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General Gameplay Tips

Introduction to Holosmith
Tool Belt Skills

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

Tool belt skills do not share a Cooldown 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:

  1. is from and provides your subgroup with Regeneration. This tool belt skill also provides a water field.
  2. is from and provides a moderate Stun of 200 Breakbar damage.
  3. is from and is a high power DPS skill. This skill is Ground-Targeted.
  4. is from and is a blast finisher that deals high power DPS after a three second detonation time. It also is a Launch that deals 332 Breakbar damage.
  5. is from and will fire out projectiles towards five targets. Use this tool belt skill when you are above 51 heat.

What is Photon Forge?

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

Due to the trait , you have 150 heat available to you. At 150 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 or any Tool belt skills 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 .

So, let's take a look at the weapon skills that you gain when you :

  1. will generate 2% heat per use.
  2. generates 7% heat. This leap skill will leave behind an AoE that grants Swiftness to allies who touch it. It is also a leap finisher. This can also be traited with to provide Superspeed.
  3. generates 10% heat. This skill grants you Might and inflicts Vulnerability.
  4. generates 2% heat. This skill applies one stack of Burning for each projectile that hits, for a maximum of eight stacks.
  5. generates 25% heat. This skill will Launch 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.

General Holosmith Tips

Feel free to precast stuff like and from . You can always start with as your gap closer.

Be careful when you Weapon Swap, as it can interrupt your skills. Equipping a kit or switching from one kit to another doesn't interrupt your normal skills. However, it WILL interrupt your skills.

You will not be able to blindly following the golem rotation with this build. Adapting the timing of your utility skills and heat management depending on phase length will be necessary to perform well.

When you , start with so you get the 10% damage modifier from .

Try to use whilst inside the boss's hitbox. This is because can target on trash mobs to produce additional projectiles, up to five.

This is your skill priority list outside of :

Try not to delay using . Most of your DPS comes from within , but feel free to if a boss is about to phase.

Sword is the only weapon affected by your heat level:

  • Above 50 heat, your auto attacks gain 10% damage and gains two additional projectiles.
  • Above 100 heat, these effects are doubled.

Utility Skills & Variations
Utility Skills

grants you access to which can be used during Breakbars.

provides you with five different types of grenades which are all Ground-Targeted. All of which, except and , are used in the rotation. All grenades are affected by and .

  1. is never used in the Power Holosmith rotation.
  2. causes Bleeding.
  3. causes Blind.
  4. causes Chill.
  5. causes Poison.

provides you with flat damage, but most importantly, it grants you access to . This Tool belt skill should be used off Cooldown.

is used whenever it comes off Cooldown and you are above 51 heat. This utility does direct damage and causes Bleeding. It is very easy to interrupt the cast of this utility so you should make sure to actually finish its cast before using another skill.

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

Utility Skill Variations

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 .

Traits & Variations
Traits in the Explosives Trait Line

provides you with a flat 7% damage modifier to physical damage when your health is over 75%.

causes all of your explosions to apply Vulnerability. This applies to any skills from . and will also trigger this trait.

grants you a stacking buff which grants you + 20 Ferocity 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 Vulnerability.

causes you to deal 10% more damage to foes with a lower health percentage than you.

Traits in the Firearms Trait Line

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

grants you 15% increased Critical Chance against foes that are within 300 range. This trait will pretty much always be in effect and is one of the reasons why you can get to 100% Critical Chance without needing .

grants you 10% increased Critical Chance against foes that are Bleeding. This trait will always be in effect and is the second reason for getting 100% Critical Chance.

grants you Fury whenever you land a critical hit. Fury will also grant you + 150 Ferocity.

causes your Bleeding to last 33% longer.

is a flat 2% damage modifier for each unique condition that your enemy has.

Traits in the Holosmith Trait Line

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

grants you Barrier when you use .

is a unique scaling damage multiplier that is only active while in . The damage bonus increases linearly at a rate of 0.25% per unit of heat. Meaning is it worth anywhere from 0.25% all the way up to 37.5% depending on how much heat you have.

increases your heat capacity by 50 heat. It also gives additional bonuses to Swrod skills above 100 heat.

Individual Trait Variations

You can take over if you are in a condition based subgroup.

You can tale instead of to grant Superspeed when you use .

Breakbars


Spirit Vale

Vale Guardian 22,021,440 687 140 2,000 480

Utility Skills
Weapon Sets
General Holosmith Tips

Save your for when the Seekers are close enough to get the additional projectiles. Remember to stand inside of Vale Guardian to ensure that all projectiles hit.

When Vale Guardian phases, go to the Blue Guardian. Use on the Blue Guardian. for the Green Guardian and use and . at ~40 heat or 75, depending on your squad’s DPS.

Use or , if you're in , to get back to Vale Guardian if you get teleported by .

You can use and to help provide Breakbar damage to the Blue Guardian and Green Guardian.

If you see that a Seeker is coming in, you can use to Push it away.

You can use to help CC during the split phases.

Gorseval the Multifarious 21,628,200 1,374 250 4,500 420

Utility Skills
Weapon Sets
General Holosmith Tips

Use for the extra CC from .

Make sure you don't kill yourself with , , or during .

Save your for when there are trash mobs close to get the additional projectiles. Remember to stand inside of Gorseval to ensure that all projectiles hit.

Split Phase

Don't save any skills during the split phase as all your skills will be back up by the time Gorseval is back.

You should use on the first Charged Soul and on the second Charged Soul. You can use and on this second Charged Soul and then . This will allow you to start the next phase of Gorseval with ~50 heat. If the second group is about to finish killing their Charged Souls too, you do not need to before engaging Gorseval.

Breakbar Phase

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

You should also delay your to help CC.

Sabetha the Saboteur 34,015,256 1,374 48 480

Utility Skills
Weapon Sets
General Holosmith Tips

You can engage Sabetha by using Superspeed, which you can get by using the tool belt skills from . You can then switch back to your regular utility skills. You can also use to get in faster.

If, for whatever reason, you do need to do cannons you can use for mobility. If you’re in , you can use .

Use to help break Knuckles.

Save your for when there are bandits close to get the additional projectiles. Remember to stand inside of Sabetha to ensure that all projectiles hit.


Salvation Pass

Slothasor 18,973,828 1,374 360 4,000 420

Utility Skills
Weapon Sets
General Holosmith Tips

Save your for when there are Slublings close to get the additional projectiles. Remember to stand inside of Slothasor to ensure that all projectiles hit.

Feel free to if Slothasor is about to phase so you don’t lose uptime.

Breakbar Phase

Take to help with CC by using the toolbelt skill - .

Use and after Slothasor clears his conditions for soft CC. After this you can use .

Matthias Gabrel 25,953,840 1,374 140 2,500 540

We recommend playing Condition Holosmith at this encounter. Check out our Condition Holosmith Guide to see what we recommend.

Stronghold of the Faithful

Keep Construct 55,053,600 687 200 3,500 600

Utility Skills
Weapon Sets
General Holosmith Tips

When Keep Construct's Breakbar appears you can use to help CC.

For the burn phases try to precast your heat to 75. The quickest way to get to 75 heat without any issues, assuming you start from 0, is: .

Xera 22,611,300 1,374 48 2,000 660

Utility Skills
Weapon Sets
General Holosmith Tips

Use to help CC Xera.

Save your for when there are trash mobs close to get the additional projectiles. Remember to stand inside of Xera to ensure that all projectiles hit.

If shard cleave is needed, keep in mind that your auto attack has a fairly big cleave range. If you can, try to position yourself between Xera and the shard you want to cleave.

Island Pre-Events

Start with 75 heat. On the first island use and use , , and . Finally, .

For the second island use and then use and . If you're close to going into , make sure you do so on the this island. This way you’ll have available again when you get to Xera.

Feel free to precast heat on the last island. It doesn’t matter how much heat you start with. Just do what you prefer, but 75 is recommended.


Bastion of the Penitent

Cairn the Indomitable 19,999,998 1,374 200 480

We recommend playing Condition Holosmith at this encounter. Check out our Condition Holosmith Guide to see what we recommend.

Mursaat Overseer 22,021,440 1,374 160 460

We recommend playing Condition Holosmith at this encounter. Check out our Condition Holosmith Guide to see what we recommend.

Samarog 29,493,000 1,374 420 4,500 660

Utility Skills
Weapon Sets
General Holosmith Tips

Feel free to if Samarog is about to phase so you don't lose uptime.

Precast heat to 75 before the fight and after you kill Guldhelm during Samarog’s phases.

You can’t apply conditions to Samarog during the Breakbar Phase, so don’t use or .

Breakbar Phase

Getting targeted by will cause you to lose all heat and make you lose . Your CC is very strong and should always be available during Breakbars.

Use for extra CC from .

Deimos 35,981,456 1,374 140 720

Utility Skills
Weapon Sets
General Holosmith Tips

Precast your heat to 75 during the pre-event and delay your rotation until Unnatural Signet is up. Aim to get all of your high damage skills in while Deimos is the under the effects of Unnatural Signet.

If you have a hand kiter who is kiting close to the group, make sure you delay until there are four hands nearby. This will ensure you benefit from all the projectiles, but don't forget to stand inside Deimos.

You should delay and until Deimos is the under the effects of Unnatural Signet. If your group is actively giving Saul Alacrity, you will not need to delay these two skills as the Cooldowns should align with Unnatural Signet.

Cleave Saul on top of Deimos so you benefit from .

Keep in mind that your auto attack range is fairly big, so you can usually keep attacking Deimos during .

You can use if you find that Deimos is completely inside a and totally out of range.

At 10%, when Deimos becomes Invulnerable, you can precast your heat to 75.


Hall of Chains

Soulless Horror 35,391,600 1,374 160 3,000 480

We recommend playing Condition Holosmith at this encounter. Check out our Condition Holosmith Guide to see what we recommend.

Dhuum 32,000,000 1,374 400 600

Utility Skills
Weapon Sets
General Holosmith Tips

The pre-event doesn't matter much but feel free to blast fields with and . If you jump at the end of your cast, it won't cast the water field so you can blast the intended fields.

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

Blast water fields during the pre-event to help relieve some pressure from your Heal Druids. You can create water fields with .

Try to start Dhuum with 75 heat.

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

Your job at Dhuum is mostly to DPS the boss. Your mobility is limited, so let other classes do mechanics.

The always happens at 6:25, 5:05, 3:45, 2:25, 1:05. You don’t have to follow the rotation perfectly, so feel free to use earlier if the timer is almost ending so you get the full damage from it.

You can camp while Dhuum is in the middle but keep in mind that he can have Retaliation. You can do the same when you get or .

Final 10% Phase

During the last 10%, if you have to do the panels, start with 0 heat and when everyone runs out. Use to get there faster and for Barrier. You should at around 40 heat. You can use either or , depending on your heat, to get back to Dhuum quickly.

During the last 10% burst it's better to use and the moment you go over 50 heat. This will ensure that you get all the ticks on Dhuum before he dies or becomes Invulnerable again.

If you don’t have to do panels, precast heat to 75 and do your normal start.

When you cast , stand on the outer edge of his hitbox and do not move or else you will interrupt the skill.


Mythwright Gambit

Conjured Amalgamate 52,290,000 1,374 1,670 480

Utility Skills
Weapon Sets
General Holosmith Tips

Don't waste when the hand comes down for the first time; save it for when the hand comes down for the second time.

Use and to help CC the Shields. If there are still some Shields that need to be broken you can use .

Don't waste your during the hand phase. Wait until the main boss phase to use it.

Once the orb collection has finished and Swords have been used, you can begin your burst rotation. Wait until Conjured Amalgamate has at least five stacks before you begin.

For the last burn phase, remember that you can hit both Conjured Amalgamate and the second Arm if you’re close enough.

Twin Largos 17,548,336 1,374 120

We recommend playing Condition Holosmith at this encounter. Check out our Condition Holosmith Guide to see what we recommend.

Qadim 19,268,760 1,374 240 780

Utility Skills
Weapon Sets
General Holosmith Tips

Use to help break the creatures.

You can do your normal rotation at any of the creatures as all your skills will be back off Cooldown by the time you get to Qadim.

Try to preheat to 75 while you are killing the Pyres. Don't waste any big skills here as they may not be back off Cooldown for the main burn phase.

You should have your up around the time that the Lava Elementals come into Qadim. This will let you easily cleave them down.

If you see a Greater Magma Elemental coming in, you can aim to provide a Launch. This should be enough to clear it from the Lava Elementals. If you need more, you can use to slow it down.

Don't waste any skills when Qadim is about to go into his Breakbar Phase as you are unable to do damage. Use to help break Qadim.

You can Dodge through Qadim's hitbox whilst using . Make sure there are Lava Elementals nearby to ensure you get a multihit.


The Key of Ahdashim

Cardinal Adina 22,611,300 1,374 160 480

Utility Skills
Weapon Sets
General Holosmith Tips

If, for whatever reason, you have to take a Pillar, use until you have returned back in melee range.

Use on the Hands during the split phase, this skill will always multihit them.

Don't forget to try to be at around 75 heat at the end of each split phase.

Qadim the Peerless 47,188,800 1,374 400 720

We recommend playing Condition Holosmith at this encounter. Check out our Condition Holosmith Guide to see what we recommend.