全息师 Holosmith - Tools Holo Roamer

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此配装转载自 https://metabattle.com/wiki/Build:Holosmith_-_Tools_Holo_Roamer

The community gave this build a rating,making it top-tier: 极佳 Great

擅长:直伤机动性控制

使用场合:战场游走 WvW Roaming

Difficulty:
Hard
该配装最后更新于:2 月 05, 2024;并已与以下版本同步:1 月 30, 2024 patch.

概述 Overview

Built around the toolbelt synergy of Tools and damage procs of Explosives Explosives,this WvW Holosmith roaming build is capable of doing massive burst damage without much setup. While the sustain's not that great by default, there's plenty of room for customization in the build that allows players to finetune things for their needs.

技能 Skill Bar

Sword/Shield
Utility

技能变体 Skill Variants

Utility

Viable choices for the optional slot:

Weapons

Heal

Elite

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特性 Specializations

变体 Variants

There are 2 main versions for this build:

  • With you'll focus on dodging for heat management and synergy. You should aim to hit 90-100% bonus endurance regen. 50% is provided by Vigor Vigor from Tools and the rest should either come from on Tools OR ,but never both! You don't want to overcap endurance regen. If you take Adrenal Implant you get to use ascended food and still have 100% bonus endurance regen, if you take the dodge food you'll only have 90% endurance regen but retain access to
  • If you go with your burst potential is going to be even higher, your Holo skills become stronger but your heat management gets worse, forcing you to use Photon Forge less often. Both of the Tools GM traits and both of the food options remain viable choices, but you'll no longer have to maximize endurance regen if you don't want to.

装备 Equipment

头部
Marauder
肩膀
Marauder
上衣
Marauder
手套
Marauder
腿部
Marauder
足部
Marauder
背部
Berserker
饰品
Berserker
饰品
Berserker
项链
Commander
戒指
Berserker
戒指
Berserker
利剑
Marauder
盾牌
Marauder
法印
法印
符文
x6
灌注
x18
Relic

装备变体 Equipment Variants

Runes

  • - lower sustain, more damage.

Sigils

If you're confident in your ability to handle conditions even without ,other options open up:

  • - lines up perfectly with when playing with Hammer, significantly improves Quickness Quickness uptime.
  • - improves the consistency of your bursts.
  • - higher burst potential.

Relics

  • - boosts your condition cleansing.
  • - improves your consistency by adding a frequent 100% crit chance proc to the build.

消耗品 Consumables

食物 Food
  • - defensive ascended choice with passive damage mitigation while also providing a decent amount of offensive stats.
  • - defensive option with synergy.
    • - budget version.

增强 Utility

使用说明 Usage

Elite specialization basics

  • Holosmith grants access to the Photon Forge (sometimes referred to as holo mode) and introduces a new resource: heat。 Heat is generated passively while the forge is active and also by activating forge skills. Higher CD skills generate more heat.
  • Reaching maximum heat (150) should be avoided as Overheating damages you and locks you out of the forge until heat goes back to 0.
  • is used to activate the forge, after which your weapon skills will be replaced by 5 new ones. You can't exit the forge for at least 6 seconds, so be careful about reentering with high heat levels. Be careful when entering it above ~70 heat as you may risk overheating.
  • Both Engage Photon Forge and Disengage Photon Forge count as toolbelt skills and will work with related traits. Both skills can proc weapon swap sigils too.

Forge skills

  • The autoattack chain can do considerable cleave damage especially with Quickness Quickness
  • should be used on CD most of the time as this is an incredibly loaded skill on a very short CD. This skill provides mobility/cleansing via ,does decent damage, and even functions as a Leap Finisher.
  • tends to be the first skill Holosmiths use in combat right after entering holo mode. This is a two-parter that also stacks Might Might。 The second strike goes off after a delay, making it ideal to combo with other skills for burst damage. Try to squeeze in 2 Corona Bursts before exiting the form.
  • offers some ranged pressure on an otherwise melee-focused set. You could combo this with the toolbelt skills :ranged burst damage if going into melee is too risky, but it's worth using for the damage regardless of range.
  • is an excellent AoE CC and also a Blast Finisher. You may also fake cast it by stowing your weapon right after activation in order to bait dodges from enemies.

General

  • are best used above 50 heat for maximum effectiveness. For Sword skills you should be aiming for 100+ heat.
  • on toolbelt is the only stun break in the build by default, but at least it recharges quickly. could be used while stunned in hopes of CCing enemies.
  • is a versatile kit useful in just about any situation and has a lot of combo potential. It has a Poison Poison field for healing reduction (that could also make it harder for enemies to rez their downed allies), Blind BlindChill Chill to avoid damage or kite enemies, and a Water field to combo extra healing. Most skills also do solid damage and could be used to pressure targets both in melee and range, further reducing your downtime between burst combos.

Damage

  • The more heat you have, the more damage you do thanks to
  • After every dodge roll you gain which adds a decent damage proc to your next attack.
  • When playing with Sword/Shield follow up with right after exiting the forge (while your heat is still high), preferably in this order - Radiant Arc leaps to your target which makes it easier to land Refraction Cutter in melee range, increasing the chance of landing all projectiles on one target.
  • are the best skills for proccing 。 These provide frequently available instant burst damage and should be used as often as possible.
  • is primarily a defensive skill, but its chain skill lets you shoot it at nearby enemies for extra damage. Using this skill only for the damage is hardly ever worth it (as it's one of your few defensive CDs and doesn't hit that hard), but you should consider using when Photon Wall is about to expire.
  • If taken is a powerful unblockable ranged AoE CC on low CD and works great for setting up bursts. The skill is very telegraphed and somewhat easy to avoid if you don't have Quickness Quickness,but you could even pull some mind-games with it. PLB roots you in place and makes you face towards your target - with skill retargeting enabled under Combat/Movement Options you're able to cast it on target A, bait out a dodge and then switch to target B in the last moment, hitting them with the beam.
    • If target A dodges and there is no target B simply stow your weapon to cancel it and try again a few seconds later, don't waste your elite.
  • Once your heat is back at a reasonably low level enter holo mode and spam those skills, that's really all there is to it.

生存

  • Every Hammer skill except the autoattack could be used defensively.
  • does great damage in melee while reflecting projectiles, has a lengthy evade frame on top of being a double combo finisher and having high damage, stuns enemies while leaving behind a pulsing damage field.
  • is the most defensive thing on Hammer, being a block skill with barrier. While the damage is mediocre it's still worth using it in melee as you gain barrier whenever the skill strikes an enemy, but even if you don't do that the block is still very useful.
  • is great at turning things around. The instant unblockable AoE CC could stop most burst attempts made by enemies without Stability Stability while also creating the perfect opening for counterpressuring targets. Really good at immediately punishing teleport skills like too.
  • Toolbelt skills remove conditions. Since you're going to be spamming quite a lot you should be able to keep them at bay just by playing offensively. When conditions start to overwhelm you use (preferably at high heat)。
  • The only stunbreak in the build is found on toolbelt skill (not to be confused with the effect of the same name)。
  • is an extremely valuable blocking skill that allows you to keep pressuring targets without having to worry in most cases.
  • Standing inside any of the AoE fields created by is already going to make you a less attractive target, but are especially useful when used defensively. isn't scary but being a water field you could use your many leap/blast finishers like to get even more healing out of it.