Holosmith - Bunker Holo
The community gave this build a rating, making it second-tier: Good
Focused on: Control, Direct damage and Bunkering
Designed for: PvP Conquest
Overview
Bunker Holo is a control-focused direct damage build that sports moderate sustain. 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.
Skill Bar
Skill Variants
Utility
and can be replaced with
- - Overcharges twice in short succession for strong AoE knockdown, adds another stunbreak
- - Allround defensive option with a powerful pull but can be difficult to play as both skills are fairly weak below 50 heat.
- - Best option to play more aggressively while in Forge
Template Code
Specializations
Variants
- If your team has no dedicated support and you are running , the support from 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 are sure the enemy team is low on conditions and you are running
- against
Stealth reliant teams. - is good on paper even when playing Gadgets but it has some frustrating quirks that make it difficult to work with Holo
- It 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.
- is replaced by above 85% Heat. Adrenal Implant only affects the present skill, so if you dodged to reduce the cooldown of the former and then go above 85% heat, the cooldown goes up as if you had never benefitted from the cooldown reduction.
Variants
- is always viable and the superior option if you expect to get kited a lot but the loss in sustain is not insignificant. Probably preferable if you are actually good at the game.
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 loses a lot of value whenever you replace so consider to instead use
- : Low internal cooldown and can swing some sidenode matchups more than Savagery can
- : More cleanse is always welcome
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.
General
You lack the mobility for decapping in most scenarios 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 and defensive tools 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
- Disabling an enemy triggers for offensive boons and for damage and
Vulnerability once per second. You have a lot of them:
- (if taken)
- Thumper Turret CC (if taken) 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.
- does not work on opponents with
Stability so don't just blindly slam all your control into stability or hard mitigation.
- If your target doesn't have a lot of cover boons, you can try to use to strip them.
- is
Unblockable but it only affects moving enemies so it cannot be used to break through . - on the other hand is an excellent option to break through blocks in this way.
- The reaction stun of is unaffected by
Blind. The initial Bunker Down hit cleanses it and produces a hit that removes Aegis, making it an excellent tool to lock down Guardians that try to burst you down with . - Be mindful of the internal cooldown. Most of the skills don't deal damage on their own so unless you have someone else with you to take advantage of a CC chain it may be better to space out your control skills. Weakness from ensures they will have less endurance available and make it easier to land the next one.
- has slow travel speed and can easily be avoided at range. The slow speed however makes it ideal to cast on enemies dodging away from you as they get stunned right when they come out of the dodge.
- Contrary to the description, the fist always explodes at maximum range even without hitting an enemy, giving it slightly more reach than the range indicator would suggest. In this scenario the fist animation will actually fly past the center of the explosion but the explosion still occurs at 600 range.
- When using against an enemy in melee range you will already hit with the mine at your position.
- When kiting away, throw the mine into your running path, ideally a choke point so that they get stunned by both the mine on you and then later the mine in the choke point.
- Prioritize stripping
Stability whenever you aren't forced to kite.
- The proximity radius is significantly shorter than the blast radius. You may want to detonate instantly if you can guarantee stripping
Stability even if it wastes the second mine.
- The proximity radius is significantly shorter than the blast radius. You may want to detonate instantly if you can guarantee stripping
- When chasing, throw the mine into their running path.
- The cooldown of this skill starts running on placement so whenever you are alone on a neutral/enemy node, throw a mine towards an escape route while standing on a node. Standing on the mine assures that any adventurous Guardians / Thieves porting onto you will immediately get stunned and you immediately have the skill available again. If you get a ranger instead, stand away from the mine so the pet does not clear it.
- The flipover for manual explosion disappears once one mine was triggered but the second mine will linger for proximity explosion even after using the skill a second time.
- is an unreliable skill, the random spread from the mines makes it difficult to land effectively and the proximity radius is very small. Unlike Throw Mine it only goes on cooldown once all mines have detonated so you cannot precast it like Throw Mine without losing immediate access after you move. The damage however is quite respectable so it is best used as follow up to CC.
- is the flipover for one of your most important defensive skills. It's fine to use it when you can knock an enemy into a mine, you are sure that the use will secure a kill/cap/decap or interrupt a vital cast (like warrior banner) but whenever relevant, the reflect is usually much more valuable as you have tons of options for control but not tons of projectile hate.
- is a powerful option against opponents that deal persistent damage in an uncontrolled manner, for example guardian symbols and willbender flames, engineer's , , or warrior's . If they don't have an out, you can lock them down for a whole 3 seconds.
- (if used) 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.
Sustain
- This build is low on stability, making you very susceptible to lockdown via chain CC and ward traps such as . You have enough stunbreaks to play somewhat aggressively but don't be wasteful and keep an eye out.
- 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 .
Regeneration and
Vigor are the primary drivers of your sustain. provides both boons to you and nearby 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. (Notably, the blast from is too slow to work with this water field)
- 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, 1960 barrier 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. You need to wait a brief moment after placing the turret for the overload to go off so don't detonate / pick it up too quickly.
- Don't be afraid to use it early against power builds as the boons help you a lot with fighting. Use it primarily for cleansing 5 conditions in condi matchups. Due to the amount of beneficial effects that only apply upon placing, picking it up is a really good option if you think you can get away with it.
- Every dodge heals you for 600 through unless you are out of heat. High
Vigor uptime and 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. Abuse against pets and clones.
- Disabling an enemy 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.
- is a strong defensive tool as the evade combined with the CC gives you a brief moment to line up your next skill.
- While rarely applicable is also a Blast finisher and can be used in conjunction with either Water field.
- If used, 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.
Dealing with ranged builds
- and both make okay distance in combat, you can chain them in a Mace-Forge-Forge-Mace combo for considerable chase potential or use them to get out of the AoE.
- 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 off their ranged pressure then
- Most of your reflects have too much windup to pose a true threat. is the only skill 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.
- 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.
- If a Galeshot is pressuring a side node and you're losing, you may often just want to tell your team to swap. You're really useful in team fights and committing to the bad matchup means that your team has to win the game for you. It's possible to hold the node or at least keep it neutral but you will have to use terrain a lot to avoid free Cyclone Bow damage.
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
Overall you grant effectively permanent
Regeneration around you which ticks for 161 health every second. With you can achieve >50% uptimes on
Vigor on top of the general disruption you bring.
Ratings
Comments
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