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Difference between revisions of "Herald - Hammer Herald"

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{{SEO|description=A Power based Herald build for WvW. The utility of Glint, the durability of Jalis, and the damage of Coalescence of Ruin allow this build to deal strong damage with great sustain, while buffing allies.}}
 
 
{{Build
 
{{Build
 
| profession = Revenant
 
| profession = Revenant
Line 5: Line 4:
 
| designed for = wvw zerg
 
| designed for = wvw zerg
 
| focus = Strike Damage, DPS, Boon Support
 
| focus = Strike Damage, DPS, Boon Support
| rating = great
+
| rating = good
| meta = y
+
| xpac = hot, soto
 +
| difficulty = 2
 
}}
 
}}
  
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| specialization = herald
 
| specialization = herald
 
| weapon1 = hammer
 
| weapon1 = hammer
| weapon3 = Sword
+
| weapon3 = Greatsword
| weapon4 = Sword
+
| weapon4 =  
 
| legend1 = Glint
 
| legend1 = Glint
 
| legend2 = Jalis
 
| legend2 = Jalis
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==Template Code==
 
==Template Code==
 
{{TemplateCode|
 
{{TemplateCode|
code = [&DQkDPg8mNDfcEdwRKxIGEgYSKxLUEdQRyhHKEQ8NDwAAAAAAAAAAAAAAAAA=]
+
code = [&DQkDPg8qNDfcEQAABhIAACsSAADUEQAAyhEAAAEDAAArEgYS1BEAAAAAAAA=]
 
}}
 
}}
  
  
 
==Specializations==
 
==Specializations==
{{Specialization|Devastation|mid|top|mid}}
+
{{Specialization|Devastation|mid|mid|mid}}
'''Variants'''
+
;Variants
* {{trait|Notoriety}} selfish stat boost, can be worth it if you party has only two DPS
 
 
* {{trait|Brutality}} constant stability removal with quickness uptime but less DPS.
 
* {{trait|Brutality}} constant stability removal with quickness uptime but less DPS.
 
{{Specialization|Invocation|mid|bot|bot}}
 
{{Specialization|Invocation|mid|bot|bot}}
 
{{Specialization|Herald|bot|top|bot}}
 
{{Specialization|Herald|bot|top|bot}}
'''Variants'''
+
;Variants
 
* {{Trait|Core Value}} offers more group utility, but less movement speed.
 
* {{Trait|Core Value}} offers more group utility, but less movement speed.
  
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{{PvE equipment
 
{{PvE equipment
 
| weight = Heavy
 
| weight = Heavy
| stats = Berserker
+
| stats = Marauder
 +
| ring1 = Berserker
 
| rune = Superior Rune of the Scholar
 
| rune = Superior Rune of the Scholar
 
| rune-qt = 6
 
| rune-qt = 6
 +
| relic = Relic of the Thief
 
| weapon1 = Hammer
 
| weapon1 = Hammer
 
| weapon2 =  
 
| weapon2 =  
| sigil1 = Superior Sigil of Force
+
| sigil1 = Superior Sigil of Hydromancy
| sigil2 = Superior Sigil of Accuracy
+
| sigil2 = Superior Sigil of Fire
| weapon3 = Sword
+
| weapon3 = Greatsword
| weapon4 = Sword
+
| weapon4 =
 
| sigil3 = Superior Sigil of Energy
 
| sigil3 = Superior Sigil of Energy
 
| sigil4 = Superior Sigil of Bloodlust
 
| sigil4 = Superior Sigil of Bloodlust
| amulet =  Assassin
 
| accessory1 = Berserker
 
| accessory2 = Berserker
 
| backpiece = Berserker
 
 
| infusion1 = Mighty WvW Infusion
 
| infusion1 = Mighty WvW Infusion
| infusion1-qt = 18
+
| infusion1-qt = 17
 +
| infusion2 = Precise WvW Infusion
 +
| infusion2-qt = 1
 
}}
 
}}
  
  
 
===Equipment Variants===
 
===Equipment Variants===
* {{Sigil|Superior Sigil of Hydromancy}} Alternative to {{Sigil|Superior Sigil of Accuracy}} for more burst
+
;Relics
** Add more {{tooltip|Assassin stats}} to keep crit cap, aim for 2155 total precision
+
* {{Relic|Relic of Speed}}
* {{tooltip|Marauder stats}} if you find you need extra defensive stats, but do not go over crit cap
+
* {{Relic|Relic of Isgarren}}
 +
 
 +
;Stats
 +
* Feel free to use as much {{tooltip|Berserker stats}} as you feel comfortable with
  
  
 
===Consumables===
 
===Consumables===
* {{food|Carrot Soufflé}}
+
* {{Food|Peppercorn-Crusted Sous-Vide Steak}}
** {{Food|Peppercorn-Crusted Sous-Vide Steak}} feast option with additional damage reduction.
+
** {{Food|Carrot Soufflé}} personal food option
 
* {{Utility|Superior Sharpening Stone}}
 
* {{Utility|Superior Sharpening Stone}}
 +
  
 
==Usage==
 
==Usage==
'''General'''
+
===Priorities===
* This build goal is to maximize damage, while avoiding downtime. It means you should always be cycling through your Hammer, Sword/Sword and Legend skills to keep the enemy under constant pressure.
+
;High
* ''Herald'' elite spec fulfills an offensive role, providing damage modifiers from {{trait|Forceful Persistence}} and {{trait|Reinforced Potency}} and boonshare access with {{skill|Legendary Dragon Stance}} facets. As well as a defensive role, granting survivability with Glint's heal, extra HP from {{trait|Draconic Fortitude}}, and mobility with {{trait|Rising Momentum}}.
+
* Ranged Spike
* {{tooltip|Might}} and {{tooltip|Fury}} stacking is a crucial part of ramping up your damage, but most of it happens effortlessly as a result of passive traits and upkeep skills such as, {{skill|Facet of Darkness}}, {{trait|Invoker's Rage}} and {{trait|Incensed Response}}.
+
 
* Invoking a legend resets energy to 50 among other things. Swapping legends is basically the main resource management tool in the build - swap whenever you're out of CDs or low on energy.
+
;Moderate
* Glint's {{Skill|Facet of Nature}} and {{skill|One with Nature}} can be decent for boon extension as it doesn't hinder energy management that much in Glint. But you get more overall by upkeeping {{skill|Facet of Nature}} and consuming {{skill|One with Nature}} in Dwarf, since it provides damage reduction and {{tooltip|Stability}} for the group.
+
* Sustained damage
** Maintainimg F2 demands a lot of energy, so you might want to double tap to save it.
+
* Boon support
  
'''Hammer'''
+
;Low
* {{skill|Hammer Bolt}} will be used after all your other Hammer skills are unavailable for damage pressure. Be careful with enemy reflects.
+
* CC
* {{Skill|Coalescence of Ruin}} is your bread and butter damage skill, land it as often as possible.
 
** It only hits a maximum of 5 targets across all three pulses, and the pulses often dissappear on non straight flat terrain, so keep that in mind if fighting inside structures.
 
* {{Skill|Phase Smash}} deals a ton of damage and evades for its duration, be careful not to get caught behind your group while casting this skill.
 
** Functions well for ranged cleave, and to hard pressure the enemy group when coordinated.
 
** You can {{Skill|Phase Smash}} through traps and marks to activate them without taking any damage.
 
* {{Skill|Drop the Hammer}} has a long cast time, so try to predict where the enemies will go or use it on stationary targets like downed players that the enemy will move on to.
 
** This is the least priority skill on Hammer, but should still be used for the CC setup it provides.
 
  
'''Sword/Sword'''
 
* Sword set is important because it provides great melee damage and cleave potential, allowing this build to maintain high DPS and spike by skipping the downtime Hammer skills have.
 
* {{Skill|Preparation Thrust}} paired with {{skill|Vengeful Hammers}} provide massive cleave by just doing auto chains with an upkeep. Use it whenever any of your other sword's skills aren't available or if you are running out/saving of energy.
 
* {{Skill|Chilling Isolation}} is the strongest skill in this set. It provides great spike to down and to cleave enemies, benefiting even more when hitting targets alone.
 
** It has a decent range around you for a melee skill and hits 5 targets, unlike the other skills in this set.
 
** Whenever you swap into Sword, using this skill early will allow you to use it twice every sword rotation.
 
* {{skill|Unrelenting Assault}} should be ignored, as it can port you around to undesirable spots and kill you. Fill downtime with sword autos, don't use it.
 
* {{skill|Shackling Wave}} provides decent damage, {{tooltip|Immobilize}} and {{tooltip|Vulnerability}}
 
** Basically you it whenever you swap into Sword or it's available, the {{tooltip|Vulnerability}} ticks it provides greatly enhance your follow up skills' damage.
 
* {{skill|Deathstrike}} is very situational, due to its single target aspect. Use it for massive target burst, or to reposition yourself with the port.
 
  
'''Glint (Legendary Dragon Stance)'''
+
====Surviving====
* Each Glint's facet upkept will grant a 3% damage bonus
+
* This build has moderate passive defense
* {{Skill|Facet of Darkness}}, {{skill|Facet of Strength}} and {{skill|Facet of Elements}} uptime is very important to maintain your group's fury, might and swiftness respectively.
+
* This build has moderate mobility skill access
* Because of {{Trait|Incensed Response}}, {{skill|Facet of Darkness}} is one the best sources of self {{tooltip|Might}} in the build.
+
** {{skill|Phantom's Onslaught}} will lunge towards a target if they are within range, otherwise it moves you considerably less than 900 range
* Always upkeep 3 facets, but don't be afraid to consume then if the opportunity appears.
+
*** Neutral creatures can be used as targets
** {{Skill|Facet of Darkness}} + {{skill|Facet of Strength}} + {{skill|Facet of Elements}} is your standard upkeep setup.
+
* This build has high active defenses
** {{Skill|Facet of Darkness}} + {{skill|Facet of Light}} + {{skill|Facet of Elements}} is your upkeep setup to have instant access to {{skill|Infuse Light}}. Use this if to deny pressure preemptively.
+
** Only use {{Skill|Phase Smash}} defensively if desperate, it will likely leave you more out of position than when you started
* {{skill|Gaze of Darkness}} is a cheap stun breaker and one of the few skills in the game that can reveal stealthed targets.
+
** Toggle {{Skill|Vengeful Hammers}} on whenever you expect significant pressure, its upkeep is cheap  
** To reveal from range: {{skill|Phase Smash}} {{to}} {{skill|Gaze of Darkness}} (at the end of animation)
+
** {{Skill|Rite of the Great Dwarf}} breaks stuns at the beginning of the cast, dodge or weapon stow to cancel the cast if you're in danger
** If you are {{tooltip|Blind}}, you can cast it, to ensure key skills like {{skill|Chaotic Release}} or {{skill|Phase Smash}} will connect - in this case {{skill|Gaze of Darkness}} will miss instead of your skill.
+
** Keep {{Skill|Facet of Light}} active as often as possible so that {{Skill|Infuse Light}} is available
* {{Skill|Burst of Strength}} grants good melee damage. Chain it with your offensive skills to benefit from the damage modifier.
+
** Save {{Skill|Facet of Nature}} + {{Skill|One with Nature}} for use in '''Jalis''' stance
* {{skill|Elemental Blast}} is one of strongest damage skills outside of Hammer. Try to use off cooldown, mainly on downed foes.
+
** Don't waste {{Skill|Gaze of Darkness}} on trivial CC, the {{Tooltip|Fury}} it provides is very valuable
* {{Skill|Facet of Light}}'s chain effect {{skill|Infuse Light}} converts all damage you take into healing for 3 seconds. This is your panic button.
 
** Keep in mind {{skill|Infuse Light}} has a cast time which means you can't activate it while CC'ed
 
* {{skill|Facet of Chaos}} will hardly ever be upkept, due to the big energy consumption. Can be casted before swapping legends for some minor {{tooltip|Protection}} share.
 
** {{Skill|Chaotic Release}} can be used to CC downed opponents out of banner range, and to give allies {{tooltip|Superspeed}}.
 
  
'''Jalis (Legendary Dwarf Stance)'''
+
{{Collapsible
 +
|width=85
 +
|;Active defense priority
 +
|
 +
* {{Skill|Gaze of Darkness}} - for stunbreaking
 +
* {{Skill|Rite of the Great Dwarf}} - for stunbreaking
 +
* {{Skill|Vengeful Hammers}}
 +
* {{Skill|Soothing Stone}} - for {{Tooltip|Immobilize}}
 +
* '''Dodge'''
 +
* {{Skill|Imperial Guard}}
 +
* {{Skill|Facet of Light}} {{to}} {{Skill|Infuse Light}}
 +
* {{Skill|Rite of the Great Dwarf}} - general use
 +
* {{Skill|Soothing Stone}} - general use
 +
* {{Skill|Phase Smash}}
 +
}}
 +
 
 +
 
 +
===Detailed Explanations===
 +
====Ranged Spike====
 +
* Casting {{Skill|Coalescence of Ruin}} immediately before {{Skill|Phase Smash}} will make both hits land at the same time
 +
** {{Skill|Phase Smash}} is the priority skill if you can't use both
 +
* Swap legends during {{Skill|Phase Smash}} at 3/4ths through the cast to activate {{Sigil|Superior Sigil of Hydromancy}}
 +
* Avoid casting {{Skill|Phase Smash}} as groups cross each other so you aren't left behind
 +
* Flip {{Skill|Vengeful Hammers}} on while casting {{Skill|Phase Smash}} in '''Jalis''' to proc {{trait|Forceful Persistence}}
 +
 
 +
 
 +
====Sustained damage====
 +
* You can {{Skill|Phase Smash}} through traps and marks to activate them without taking any damage.
 +
** Cast {{Skill|Gaze of Darkness}} near the end of the cast of {{Skill|Phase Smash}} to clear {{Tooltip|Blind}}, if needed
 +
* Try to place {{Skill|Inspiring Reinforcement}} in the direction your group is pushing if possible, but prioritize hitting enemies
 +
* Toggle on {{Skill|Vengeful Hammers}} any time you're in range and in '''Jalis''', but prioritize other skills when energy is limited
 +
 
 +
{{Collapsible
 +
|width=85
 +
|collapsed=true
 +
|;Skill priority
 +
|
 +
* {{Skill|Burst of Strength}}
 +
* {{Skill|Elemental Blast}}
 +
* {{Skill|Inspiring Reinforcement}}
 +
* {{Skill|Vengeful Hammers}}
 +
 
 +
;Greatsword
 +
* {{Skill|True Strike (Vindicator)}} - 5 charges
 +
* {{Skill|Eternity's Requiem}}
 +
* {{Skill|Phantom's Onslaught}}
 +
* {{Skill|Mist Unleashed}}
 +
 
 +
;Hammer
 +
* {{Skill|Phase Smash}}
 +
* {{Skill|Coalescence of Ruin}}
 +
 
 +
}}
  
* {{skill|Soothing Stone}} will be used as panic condi clear, it also provides decent healing.
 
* {{Skill|Vengeful Hammers}} reduces incoming damage and brings a powerful DPS potential on melee.
 
** Try to upkeep this as much as possible in melee as you will be doing 13% more damage from {{trait|Forceful Persistence}}
 
** Upkeep this briefly, if you are using CoR or PS ({{skill|Phase Smash}}), even at range, for the damage bonus from trait.
 
* {{Skill|Inspiring Reinforcement}} does solid damage on a lot of targets, applying {{tooltip|Weakness}}. Futhermore, it gives pulsing {{tooltip|Stability}} on a wide, try to place it in areas where allies and enemies will be clashing to maximize utility and damage from the road.
 
* {{Skill|Forced Engagement}} should always be used on the enemy stack not on isolated targets, along with winds and ground pressure, to lock down foes.
 
* {{Skill|Rite of the Great Dwarf}} barely sees use, since you spend most of your energy with roads and vengeful hammers, and it isn't worth to camp Dwarf anyways for the elite anyways.
 
** Bear in mind, if you use it as a stunbreak, you can dodge to cancel the long animation the skill has.
 
  
'''Combo Spikes'''
+
====Boon support====
* '''Coordinated Ranged spike''': {{skill|Phase Smash}}
+
* Always upkeep 3 facets for {{trait|Forceful Persistence}}, but don't be afraid to consume then if the opportunity appears
** Multiple heralds doing it simultaneously will do enough damage to down foes, allowing you to save {{skill|Coalescence of Ruin}} for later use.
+
** Use {{Skill|Facet of Darkness}} + {{skill|Facet of Strength}} + {{skill|Facet of Light}} as your general setup to have instant access to {{skill|Infuse Light}}
* '''Ranged Spike''': {{skill|Coalescence of Ruin}} {{to}} {{skill|Phase Smash}}
+
** Use {{Skill|Facet of Darkness}} + {{skill|Facet of Strength}} + {{skill|Facet of Elements}} to allow energy regeneration
** This combo allows you to deal great spike as the damage from both CoR and PS will connect around the same time.
+
* {{Skill|Facet of Nature}} + {{skill|One with Nature}} can be used to cover {{Tooltip|Stability}} for your group when your firebrand and scrapper's sources are on cooldown
* '''Standard spike''': {{skill|Coalescence of Ruin}} {{to}} {{skill|Elemental Blast}} {{to}} {{skill|Burst of Strength}} {{to}} {{skill|Inspiring Reinforcement}} {{to}} {{skill|Phase Smash}} (ranged) or {{skill|Shackling Wave}} (melee)
 
** This is an ideal opener rotation. Just be mindful that the optimal herald gameplay, with highest impact, is achieved by using your big spike skills in quick succesion, avoiding downtime.
 
  
  
==Weaknesses==
+
====CC====
* Skill usage is reliant on energy management
+
* Save {{Skill|Chaotic Release}} to launch downed players out of {{Skill|Signet of Mercy}}/{{Skill|Illusion of Life}}
* Potential to be locked into the wrong stance at the wrong time
+
* Use {{Skill|Drop the Hammer}} when all other skills are on cooldown and projectile block is stopping your {{Skill|Hammer Bolt}}
* Heavy condition pressure
 

Latest revision as of 13:22, 12 May 2024

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

Focused on: Strike damageDps and Boon support

Designed for: WvW Zerg

Expansions required: Heart of Thorns buildsSecrets of the Obscure builds

Difficulty:
Normal
This build was last updated on May 12, 2024 and is up to date for the October 8, 2024 patch.

Overview

A Power based Herald build for WvW. The utility of Glint, the durability of Jalis, and the damage of Coalescence of Ruin allow this build to deal strong damage with great sustain, while buffing allies.


Skill Bar

Hammer
Greatsword
Utility
Utility


Template Code

[&DQkDPg8qNDfcEQAABhIAACsSAADUEQAAyhEAAAEDAAArEgYS1BEAAAAAAAA=]
Copy Template Code


Specializations

Variants
  • Brutality constant stability removal with quickness uptime but less DPS.
Variants
  • Core Value offers more group utility, but less movement speed.


Equipment

Head
Marauder
Shoulders
Marauder
Chest
Marauder
Hands
Marauder
Legs
Marauder
Feet
Marauder
Backpiece
Marauder
Accessory
Marauder
Accessory
Marauder
Amulet
Marauder
Ring
Berserker
Ring
Marauder
Hammer
Marauder
Sigil
Sigil
Greatsword
Marauder
Sigil
Sigil
Rune
x6
Infusion
x17
Infusion
x1
Relic


Equipment Variants

Relics
  • Relic of Speed
  • Relic of Isgarren
Stats


Consumables

    • personal food option


Usage

Priorities

High
  • Ranged Spike
Moderate
  • Sustained damage
  • Boon support
Low
  • CC


Surviving

  • This build has moderate passive defense
  • This build has moderate mobility skill access
    • Phantom's Onslaught will lunge towards a target if they are within range, otherwise it moves you considerably less than 900 range
      • Neutral creatures can be used as targets
  • This build has high active defenses
    • Only use Phase Smash defensively if desperate, it will likely leave you more out of position than when you started
    • Toggle Vengeful Hammers on whenever you expect significant pressure, its upkeep is cheap
    • Rite of the Great Dwarf breaks stuns at the beginning of the cast, dodge or weapon stow to cancel the cast if you're in danger
    • Keep Facet of Light active as often as possible so that Infuse Light is available
    • Save Facet of Nature + One with Nature for use in Jalis stance
    • Don't waste Gaze of Darkness on trivial CC, the Fury Fury it provides is very valuable
Active defense priority
  • Gaze of Darkness - for stunbreaking
  • Rite of the Great Dwarf - for stunbreaking
  • Vengeful Hammers
  • Soothing Stone - for Immobilize Immobilize
  • Dodge
  • Imperial Guard
  • Facet of Light Infuse Light
  • Rite of the Great Dwarf - general use
  • Soothing Stone - general use
  • Phase Smash


Detailed Explanations

Ranged Spike

  • Casting Coalescence of Ruin immediately before Phase Smash will make both hits land at the same time
    • Phase Smash is the priority skill if you can't use both
  • Swap legends during Phase Smash at 3/4ths through the cast to activate Sigil of Superior Sigil of Hydromancy
  • Avoid casting Phase Smash as groups cross each other so you aren't left behind
  • Flip Vengeful Hammers on while casting Phase Smash in Jalis to proc Forceful Persistence


Sustained damage

  • You can Phase Smash through traps and marks to activate them without taking any damage.
    • Cast Gaze of Darkness near the end of the cast of Phase Smash to clear Blind Blind, if needed
  • Try to place Inspiring Reinforcement in the direction your group is pushing if possible, but prioritize hitting enemies
  • Toggle on Vengeful Hammers any time you're in range and in Jalis, but prioritize other skills when energy is limited
Skill priority
  • Burst of Strength
  • Elemental Blast
  • Inspiring Reinforcement
  • Vengeful Hammers
Greatsword
  • True Strike (Vindicator) - 5 charges
  • Eternity's Requiem
  • Phantom's Onslaught
  • Mist Unleashed
Hammer
  • Phase Smash
  • Coalescence of Ruin



Boon support

  • Always upkeep 3 facets for Forceful Persistence, but don't be afraid to consume then if the opportunity appears
    • Use Facet of Darkness + Facet of Strength + Facet of Light as your general setup to have instant access to Infuse Light
    • Use Facet of Darkness + Facet of Strength + Facet of Elements to allow energy regeneration
  • Facet of Nature + One with Nature can be used to cover Stability Stability for your group when your firebrand and scrapper's sources are on cooldown


CC

  • Save Chaotic Release to launch downed players out of Signet of Mercy/Illusion of Life
  • Use Drop the Hammer when all other skills are on cooldown and projectile block is stopping your Hammer Bolt


Ratings

This build has a rating of 5 stars based on 1 votes.
Log in or register to rate this build.
5 stars
Mike382 gave this build 5 stars • November 2023
Been running Herald zerg build (pre SoTo) for 2 years, although with Celestial stats as a personal preference; solid addition to any zerg, fun to play (hammertime!) and it's always nice to provide buffs to your team. Capable of running in the front of the pack to help push, middle or the back if you want to be more defensive. Vengeful hammers is great for tagging when pushing through enemy zergs. Plus the aura always looks cool.

Comments

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