Difference between revisions of "Herald - Hammer Herald"
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{{Build | {{Build | ||
| profession = Revenant | | profession = Revenant | ||
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| designed for = wvw zerg | | designed for = wvw zerg | ||
| focus = Strike Damage, DPS, Boon Support | | focus = Strike Damage, DPS, Boon Support | ||
− | | rating = | + | | rating = good |
− | | xpac = hot | + | | xpac = hot, soto |
− | | | + | | difficulty = 2 |
}} | }} | ||
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| specialization = herald | | specialization = herald | ||
| weapon1 = hammer | | weapon1 = hammer | ||
− | | weapon3 = | + | | weapon3 = Greatsword |
− | | weapon4 = | + | | weapon4 = |
| legend1 = Glint | | legend1 = Glint | ||
| legend2 = Jalis | | legend2 = Jalis | ||
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==Template Code== | ==Template Code== | ||
{{TemplateCode| | {{TemplateCode| | ||
− | code = [& | + | code = [&DQkDPg8qNDfcEQAABhIAACsSAADUEQAAyhEAAAEDAAArEgYS1BEAAAAAAAA=] |
}} | }} | ||
==Specializations== | ==Specializations== | ||
− | {{Specialization|Devastation|mid| | + | {{Specialization|Devastation|mid|mid|mid}} |
− | + | ;Variants | |
− | |||
* {{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 | |
* {{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 | + | | sigil1 = Superior Sigil of Hydromancy |
− | | sigil2 = Superior Sigil of | + | | sigil2 = Superior Sigil of Fire |
− | | weapon3 = | + | | weapon3 = Greatsword |
− | | weapon4 = | + | | weapon4 = |
| sigil3 = Superior Sigil of Energy | | sigil3 = Superior Sigil of Energy | ||
| sigil4 = Superior Sigil of Bloodlust | | sigil4 = Superior Sigil of Bloodlust | ||
− | |||
− | |||
− | |||
− | |||
| infusion1 = Mighty WvW Infusion | | infusion1 = Mighty WvW Infusion | ||
− | | infusion1-qt = | + | | infusion1-qt = 17 |
+ | | infusion2 = Precise WvW Infusion | ||
+ | | infusion2-qt = 1 | ||
}} | }} | ||
===Equipment Variants=== | ===Equipment Variants=== | ||
− | * {{tooltip| | + | ;Relics |
+ | * {{Relic|Relic of Speed}} | ||
+ | * {{Relic|Relic of Isgarren}} | ||
+ | |||
+ | ;Stats | ||
+ | * Feel free to use as much {{tooltip|Berserker stats}} as you feel comfortable with | ||
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** {{Food|Carrot Soufflé}} personal food option | ** {{Food|Carrot Soufflé}} personal food option | ||
* {{Utility|Superior Sharpening Stone}} | * {{Utility|Superior Sharpening Stone}} | ||
+ | |||
==Usage== | ==Usage== | ||
===Priorities=== | ===Priorities=== | ||
− | + | ;High | |
* Ranged Spike | * Ranged Spike | ||
− | + | ;Moderate | |
* Sustained damage | * Sustained damage | ||
* Boon support | * Boon support | ||
− | + | ;Low | |
* CC | * CC | ||
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====Surviving==== | ====Surviving==== | ||
* This build has moderate passive defense | * This build has moderate passive defense | ||
− | * This build has | + | * This build has moderate mobility skill access |
− | ** {{skill| | + | ** {{skill|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 | *** Neutral creatures can be used as targets | ||
− | * This | + | * This build has high active defenses |
− | |||
− | |||
** Only use {{Skill|Phase Smash}} defensively if desperate, it will likely leave you more out of position than when you started | ** Only use {{Skill|Phase Smash}} defensively if desperate, it will likely leave you more out of position than when you started | ||
** Toggle {{Skill|Vengeful Hammers}} on whenever you expect significant pressure, its upkeep is cheap | ** Toggle {{Skill|Vengeful Hammers}} on whenever you expect significant pressure, its upkeep is cheap | ||
− | |||
** {{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 | ** {{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 | ||
+ | ** Keep {{Skill|Facet of Light}} active as often as possible so that {{Skill|Infuse Light}} is available | ||
+ | ** Save {{Skill|Facet of Nature}} + {{Skill|One with Nature}} for use in '''Jalis''' stance | ||
+ | ** Don't waste {{Skill|Gaze of Darkness}} on trivial CC, the {{Tooltip|Fury}} it provides is very valuable | ||
+ | |||
+ | {{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=== | ===Detailed Explanations=== | ||
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* Casting {{Skill|Coalescence of Ruin}} immediately before {{Skill|Phase Smash}} will make both hits land at the same time | * 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 | ** {{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 | * 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}} | * Flip {{Skill|Vengeful Hammers}} on while casting {{Skill|Phase Smash}} in '''Jalis''' to proc {{trait|Forceful Persistence}} | ||
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** Cast {{Skill|Gaze of Darkness}} near the end of the cast of {{Skill|Phase Smash}} to clear {{Tooltip|Blind}}, if needed | ** 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 | * Try to place {{Skill|Inspiring Reinforcement}} in the direction your group is pushing if possible, but prioritize hitting enemies | ||
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* Toggle on {{Skill|Vengeful Hammers}} any time you're in range and in '''Jalis''', but prioritize other skills when energy is limited | * Toggle on {{Skill|Vengeful Hammers}} any time you're in range and in '''Jalis''', but prioritize other skills when energy is limited | ||
− | |||
− | |||
{{Collapsible | {{Collapsible | ||
|width=85 | |width=85 | ||
|collapsed=true | |collapsed=true | ||
− | |; | + | |;Skill priority |
| | | | ||
* {{Skill|Burst of Strength}} | * {{Skill|Burst of Strength}} | ||
− | |||
− | |||
− | |||
− | |||
* {{Skill|Elemental Blast}} | * {{Skill|Elemental Blast}} | ||
− | |||
* {{Skill|Inspiring Reinforcement}} | * {{Skill|Inspiring Reinforcement}} | ||
* {{Skill|Vengeful Hammers}} | * {{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}} | ||
+ | |||
}} | }} | ||
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====CC==== | ====CC==== | ||
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* Save {{Skill|Chaotic Release}} to launch downed players out of {{Skill|Signet of Mercy}}/{{Skill|Illusion of Life}} | * Save {{Skill|Chaotic Release}} to launch downed players out of {{Skill|Signet of Mercy}}/{{Skill|Illusion of Life}} | ||
* Use {{Skill|Drop the Hammer}} when all other skills are on cooldown and projectile block is stopping your {{Skill|Hammer Bolt}} | * Use {{Skill|Drop the Hammer}} when all other skills are on cooldown and projectile block is stopping your {{Skill|Hammer Bolt}} | ||
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− |
Latest revision as of 13:22, 12 May 2024
The community gave this build a rating, making it second-tier: Good
Focused on: Strike damage, Dps and Boon support
Designed for: WvW Zerg
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
allow this build to deal strong damage with great sustain, while buffing allies.
Skill Bar
Hammer
Greatsword
Utility
Utility
Template Code
[&DQkDPg8qNDfcEQAABhIAACsSAADUEQAAyhEAAAEDAAArEgYS1BEAAAAAAAA=]
Specializations
- Variants
- constant stability removal with quickness uptime but less DPS.
- Variants
- offers more group utility, but less movement speed.
Equipment
Head
Marauder
Marauder
Shoulders
Marauder
Marauder
Chest
Marauder
Marauder
Hands
Marauder
Marauder
Legs
Marauder
Marauder
Feet
Marauder
Marauder
Backpiece
Marauder
Marauder
Accessory
Marauder
Marauder
Accessory
Marauder
Marauder
Amulet
Marauder
Marauder
Ring
Berserker
Berserker
Ring
Marauder
Marauder
Hammer
Marauder
Marauder
Sigil
Sigil
Greatsword
Marauder
Marauder
Sigil
Sigil
Rune
x6
x6
Infusion
x17
x17
Infusion
x1
x1
Relic
Equipment Variants
- Relics
- Stats
- Feel free to use as much Berserker stats as you feel comfortable with
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
- Neutral creatures can be used as targets
will lunge towards a target if they are within range, otherwise it moves you considerably less than 900 range
- This build has high active defenses
- Only use defensively if desperate, it will likely leave you more out of position than when you started
- Toggle on whenever you expect significant pressure, its upkeep is cheap
- breaks stuns at the beginning of the cast, dodge or weapon stow to cancel the cast if you're in danger
- Keep active as often as possible so that is available
- Save + for use in Jalis stance
- Don't waste Fury it provides is very valuable on trivial CC, the
|
Detailed Explanations
Ranged Spike
- Casting
- is the priority skill if you can't use both
immediately before will make both hits land at the same time
- Swap legends during at 3/4ths through the cast to activate
- Avoid casting as groups cross each other so you aren't left behind
- Flip on while casting in Jalis to proc
Sustained damage
- You can
- Cast Blind, if needed near the end of the cast of to clear
through traps and marks to activate them without taking any damage.
- Try to place in the direction your group is pushing if possible, but prioritize hitting enemies
- Toggle on any time you're in range and in Jalis, but prioritize other skills when energy is limited
|
Boon support
- Always upkeep 3 facets for
- Use + + as your general setup to have instant access to
- Use + + to allow energy regeneration
, but don't be afraid to consume then if the opportunity appears
- Stability for your group when your firebrand and scrapper's sources are on cooldown + can be used to cover
CC
- Save to launch downed players out of /
- Use when all other skills are on cooldown and projectile block is stopping your
Ratings
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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