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Difference between revisions of "Herald - Hammer Herald"

(→‎Usage: reworked usage)
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==Usage==
 
==Usage==
'''General'''
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===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.
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====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}}.
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* 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.
 
* 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.
 
** Maintainimg F2 demands a lot of energy, so you might want to double tap to save it.
 
  
'''Hammer'''
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====Moderate====
* {{skill|Hammer Bolt}} will be used after all your other Hammer skills are unavailable for damage pressure. Be careful with enemy reflects.
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* Sustained damage
* {{Skill|Coalescence of Ruin}} is your bread and butter damage skill, land it as often as possible.
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* Boon support
** 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'''
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====Low====
* 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.
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* CC
* {{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)'''
 
* Each Glint's facet upkept will grant a 3% damage bonus
 
* {{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.
 
* Because of {{Trait|Incensed Response}}, {{skill|Facet of Darkness}} is one the best sources of self {{tooltip|Might}} in the build.
 
* Always upkeep 3 facets, but don't be afraid to consume then if the opportunity appears.
 
** {{Skill|Facet of Darkness}} + {{skill|Facet of Strength}} + {{skill|Facet of Elements}} is your standard upkeep setup.
 
** {{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.
 
* {{skill|Gaze of Darkness}} is a cheap stun breaker and one of the few skills in the game that can reveal stealthed targets.
 
** To reveal from range: {{skill|Phase Smash}} {{to}} {{skill|Gaze of Darkness}} (at the end of animation)
 
** 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.
 
* {{Skill|Burst of Strength}} grants good melee damage. Chain it with your offensive skills to benefit from the damage modifier.
 
* {{skill|Elemental Blast}} is one of strongest damage skills outside of Hammer. Try to use off cooldown, mainly on downed foes.
 
* {{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)'''
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====Surviving====
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* This build has moderate passive defense
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* This build has low mobility skill access
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** {{skill|Deathstrike}} will teleport in the direction of an out of range target, use it if desperate to reposition
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*** Neutral creatures can be used as targets
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* This builds has high active defenses
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** {{Skill|Facet of Light}} {{to}} {{skill|Infuse Light}} is your primary active defense, keep it ready as often as possible
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** Save {{Skill|Facet of Nature}} + {{skill|One with Nature}} for use in '''Jalis''' stance
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** 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
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** {{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|Soothing Stone}} will be used as panic condi clear, it also provides decent healing.
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===Detailed Explanations===
* {{Skill|Vengeful Hammers}} reduces incoming damage and brings a powerful DPS potential on melee.
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====Ranged Spike====
** Try to upkeep this as much as possible in melee as you will be doing 13% more damage from {{trait|Forceful Persistence}}
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* Casting {{Skill|Coalescence of Ruin}} immediately before {{Skill|Phase Smash}} will make both hits land at the same time
** Upkeep this briefly, if you are using CoR or PS ({{skill|Phase Smash}}), even at range, for the damage bonus from trait.
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** {{Skill|Phase Smash}} is the priority skill if you can't use both
* {{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.
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* Avoid casting {{Skill|Phase Smash}} as groups cross each other so you aren't left behind
* {{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.
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* Flip {{Skill|Vengeful Hammers}} on while casting {{Skill|Phase Smash}} in '''Jalis''' to proc {{trait|Forceful Persistence}}
* {{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'''
 
* '''Coordinated Ranged spike''': {{skill|Phase Smash}}
 
** Multiple heralds doing it simultaneously will do enough damage to down foes, allowing you to save {{skill|Coalescence of Ruin}} for later use.
 
* '''Ranged Spike''': {{skill|Coalescence of Ruin}} {{to}} {{skill|Phase Smash}}
 
** This combo allows you to deal great spike as the damage from both CoR and PS will connect around the same time.
 
* '''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.
 
  
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====Sustained damage====
 +
* You can {{Skill|Phase Smash}} through traps and marks to activate them without taking any damage.
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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
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* Try to place {{Skill|Inspiring Reinforcement}} in the direction your group is pushing if possible, but prioritize hitting enemies
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* Use {{Skill|Chilling Isolation}} quickly after swapping into '''Sword/Sword''' so it can be used again before swapping back to '''Hammer'''
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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
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* {{Skill|Deathstrike}} is best used to get yourself into position for your other melee skills
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** Wait for the follow up cast to finish before taking other actions
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{{Collapsible
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|width=85
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|collapsed=true
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|;Damage skill priority
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|
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* {{Skill|Burst of Strength}}
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* {{Skill|Phase Smash}}
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* {{Skill|Coalescence of Ruin}}
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* {{Skill|Deathstrike}} - single target only
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* {{Skill|Shackling Wave}}
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* {{Skill|Elemental Blast}}
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* {{Skill|Chilling Isolation}}
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* {{Skill|Inspiring Reinforcement}}
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* {{Skill|Vengeful Hammers}}
 +
}}
 +
 +
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====Boon support====
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* Always upkeep 3 facets for {{trait|Forceful Persistence}}, but don't be afraid to consume then if the opportunity appears
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** 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}}
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** 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====
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* Use {{Skill|Forced Engagement}} when:
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** Your group calls a spike:
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*** Winds - {{Skill|Winds of Disenchantment}}
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*** Wells - {{Skill|Well of Corruption}}+{{Skill|Well of Suffering}}
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*** Shades - {{Skill|Desert Shroud}}
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*** Traps - {{Skill|Procession of Blades}}+{{Skill|Test of Faith}}
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** On top of enemy downs (while alive players are on top of them)
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** Enemy groups moving defensively while your group is pushing
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* Save {{Skill|Chaotic Release}} to launch downed players out of {{Skill|Signet of Mercy}}/{{Skill|Illusion of Life}}
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* 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

Part of the current metagame

Our curator decided this build is in the current metagame regardless of rating. The community gave this build a rating, making it top-tier: Great

Focused on: Strike damageDps and Boon support

Designed for: WvW Zerg

Expansions required: Heart of Thorns builds

Difficulty:
TBD
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 Coalescence of Ruin allow this build to deal strong damage with great sustain, while buffing allies.


Skill Bar

Hammer
Sword/Sword
Utility
Utility


Template Code

[&DQkDPg8mNDfcEdwRKxIGEgYSKxLUEdQRyhHKEQ8NDwAAAAAAAAAAAAAAAAA=]
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Specializations

Variants

  • Notoriety selfish stat boost, can be worth it if you party has only two DPS
  • Brutality constant stability removal with quickness uptime but less DPS.

Variants

  • Core Value offers more group utility, but less movement speed.


Equipment

Head
Berserker
Shoulders
Berserker
Chest
Berserker
Hands
Berserker
Legs
Berserker
Feet
Berserker
Backpiece
Berserker
Accessory
Berserker
Accessory
Berserker
Amulet
Assassin
Ring
Berserker
Ring
Berserker
Hammer
Berserker
Sigil
Sigil
Sword
Berserker
Sword
Berserker
Sigil
Sigil
Rune
x6
Infusion
x18


Equipment Variants

  • Marauder stats 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
    • 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
    • Facet of Light Infuse Light is your primary active defense, keep it ready as often as possible
    • Save Facet of Nature + One with Nature for use in Jalis stance
    • Only use Phase Smash 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
    • Don't waste Gaze of Darkness on trivial CC, the Fury Fury it provides is very valuable
    • 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 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
  • 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
  • Use Chilling Isolation quickly after swapping into Sword/Sword so it can be used again before swapping back to Hammer
  • Toggle on Vengeful Hammers any time you're in range and in Jalis, but prioritize other skills when energy is limited
  • 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
Damage skill priority
  • Burst of Strength
  • Phase Smash
  • Coalescence of Ruin
  • Deathstrike - single target only
  • Shackling Wave
  • Elemental Blast
  • Chilling Isolation
  • Inspiring Reinforcement
  • Vengeful Hammers


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

  • Use Forced Engagement when:
    • Your group calls a spike:
      • Winds - Winds of Disenchantment
      • Wells - Well of Corruption+Well of Suffering
      • Shades - Desert Shroud
      • Traps - Procession of Blades+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 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

Weaknesses

  • Skill usage is reliant on energy management
  • Potential to be locked into the wrong stance at the wrong time
  • Heavy condition pressure


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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