Holosmith - Rifle Burst

This is a test build. You may comment and rate it.

Focused on: Strike damage

Designed for: WvW Zerg

Expansions required: Path of Fire Builds

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 competitors like full damage reaper or berserker which suck toes outside of and . Greatly profits from the large damage modifier of paired with and the high damage of

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Skillbar

Rifle/Rifle
Utility


Variants

Utility
  • defensive stunbreak


Specializations


Equipment

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



Variants

Sigil
  • option instead of for activating


Consumables

    • feast option with additional power and ferocity.


Usage

General

  • As soon as you get the 25 stacks of and get out of combat, swap back to the Rifle without it


Overall Priorities

High
  • Cleaving downstates
Moderate
  • Generating downstates
Low
  • Giving superspeed to allies through or
  • Disrupting enemies through , or


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 builds has moderate active defenses
Active defense priority


Detailed Explanations

Damage

  • You want to stay between 100 and 150 heat all the time to ensure you benefit from both the bonuses given by and
    • To quickly generate heat, you can use holo skills like and
  • The damage rotation is simple, you whenever you are around 100 heat, use mainly and chain autos for damage, and filling with the rest of the skills if needed, like , until you are about to overheat, at this moment you and wait for your heat to drop down to 100
  • In the meantime, you fill the Photon Forge downtime:
    • By using your rifle skills, mainly and for obnoxious burst damage
    • Spamming or
  • and do a lot of damage, try to use the first whenever you are sure you are going to be able to sit in melee for a long time, for example cleaving downstates. The second is best suited for chokes or scenarios where the enemy is pushing at you, since it goes beyond the standard 5men target cap, you have to abuse that.
    • roots your for a while during the cast so be careful to not greed
    • Try to use both Exceed skills within Photon Forge, to grant then the modifier.

Superspeed

  • gives Superspeed Superspeed to an unlimited amount of allies, so try to be slighty in front of the group, in the direction your commander is pushing, whenever you use it.
Skill priority
  • - free pad damage, the earlier you use it during the fight, the more you can use it, to pad more and more damage
  • Dodge - for ()


Condition clear

  • removes damage conditions
  • and both remove movement imparing conditions.


Ratings

This build has a rating of 2 stars based on 1 votes.
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2 stars
Valdel5 gave this build 2 stars • July 2022
I've never seen this build used in Europe in WvW, it may be workable in a GvG being hard carried by support. As a cleaver of the downed it looks fiddly and looks like a dps PvE raid setup. In WvW you don't always get to roll through rotations and an oh shit skill is needed even if you have to get back to the zerg, maybe Elixir S when pressured. Still I'll give it a go, from my normal zerker mortar and grenades.

Comments

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