Difference between revisions of "Herald - Hammer Herald"
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==Usage== | ==Usage== | ||
− | + | ===Priorities=== | |
− | + | ====High==== | |
− | + | * Ranged Spike | |
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− | + | ====Moderate==== | |
− | * | + | * Sustained damage |
− | * | + | * Boon support |
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− | + | ====Low==== | |
− | * | + | * CC |
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− | '''Jalis | + | ====Surviving==== |
+ | * This build has moderate passive defense | ||
+ | * This build has low mobility skill access | ||
+ | ** {{skill|Deathstrike}} will teleport in the direction of an out of range target, use it if desperate to reposition | ||
+ | *** Neutral creatures can be used as targets | ||
+ | * This builds has high active defenses | ||
+ | ** {{Skill|Facet of Light}} {{to}} {{skill|Infuse Light}} is your primary active defense, keep it ready as often as possible | ||
+ | ** Save {{Skill|Facet of Nature}} + {{skill|One with Nature}} for use in '''Jalis''' stance | ||
+ | ** Only use {{Skill|Phase Smash}} 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 | ||
+ | ** Don't waste {{skill|Gaze of Darkness}} on trivial CC, the {{Tooltip|Fury}} it provides is very valuable | ||
+ | ** {{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 | ||
− | * {{ | + | ===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 |
− | * {{Skill| | + | * 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}} | |
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+ | ====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 | ||
+ | * Use {{Skill|Chilling Isolation}} quickly after swapping into '''Sword/Sword''' so it can be used again before swapping back to '''Hammer''' | ||
+ | * Toggle on {{Skill|Vengeful Hammers}} any time you're in range and in '''Jalis''', but prioritize other skills when energy is limited | ||
+ | * {{Skill|Deathstrike}} is best used to get yourself into position for your other melee skills | ||
+ | ** Wait for the follow up cast to finish before taking other actions | ||
+ | |||
+ | {{Collapsible | ||
+ | |width=85 | ||
+ | |collapsed=true | ||
+ | |;Damage skill priority | ||
+ | | | ||
+ | * {{Skill|Burst of Strength}} | ||
+ | * {{Skill|Phase Smash}} | ||
+ | * {{Skill|Coalescence of Ruin}} | ||
+ | * {{Skill|Deathstrike}} - single target only | ||
+ | * {{Skill|Shackling Wave}} | ||
+ | * {{Skill|Elemental Blast}} | ||
+ | * {{Skill|Chilling Isolation}} | ||
+ | * {{Skill|Inspiring Reinforcement}} | ||
+ | * {{Skill|Vengeful Hammers}} | ||
+ | }} | ||
+ | |||
+ | |||
+ | ====Boon support==== | ||
+ | * Always upkeep 3 facets for {{trait|Forceful Persistence}}, but don't be afraid to consume then if the opportunity appears | ||
+ | ** 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}} | ||
+ | ** Use {{Skill|Facet of Darkness}} + {{skill|Facet of Strength}} + {{skill|Facet of Elements}} to allow energy regeneration | ||
+ | * {{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 | ||
+ | |||
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+ | ====CC==== | ||
+ | * Use {{Skill|Forced Engagement}} when: | ||
+ | ** Your group calls a spike: | ||
+ | *** Winds - {{Skill|Winds of Disenchantment}} | ||
+ | *** Wells - {{Skill|Well of Corruption}}+{{Skill|Well of Suffering}} | ||
+ | *** Shades - {{Skill|Desert Shroud}} | ||
+ | *** Traps - {{Skill|Procession of Blades}}+{{Skill|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 | ||
+ | * 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}} | ||
==Weaknesses== | ==Weaknesses== |
Revision as of 22:01, 1 March 2022
This build was last updated on March 01, 2022 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
Sword/Sword
Utility
Utility
Template Code
[&DQkDPg8mNDfcEdwRKxIGEgYSKxLUEdQRyhHKEQ8NDwAAAAAAAAAAAAAAAAA=]
Specializations
Variants
- selfish stat boost, can be worth it if you party has only two DPS
- constant stability removal with quickness uptime but less DPS.
Variants
- offers more group utility, but less movement speed.
Equipment
Head
Berserker
Berserker
Shoulders
Berserker
Berserker
Chest
Berserker
Berserker
Hands
Berserker
Berserker
Legs
Berserker
Berserker
Feet
Berserker
Berserker
Backpiece
Berserker
Berserker
Accessory
Berserker
Berserker
Accessory
Berserker
Berserker
Amulet
Assassin
Assassin
Ring
Berserker
Berserker
Ring
Berserker
Berserker
Hammer
Berserker
Berserker
Sigil
Sigil
Sword
Berserker
Berserker
Sword
Berserker
Berserker
Sigil
Sigil
Rune
x6
x6
Infusion
x18
x18
Equipment Variants
- Marauder stats if you find you need extra defensive stats, but do not go over crit cap
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 low mobility skill access
- Neutral creatures can be used as targets
will teleport in the direction of an out of range target, use it if desperate to reposition
- This builds has high active defenses
- ⇒ is your primary active defense, keep it ready as often as possible
- Save + for use in Jalis stance
- Only use 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
- Don't waste Fury it provides is very valuable on trivial CC, the
- breaks stuns at the beginning of the cast, dodge or weapon stow to cancel the cast if you're in danger
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
- 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
- Use quickly after swapping into Sword/Sword so it can be used again before swapping back to Hammer
- Toggle on any time you're in range and in Jalis, but prioritize other skills when energy is limited
- Wait for the follow up cast to finish before taking other actions
is best used to get yourself into position for your other melee skills
|
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
- Use
- Your group calls a spike:
- Winds -
- Wells - +
- Shades -
- Traps - +
- On top of enemy downs (while alive players are on top of them)
- Enemy groups moving defensively while your group is pushing
when:
- Your group calls a spike:
- Save to launch downed players out of /
- Use when all other skills are on cooldown and projectile block is stopping your
Weaknesses
- Skill usage is reliant on energy management
- Potential to be locked into the wrong stance at the wrong time
- Heavy condition pressure
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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