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.
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 :
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.
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:
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 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.
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.
provides you with a 0.5% damage modifier to physical damage per stack of Vulnerability.
creates an AoE attack when you strike foes that are below 50% health. This AoE can strike up to 5 enemies and comes with a 15 second Cooldown.
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.
causes your first two hits to apply Burning and deal 10% more damage 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 wya 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.
Use or , if you're in , to get back to Vale Guardian if you get teleported by .
If you see that a Seeker is coming in, you can use to slow it down.
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.
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.
gives you access to . Use this to help break Gorseval during .
You should also delay your to help CC.
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.
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 .
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.
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.
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.
Use for extra CC from .
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.
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 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.
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.
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.
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.
Use to help break the creatures.
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.
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.