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Holosmith - Burn Holo

This is a test build. You may comment and rate it.

Focused on: Burst damage and Condition damage

Designed for: PvP Conquest

Expansions required: Path of Fire BuildsJanthir Wilds builds

Difficulty:
Hard
This build was last updated on December 30, 2024.

Overview

Burn Holo is a hybrid damage based PvP build for Engineers. This is a fast-paced hybird damage build with mixed melee/ranged skills. The build makes use of Spear Spear's synergy with Engage Photon Forge & Flamethrower to create a strong mixed Power & Condi duelist. This build is also a very strong Might Might stacker.

Skill Bar

Spear
Utility
Flamethrower
Elite Mortar Kit


Skill Variants

Weapons

Use with:

  • Prime Light Beam - For more burst damage.
  • Chemical Rounds - If you want more condi damage output.

Utility

Choices for utility over Elixir B:

  • Elixir U & Toss Elixir U - Grants Quickness Quickness, Superspeed Superspeed & a third Stunbreak.
  • Elixir Gun - 3rd Stunbreak. Increased healing.
  • Photon Wall - Improves burst defensive ability.
  • Bomb Kit - This is a niche pick but viable due to the Smoke Bomb (engineer) it provides. Replaces access to Stability Stability with Stealth Stealth.
  • Flame Turret - This is also a niche but viable pick due to the Smoke Screen (engineer) it provides. Replaces access to Stability Stability with Stealth Stealth. Turret must be within 500 range of any enemy targets upon the 5 second overcharge to trigger Smoke Screen (engineer).

Elite

  • Prime Light Beam - Greatly increases Burn Burn output. Sets up nice into burst combos.
  • Elixir X - Can be used to improve stability uptime.


Template Code

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Specializations

Trait Variants

  • Prismatic Converter - Increased cleanse.


Equipment

Spear
Sigil
Sigil
Rune
Amulet
Relic


Equipment Variants

Amulet

  • x Rune of Dolyak

Rune

  • Rune of Undead - Condition damage alternative.
  • Rune of Fighter - Power damage alternative.
  • Rune of Divinity - Little bit of everything.

Sigil

  • Sigil of Smoldering


Usage

  • This build is for taking 1v1s and bursting.

How to Play

Close the gap with your target using Conduit Surge, Devastator, & Holo Leap. Get big damage using a mix of high power and Burn Burn options. Once closing the gap isn't necessary or possible use Elite Mortar Kit to keep applying pressure from range. Keep yourself alive using the same mobility skills you used to close the gap, to widen it.

Kits

While usage of Engage Photon Forge and Spear Spear are already conventional and much like other classes, usage of kits can be a challange to figure out at times. This is my basic understand of how to use the kit skills in PvP for those who aren't very familiar with how it works. Be sure to remember that you aren't locked out of kits untill you enter photon forge, you don't have to use ALL the cooldowns before swapping out of a kit, instead mix and match skill combos as if it's one big weapon.

Flamethrower:

  • Flame Jet - Good for hitting through walls.
  • Flame Blast - This is the best skill on Flamethrower and is made to be spam used. You'll want to use these as you'd use Grenade Kit, running away and shooting behind you. Due to slow speed projectile has very small range when chasing. You'll basically always want to land the x2 hit, this is easiest to do at melee range. Having the projectile travel though the opponent the skill will do 50% more damage, with 25 Might Might this skill alone can do up 10k in Burning Burning/power damage.
  • Air Blast - This is the builds main CC and the fastest. Use it to combo or as a Get-Off-Me option. Applies burn if opponent is already Burning Burning & will reflect projectiles for 1 second.
  • Napalm - Apply as soon as an enemy goes down. Also use to cover caps for extra damage.
  • Smoke Vent - Stunbreaks. Be very careful when entering Engage Photon Forge as it will lock you out of your 2nd stunbreak for 6 seconds.
  • Incendiary Ammo - Trigger this skill as soon as it comes off cooldown, even when not in combat. If you expect a big cleanse then save it for the main burst.

Mortar Kit:

  • Mortar Shot - Can still do moderate damage due to Might Might stacking. Doesn't suffer from dragback unlike other mortar skills therefore has the most range.
  • Poison Gas Shell - Condi damage option. Apply to downed bodies. Can be used to apply Weakness Weakness.
  • Endothermic Shell - Best cover condi option. Easy to Frost Aura Frost Aura
  • Flash Shell - Blind Blind spam field, use it at melee range to make you hard to hit.
  • Elixir Shell - Heal field when spamming blast and leap finishers. Use it when you have enough safety to spare 3-5 seconds to stop moving and heal.

Burst

A couple example bursts would be:

  • Electric Artillery -> Conduit Surge -> Roiling Skies -> Flame Blast -> Devastator
  • Electric Artillery -> Conduit Surge -> Holographic Shockwave -> Corona Burst -> Photon Blitz
  • Conduit Surge -> Lightning Rod -> Corona Burst -> Photon Blitz
  • Conduit Surge -> Poison Gas Shell/Endothermic Shell -> Flame Blast

Defense

Escape

  • Smoke Vent is your 2nd stunbreak.
  • Elixir S & Toss Elixir S - These are your main 2 options to escape pressure. Try to save these skills for avoiding damage.

Mobility

  • Conduit Surge, Devastator & Holo Leap - Use these skills to widen gap in opportune times. To do this you need to get good at detargeting for use of mobility skills.

Regen and Healing

  • Compounding Chemicals - This trait actually triggers per stack of Might Might, this makes it a very strong regeneration ability. You can even use Elixir B and other elixirs to do some minor healing when needed.
  • Elixir Shell - When heal is on cooldown use this skill combined with your multiple leap and blast finishers.

Slowing Chasers

  • Endothermic Shell - The Frost Aura Frost Aura given from this skill is very strong when paired with this build. Since this build lacks covers, a reapplying Chill Chill can make the Burn Burn underneath a lot harder to deal with.

Damage Mitigation

  • Flash Shell - Pulses Blind Blind every second. Very hard to attack you in this field on specific classes. Should be used as much as possible.
  • Poison Gas Shell - Leap and blast finishers will cause Weakness Weakness.
  • Air Blast - This skill is actually a projectile reflect for 1 second. Will reflect infront and behind.

Extra Techniques

  • Leave Napalm & Poison Gas Shell on downed bodies as soon as they fall.
  • Once at 25 stacks of Might Might you have a ~30% increase to both condi and power damage.


Ratings

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