Difference between revisions of "Herald - Hammer Backline (GvG)"
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===Equipment Variants=== | ===Equipment Variants=== | ||
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Revision as of 15:52, 29 April 2022
The community gave this build a rating, making it second-tier: Good
Focused on: Strike damage, Dps and Boon support
Designed for: WvW GvG
Difficulty:
TBD
This build was last updated on April 29, 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
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
Marauder
Marauder
Ring
Marauder
Marauder
Hammer
Marauder
Marauder
Sigil
Sigil
Sword
Marauder
Marauder
Sword
Marauder
Marauder
Sigil
Sigil
Rune
x6
x6
Infusion
x18
x18
Equipment Variants
- Berserker stats extra offensive stats
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
- Keep active as often as possible so that is available
- Save + for use in Jalis stance
- 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
- 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
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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
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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
Ratings
Comments
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