Holosmith - Two Kit Multirole Holorifle

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Focused on: Direct damage.

Designed for:


A Multirole build for all small scale WVW tasks (roaming/capping/scouting/keep defense). Not entirely useless for zerg fights.




Tool Kit
Chain. Smack your foe. Repair turrets.
Damage.pngDamage: 260
Heal.pngTurret Heal Percent: 5%
Vulnerability.png2Vulnerability (6s): 2% Incoming Damage
Cripple.pngCripple (2s): -50% Movement Speed
Book.pngNumber of Targets: 3
Range.pngRange: 130
Box of Nails
Box of Nails
Scatter nails that bleed and cripple foes.
Bleed.pngBleeding (2s): 85 Damage
Cripple.pngCripple (2s): -50% Movement Speed
Book.pngNumber of Targets: 5
Duration.pngBox of Nails Duration: 4 seconds
Radius.pngRadius: 240
Pry Bar
Pry Bar
Confuse your foe by smacking them with a pry bar.
Damage.pngDamage: 658
Confusion.png5Confusion (5s): 325 Damage On Skill Use
Range.pngRange: 130
Gear Shield
Gear Shield
Block attacks.
Duration.pngDuration: 3 seconds
Pull your target to you.
Range.pngRange: 1,200
Elixir Gun
Tranquilizer Dart
Tranquilizer Dart
Fire a dart that bleeds and weakens foes.
Damage.pngDamage: 130
Bleed.pngBleeding (4s): 170 Damage
Weakness.pngWeakness (1s): -50% Endurance Regeneration, 50% Fumble (Unrestricted)
Combo.pngCombo Finisher: Physical Projectile
Range.pngRange: 900
Elixir F
Elixir F
Fire a bouncing glob of Elixir F that cripples foes and grants swiftness to you and allies.
Damage.pngDamage: 244
Swiftness.pngSwiftness (3s): 33% Movement Speed
Cripple.pngCripple (3s): -50% Movement Speed
Book.pngNumber of Bounces: 3
Range.pngRange: 900
Spray a cone of elixir fumes, inflicting poison and vulnerability to foes and curing conditions on allies with every strike.
Damage.png5Damage: 140
Poison.png5Poison (2s): 335 Damage, -33% Heal Effectiveness
Vulnerability.png5Vulnerability (6s): 5% Incoming Damage, 5% incoming Condition Damage
Book.pngConditions removed: 5
Book.pngNumber of Targets: 5
Range.pngRange: 450
Acid Bomb
Acid Bomb
Elixir. Leap backward, spraying an acidic elixir on the ground that damages nearby foes.
Damage.pngDamage: 277
Book.pngDistance: 550
Book.pngNumber of Targets: 5
Duration.pngDuration: 5 seconds
Radius.pngRadius: 180
Combo.pngCombo Finisher: Blast
Super Elixir
Super Elixir
Elixir. Launch an elixir orb, healing nearby allies on impact and creating an area of continual healing.
Heal.pngImpact Heal: 700
Heal.pngPulse Heal: 204
Book.pngNumber of Targets: 5
Book.pngPulses: 11
Duration.pngDuration: 10 seconds
Radius.pngRadius: 240
Combo.pngCombo Field: Light
Range.pngRange: 900

Photon Forge Light Strike.png Light StrikeHolo Leap.png Holo LeapCorona Burst.png Corona BurstPhoton Blitz.png Photon BlitzHolographic Shockwave.png Holographic Shockwave



Automated Medical Response.png Automated Medical Response

Mecha Legs.png Mecha Legs

24px Anticorrosion Plating


Invigorating Speed.png Invigorating Speed

Emergency Elixir.png Emergency Elixir



Prismatic Converter.png Prismatic Converter

Crystal Configuration- Eclipse.png Crystal Configuration- Eclipse

Thermal Release Valve.png Thermal Release Valve


Ascended Head (Medium).png
Marauder stat icon.png
Ascended Shoulders (Medium).png
Marauder stat icon.png
Ascended Chest (Medium).png
Marauder stat icon.png
Ascended Hands (Medium).png
Marauder stat icon.png
Ascended Legs (Medium).png
Marauder stat icon.png
Ascended Feet (Medium).png
Marauder stat icon.png
Ascended Back.png
Knight stat icon.png
Ascended Accessory1.png
Knight stat icon.png
Ascended Accessory2.png
Knight stat icon.png
Ascended Amulet.png
Cavalier stat icon.png
Ascended Ring1.png
Knight stat icon.png
Ascended Ring2.png
Knight stat icon.png
Ascended Rifle.png
Marauder stat icon.png
Superior Sigil of Cleansing.png
Superior Sigil of Energy.png
Superior Rune of the Adventurer.png6x
Superior Rune of the Adventurer
Mighty WvW Infusion.png18x
Mighty WvW Infusion


  • You can perfectly use full celestial gear (due to the high amount of might stacks). You sacrifice damage output for increased sustain when you do this.
  • Any (less optimal) power focused gear combination will do as long as you aim for around 20k health and 2.7k armor. (If you do not use celestial gear, refrain from investing points in: Condition Damage, Expertise, Concentration or healing power)



    • - budget version




There is no main rotation, you will have to get creative. Every opponent demands a different play style. Try to only enter Photon Forge mode when you have a stunbreaker off cooldown (or when you think you wont need them). In normal mode you have alot more defensive skills (good for kiting and wearing an enemy down before you enter Photon Forge Mode to play more aggressive).

  • Normal mode: Most defensive skills accessible, damage skills for all ranges, best to lock a single target down with hard/soft cc.
  • Photon Forge Mode: All Strong AoE melee damage and 1 AoE 600 range hard cc.(best used after when you have used the Normal mode skills you wanted to use).
  • Elixir X mode: (Transformations Increase health pool). Rampage.png Rampage gives you the most sustain and single target damage/Hard cc. Tornado.png Tornado gives less sustain but allows you to hard cc and damage multiple enemies to relieve pressure. (best used when you need the extra sustain and have depleted your normal mode and Photon Forge skills).

Skill Tips

  • Net Shot.png Net Shot -This skill can shoot backwards. Great skill to keep enemies in positions favorable to you.
  • Blunderbuss.png Blunderbuss -This skill can shoot through obstacles.
  • Overcharged Shot.png Overcharged Shot -This skill is a launch so it can also cc downed bodies (good to interrupt a ressing attemp by a foe who has stability). The self knockback of this skill can push yourself through anything. So when you are caught in a dragonhunter's Hunter's Ward.png Hunter's Ward or Dragon's Maw.png Dragon's Maw you can easily launch yourself to the outside. This skill also clears soft cc (cripple, immobilize and chill) Thanks to this combined with it's self knockback using this skill is a good way to get out off an Entangle.png Entangle (dont forget to detarget your enemy because if he is out of your line of sight the skill will fail and go on a 4 second cooldown). Sometimes it's best to use your stunbreaker Healing Mist.png Healing Mist to get out of the self knockback (or a reflected Overcharged Shot.png Overcharged Shot) then to wait out the self cc.
  • Jump Shot.png Jump Shot - You can cancel the aftercast (landing animation and damage) by first switching to a kit and then switching back to your rifle while still in the air, this will increase the distance that you can travel on terrain (especially while on decending terrain).
  • Elixir X.png Elixir X - Try to use this skill when near full health to maximize the gained health increase. When you get Tornado.png Tornado activating the number 1 skill Electrified Tornado.png Electrified Tornado sends out 3 bolts wich each can bounce 3 times so it becomes stronger the more enemies are around. By forcefully ending the transformation you can use Overcharged Shot.png Overcharged Shot without being knocked back yourself due to the stability that hasn't disappeared yet. Using this will force yourself out of Photon Forge mode.
  • Fumigate.png Fumigate - Use this before the enemy is going to heal or to remove conditions on allies.
  • Acid Bomb.png Acid Bomb - Use as blast finisher in the light Field from Super Elixir.png Super Elixir to cleanse a condition, kiting, pressuring downed players. The backward leap can be canceled by switching to rifle right after using Acid Bomb.png Acid Bomb.
  • Super Elixir.png Super Elixir - When you use a blast finisher in the light field of this skill, you produce an AOE condition cleans.
  • Elixir S.png Elixir S - You will not receive any condition damage currently on you when you are transformed. Using this will also force yourself out of Photon Forge mode.
  • Toss Elixir S.png Toss Elixir S - When in stealth try not to damage nearby enemies by dodging with Thermal Release Valve.png Thermal Release Valve or you will lose your stealth.
  • Throw Wrench.png Throw Wrench - This skill will always fly over the ground no mather how bad the terrain is. (no worries about it getting blocked by hills)
  • Gear Shield.png Gear Shield - If you are out of combat and you see enemies trying to attack you, you can stay out of combat (needed to waypoint away) by blocking all attacks with gear shield giving you 2 seconds time to open your map and waypoint away. When you are blocking you can still swap to other kits to proc Sigil of Cleansing and cleans a condition (handy to cleans soft cc))
  • Magnet.png Magnet - This skill often fails when used right after a ground targeting skill like Jump Shot.png Jump Shot. When you see the white beam animation the skill is most likely going to succeed but if you dont see that beam you might as well cancel the skill because it's going to fail then. An exeption to this is when an enemy has gone into stealth (I believe you wont see the beam either then) while you were channeling this skill. The stealthed enemy will still be pulled. Its a good idea to use a well timed Pry Bar.png Pry Bar (or other attack) when you believe the pull has completed and the stealthed enemy is right infront of your feet. This skill can pull enemies that are standing on the edge of a wall. This skill can be started while an enemy is still behind an obstacle, just make sure that after the initial cast animation (after 1.25sec) the path from you to your enemy is clear. Then the skill will still succeed in pulling the enemy to you.
  • Holo Leap.png Holo Leap - When using this to kite run away, always first detarget your enemy or else you will attack in his direction.
  • Photon Blitz.png Photon Blitz - This channeled skill can be stoped in the middle of its execution by using the "Stow /Draw Weapons" keybind or by simply dodging.
  • Holographic Shockwave.png Holographic Shockwave - This skill can be canceled mid execution by simple pressing a movement button. Good followup attacks are Holo Leap.png Holo Leap and Photon Blitz.png Photon Blitz. This skill can still launch enemies behind obstacles and enemies in a higher or lower position than you.
  • Toss Elixir H.png Toss Elixir H - You can use this skill to bait out a Siege Bubble , so you can throw the real Siege Disabler afterwards.

General Tips

  • Disable "Autotargeting" in the settings.
  • Enable "Lock ground target at maximum Skill Range".
  • Set "Ground Targeting" on "Instant" or "Fast with Range Indicator" to increase the speed of your gameplay.
  • Bind "Swap Weapons" to an easy to reach key (you will use this key to instantly swap back to your rifle).
  • Bind "About Face" to a key so you can instantly turn 180° wich is handy if you want to use Acid Bomb.png Acid Bomb to leap forwards.
  • When you get feared try to kit swap as fast as possible because sigil of cleansing can break you out of it.
  • Learn to do jump rolls (dodging while jumping). When you have cripple or chill on you this will make you travel farther than when you do a normal dodge roll.
  • When trying to get out of an Entangle.png Entangle and your Overcharged Shot.png Overcharged Shot is on cooldown your next best trick is dodging while using a condition cleans, using Acid Bomb.png Acid Bomb while standing in the light field of Super Elixir.png Super Elixir might also succeed.
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