Difference between revisions of "Holosmith - Protection Holo"
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==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. | ||
+ | --> |
Revision as of 14:37, 25 January 2022
The community gave this build a rating, making it top-tier: Great
Focused on: Direct damage, Support and Bunkering
Designed for: PvP Conquest
Difficulty:
TBD
This build was last updated on January 25, 2022 and is up to date for the October 8, 2024 patch.
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.
Skill Bar
Sword/Shield
Utility
Elixir Gun
Elite Mortar Kit
Utility Variants
For the optional slot:
- Protection synergy. - 3 Blast finishers and a stun break on toolbelt, plenty of combo potential and good CC. on Inventions is worth considering with this skill for added
- Quickness. - stun break and some burst with
- - purely a defensive choice, great against every type of pressure.
Template Code
[&DQMvGR0aOS4UARQBNRYAAJUBAAAkAQAA+RIAAAAAAAAAAAAAAAAAAAAAAAA=]
Specializations
Variants
- If you're expecting to be dueling Power based specs, take .
Equipment
Sword
Shield
Sigil
Sigil
Rune
Amulet
Equipment Variants
- over Intelligence for more sustain.
- Protection and boon synergy. is a bit more squishy but has minor
- is a more tanky option, should you need extra sustain.
Usage
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 and does some moderate AoE damage.
- 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.
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.
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 Template:Gw2skill.
- Template:Gw2skill and Template:Gw2skill (through ), 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 Template:Gw2skill or a Water Field for healing. will be used to maintain permanent
- Template:Gw2skill in the build and an important source of Template:Gw2skill, 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. will be the only source of
- can be useful for reaching targets trying to escape, but won't be used much.
- 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 .
- Right after deployment it does an AoE CC, triggers a Blast finisher, applies Protection, and activates a projectile-reflection bubble.
- 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.
- Template:Gw2skill and yet another Blast finisher, which comes handy if you get CC'd and procs because you can immediately blast it for AoE stealth and catch a break. (toolbelt) is a stun break with
is one of the most versatile skills in the build:
- 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.
- Template:Gw2skill. Always try to use it above 50 Heat to prolong its duration. 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
- Enable skill retargetting (under general options, combat/movement section). This lets you cast facing target A, potentially bait out a dodge, then switch over to target B just before the skill goes off and hit that target.
- Template:Gw2skill or . knocks you back upon activation. To negate this you can try building stability before using the skill, either from
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).
- , and can CC people long enough to set up a burst.
-->
Ratings
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.
A great, easy and versatile build for duels and support.
This build has great sustain, good damage, and pretty good support with boons and cleanses from protection. A great side node duelist!
A great build. It got a lot of sustain, decent damage and is a great addition to teams which rely on boons.
Amazing at matches, a bit slow at duels but win them all. Nice variant for everything, and especcially- condi.
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.
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.
great to play and throw you enemies off by not expecting a build like this.
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
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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