Herald - Hammer Herald
This build was last updated on January 19, 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
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Specializations
Variants
- selfish stat boost, if your party isn't benefiting from the ferocity.
- constant stability removal with quickness uptime but less DPS.
Variants
- if might isn't an issue
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
Marauder
Marauder
Accessory
Marauder
Marauder
Accessory
Marauder
Marauder
Amulet
Berserker
Berserker
Ring
Berserker
Berserker
Ring
Berserker
Berserker
Staff
Berserker
Berserker
Sigil
Sigil
sword
Berserker
Berserker
sword
Berserker
Berserker
Sigil
Sigil
Rune
x6
x6
Equipment Variants
- 24px Marauder's if you find you need extra defensive stats.
- 24px Assasins can be used to manipulate crit chance as can precision infusions.
Consumables
- feast option with additional damage reduction.
Usage
General
- 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.
- Herald elite spec fulfills an offensive role, providing damage modifiers from and and boonshare access with facets. As well as a defensive role, granting survivability with Glint's heal, extra HP from , and mobility with .
- Might and 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, , and .
- 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 Stability for the group.
- Maintainimg F2 demands a lot of energy, so you might want to double tap to save it.
and can be decent for boon extension as it doesn't hinder energy management that much in Glint. But you get more overall by upkeeping and consuming in Dwarf, since it provides damage reduction and
Hammer
- will be used after all your other Hammer skills are unavailable for damage pressure. Be careful with enemy reflects.
- 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.
is your bread and butter damage skill, land it as often as possible.
- Functions well for ranged cleave, and to hard pressure the enemy group when coordinated.
- You can through traps and marks to activate them without taking any damage.
deals a ton of damage and evades for its duration, be careful not to get caught behind your group while casting this skill.
- This is the least priority skill on Hammer, but should still be used for the CC setup it provides.
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.
Sword/Sword
- 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.
- paired with 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.
- 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.
is the strongest skill in this set. It provides great spike to down and to cleave enemies, benefiting even more when hitting targets alone.
- should be ignored, as it can port you around to undesirable spots and kill you. Fill downtime with sword autos, don't use it.
- Immobilize and Vulnerability
- Basically you it whenever you swap into Sword or it's available, the Vulnerability ticks it provides greatly enhance your follow up skills' damage.
provides decent damage, - 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
- , and uptime is very important to maintain your group's fury, might and swiftness respectively.
- Because of Might in the build. , is one the best sources of self
- Always upkeep 3 facets, but don't be afraid to consume then if the opportunity appears.
- + + is your standard upkeep setup.
- + + is your upkeep setup to have instant access to . Use this if to deny pressure preemptively.
- To reveal from range: ⇒ (at the end of animation)
- If you are Blind, you can cast it, to ensure key skills like or will connect - in this case will miss instead of your skill.
is a cheap stun breaker and one of the few skills in the game that can reveal stealthed targets.
- grants good melee damage. Chain it with your offensive skills to benefit from the damage modifier.
- is one of strongest damage skills outside of Hammer. Try to use off cooldown, mainly on downed foes.
- Keep in mind has a cast time which means you can't activate it while CC'ed
's chain effect converts all damage you take into healing for 3 seconds. This is your panic button.
- Protection share.
- Superspeed. can be used to CC downed opponents out of banner range, and to give allies
will hardly ever be upkept, due to the big energy consumption. Can be casted before swapping legends for some minor
Jalis (Legendary Dwarf Stance)
- will be used as panic condi clear, it also provides decent healing.
- Try to upkeep this as much as possible in melee as you will be doing 13% more damage from
- Upkeep this briefly, if you are using CoR or PS ( ), even at range, for the damage bonus from trait.
reduces incoming damage and brings a powerful DPS potential on melee.
- Weakness. Futhermore, it gives pulsing 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. does solid damage on a lot of targets, applying
- should always be used on the enemy stack not on isolated targets, along with winds and ground pressure, to lock down foes.
- Bear in mind, if you use it as a stunbreak, you can dodge to cancel the long animation the skill has.
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.
Combo Spikes
- Coordinated Ranged spike:
- Multiple heralds doing it simultaneously will do enough damage to down foes, allowing you to save for later use.
- Ranged Spike: ⇒
- This combo allows you to deal great spike as the damage from both CoR and PS will connect around the same time.
- Standard spike: ⇒ ⇒ ⇒ ⇒ (ranged) or (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.
Weaknesses
- Skill usage is reliant on energy management
- Potential to be locked into the wrong stance at the wrong time
- Heavy condition pressure
Videos
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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