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General Gameplay Tips

General Holosmith Tips

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

You can disable your Rifle auto attack so it doesn’t randomly shoot when you swap between kits, as this can delay other attack animations.

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.

If your health is really low it might be better to instead of going into , as this will do about 4k damage to you.

Rotation Tips and Tricks

If your heat is 0 when you , start with so you get the 10% damage boost from .

After you it takes 1.15 seconds for you to get the buff from , so try to use and as soon as possible so you get the modifier on the landing damage of and .

If is off cooldown, use it after so you get the buff from on the impact of this elite skill. Optional: As your rotation is delayed by casting this elite, feel free to prioritize over so you get the modifiers on this burst and not the starting damage of .

Try to not delay as this is your main source of DPS. It's fine to if bosses are about to phase and you know your won't hit and you will lose the uptime on the boss.

If you disable autocast on auto attack, it won’t get interrupted when using .

Leaving Photon Forge vs Not Leaving Photon Forge

Use the rotation for phases that take longer than one minute e.g. Matthias, Xera, Cairn, Mursaat Overseer, Soulless Horror and Dhuum.

Holosmith Specific Mechanics

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.

You can raise your heat until 100, at which point you will and take damage. You can also manually which will result on going on a six second cooldown.

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 .

would normally cause you to take 25% of your base health in damage, followed by an additional 25% over 2.5 seconds. Due to the trait , you ignore the initial 25% damage.

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.
  3. generates 10% heat. This skill grants you Might and inflicts Vulnerability. You will also gain Stability due to .
  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.

Photon Forge Tips

Never interrupt your auto attack chain in ; but if you are doing the rotation, feel free to interrupt it.

If you need to use for CC, make sure you are still able to use and to . This is to make sure you have Stability for .

Before you engage a boss you can raise your heat level by , then deactivating it at a certain level. This will cause you to sooner, which can have several benefits:

  1. You will have the buff sooner, so you can finish the rest of your rotation sooner. This can be beneficial for encounters with short DPS phases. This is mostly for 75 heat.
  2. You will have the Stability from available sooner, allowing you to use to CC more quickly.

For bosses with DPS phases that last between 15 and 35 seconds, you can precast your heat to 75.

For bosses with phases that last 35 seconds or longer, you can start with 0 - 40 heat.

If you do not precast heat, you can use and two times. If you precast to 40 heat, use twice and once. If you precast to 75, use and only once.

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 five different types of bombs which all detonate after half a second. Only is actively used in the rotation. All bombs are affected by and .

  1. is used as a filler when waiting for .
  2. pulses Burning four times by leaving a fire field.
  3. causes Confusion.
  4. pulses Blind three times by leaving a smoke field.
  5. causes Immobilize and Cripple.

is used after you to allow for the 50% extended duration. 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 after you and have used . 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 5% damage modifier to physical damage when your health is over 75%.

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

will grant you Vitality and Ferocity based on 5% of your Power.

provides you with a flat 10% damage modifier to physical damage when you strike a foe with Vulnerability.

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

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 closer than 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 . It will also cause your first five attacks to apply Burning and deal 10% more damage when you .

grants you Stability and barrier when you use . This is why you can use after you without getting Knocked Back.

is a flat 15% damage modifier when you have over 50 heat. You will see a buff on your bar that indicates that the damage modifier is active.

causes you to deal damage to nearby enemies when you and also stops you from losing heat until you . This trait is what allows you to use the "exiting" rotation. This trait will also cause you to gain when you .

Individual Trait Variation

can be taken instead of if there are adds at the encounter.

can be taken instead of . This will turn your auto attack into a projectile attack and might be worthwhile if you can't melee.


Spirit Vale

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

General Holosmith Tips

Precast heat to 75.

Use here if you are going to the Blue Guardian & Green Guardian during the split.

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

You can CC the guardians with , , and if needed. You can also use if it’s absolutely necessary.

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

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

General Holosmith Tips

Preheat to 75.

If CC will be needed, delay and use for the extra CC from .

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

Use here as the adds spawn rather late in the main phase meaning that is rather useless.

Split Phase

If you just entered when Gorseval phases, try to on the first Charged Soul as you will gain the buff which will speed up the 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.

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

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.

Use here. It will trigger on the bandit spawns, which helps with cleaving them down.

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

Try to time your so you don't Knockback bandit spawns that were just pulled into Sabetha.

Use to help break Knuckles.

Salvation Pass

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

General Holosmith Tips

Use here. It will trigger on the Slubling spawns, which helps with cleaving them down.

Precast heat to 75.

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 and .

Bandit Trio

General Holosmith Tips

There are no important Power Holosmith specific tips here. Just run and kill stuff.

You can use to easily pre-burn the oil kegs.

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

General Holosmith Tips

If CC will be needed, precast your heat to 40. If you do your normal rotation, you will when someone gets sacrificed. This will allow you to use and to CC without getting Knocked Back.

Run for this encounter, as there are no adds to trigger on.

Either use for AoE condition cleanse or for the toolbelt skill . This gives you access to more personal condition removal.

Keep in mind that your auto attack range is fairly big, so sometimes you can keep DPSing Matthias while you have to deal with a mechanic.

Feel free to use . If you do so, don’t use unless you need the CC, as you will be Knocked Back as you won't have Stability. This is because you will not gain Stability from as you do not have .

If you get any mechanics, you can use for extra mobility. If you’re in , you can use .

If Matthias uses his Blood Shield just after you , stop attacking so you don’t generate extra heat and just wait for his shield to go down.

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

Stronghold of the Faithful


General Holosmith Tips

There are no important Power Holosmith specific tips here. Just run and kill stuff.

You can use , , and to slow down Wargs.

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

General Holosmith Tips

Use for the illusions that spawn. This will help cleave them down faster and benefit you more than taking .

Preheat to 75.

If you are killing Keep Construct in the middle, use when you're at around 75 heat. This will be before you use , and eventually . will help cleave the adds as they walk towards Keep Construct.

When Keep Construct's Breakbar appears you can use to help CC. Make sure to also use as well.

For the burn phases try to precast your heat to 75 as well. 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

General Holosmith Tips

Use here. It will trigger on the White Mantle and Phantasm spawns.

Use to help CC Xera.

Try not to Knock Back adds with .

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 Events

Start with 0 heat. On the first island use and , then . Use and and at around 51 heat.

For the second island use and , then and use . 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

General Holosmith Tips

Use here, as there are no adds to cleave.

Feel free to start with any heat level.

If properly timed, you can use to avoid Cairn’s attack.

Mursaat Overseer 22,021,440 1,374 160

General Holosmith Tips

Use here as there are no adds.

Feel free to start with any heat level but it’s recommended to start at 75.

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

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

General Holosmith Tips

Use here, as will be wasted if it triggers during Samarog’s Breakbar Phase.

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. Feel free to save for CC instead of DPS.

Use for extra CC from .

Deimos 35,981,456 1,374 140

General Holosmith Tips

You have two ways of precasting your heat while you're killing the Demonic Chain statues:

  • Precast heat to 75 on pre event and delay your rotation a bit on Deimos so you have your highest DPS skills available when the Unnatural Signet debuff is up.
  • Precast heat to 40 - 51 heat so you can start your rotation right away on Deimos.

If you cleave Saul on top of Deimos you can use , otherwise you should take .

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

If your group is bad at managing Deimos’ Black AoEs, you can use . If you do this you should not use , unless you need to CC Saul, as you will be Knocked Back. This is because you will not gain Stability from as you do not have .

When Deimos becomes Invulnerable at 10% you can precast heat to 75 again.

Hall of Chains

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

Soulless Horror favors condition based DPS classes. Check out our Condition Engineer Guide to see what we recommend.

River of Souls

General Holosmith Tips

Use for extra CC from for the Hallowed Bombers and also to burst heal whenever you have to go outside of Desmina’s shield to kill Enervators. You can also use for CC.

You can take to be able to spam . You want to spam as it will give your allies Superspeed due to . This will allow you to keep up very high levels of Superspeed on Desmina.

Statues of Grenth

Broken King

If you want you can go , , and . This allows you to just range him while standing on greens. If you want, you can switch to Tools - Firearms to be able to permanently spam toolbelt skills.

Use so you can range in .

You heal skill doesn’t matter, but take either or .

Eater of Souls

If you do greens, feel free to use instead of to get the green faster.

Eyes of Judgement and Fate

Start with 75 heat.

Do your normal rotation and follow your group.

Dhuum 32,000,000 1,374 400

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 and . You can also Immobilize them with .

Blast water fields during the pre-event to help relieve some pressure from your 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.

Try to precast your heat to 75 as soon as happens. This attack 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 .

The Final 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%. You can use either or , depending on your heat, to get back to Dhuum quickly.

Your starting rotation is pretty much the same with 40 heat. You just get an extra before going into .

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

General Holosmith Tips

You should run at this encounter due to the amount of adds.

Preheat to 75. This will allow you to on the hand for the first burst.

Don't waste when the hand comes down for the first time as it may not explode in time. The same applies to ; save it for when the hand comes down for the second time.

may have a chance to CC some of the Shields during the second burst of the hand. If there are still some Shields that need to be broken you can use .

You may need to use up some heat during the second burst to ensure that you're at 75 for the main boss phase. Don't be afraid to use , because this will help to CC the Shields and to get closer to 75 heat.

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

Condition based DPS classes are a lot stronger at this encounter. Check out our Team Composition Page to see what we recommend.

Qadim 19,268,760 1,374 240

General Holosmith Tips

You should use here as it will trigger on the Lava Elementals.

Use to help break the creatures. At the Destroyer, you can pre-place just before it spawns to help CC it.

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 for an additional Launch.

You can also use and to Immobilize the Greater Magma Elementals.

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.

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