Condition Holosmith

is a strong condition based DPS class that offers reasonably high burst.

This build is heavily reliant on critical hits, due to its high . It also benefits from encounters with low due to the high amount of physical damage, would be the perfect example.

has a steep learning curve and is not recommended for beginners.


Build Updated
Jun 2, 2021
Skill Floor
4 / 5
Skill Ceiling
5 / 5
Boon Reliance
5 / 5
Added
May 2021 Balance
Item Stat Sigil / Rune
Helm
Viper's
Shoulders
Viper's
Coat
Viper's
Gloves
Viper's
Leggings
Viper's
Boots
Viper's
Primary Weapon Set
Main Hand
Viper's
Offhand
Viper's
Item Stat
Backpiece
Viper's
Accessory
Viper's
Accessory
Viper's
Amulet
Viper's
Ring
Viper's
Ring
Viper's
Food & Utility
Food
Utility
Infusions
Infusion x18
Rotation Log
Build Template
Preheat to 80 x 2 x 3 x 2

Your rotation will look like this: Opening First Loop Rotation Second Loop Rotation Repeat from the First Loop Rotation

You can interrupt the Auto Attack Chain in step 3 of the Loop by using . You want to do this as close to 50 Heat as possible, which is basically as soon as becomes available. Very rarely, it's possible that you don't fully overheat. If you see this is about to happen, just wait a brief moment. This is very rare though.

Use only when at the end of the cast time you have 50 heat. If you can, try to delay it until you have no other priority DPS skills up.

Use , and only as fillers, and to make the rotation smooth (e.g. when you swap to a kit for a single skill and go back to previous kit).

Use as the rest of the fillers.

Introduction to Holosmith

Tool belt skills are based on your currently equipped heal skill, utility skills and elite skill.

Tool belt skills do not share a with their parent utility skill. This means you can use a tool belt skill and then swap out the corrisponding utility for something else. You can do this with by using the tool belt skill and then swapping out for whichever utility you need.

Let's take a look at what tool belt skills you will come into contact with: is from and provides your subgroup with . This tool belt skill also provides a water field. is from and provides a moderate of 200 damage. is from and is a high power DPS skill. This skill is . is from . This is used soley for the Tool Belt skill and can be used to provide to your subgroup before you start an encounter. You can then swap out for whatever you need. is from and is a blast finisher that deals high power DPS after a two and a half second detonation time. It also is a that deals 332 damage. is from and will cause your next three attacks to deal . This tool belt skill can be precast as it has a duration of 45 seconds.

is a mechanic unique to . You will passively gain 2% heat per second while using and will gain increased heat when using a weapon skill.

At 100 heat, you will and take ~8000 damage. You can also manually whenever you want, as long as it's six seconds after you used .

If you , you will not be able to until all of your heat has dissipated. You will dissipate heat at 5% per second, three seconds after you . This increases to 10% per second, 10 seconds after your .

Your Tool belt skills will also be disabled for five seconds. This is due to the trait .

So, let's take a look at the weapon skills that you gain when you : will generate 2% heat per use. generates 7% heat. This leap skill will leave behind an AoE that grants to allies who touch it. It is also a leap finisher. This can also be traited with to provide . generates 10% heat. This skill grants you and inflicts . generates 2% heat. This skill applies one stack of for each projectile that hits, for a maximum of eight stacks. generates 25% heat. This skill will foes and is a blast finisher. This skill is a great way to build up heat before an encounter.

There are also a variety of traits that affect your damage when you or . Check the section below on "Traits in the Holosmith Trait Line" for more information.

You can precast , which is the toolbelt skill from . This is useful for encounters where you have to run to the boss:

Every boss can be considered a golem, so always start with your burst rotation and continue with the loop rotation afterwards. If a boss has phases, then you can always restart the burst rotation at the start of every phase.

Stand as close as possible to the boss as will trigger faster. You have to be careful when using this on big hitboxes as it takes longer for the projectile to move through the boss.

Be careful when using and , when your are in adds to cleave.

If CC is needed, don't use in your rotation and save it for the .

Keep in mind that is also a reflect, this can save your party or you can betray your party. This is true for when he uses and when he uses .

Breakbars

= 150 damage.

= 200 damage.

= 332 damage.

= 232 damage.

= 232 damage.

Utility Skills & Variations

grants you access to which can be used during .

provides you with five different types of grenades which are all . All of which, except , are used in the burst and loop rotations. All grenades are affected by and . is a great filler skill that you can use when you are waiting for . causes . causes . causes . causes .

provides you with five different types of bombs which all detonate after half a second. Only and are actively used in the burst and loop rotations. All bombs are affected by , and . is not used at all in the rotations. pulses four times by leaving a fire field. causes . pulses three times by leaving a smoke field. causes and .

provides you with five different skills with a variety of effects. is not used at all in the rotations. causes and is a blast finisher. causes and does 150 damage through a . This skill can also reflect projectiles. is a skill that pulses up to nine times. It also leaves a fire field. causes around you but never sees any use due to providing a longer lasting .

is used off when above 50 heat. By using above the heat threshold you will also apply that ticks for 10 pulses. This elite skill will also any foes that are caught inside its AoE.

is a moderate AoE heal that cleanses two conditions from up to five allies. It also provides a water field that can be blasted with .

can be used for the condition cleanse, . You can use this for and to cleanse the and .

Traits & Variations

provides you with a flat 10% damage modifier to physical damage when your health is over 75%.

causes all of your explosions do apply . This applies to any skills from , and . will also trigger this trait. and will trigger this trait with each pulse.

grants you a stacking buff which grants you + 20 per stack, up to a maximum of 10 stacks. You gain stacks when you hit with an explosion.

provides you with a 0.5% damage modifier to physical damage per stack of .

causes your explosions to have a 33% change to apply and . This applies to any skills from , and . will also trigger this trait. will trigger this trait with each pulse.

causes critical hits to have a 33% chance to apply .

provides + 120 and causes your Pistol skills to have 33% increased . This additional duration ignores the standard cap of 100%.

provides + 150 and causes you to do 5% additional for four seconds after you apply .

causes your to last 33% longer.

causes all critical hits to apply . In addition to this, all lasts 33% longer.

causes your first two hits to apply and deal 10% more damage when you . You also apply for the first two hits when you and for six hits when you .

turns your auto attack into a semi-ranged attack.

is a unique scaling damage multiplier that is only active while in .

causes you to deal damage to nearby enemies when you and also stops you from losing heat until you . This trait will also cause you to gain when you . It also causes your Tool belt skills to only got a five second when you .

Spirit Vale

In the third phase delay your as you will move out of the middle.

If you tank in the middle save your so you can the extra during the third phase as it always spawns in the middle of the platform.

Save for each . This will help reduce the chaos.

Remember you can use , , , and to help control the .

Be careful when you precast during the split phases as the guardians spawn and hence will destroy the projectile.

gives you access which can be used to help with each .

You can use to apply a lot of quickly on the . Only do this if you're still in from the main phase.

Don't use during the split phase.

Remember you can use , and to help slow down the during the split phase.

After the , adds will spawn so you should be careful not to knock them away with .

If your group struggles with cleaving the adds, you can use . This will the adds and hopefully stop them causing or stripping your and .

If you start a split phase without any heat, then you can use . If you're above 50 heat, then don't use during the split.

You can use , and to slow down the if they are getting close to .

gives you access to . Use this to help break during .

You should also delay your and to help CC.

You can precast which is the toolbelt skill from . You can precast it and then swap the utility again.

Take care when using as the adds will spawn and hence destroy this projectile.

Try to save your for when returns, instead of wasting it on the champions.

If your group needs CC to help break to stop him from using , you can always use and .

Don't delay going into when killing the champion adds. Delay if the champion add is about to die and save it for when returns.

Don't do cannons. Cannons bad.

Salvation Pass

We recommend playing at this encounter.

Take care with as you do not want to reflect .

If your group moves a lot, you can always save your until he does .

Don't waste , or when is up because they are mainly power DPS skills. Your conditions, however, will still continue to be applied during .

Don't use or during .

gives you access to which will help you provide a little bit of damage.

Save and for each .

Stronghold of the Faithful

We recommend playing at this encounter.

Remember to blast before you fly to . Use and .

Be careful when using and as they can cause chaos when your are trying to in adds.

The start of the second phase is exactly the same as the first. Remember to prestack and to precast . Try to get yourself to 75 heat during the split phase.

Use to orbs on the first island.

On the first shard, use the normal starting burst rotation with , but save . You can also use on the first island and get yourself to 75 heat.

On the second island, start with the burst rotation but this time use .

You can happily take a button and just attack with , and Pistol.

Bastion of the Penitent

Be careful with as you don't want to reflect .

If you have in your subgroup, you can use as part of your rotation to help them trigger .

This is pretty much a DPS golem, so just practise your rotation.

You can use for an AoE condition cleanse when the come towards you as they apply .

We recommend playing at this encounter. We recommend playing at this encounter.

Hall of Chains

is incredibly strong at due to her high attack rate, so make sure to spam your skills that apply .

If you have in your subgroup, you can use as part of your rotation to help them trigger .

Use to help with condition cleanse if you see that your subgroup is getting overloaded.

Use to the Tormented Dead if you can see that it is walking back towards your squad.

Don't waste if you know that is about to move.

Save for each .

If you see that the Reapers are taking a lot of damage during the pre-event, you can use and then blast with to them.

If you are tanking on Throne, you can also the Reapers in exactly the same way. This is assuming that your screws up and you need to act as a backup.

You can use to help with the Enforcers during the pre-event with and . You can also them with and .

Use to cleanse the after each by using . During this mechanic you can continue to attack with .

Mythwright Gambit

We recommend playing at this encounter.

Take care when using . Both and move a lot so make sure you wait until they are stationary.

Don't waste or when the is up as you deal very little physical damage.

If you have in your subgroup, you can use as part of your rotation to help them trigger .

Watch the health pools of and . Don't if they are about to phase! Always try to start each phase at 75 heat.

gives you access to which will help you provide a little bit of damage.

Save and for each .

We recommend playing at this encounter.

The Key of Ahdashim

We recommend playing at this encounter.

During the , you can continue your rotation. Only hold off on , , , and .

can be used to survive .

Keep up with your CC skills during the split phase. They will all be off by the time you return to . This also applies to .

You can enter during the split phase and get yourself to 75 heat to start the new phase.

gives you access to .

You should also delay your and to help CC.

You can use and to help break the Pylon. You will have enough time to before the other Pylons are broken.

When charges away to destroy the Pylons, you can continue to attack him with .

Always try to start each phase at 75 heat. You have time between each phase to manage this properly.