Difference between revisions of "Herald - Hammer Backline"
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{{Equipment | {{Equipment | ||
|HeadStats=Berserker's | |HeadStats=Berserker's | ||
− | |HeadRune= Superior Rune of | + | |HeadRune= Superior Rune of the Scholar |
|HeadInfusion= | |HeadInfusion= | ||
|ShoulderStats=Berserker's | |ShoulderStats=Berserker's | ||
− | |ShoulderRune= Superior Rune of | + | |ShoulderRune= Superior Rune of the Scholar |
|ShoulderInfusion= | |ShoulderInfusion= | ||
|ChestStats=Berserker's | |ChestStats=Berserker's | ||
− | |ChestRune= Superior Rune of | + | |ChestRune= Superior Rune of the Scholar |
|ChestInfusion= | |ChestInfusion= | ||
|HandStats=Berserker's | |HandStats=Berserker's | ||
− | |HandRune= Superior Rune of | + | |HandRune= Superior Rune of the Scholar |
|HandInfusion= | |HandInfusion= | ||
− | |LegStats= | + | |LegStats=Assassin's |
− | |LegRune= Superior Rune of | + | |LegRune= Superior Rune of the Scholar |
|LegInfusion= | |LegInfusion= | ||
|FeetStats=Berserker's | |FeetStats=Berserker's | ||
− | |FeetRune= Superior Rune of | + | |FeetRune= Superior Rune of the Scholar |
|FeetInfusion=}} | |FeetInfusion=}} | ||
! style="font-weight: normal; vertical-align:top;" | <b>Accessories</b> | ! style="font-weight: normal; vertical-align:top;" | <b>Accessories</b> | ||
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|EarringTwoStats=Marauder's | |EarringTwoStats=Marauder's | ||
|EarringTwoInfusion= | |EarringTwoInfusion= | ||
− | |BackStats= | + | |BackStats=Assassin's |
|BackInfusion=}} | |BackInfusion=}} | ||
|} | |} | ||
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===Variants=== | ===Variants=== | ||
− | ''Stats'' | + | '''Stats''' |
− | * Keep in mind that the current setup | + | * Keep in mind that the current setup aims for 100% crit with fury in hammer. Accuracy sigil can be swapped out if changing gear. |
− | * Use '''Marauder | + | * '''Assassin's''' can be used over '''Berserker's''' to manipulate crit chance as can precision infusions. |
− | + | * Use '''Marauder's''' if you find you need extra defensive stats. | |
− | ''Sigil'' | + | '''Sigil''' |
* {{gw2sigil|Superior Sigil of Strength}} | * {{gw2sigil|Superior Sigil of Strength}} | ||
* {{gw2sigil|Superior Sigil of Air}} | * {{gw2sigil|Superior Sigil of Air}} | ||
* {{gw2sigil|Superior Sigil of Fire}} | * {{gw2sigil|Superior Sigil of Fire}} | ||
* {{gw2sigil|Superior Sigil of Energy}} | * {{gw2sigil|Superior Sigil of Energy}} | ||
+ | ''Staff only'' | ||
+ | * {{gw2sigil|Superior Sigil of Absorption}} | ||
+ | * {{gw2sigil|Superior Sigil of Draining}} | ||
'''Rune''' | '''Rune''' | ||
− | * {{gw2rune|Superior Rune of the | + | * {{gw2rune|Superior Rune of the Strength}} If 25 {{gw2wiki|Might}} can't be maintained without it, or for party support. |
* {{gw2rune|Superior Rune of Durability}} Defensive option | * {{gw2rune|Superior Rune of Durability}} Defensive option | ||
Revision as of 21:20, 21 July 2017
Note: Please note that builds will default to plain icons, these may not be as accurate. We apologize for the inconvenience.
Contents
Overview
A Power based Herald build for WvW. The utility of Glint, the mobility of Shiro and the damage of Hammer 2 allow this build to deal massive damage with great sustain.
Skill Bar
Specializations
Variants
- if might isn't capped
Equipment
First Weapon Set
|
Second Weapon Set
|
---|
Armor
|
Accessories
|
---|
Infusions
- 18x
Variants
Stats
- Keep in mind that the current setup aims for 100% crit with fury in hammer. Accuracy sigil can be swapped out if changing gear.
- Assassin's can be used over Berserker's to manipulate crit chance as can precision infusions.
- Use Marauder's if you find you need extra defensive stats.
Sigil
Staff only
Rune
- 0 If 25
Might can't be maintained without it, or for party support.
Superior Rune of Durability
(1): +25 Toughness (2): +5% Boon Duration (3): +50 Toughness (4): 25% chance when struck to grant nearby allies protection and regeneration for 3 seconds and resistance for 1 second. (Cooldown: 20 seconds) (5): +100 Toughness (6): +15% Boon Duration; +125 Vitality
Consumables
Food
- Offensive option
- Defensive option with damage reduction and extra boon duration.
Utility
Usage
Hammer
- is your bread and butter damage skill, try to land it as often as possible.
- will only hit a maximum of 5 targets across all three pulses and increases in damage the further the pulse is from you. Try to hit with the second or third pulse rather than the first when possible.
- gives a 1.25s Evade frame and a Blast Finisher, be careful not to get caught behind your group while casting this skill.
- You can through traps and marks to activate them without taking any damage.
- 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.
Staff
- is a blast finisher and also cleanses conditions.
- Avoid damage with .
- Use to disrupt players trying to finish/revive downs.
Glint (Legendary Dragon Stance)
- Maintaining should typically be your highest priority.
- up time is very important, try to maintain your group's fury.
- is a stun break.
- 's chain effect converts all damage you take into healing for 3 seconds. This is a strong tool against condition pressure.
- can be used to move downed opponents out of banner range and interrupt rezes.
- When running to/from objectives, speed up your zerg with .
General
- Both and have obvious tells and are easy to dodge, stow weapons to cancel casting if they're about to be evaded/blinded - this will save all the energy cost and only send the skill on a cd of 4 seconds. The same qualities make these skills perfect for fake casting them by stowing weapon immediately after beginning to cast, baiting enemy dodges/blocks.
Weaknesses
- Skill usage is reliant on energy management
- Potential to be locked into the wrong stance at the wrong time
- Heavy condition pressure
Comments