Herald - Hammer Backline
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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.
- if might isn't capped
|First Weapon Set
||Second Weapon Set
- 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.
- Superior Rune of Strength(1): +25 Power (2): +10% Might Duration (3): +50 Power (4): 20% Might Duration (5): +100 Power (6): +20% Might Duration; +5% damage while under the effects of might.
- 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.
- You can swap stances during the cast time to proc Can't find such trait "Equilibrium"! Please refer to our trait index
- 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.
- 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 .
- 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.
- Skill usage is reliant on energy management
- Potential to be locked into the wrong stance at the wrong time
- Heavy condition pressure