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Difference between revisions of "Holosmith - DPS Holo"

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===Variants===
 
===Variants===
 +
;Weapon
 +
* '''Hammer'''
 +
 
;Utility
 
;Utility
 
*{{Skill|Elixir S}} defensive stunbreak
 
*{{Skill|Elixir S}} defensive stunbreak

Revision as of 21:39, 22 August 2023

The community gave this build a rating, making it second-tier: Good

Focused on: Strike damage

Designed for: WvW Zerg

Expansions required: Path of Fire Builds

Difficulty:
Normal
This build was last updated on August 22, 2023 and is up to date for the August 19, 2025 patch.

Overview

A power damage Holosmith WvW build meant to do massive damage within melee range, overwhelming the enemies with copious amounts of burst hits, causing great pain and harm to their bodies and souls and health bars, while having no meaningful downtime, unlike their competitors like full damage reaper or berserker which struggle outside of Reaper's Shroud and Berserk. Greatly profits from the large damage modifier of Laser's Edge and the high damage of Flame Jet


Template Code

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Skillbar

Rifle/Rifle
Utility


Variants

Weapon
  • Hammer
Utility
  • Elixir S defensive stunbreak


Specializations


Equipment

Head
Marauder
Shoulders
Marauder
Chest
Marauder
Hands
Marauder
Legs
Marauder
Feet
Marauder
Backpiece
Marauder
Accessory
Marauder
Accessory
Marauder
Amulet
Marauder
Ring
Marauder
Ring
Marauder
Rifle
Marauder
Sigil
Sigil
Rifle
Marauder
Sigil
Sigil
Rune
x6



Relic

  • Speed - utility
  • Isgarren - damage
  • Thief - damage alternative


Variants

Sigil
  • Sigil of Superior Sigil of Stamina option instead of Sigil of Superior Sigil of Force for activating Explosive Entrance


Consumables

    • feast option with additional power and ferocity.


Usage

General

  • As soon as you get the 25 stacks of Sigil of Superior Sigil of Bloodlust and get out of combat, swap back to the Rifle without it


Overall Priorities

High
  • Damage
Moderate
Low
  • CC


Surviving

  • This build has moderate passive defense
  • This build has moderate mobility skill access
    • Holo Leap will leap towards your target if you have one, make sure to drop your target when using it for mobility
  • This builds has moderate active defenses
Active defense priority Toggle
  • Holo Leap or Overcharged Shot - for Immobilize Immobilize
  • Dodge
  • Elixir U
  • A.E.D.


Detailed Explanations

Damage

  • In Engage Photon Forge prioritize Corona Burst and Light Strike for damage
    • Use Holo Leap as needed for mobility
    • Use other skills as needed to gain heat for Photonic Blasting Module
      • Make sure to be in a good position for Photonic Blasting Module, use Disable Photon Forge at a high heat value (95+) to save it if you can't
  • During Photon Forge downtime:
    • Use your rifle skills, mainly Blunderbuss and Jump Shot for burst damage
    • Spam Flame Jet
  • UseLaser Disk whenever you are sure you are going to be able to sit in melee for a long time
  • Prime Light Beam is best suited for chokes or scenarios where the enemy is pushing at you, since it goes beyond the standard 5man target cap
    • Prime Light Beam roots you for a while during the cast so be careful to not greed
    • Try to use both Exceed skills within Photon Forge, to grant then the Laser's Edge modifier
Skill priority Toggle
  • Prime Light Beam - over 50 heat
  • Corona Burst
  • Laser Disk - over 50 heat
  • Jump Shot
  • Blunderbuss
  • Dodge - for Explosive Temper (Explosive Entrance)
  • Flame Jet


Superspeed

  • Holo Leap gives Superspeed Superspeed to an unlimited amount of allies, so try to be slighty in front of the group, in the direction your commander is pushing, whenever you use it.


CC

  • Use your Holographic Shockwave when:
    • Your group calls a spike:
      • Winds - Winds of Disenchantment
      • Wells - Well of Corruption+Well of Suffering
      • Shades - Desert Shroud
      • Traps - Procession of Blades+Test of Faith
    • On top of enemy downs (while alive players are on top of them)
    • Enemy groups moving defensively while your group is pushing


Ratings

This build has a rating of 5 stars based on 2 votes.
Log in or register to rate this build.
5 stars
Dediggefedde gave this build 5 stars • January 2025
Still a very useful build in any zerg, from small to big scale. High bursts with little cooldowns, but very reliant on group support. Rifle has more burst itself, but hammer can be layered with other skills and has more utilities. Personally, I would rather switch flamethrower for grenades, especially in smaller scales, for higher initial burst, since you firework-relic, laser-edge damage buff and explosive entrance can be triggered by grenade barrage as an opener. However, it requires field awareness to avoid projectile hate and the grenadier-trait to actually hit moving targets. Still worth it in my experience. In less optimal group compositions where you lack stability, choosing juggernaut when using the flamethrower is also a good option.
5 stars
KaneD gave this build 5 stars • August 2024
Strong Build with a huge burst capability. Needed in the actual meta to force downs on opponents.

Comments

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