Difference between revisions of "Holosmith - Cele Holo"
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====Sigils==== | ====Sigils==== | ||
− | * {{Sigil|Superior Sigil of Geomancy}} - AoE bleed when dropping holo forge and | + | * {{Sigil|Superior Sigil of Geomancy}} - AoE bleed when dropping holo forge and weapon kits. |
* {{Sigil|Superior Sigil of Earth}} - More bleeding damage, easier to use than {{Sigil|Superior Sigil of Geomancy}}. | * {{Sigil|Superior Sigil of Earth}} - More bleeding damage, easier to use than {{Sigil|Superior Sigil of Geomancy}}. | ||
* {{Sigil|Superior Sigil of Bursting}} - Use instead of {{Sigil|Superior Sigil of Malice}} if using a Rune set that doesn't increase condi duration. | * {{Sigil|Superior Sigil of Bursting}} - Use instead of {{Sigil|Superior Sigil of Malice}} if using a Rune set that doesn't increase condi duration. |
Revision as of 17:22, 18 February 2022
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The community gave this build a rating, making it top-tier: Great
Focused on: Condition damage and Defense
Designed for: Open World
Difficulty:
TBD
This build was last updated on February 18, 2022 and is up to date for the October 8, 2024 patch.
Overview
A durable condition-based Holosmith for general open world content that emphasizes high survivability at a cost of lower burst damage. It still maintains high sustained damage thanks to easy application of Burning stacks.
Template Code
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Skill Bar
Sword/Pistol
Rifle
Utility
Skill Variants
Healing
- Regeneration uptime. - More boons and simpler to use, but no condi cleanse and less
- - Better condi cleanse and mobility, but less burst healing and fewer boons.
Utilities
It is strongly advised to use both
and since they provide the majority of this build's survivability.- - Lower DPS than kits but easier to use.
- Burning on demand. - High mobility and AoE
- Quickness and stun breaks. - More
Elites
- - Better ranged damage and utility.
Specializations
Specialization Variants
- Burning stacks, be sure to run for Might if using this trait. - More overall holoforge uptime and
- - More damage, less survivability.
- - More damage, less survivability. Also consider running with this trait for added explosive synergy.
Equipment
Ascended gear is not required, use Exotic equipment instead if desired.
Head
Celestial
Celestial
Shoulders
Celestial
Celestial
Chest
Celestial
Celestial
Hands
Celestial
Celestial
Legs
Celestial
Celestial
Feet
Celestial
Celestial
Backpiece
Celestial
Celestial
Accessory
Celestial
Celestial
Accessory
Celestial
Celestial
Amulet
Celestial
Celestial
Ring
Celestial
Celestial
Ring
Celestial
Celestial
Sword
Celestial
Celestial
Pistol
Celestial
Celestial
Sigil
Sigil
Rifle
Celestial
Celestial
Sigil
Sigil
Rune
x6
x6
Variant Equipment
Gear
- Rabid - Can be used as a budget replacement while collecting Celestial gear, but consider using Holosmith_-_Condi_Holo instead.
Runes
- Burning duration. - More health without sacrificing
- , , - Higher DPS options.
- , , - Defensive options.
Sigils
- - AoE bleed when dropping holo forge and weapon kits.
- - More bleeding damage, easier to use than .
- - Use instead of if using a Rune set that doesn't increase condi duration.
Consumables
- Food
- Any ascended food is superior to any other food you could use. Steak for power, flatbread for conditions. Budget versions of these foods exist and are acceptable.
- , - General farming.
- - DPS.
- - Defense and synergy.
- Utility
- (and variants) - General farming.
- - DPS and bonus karma.
- , - DPS.
Usage
Damage
- Forge: Use and off cooldown, fill in with autoattacks.
- Toolbelt: Use off cooldown.
- Use and off cooldown, especially at high heat right after dropping forge.
- Use off cooldown and as close as possible to an enemy.
- Use off cooldown, but only over 50 heat.
- Auto-attack if the above are all on cooldown, especially if above 100 heat.
- : Use then . If Forge is at high heat, auto-attack with Flamethrower until either or Forge is available again.
Zerg Tagging
- Equip , stay in range of mobs, and focus on using autoattacks for easy AoE tagging. and can help with enemies at longer ranges.
- Consider using , , and/or if zerging for an extended period of time.
- can help keep up with the main body of the zerg if not using .
Defense
- is an extremely potent defensive cooldown. It grants 50% damage reduction and functions as a stunbreak. This is your bread and butter for any challenging content.
- and are area blinds.
- Protection and Regeneration uptime and should be used as often as possible above 50 heat. provides considerable
Crowd Control
- , also counts as an explosion.
- , also acts as a blast finisher.
Ratings
Comments
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