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Difference between revisions of "Holosmith - Protection Holo"

(Created page with "{{#seo: |title=Holosmith - Protection Holo |description=A tanky PvP Holosmith build made to win duels and occasionally help out in team fights by bringing both damage and supp...")
 
 
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{{#seo:
 
|title=Holosmith - Protection Holo
 
|description=A tanky PvP Holosmith build made to win duels and occasionally help out in team fights by bringing both damage and support to the table.
 
}}
 
 
{{Build
 
{{Build
 
| profession = Engineer
 
| profession = Engineer
 
| specialization = Holosmith
 
| specialization = Holosmith
 
| designed for = Conquest
 
| designed for = Conquest
| rating = great
+
| rating = archived
 
| focus = Direct Damage, Support, Bunkering
 
| focus = Direct Damage, Support, Bunkering
 
}}
 
}}
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==Overview==
 
==Overview==
A tanky sPvP Holosmith build made to win duels and occasionally help out in team fights by bringing both damage and support to the table.
+
A tanky PvP Holosmith build made to win duels and occasionally help out in team fights by bringing both damage and support to the table.
  
  
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| elite = Elite Mortar Kit
 
| elite = Elite Mortar Kit
 
}}
 
}}
 
 
{{Skill bar aux|Elixir Gun}}
 
{{Skill bar aux|Elixir Gun}}
 
{{Skill bar aux|Elite Mortar Kit}}
 
{{Skill bar aux|Elite Mortar Kit}}
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For the optional slot:
 
For the optional slot:
 
* {{Skill|Thumper Turret}} - 3 Blast finishers and a stun break on toolbelt, plenty of combo potential and good CC. {{Trait|Experimental Turrets}} on Inventions is worth considering with this skill for added {{Tooltip|Protection}} synergy.
 
* {{Skill|Thumper Turret}} - 3 Blast finishers and a stun break on toolbelt, plenty of combo potential and good CC. {{Trait|Experimental Turrets}} on Inventions is worth considering with this skill for added {{Tooltip|Protection}} synergy.
 +
 
* {{Skill|Elixir U}} - stun break and some burst with {{Tooltip|Quickness}}.
 
* {{Skill|Elixir U}} - stun break and some burst with {{Tooltip|Quickness}}.
 +
 
* {{Skill|Spectrum Shield}} - purely a defensive choice, great against every type of pressure.
 
* {{Skill|Spectrum Shield}} - purely a defensive choice, great against every type of pressure.
  
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{{Specialization|Alchemy|mid|mid|top}}
 
{{Specialization|Alchemy|mid|mid|top}}
 
{{Specialization|Holosmith|mid|bot|mid}}
 
{{Specialization|Holosmith|mid|bot|mid}}
 
+
'''Variants'''
 
+
* If you're expecting to be dueling Power based specs, take {{Trait|Light Density Amplifier}}.
===Trait Variant===
 
If you're expecting to be dueling Power based specs, take {{Trait|Light Density Amplifier}}.
 
  
  
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===Equipment Variants===
 
===Equipment Variants===
* {{Sigil|Superior Sigil of Cleansing}} over Intelligence.
+
* {{Sigil|Cleansing}} over Intelligence for more sustain.
 +
 
 
* {{Rune|Herald}} is a bit more squishy but has minor {{Tooltip|Protection}} and boon synergy.
 
* {{Rune|Herald}} is a bit more squishy but has minor {{Tooltip|Protection}} and boon synergy.
 +
 
* {{Amulet|Demolisher}} is a more tanky option, should you need extra sustain.
 
* {{Amulet|Demolisher}} is a more tanky option, should you need extra sustain.
  
  
 
==Usage==
 
==Usage==
To be added.
+
To be added
 +
<!--'''Elite specialization basics'''
 +
* Holosmith grants access to the Photon Forge (sometimes referred to as ''holo mode'') and introduces a new resource: heat. Heat is generated passively while the forge is active, or by activating forge skills. Higher CD skills generally generate more heat.
 +
* Reaching maximum heat (100) should be avoided as ''overheating'' damages you and locks you out of the forge until heat goes back to 0. The best tool for heat management is dodge rolling, which vents 15 heat per roll via {{Trait|Thermal Release Valve}} and does some moderate AoE damage.
 +
* {{Skill|Engage Photon Forge}} is used to activate the forge, after which your weapon skills will be replaced by 5 new ones. You can't exit the forge for at least 5 seconds, so be careful about reentering with high heat levels.
 +
** Both Engage Photon Forge and Disengage Photon Forge count as toolbelt skills and will work with related traits. Both skills can proc weapon swap sigils too.
 +
 
 +
 
 +
'''Forge skills'''
 +
 
 +
''This is where most of the damage comes from''
 +
* Although the auto attack chain got significant nerfs in March 2018, it can still do considerable cleave damage especially with {{gw2skill|Quickness}}.
 +
* {{Skill|Holo Leap}} will be used to maintain permanent {{gw2skill|Swiftness}} and {{gw2skill|Vigor}} (through {{Trait|Invigorating Speed}}), keep using this skill out of combat as well but don't build too much heat (manage with dodges accordingly). Holo Leap also does considerable damage while in combat. Keep in mind that this is a Leap Finisher, so always try to combo it with either a Light Field for {{gw2skill|Light Aura}} or a Water Field for healing.
 +
* {{Skill|Corona Burst}} will be the only source of {{gw2skill|Stability}} in the build and an important source of {{gw2skill|Might}}, granting up to 5 stacks per use. There's a second attack too which goes off after a short delay. This should be the first skill you use after entering holo mode.
 +
* {{Skill|Photon Blitz}} can be useful for reaching targets trying to escape, but won't be used much.
 +
* {{Skill|Holographic Shockwave}} is an excellent AoE CC and also a Blast Finisher. You can also fake cast it by stowing your weapon right after activation in order to bait enemy dodges.
 +
 
 +
 
 +
'''General'''
 +
* Applying Protection removes conditions, and removing a condition converts it into a boon via {{Trait|Purity of Purpose}}.
 +
* {{Skill|Thumper Turret}} is one of the most versatile skills in the build:
 +
** Right after deployment it does an '''AoE CC''', triggers a '''Blast''' finisher, applies '''Protection''', and activates a '''projectile-reflection bubble'''.
 +
** {{Skill|Detonate Thumper Turret}} is a 2nd '''Blast''' finishers. Note: try not to detonate/pick up this turret while the bubble is still up, as a 2nd AoE CC will go off right before the shield drops.
 +
** {{Skill|Rumble}}  (toolbelt) is a stun break with {{gw2skill|Stability}} and yet another '''Blast''' finisher, which comes handy if you get CC'd and {{Trait|Autodefense Bomb Dispenser}} procs because you can immediately blast it for AoE stealth and catch a break.
 +
* {{Skill|Healing Turret}} cleanses a total of 4 conditions (2 baseline and 2 extra from traits). If you're under heavy condition pressure consider picking up the turret (F by default) instead of detonating it to shave off 5 seconds from its CD for more frequent cleansing. Alternatively, detonating the turret in a Light field sacrifices some AoE healing but cleanses one additional condition, bringing the total amount to 5.
 +
* {{Skill|Hard Light Arena}} will be your best cleanse and party utility tool, converting up to 12 conditions into boons while also applying its own boons every second. As a Light combo field any '''Blast''' finisher executed in it will AoE cleanse 1 condition, while '''Leap''' finishers grant {{gw2skill|Light Aura}}. Always try to use it above 50 Heat to prolong its duration.
 +
* Enable '''skill retargetting''' (under general options, combat/movement section). This lets you cast {{Skill|Prime Light Beam}} facing target A, potentially bait out a dodge, then switch over to target B just before the skill goes off and hit that target.
 +
* {{Skill|Overcharged Shot}} can knock downed enemies off of capture points, bleeding them out while you cap thus delaying their respawn. Your elite skill could do the same, but that'd be a waste of cooldowns (except if there are enemies trying to revive their downed, in that case your elite can pressure all of them while interrupting the rez attempt even even if thed had Stability by launching the downed player far enough to cancel the channeling).
 +
** {{Skill|Overcharged Shot}} knocks you back upon activation. To negate this you can try building stability before using the skill, either from {{gw2skill|Corona Burst}} or {{Skill|Rumble}}.
 +
* {{Skill|Net Shot}}, {{Skill|Overcharged Shot}} and {{Skill|Prime Light Beam}} can CC people long enough to set up a burst.
 +
-->

Latest revision as of 09:38, 28 July 2022

Under construction.webp Welcome to the Builds Archive. See the ones that gathered dust, were orphaned by their original writers, or became obsolete by balance patches. We keep the orphan builds together and salute the veteran builds that held a position in the good, great, or meta categories. Click here to view current builds.

Focused on: Direct damageSupport and Bunkering

Designed for: PvP Conquest

Difficulty:
TBD


Overview

A tanky PvP Holosmith build made to win duels and occasionally help out in team fights by bringing both damage and support to the table.


Skill Bar

Sword/Shield
Utility
Elixir Gun
Elite Mortar Kit


Utility Variants

For the optional slot:

  • Thumper Turret - 3 Blast finishers and a stun break on toolbelt, plenty of combo potential and good CC. Experimental Turrets on Inventions is worth considering with this skill for added Protection Protection synergy.
  • Elixir U - stun break and some burst with Quickness Quickness.
  • Spectrum Shield - purely a defensive choice, great against every type of pressure.


Template Code

[&DQMvGR0aOS4UARQBNRYAAJUBAAAkAQAA+RIAAAAAAAAAAAAAAAAAAAAAAAA=]
Copy Template Code


Specializations

Variants

  • If you're expecting to be dueling Power based specs, take Light Density Amplifier.


Equipment

Sword
Shield
Sigil
Sigil
Rune
Amulet


Equipment Variants

  • Sigil of Cleansing over Intelligence for more sustain.
  • Rune of Herald is a bit more squishy but has minor Protection Protection and boon synergy.
  • is a more tanky option, should you need extra sustain.


Usage

To be added


Ratings

This build has a rating of 5 stars based on 11 votes.
Log in or register to rate this build.
5 stars
Hanz gave this build 5 stars • August 2021
After it's recent resurgence it quickly became one of the top performing builds in the game mode. Holo in general is one of the strongest specs out there at the moment.
5 stars
Greens gave this build 5 stars • October 2019
A great, easy and versatile build for duels and support.
5 stars
DeDoctor gave this build 5 stars • August 2019
This build has great sustain, good damage, and pretty good support with boons and cleanses from protection. A great side node duelist!
5 stars
Katzenfutter gave this build 5 stars • March 2019
A great build. It got a lot of sustain, decent damage and is a great addition to teams which rely on boons.
5 stars
Ulkhan gave this build 5 stars • January 2019
Amazing at matches, a bit slow at duels but win them all. Nice variant for everything, and especcially- condi.
5 stars
Bobruler0896 gave this build 5 stars • August 2018
In my honest opinion though; the basic build is 'okay', you just have to re-tune it to your playstyle. I do honestly believe the S/Sh works a lot better for this build. Rifle is too lack-luster and useless for anything other than auto-spamming. Plus you get a lot more tankiness and easy access cleansing with shield o/h.
5 stars
Shirin gave this build 5 stars • July 2018
Great build ton of sustain and lots of fun to play!
5 stars
AlekSeven gave this build 5 stars • April 2018
A good build that helped me and team to survive the condi bomb of 2 Scourges. Good mobility with PH 2 and a lot of boons with convert and Supply crate with Exp Turrets. Ran this in ranked it it deserves its good note.
5 stars
Zoopop44 gave this build 5 stars • April 2018
great to play and throw you enemies off by not expecting a build like this.
5 stars
Filthi gave this build 5 stars • March 2018
as of my own understanding of gw2 mechanics/meta right now, i cant see why maurader isnt present as the main or secondary choice for amulet using this build. My Decision for marauder factors on the low health pool vs meta condi scourge. Having the extra hp for fighting condi is a big help. more hp = more time to kill them before healing yourself for a bigger burst. the time givin in fighting condi builds is helpful. toughness counters power ---> but does not mitigate condi damage vit counters condi --->but higher hp pool requires more heal once the condi gets toned down i could perhaps see demolisher ammy as more viable
5 stars
CGSN gave this build 5 stars • February 2018
This score reflects how powerful Hard Light Arena with the inventions/alchemy condition converting is. We talked a bit about how great the toolbelt for Medic Gyro was with inventions/alchemy as a 5X protection pulse while Hard Light Arena with its 12 pulses initially escaped our theorycrafting. Thumper turret is pretty clever with the smoke bomb offering a double smoke blast escape from CC. The third utility slot is real difficult to find something that feels great. I haven't tried Photon Wall in this build yet but it was nice to play with in the SD build, so I'll try that out for a bit. Regardless of the small details though, Hard Light Arena is one of the strongest condition-hate skills in the game now with inventions/alchemy and will hard carry teamfights on its own.

Comments

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