shion.2084 Posted March 25, 2019 Share Posted March 25, 2019 These days I'm amusing myself with the following buildhttp://gw2skills.net/editor/?vdAQJAsencTBlIj1XBmXB0ehFDDrvG2DHihBgxRfRMd0f2AA-jJhIQBB8EAAgHAwRKD8h9HAAI find its kind of a jack of all trades build. It does relatively well in many 1 v 1 match ups. Decent damage and enough active defence to keep it on point, two good quickness sources.If its out classed by another build it can run away. (don't sound glorious but hey)It helps in a group fight by spamming protection, which cleanses condo, and by dropping hard light arena. It has two CC.It cleaves very well.With the zerker amulet it can use mortar kit to helpful effect while licking wounds. Good for firing into mele to soften things up a bit.I use to use leadership, tried sanctuary but found recently that Hoelenbrack seems to give me the extra little bit of damage I need to finish those with good sustain.Any tweak suggestions to try out ? Link to comment Share on other sites More sharing options...
Vagrant.7206 Posted March 26, 2019 Share Posted March 26, 2019 Drop Elixir H for Healing Turret. Elixir H is an inferior heal in almost every regard. I would swap out Comeback Cure for Emergency Elixir, as the regen provided by comeback cure rarely is enough to make big dent in your health.I'm not a fan of ECSU (enhanced capacity storage unit). Its benefits are often too weak to make it particularly competitive with the other two grandmasters. In PvP, I think thermal release valve is the better choice (and it synergizes with invigorating speed).Rune of Hoelbrak's 6th perk is redundant for the amount of cleansing you should be doing. Consider Rune of Strength.Sigil of Battle is ok, but I tend to prefer sigil of cleansing myself.Other than that, your build is alright. It's a decent modification of prot holo to favor more offense. Link to comment Share on other sites More sharing options...
Prinzsecond.4863 Posted March 26, 2019 Share Posted March 26, 2019 Same opinion as Vagrant.7206, additionally, I prefer sigil of energy in combination with the thermal release valve.Another tweak you could do:Take in Healing turret (cleanses 4 condis) and trait to prismatic converter, then you can Change hard-light Arena with elixir gun. Would give you a similar amount of condi cleanses, but less overstacking (i.e. healing or shield skill while HLA is up is basically wasted protection). It would also give you another ranged-Option. I don't say it is better, it just is different :) Link to comment Share on other sites More sharing options...
shion.2084 Posted March 26, 2019 Author Share Posted March 26, 2019 Thanks Guys!Yeah everyone likes turret.... So while being wrong here's kind of my thinking on the H inclusion.... Given the way I've spec'd, using H gives me 3 sec extra of protection, 2 might, twice the instant heal, and 3 more seconds of regen. The utility belt skill gives me group might, vigour, protection and regen on a 20 second cool down. So it can still be of some use to a group. I sort of like the extra 4 might for might stacking. There is more tactical difficulty to utilizing the turret in all the scenarios I like to be effective in, and I have to combo with certain skills reducing flexibility a bit. I think there is still something to be said for H, but yeah everyone seems to like turret and I use it on my blast builds.I think with my protection giving a condi remove I don't need cleansing much it takes a heck of a lot to over condi me. If I see a very heavy condi team I could always switch it though for the boost.I like your idea about the barrier but 40 seconds seems a long time and makes it harder to strategize on. So here's my thoughts on the regen.... The interesting thing about the regen is it also happens to synergies with the +250 heal power trait. And when doing group condi remove in a group mele I can apply some group regen. And thanks to inventions getting a boon causes a bit of heal from compounding chemicals (yeah not much but hey). When resetting or kiting I can use it plus heat therapy. Is heat therapy affected by healing power?As far as the enhanced storage, I find the extra quickness time from sword 3 is nice, the extra flying blade thingees, and extra damage nice. I can ride the 15% damage bonus longer without having to use dodges to stay there. The might synergies with Hoelenbrack. And this sounds silly, but my heat therapy cool down lasts me longer. Also with the penalty to heat from the 15% damage reduction trait, I find myself needing to dodge roll too often for my taste.So I guess that's some of the reasoning behind it. I wouldn't mind if you gave this one a spin, you might find it "feels" different. Link to comment Share on other sites More sharing options...
Vagrant.7206 Posted March 26, 2019 Share Posted March 26, 2019 The reason I'll argue for Healing Turret is the water fields it churns out. Sure, you get less protection overall, but man... those water fields can really save your ass if you combo with them. I can turn what is ostensibly a 5.5k heal into more like 10k healing by comboing with healing turret. Since I'm already doing plenty of cleansing and protection with the rest of the build, the protection from Elixir H seems unnecessary.I like your idea about the barrier but 40 seconds seems a long time and makes it harder to strategize on. So here's my thoughts on the regen.... The interesting thing about the regen is it also happens to synergies with the +250 heal power trait. And when doing group condi remove in a group mele I can apply some group regen. And thanks to inventions getting a boon causes a bit of heal from compounding chemicals (yeah not much but hey). When resetting or kiting I can use it plus heat therapy. Is heat therapy affected by healing power?Emergency elixir is not so much of a "strategy" trait as an "o-shit" trait. If you're getting spiked, you need something that can save you in the nick of time, and Emergency Elixir can do that, whereas comeback cure can't. That's not to say comeback cure is inappropriate, but you're going zerk -- and "o-shit" traits matter more when you're playing zerk than team support traits. Link to comment Share on other sites More sharing options...
Prinzsecond.4863 Posted March 27, 2019 Share Posted March 27, 2019 @"shion.2084" said:Given the way I've spec'd, using H gives me 3 sec extra of protection, 2 might, twice the instant heal, and 3 more seconds of regen. The utility belt skill gives me group might, vigour, protection and regen on a 20 second cool down. So it can still be of some use to a group. I sort of like the extra 4 might for might stacking. There is more tactical difficulty to utilizing the turret in all the scenarios I like to be effective in, and I have to combo with certain skills reducing flexibility a bit. I think there is still something to be said for H, but yeah everyone seems to like turret and I use it on my blast builds.I like your idea about the barrier but 40 seconds seems a long time and makes it harder to strategize on. So here's my thoughts on the regen.... The interesting thing about the regen is it also happens to synergies with the +250 heal power trait. And when doing group condi remove in a group mele I can apply some group regen. And thanks to inventions getting a boon causes a bit of heal from compounding chemicals (yeah not much but hey). When resetting or kiting I can use it plus heat therapy. Is heat therapy affected by healing power?Let me just calculate why most PPL prefer HT:HT gives you 5040 base heal + some regen (we neglegt the regen here) and a nice water field, add in ONE jump finsiher (e.g. Forge #2 or Sword 3) and BLAST the turret you gain 5040 + 1300 + 1320 = 7660 healing, if you manage to time your Forge #5 you even get to 8980 healing for the turret. Additionally you can easily time your toolbelt with Forge #2, giving you a 1300 Bonus heal, so Turret + Toolbelt can lead to 10280 heal without too much consideration. Additionally you have the condi cleanses that you also have with the prot from elixir H AND you have more Party healing with HT.If you Play HLA you anyway have around 100% protection uptime, so your elixir H won't give you much more damage reduction.But the drawback to HT is that it requires a lot of "work" to squeeze out the healing. Taking elixir H is much simpler to use.Regarding your regen trait: you will overstack it after a short while with this trait. And you have a high regen uptime anyway. The only real use you get from it IMO is the additional boon appliance healing. It is useful to a certain extent, but hard to decide, if it outpowers the emergency elixir usage :)And yes, heat therapy is affected by healing power to a small extent. Link to comment Share on other sites More sharing options...
Don Vega Van Kain.9842 Posted April 3, 2019 Share Posted April 3, 2019 @Vagrant.7206 said:The reason I'll argue for Healing Turret is the water fields it churns out. Sure, you get less protection overall, but man... those water fields can really save your kitten if you combo with them. I can turn what is ostensibly a 5.5k heal into more like 10k healing by comboing with healing turret. Since I'm already doing plenty of cleansing and protection with the rest of the build, the protection from Elixir H seems unnecessary.@Prinzsecond.4863 said:just calculate why most PPL prefer HT:HT gives you 5040 base heal + some regen (we neglegt the regen here) and a nice water field, add in ONE jump finsiher (e.g. Forge #2 or Sword 3) and BLAST the turret you gain 5040 + 1300 + 1320 = 7660 healing, if you manage to time your Forge #5 you even get to 8980 healing for the turret. Additionally you can easily time your toolbelt with Forge #2, giving you a 1300 Bonus heal, so Turret + Toolbelt can lead to 10280 heal without too much consideration. Additionally you have the condi cleanses that you also have with the prot from elixir H AND you have more Party healing with HT.If you Play HLA you anyway have around 100% protection uptime, so your elixir H won't give you much more damage reduction.Hmmm, please let me mitigate your comments : Having 10K from Healing turrret ?? never done it before (the best i have ~ 8500-9000) or i have to put some work in it like @Prinzsecond.4863 says, blast all i have to have this and after ?According to his build, Elexir H and Elexir Toss H u have, 5560 heal + 786 regen + 786 regen + 3 protection who remove conditions annnnd grant 655 x 2 regen if he have at least 2 condi at him more if he have more condi and we have approx. 8500 Healing without blasting anything or wasting any skills and without any effort just press the buttons, i don't even mention that everytime u have regen in u, u have +250 healing power (with HT u have approx. 7 sec regen, with elixir H, u have approx 22 sec) and all the boons who comes with Elexir H.@Vagrant.7206 said:I'm not a fan of ECSU (enhanced capacity storage unit). Its benefits are often too weak to make it particularly competitive with the other two grandmasters. In PvP, I think thermal release valve is the better choice (and it synergizes with invigorating speed).It's really rare that I do not agree with ur comments @Vagrant.7206 but here :D it's just like...everyone says "just play meta dude"I really tried everything in Holo, the popular builds and the werdest ones ( one of my werdest one was Holo with gadgets, i throw it and one day , i found it in meta battle XD )The point is, his build is ok, i want to say good (except the runes and u right rune of stregth is better here and Emergency Elexir) but ECSU is really great.Thermal release, if u don't have endurance it's a waste (he don't run "Tools" to have more endurance )I loved playing Photonic blasting module in my gadgets build, u run in a battle full life with forge activated after forge ended every enemies near you lost half of his life (more if it's a critical hit, not the case of thermal realease who cannot be critical any more) ...... ok it was suicidal XDNow, the point with ECSU, +50% forge up time (150 in place of 100)= more time to deal damage with forge, it's huge, u can just press 1 1 1 1 with about 1500-2500 every hit.At 100%, you deal 20% more damage (u still have 50% forge up time) + rune of strenght (perma +5% damage with might) + more time to deal damage with laser's edge (+15% damage) and you have + 40% increase damages......for all the time remaining in forge.Add to this having 25 might in no time with ECSU, blade skills gain extra heat tiers (blade #3, 7 sec quickness every 14 sec), you realize the potential of damage :)Think about it ;)PS : if i have to change soemthing in his build, it's gonna be the elite, he don't enough defense/Health to sustain the incoming damage while using Mortar (yes, he'll have fields + protection but i think it's not enough) + the rune, he don't need the condition damage reduction with all the protection he had) Link to comment Share on other sites More sharing options...
Prinzsecond.4863 Posted April 4, 2019 Share Posted April 4, 2019 @Don Vega Van Kain.9842 said:Hmmm, please let me mitigate your comments : Having 10K from Healing turrret ?? never done it before (the best i have ~ 8500-9000) or i have to put some work in it like @Prinzsecond.4863 says, blast all i have to have this and after ?According to his build, Elexir H and Elexir Toss H u have, 5560 heal + 786 regen + 786 regen + 3 protection who remove conditions annnnd grant 655 x 2 regen if he have at least 2 condi at him more if he have more condi and we have approx. 8500 Healing without blasting anything or wasting any skills and without any effort just press the buttons, i don't even mention that everytime u have regen in u, u have +250 healing power (with HT u have approx. 7 sec regen, with elixir H, u have approx 22 sec) and all the boons who comes with Elexir H.Well, I did not take the regen into account.... healing Tower and the toolbelt also provide regen and they also remove condis. So you can then add 390 + 560 + 780 regen (14s) to the healing and 2 condi cleanse so another 655x2, would lead to additional 3k "healing" -> 13k with blasting a lot vs. your 8500k without blasting anything. But as I mention, chances are good that your regen is anyway already overstacking or you have perma regen anyway, so the regen from the healing skills won't account much.It is actually quite easy to add 2 blast and 1 jump finisher to HT, especially as 1 blast is anyway the HT itself. And then add another jump finisher to the TB and you have 4x a healing Combo.At 100%, you deal 20% more damage (u still have 50% forge up time) + rune of strenght (perma +5% damage with might) + more time to deal damage with laser's edge (+15% damage) and you have + 40% increase damages......for all the time remaining in forge.Add to this having 25 might in no time with ECSU, blade skills gain extra heat tiers (blade #3, 7 sec quickness every 14 sec), you realize the potential of damage :)I somehow did not get where your 20% more damage come from? only sword AA makes more damage, which you do not wield while in Photon Forge. You have the lasers edge, yes. And I aggree with you, that without any vigor/Food/trait/sigil for dodging, the thermal release valve may be inferior to the enhanced capacity. I just always run with sigil of energy and have some vigor sources or similar, giving me much more time in photon forge than with enhanced capacity unit :) Link to comment Share on other sites More sharing options...
Don Vega Van Kain.9842 Posted April 4, 2019 Share Posted April 4, 2019 @Prinzsecond.4863 said:Well, I did not take the regen into account.... healing Tower and the toolbelt also provide regen and they also remove condis. So you can then add 390 + 560 + 780 regen >(14s) to the healing and 2 condi cleanse so another 655x2, would lead to additional 3k "healing" -> 13k with blasting a lot vs. your 8500k without blasting anything. But as >mention, chances are good that your regen is anyway already overstacking or you have perma regen anyway, so the regen from the healing skills won't account much.Hi @Prinzsecond.4863 :)So, i'm gonna do what u says exactly in a real fight (not training) and i'll see what i can get from HT. wait and see ;)@Prinzsecond.4863 said:It is actually quite easy to add 2 blast and 1 jump finisher to HT, especially as 1 blast is anyway the HT itself. And then add another jump finisher to the TB and you have 4x a healing Combo.It's not about easy or not, but about what u lose/ waste to have this theoretically +4k healing : 2 blasts + 2 Jump finishers, except if he keep mortar and manage to switch to it and blast everything he have in the water fields then yep but another time at the cost of what ? with mortar and 16k health, ur just a chip.@Prinzsecond.4863 said:I somehow did not get where your 20% more damage come from? only sword AA makes more damage, which you do not wield while in Photon Forge. You have the lasers edge, yes. And I aggree with you, that without any vigor/Food/trait/sigil for dodging, the thermal release valve may be inferior to the enhanced capacity.It seems I didnt get my point across well so apologize for that :) @"Don Vega Van Kain.9842" said :u can just press 1 1 1 1 with about 1500-2500 every hit.That what i mean (11111 = AAAA) but i make a mistake when i've count this with "lasers edge" you absolutly right in this point.@Prinzsecond.4863 said:I just always run with sigil of energy and have some vigor sources or similar, giving me much more time in photon forge than with enhanced capacity unit :)We are talking about this build not urs or mine ;)So, If he can't run thermal release (lack of endurance) and not PBM (too crasy to do it) what left ? :)Ty for ur contribution :+1: (my boss is coming have to goooooo) Link to comment Share on other sites More sharing options...
Prinzsecond.4863 Posted April 4, 2019 Share Posted April 4, 2019 @Don Vega Van Kain.9842 said:It's not about easy or not, but about what u lose/ waste to have this theoretically +4k healing : 2 blasts + 2 Jump finishers, except if he keep mortar and manage to switch to it and blast everything he have in the water fields then yep but another time at the cost of what ? with mortar and 16k health, ur just a chip.Fully valid Point there. So here is my Suggestion:Jump finisher -> Photon forge #2, you will lose basically nothing, it has a cooldown of 3 seconds, provides nice damage, easy to use spontaneouslyJump finsiher -> Sword #3, you will lose the opportunity to gain quickness for about 10-14s, however you have the quickness for the following few seconds, small loss in situational burst possibilities.Blast finisher -> HT, you loose the possibility to pick the turret up, but picking the turret reduces CD -> kinda equals out the healing, not much lossBlast finisher -> Photon Forge #5, to be used wisely, not always recommended, quite some loss if wasted, but if the heal requires it then it can be used if heat is low enoughShield #4 -> only situational, not to be wastedSo I basically see 2 jump finishers and 1 blast that can be used without much loss and 2 Blast that may be used, or may not be used, depending on the Situation. I don't think that is a bad starting Point to get 2 jumps and 1-2 blasts?Ty for ur contribution :+1: (my boss is coming have to goooooo)Good Luck xD Link to comment Share on other sites More sharing options...
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