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.
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 .
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:
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 :
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.
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:
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.
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 .
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 .
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 a moderate AoE heal that cleanses two conditions from up to five allies. It also provides a water field that can be blasted with .
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.
provides you with a flat 10% damage modifier to physical damage when you strike a foe with Vulnerability.
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 .
causes your Bleeding to last 33% longer.
is a flat 2% damage modifier for each unique condition that your enemy has.
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 .
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.
Precast heat to 75.
You can CC the guardians with , , and if needed. You can also use if it’s absolutely necessary.
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.
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.
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 .
Use to help break Knuckles.
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.
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 .
There are no important Power Holosmith specific tips here. Just run and kill stuff.
You can use to easily pre-burn the oil kegs.
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.
If you get any mechanics, you can use for extra mobility. If you’re in , you can use .
Feel free to if Matthias is about to phase so you don’t lose uptime.
There are no important Power Holosmith specific tips here. Just run and kill stuff.
You can use , , and to slow down Wargs.
Use for the illusions that spawn. This will help cleave them down faster and benefit you more than taking .
Preheat to 75.
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: .
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.
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.
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.
Use here as there are no adds.
Feel free to start with any heat level but it’s recommended to start at 75.
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.
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 .
You have two ways of precasting your heat while you're killing the Demonic Chain statues:
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 .
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.
Use so you can range in .
You heal skill doesn’t matter, but take either or .
If you do greens, feel free to use instead of to get the green faster.
Start with 75 heat.
Do your normal rotation and follow your group.
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.
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.
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 .
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.
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.
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 can also use and to Immobilize the Greater Magma Elementals.