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Holosmith - DPS Holo

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 damage

Designed for: WvW Zerg

Expansions required: Path of Fire Builds

Difficulty:
Hard
This build was last updated on February 12, 2025 and is up to date for the February 11, 2025 patch.

Overview

A power damage Holosmith WvW build meant to do massive damage within melee range, overwhelming the enemies with copious amounts of burst hits, causing great pain and harm to their bodies and souls and health bars, while having no meaningful downtime, unlike their other DPS such as reaper or berserker which struggle outside of

and .


Skillbar

Rifle/Rifle
Utility


Variants

Weapon
  • Hammer
Heal
  • more team utility but less personal survivability
Utility


Template Code

[&DQMGOyYvOS0qDwAAVxYAAJMBAACVAQAA8BUAAAAAAAAAAAAAAAAAAAAAAAA=]
Copy Template Code


Specializations

Variants


Equipment

Head
Marauder
Shoulders
Marauder
Chest
Marauder
Hands
Marauder
Legs
Marauder
Feet
Marauder
Backpiece
Marauder
Accessory
Marauder
Accessory
Marauder
Amulet
Marauder
Ring
Demolisher
Ring
Marauder
Rifle
Marauder
Sigil
Sigil
Rifle
Marauder
Sigil
Sigil
Rune
x6


Relic


Variants

Stats
  • Feel free to use as much Berserker's gear as you can without dying
  • The given setup aims for maximum Effective Health
    • You can swap Marauder's to Demolisher's to make healing more efficient in exchange for increasing your chance to be spiked from 100%


Relics


Sigil


Consumables


Usage

General


Overall Priorities

High
  • Damage
Moderate
Low
  • CC


Surviving

  • This build has moderate passive defense
  • This build has moderate mobility skill access
    • will leap towards your target if you have one, make sure to drop your target when using it for mobility
  • This build has moderate active defenses
Active defense priority Toggle


Detailed Explanations

Damage

  • In prioritize and for damage
  • Use whenever the enemy group will be in the AoE for multiple ticks, the CD is very short
    • The backwards leap can be canceled by using a Weapon Swap keybind during the animation
  • Use whenever you are sure you are going to be able to sit in melee for a long time
  • is best suited for chokes or scenarios where the enemy is pushing at you, since it goes beyond the standard 5man target cap
    • roots you for a while during the cast so be careful to not greed
  • Try to use both Exceed skills within Photon Forge, to grant them the modifier
  • During Photon Forge downtime:
Skill priority Toggle


Superspeed

  • gives Superspeed Superspeed to an unlimited amount of allies
    • Use in the direction your commander is pushing whenever you use it
    • Cast behind the commander to keep the group together
    • Pair with if your group isn't out of combat on cast


CC


Ratings

This build has a rating of 5 stars based on 2 votes.
Log in or register to rate this build.
5 stars
Dediggefedde gave this build 5 stars • January 2025
Still a very useful build in any zerg, from small to big scale. High bursts with little cooldowns, but very reliant on group support. Rifle has more burst itself, but hammer can be layered with other skills and has more utilities. Personally, I would rather switch flamethrower for grenades, especially in smaller scales, for higher initial burst, since you firework-relic, laser-edge damage buff and explosive entrance can be triggered by grenade barrage as an opener. However, it requires field awareness to avoid projectile hate and the grenadier-trait to actually hit moving targets. Still worth it in my experience. In less optimal group compositions where you lack stability, choosing juggernaut when using the flamethrower is also a good option.
5 stars
KaneD gave this build 5 stars • August 2024
Strong Build with a huge burst capability. Needed in the actual meta to force downs on opponents.

Comments

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