amount of beneficial effects that only apply upon placing, pick it up if you think you can get away with it instead of detonating it.
- Every dodge heals you for 600 through unless you are out of heat. High Vigor uptime, Adrenal Implant and Energy sigil ensure you can do it often.
- grants you 1800+ barrier if you can land the first hit. Opponents will rarely dodge this on reflex as they prioritize avoidance of the second hit of the skill.
- Hitting with a disable causes to drop a Bandage in front of you that heals you for 648, cleanses a condition and applies
Regeneration. It also applies
Weakness through which makes you less susceptible to power damage until it is cleansed. If you are pressured very hard, this can make your disables save you even if you hit into stability. Just make sure you avoid hitting into hard mitigation!
- is great to use in team fights when above 50 heat for the extra barrier and to support your allies. It is however also a strong personal defensive skill that you should not hesitate to use when under pressure even below 50 heat. The
Protection helps you against power damage but it also provides a Light field that you can combo with or for 5s of
Light Aura which in turn grants you
Resolution when hit for a total 40% condi damage reduction. Blasting it also removes conditions in an area.
- is a strong defensive tool as the evade combined with the CC gives you a brief moment to line up your next skill.
Dealing with ranged builds
- and both make okay distance, you can chain them in a Mace-Forge-Forge-Mace combo for considerable chase potential.
- If you don't run it is usually not enough to catch up to mobile snipers like Galeshot unless they somehow let you hit Mace 3 on them. You primarily rely on reflects to fend them off.
- Most of your reflects have too much windup to pose a true threat. and are the only skills that can reliably reflect high priority skills on reflex such as , and . Don't use them preemptively as the users all have access to unblockable projectiles as well and can simply punch through your block / reflect if they see you use it.
- when cast above 50 Heat also reflects but the extra requirement makes it unreliable for this purpose.
- If taken, the reflects from act more as area denial while you destroy the sniper's teammates but if you track Galeshot's Wind Force, you can anticipate and reflect that with a turret as well. Even if they dodge the reflected projectiles, getting turret reflected will shatter their mentality and make them afraid.
Support Overview
Numbers assume that is active.
- grants 6s of
Regeneration in a 480 radius
- heals for 2645, cleanses two conditions and grants 8s of
Regeneration in a 480 radius
- It triggers twice for 6s of
Protection in a 360 radius - It triggers once for 4s of
Regeneration and 1 cleanse in a 360 radius - If taken, it triggers for 3s of
Vigor in a 600 radius
- It triggers twice for 6s of
- with grants 3s of
Protection in a 600 radius.
- grants 641 barrier, 3s of
Vigor and 3s of
Regeneration in a 360 radius
- grants 4s of
Fury,
Protection and
Regeneration to allies in a 240-360 radius
Overall you grant effectively permanent
Regeneration around you which ticks for 161 health every second. With you can achieve >50% uptimes on
Vigor and
Protection on top of the general disruption you bring.
Ratings
Comments
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