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Difference between revisions of "Harbinger - Celestial Elixir Roamer"

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| focus = hybrid damage, mobility
 
| focus = hybrid damage, mobility
 
| rating = great
 
| rating = great
 +
| difficulty = 1
 
}}
 
}}
  
 
==Overview==
 
==Overview==
A Celestial Harbinger WvW build designed for Roaming.
+
A Celestial Harbinger WvW build designed for roaming known for its high sustain, strong damage and decent mobility.
  
  
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| specialization = harbinger
 
| specialization = harbinger
 
| weapon1 = pistol
 
| weapon1 = pistol
| weapon2 = dagger
+
| weapon2 = torch
 
| weapon3 = staff
 
| weapon3 = staff
 
| healing = Elixir of Promise
 
| healing = Elixir of Promise
| utility1 = Elixir of Bliss
+
| utility1 = Corrosive Poison Cloud
| utility2 = Summon Flesh Wurm
 
 
| utility3 = Spectral Walk
 
| utility3 = Spectral Walk
 
| elite = Elixir of Ambition
 
| elite = Elixir of Ambition
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===Skill Variants===
 
===Skill Variants===
 
'''Weapons'''
 
'''Weapons'''
* Offhand ''Focus'' over ''Dagger'' - equally viable option. {{Skill|Spinal Shivers}} adds a great boonrip skill with high damage, but your condition cleansing and sustain's going to be a bit lower if you drop dagger.
+
 
 +
There are several viable options for the off-hand slot. Torch also requires both Path of Fire and the Secrets of the Obscure expansions so if you don't have access to those then you're forced to pick one of the following weapons:
 +
* ''Warhorn'' - this is mostly taken with a {{Relic|Relic of Speed}} for improved mobility. The {{Tooltip|Swiftness}} sources in the build however are scarce and with long CDs which makes this vulnerable to boon removal. The unblockable CC of Warhorn 4 can be good value too but it has a shorter range than the one on Torch.
 +
 
 +
* ''Focus'' - {{Skill|Spinal Shivers}} adds a great boonrip skill with high damage.
 +
 
 +
* ''Dagger'' - a defensive weapon with extra condition removal and damage mitigation through {{Tooltip|Blind}} and {{Tooltip|Weakness}}.
 +
 
 +
* ''Sword'' - primarily a defensive/CC focused weapon.
 +
 
 +
 
 +
'''Utility'''
 +
 
 +
Viable choices for the optional slot:
 +
* {{Skill|Elixir of Ignorance}} - low CD stun break and the {{Tooltip|Resistance}} is useful against {{Tooltip|Blind}} spamming specs like D/P Thief or {{Trait|Flashbang}} Holosmith.
 +
 
 +
* {{Skill|Summon Flesh Wurm}} - stun break that could also be used as a mobility tool, it's especially useful at scaling difficult terrain and kiting to the highground. The downside is the long cast time, especially when you're trying to set this up as an escape tool while disengaging.
 +
 
 +
* {{Skill|Elixir of Bliss}} - if you need more cleansing.
 +
 
 +
* {{Skill|Spectral Ring}} - area denial skill that could ward off attackers or trap enemies inside.
  
  
 
==Template Code==
 
==Template Code==
 
{{TemplateCode|
 
{{TemplateCode|
code = [&DQgnGgIrQC7nGqIA6xr6AC4BMAG9Ab0B6BqSAAAAAAAAAAAAAAAAAAAAAAA=]
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code = [&DQgnGgIvQCfnGqIAvQH6ANcaMAGLAL0B6BqSAAAAAAAAAAAAAAAAAAAAAAADWQA2AC8AAA==]
 
}}
 
}}
  
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==Specializations==
 
==Specializations==
 
{{Specialization|Curses|mid|mid|top}}
 
{{Specialization|Curses|mid|mid|top}}
{{Specialization|Death Magic|bot|mid|mid}}
+
{{Specialization|Death Magic|bot|bot|mid}}
{{Specialization|Harbinger|mid|bot|mid}}
 
 
'''Variants'''
 
'''Variants'''
 +
* Take {{Trait|Dark Defiance}} if you want more passive survivability.
 +
{{Specialization|Harbinger|bot|top|mid}}
 +
'''Variants'''
 +
* {{Trait|Dark Gunslinger}} is also a viable option, improves your Pistol skills in exchange for lower burst damage and less {{Tooltip|Stability}} access.
 +
 
* {{Trait|Twisted Medicine}} lets you share your elite's boons with allies, something that's worth considering if you're roaming with a group.
 
* {{Trait|Twisted Medicine}} lets you share your elite's boons with allies, something that's worth considering if you're roaming with a group.
  
  
 
===Specialization Variants===
 
===Specialization Variants===
Taking '''Soul Reaping''' instead of '''Death Magic''' for more condition damage, better Life Force management and unblockable Staff Marks is also a viable choice. This however is a high risk/reward option, as your sustain is going to be considerably lower:
+
Taking {{Tooltip|Soul Reaping}} instead of {{Tooltip|Death Magic}} for more condition damage, better Life Force management and unblockable Staff Marks is also a viable (albeit much less popular) choice. This however is a high risk/reward option, as your sustain is going to be considerably lower:
 
{{Specialization|Soul Reaping|mid|mid|bot|variant=yes}}
 
{{Specialization|Soul Reaping|mid|mid|bot|variant=yes}}
  
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| weight = Light
 
| weight = Light
 
| stats = Celestial
 
| stats = Celestial
| rune = Superior Rune of Antitoxin
+
| rune = Superior Rune of the Trapper
 
| rune-qt = 6
 
| rune-qt = 6
 
| weapon1 = Staff
 
| weapon1 = Staff
 
| weapon2 =  
 
| weapon2 =  
 
| weapon3 = Pistol
 
| weapon3 = Pistol
| weapon4 = Dagger
+
| weapon4 = Torch
 
| sigil1 = Superior Sigil of Geomancy
 
| sigil1 = Superior Sigil of Geomancy
| sigil2 = Superior Sigil of Energy
+
| sigil2 = Superior Sigil of Doom
| sigil3 = Superior Sigil of Doom
+
| sigil3 = Superior Sigil of Cleansing
| sigil4 = Superior Sigil of Generosity
+
| sigil4 = Superior Sigil of Energy
 
| infusion1 = Malign WvW Infusion
 
| infusion1 = Malign WvW Infusion
 
| infusion1-qt = 18
 
| infusion1-qt = 18
 +
| relic = Relic of the Demon Queen
 
}}
 
}}
  
'''Rune'''
 
* {{Rune|Superior Rune of Fireworks}} - passive mobility boost with good stats and a useful 6th proc. {{Rune|Superior Rune of the Traveler}} also works and it's a cheaper option.
 
  
* {{Rune|Superior Rune of the Aristocracy}} - much better {{Tooltip|Might}} stacking and damage in general if you can afford to give up the extra cleansing of Antitoxin runes.
+
===Equipment Variants===
 +
'''Runes'''
 +
* {{Rune|Superior Rune of Surging}} or {{Rune|Superior Rune of the Traveler}} - passive mobility boost.
 +
 
 +
* {{Rune|Superior Rune of the Berserker}} - good hybrid damage rune.
 +
 
 +
* {{Rune|Superior Rune of the Firebrand}} - nearly permanent {{Tooltip|Quickness}} uptime.
 +
<!--* {{Rune|Superior Rune of the Aristocracy}} - much better {{Tooltip|Might}} stacking and damage in general if you can afford to give up the extra cleansing of Antitoxin runes.-->
 +
 
 +
 
 +
'''Relic'''
 +
* {{Relic|Relic of Akeem}} - improved burst damage and condition variety, but Demon Queen is better at bringing down other high sustain Cele specs because of the healing reduction.
 +
 
 +
* {{Relic|Relic of Isgarren}} - boosts both your strike damage and condition pressure while being easy to maintain.
 +
 
 +
* {{Relic|Relic of Nayos}} - extra survivability.
 +
 
 +
 
 +
'''Sigils'''
 +
* {{Sigil|Superior Sigil of Generosity}} over Cleansing - slightly worse condition removal for increased pressure. In most cases Generosity should be enough, but Cleansing is the safest and most forgiving option.
  
  
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'''Utility'''
 
'''Utility'''
* {{Utility|Superior Sharpening Stone}} or {{Utility|Tin of Fruitcake}} or {{Utility|Tuning Icicle}}
+
* {{Utility|Superior Sharpening Stone}}, {{Utility|Tin of Fruitcake}}, {{Utility|Tuning Icicle}} or {{Utility|Magnanimous Tuning Crystal}}.
 +
 
 +
* Budget: {{Utility|Compact Quality Tuning Crystal}} either from Canned Food Crates found in WvW {{Item|Skirmish Chest}}s or purchased from the [https://wiki.guildwars2.com/wiki/Permanent_Portable_Provisioner Permanent Portable Provisioner].
  
  
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'''General'''
 
'''General'''
 +
*Entering Shroud triggers {{Trait|Weakening Shroud}}. If you're CC'd and getting focused you can enter shroud for the {{Tooltip|Weakness}} and boon rip as a defensive measure and even proc {{Trait|Plague Sending}} for some cleansing and additional counter-pressure.
 +
 +
* {{Skill|Harbinger Shroud}} is unique in a sense that it doesn't require Life Force to activate - this skill even ''gives'' you LF! Because of that LF management is much less of a concern on Harbinger builds.
 +
 +
* {{Skill|Corrosive Poison Cloud}} is one of the more versatile skills in the build:
 +
** The healing and endurance reduction from {{Tooltip|Poison}} and {{Tooltip|Weakness}} is great for wearing down other tanky Cele roamer specs.
 +
** Could be used defensively for AoE projectile denial, helping you and your teams survive pressure, even shutting down elites such as {{Skill|Lich Form}}.
 +
** It's unblockable and the {{Tooltip|Poison}} does solid damage on its own.
 +
 +
* On Staff always try to use {{Skill|Putrid Mark}} AFTER {{Skill|Chillblains}} for a free {{Tooltip|Weakness}} combo.
 +
 +
 +
'''Damage'''
 +
* This part of the build is rather straightforward, there aren't any complicated burst chains you have to learn. It's all about keeping the target constantly pressured.
 +
 +
* In terms of damage, Shroud > Pistol > Staff. Staff is mainly a utility/defensive weapon.
 +
 +
* Elixirs apply Blight to you and Shroud skills can consume Blight, empowering them. Consider using elixirs right before entering Shroud. {{Skill|Elixir of Ambition}} is especially good at kicking off burst combos.
 +
 +
* {{Skill|Vile Blast}} fires quickly and with little to no animation, which makes it hard to dodge for enemies. Use it to set up abilities that have longer cast times like {{Skill|Weeping Shots}} or high importance such as {{Skill|Elixir of Ambition}}.
 +
 +
* {{Skill|Dark Barrage}} should always be used in melee range to ensure that all the projectiles hit the main target.
 +
 +
* {{Skill|Vital Draw}} serves as an ideal setup for other shroud skills (except for {{Skill|Voracious Arc}} which could "stunbreak" enemies as the daze overrides the stronger CC of Vital Draw).
 +
 +
* {{Skill|Tainted Bolts}} (shroud auto) is the best filler in the build, capable of delivering some serious damage if left unchecked especially with the passive {{Tooltip|Quickness}}.
  
* Your elixirs apply boons to your allies so try to share it with them whenever possible. This is most important for {{Skill|Elixir of Ambition}}.
 
  
*Entering Shroud triggers {{Trait|Weakening Shroud}}. If you're CC'd and getting focused you can enter shroud for the {{Tooltip|Weakness}} and boon rip as a defensive measure and even proc {{Trait|Plague Sending}} for some cleansing and additional counter-pressure.
+
''Shroud burst combo example:''
 +
:# {{Skill|Devouring Cut}} to get into melee range.
 +
:# {{Skill|Voracious Arc}} to deliver damage while avoiding incoming attacks and dazing the target, making it harder for them to prevent the next step of the chain. It's also yet another mobility skill in case you were still not in melee range.
 +
:# {{Skill|Vital Draw}} for CC.
 +
:# {{Skill|Dark Barrage}} at point-blank range for maximum effectiveness.
 +
:# {{Skill|Tainted Bolts}} spam.
  
<!--* {{Skill|Corrosive Poison Cloud}} is one of the more versatile skills in the build:
 
** The healing and endurance reduction from {{Tooltip|Poison}} and {{Tooltip|Weakness}} is great for wearing down enemy bunkers/supports.
 
** Could be used defensively for AoE projectile denial, helping you and your teams survive pressure, even shutting down elites such as {{Skill|Lich Form}}.
 
** It's unblockable and the {{Tooltip|Poison}} does solid damage on its own.-->
 
  
 
'''Sustain'''
 
'''Sustain'''
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* Removing and applying conditions generates Carapace stacks from Death Magic, reducing direct damage taken. At 25+ stacks {{Trait|Corrupter's Fervor}} is going to start pulsing {{Tooltip|Protection}} for, well, further protection. This boon also reduces condition damage taken thanks to {{Trait|Dark Defiance}}.
 
* Removing and applying conditions generates Carapace stacks from Death Magic, reducing direct damage taken. At 25+ stacks {{Trait|Corrupter's Fervor}} is going to start pulsing {{Tooltip|Protection}} for, well, further protection. This boon also reduces condition damage taken thanks to {{Trait|Dark Defiance}}.
 
** {{Trait|Shrouded Removal}} grants '''Carapace''' even if the condition was removed through other means, like {{Skill|Spectral Walk}}.
 
** {{Trait|Shrouded Removal}} grants '''Carapace''' even if the condition was removed through other means, like {{Skill|Spectral Walk}}.
 
* {{Rune|Superior Rune of Antitoxin}}'s 6th bonus is a massive boost to your cleansing in general.
 
  
 
*{{Skill|Spectral Walk}} (SW) is great for preventing condition pressure from ramping up on you. Activating its chain skill which "ends" Spectral Walk does not stop the cleansing. This skill has many uses, for example:
 
*{{Skill|Spectral Walk}} (SW) is great for preventing condition pressure from ramping up on you. Activating its chain skill which "ends" Spectral Walk does not stop the cleansing. This skill has many uses, for example:
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* {{Skill|Putrid Mark}} and {{Skill|Elixir of Bliss}} are the closest things you have to a mass cleanse.
 
* {{Skill|Putrid Mark}} and {{Skill|Elixir of Bliss}} are the closest things you have to a mass cleanse.
 +
 +
 +
==Related Builds==
 +
* [[Build:Harbinger_-_Pistol Curses|Harbinger - Pistol Curses]] - Conquest PvP version of the build.

Revision as of 14:08, 22 April 2024

The community gave this build a rating, making it top-tier: Great

Focused on: Hybrid damage and Mobility

Designed for: WvW Roaming

Difficulty:
Easy
This build was last updated on April 22, 2024 and is up to date for the October 8, 2024 patch.

Overview

A Celestial Harbinger WvW build designed for roaming known for its high sustain, strong damage and decent mobility.


Skill Bar

Pistol/Torch
Staff
Utility


Skill Variants

Weapons

There are several viable options for the off-hand slot. Torch also requires both Path of Fire and the Secrets of the Obscure expansions so if you don't have access to those then you're forced to pick one of the following weapons:

  • Warhorn - this is mostly taken with a Relic of Speed for improved mobility. The Swiftness Swiftness sources in the build however are scarce and with long CDs which makes this vulnerable to boon removal. The unblockable CC of Warhorn 4 can be good value too but it has a shorter range than the one on Torch.
  • Focus - Spinal Shivers adds a great boonrip skill with high damage.
  • Dagger - a defensive weapon with extra condition removal and damage mitigation through Blind Blind and Weakness Weakness.
  • Sword - primarily a defensive/CC focused weapon.


Utility

Viable choices for the optional slot:

  • Elixir of Ignorance - low CD stun break and the Resistance Resistance is useful against Blind Blind spamming specs like D/P Thief or Flashbang Holosmith.
  • Summon Flesh Wurm - stun break that could also be used as a mobility tool, it's especially useful at scaling difficult terrain and kiting to the highground. The downside is the long cast time, especially when you're trying to set this up as an escape tool while disengaging.
  • Elixir of Bliss - if you need more cleansing.
  • Spectral Ring - area denial skill that could ward off attackers or trap enemies inside.


Template Code

[&DQgnGgIvQCfnGqIAvQH6ANcaMAGLAL0B6BqSAAAAAAAAAAAAAAAAAAAAAAADWQA2AC8AAA==]
Copy Template Code


Specializations

Variants

  • Take Dark Defiance if you want more passive survivability.

Variants

  • Dark Gunslinger is also a viable option, improves your Pistol skills in exchange for lower burst damage and less Stability Stability access.
  • Twisted Medicine lets you share your elite's boons with allies, something that's worth considering if you're roaming with a group.


Specialization Variants

Taking Soul Reaping Soul Reaping instead of Death Magic Death Magic for more condition damage, better Life Force management and unblockable Staff Marks is also a viable (albeit much less popular) choice. This however is a high risk/reward option, as your sustain is going to be considerably lower:


Equipment

Head
Celestial
Shoulders
Celestial
Chest
Celestial
Hands
Celestial
Legs
Celestial
Feet
Celestial
Backpiece
Celestial
Accessory
Celestial
Accessory
Celestial
Amulet
Celestial
Ring
Celestial
Ring
Celestial
Staff
Celestial
Sigil
Sigil
Pistol
Celestial
Torch
Celestial
Sigil
Sigil
Rune
x6
Infusion
x18
Relic


Equipment Variants

Runes

  • Rune of Superior Rune of Surging or Rune of Superior Rune of the Traveler - passive mobility boost.
  • Rune of Superior Rune of the Berserker - good hybrid damage rune.
  • Rune of Superior Rune of the Firebrand - nearly permanent Quickness Quickness uptime.


Relic

  • Relic of Akeem - improved burst damage and condition variety, but Demon Queen is better at bringing down other high sustain Cele specs because of the healing reduction.
  • Relic of Isgarren - boosts both your strike damage and condition pressure while being easy to maintain.
  • Relic of Nayos - extra survivability.


Sigils

  • Sigil of Superior Sigil of Generosity over Cleansing - slightly worse condition removal for increased pressure. In most cases Generosity should be enough, but Cleansing is the safest and most forgiving option.


Consumables

Food

  • - passive damage mitigation and great stats.
  • - active damage mitigation.
    • - budget version


Utility

  • , , or .


Usage

Elite specialization basics

  • Harbinger Shroud doesn't replace your health bar! Unlike other Necromancer shrouds, Harbinger Shroud can't be used to soak damage, which makes this spec more squishy by default. Death Magic should offset this a bit.
  • You can enter shroud even with no Life Force to use, but staying inside still drains your LF each interval.


General

  • Entering Shroud triggers Weakening Shroud. If you're CC'd and getting focused you can enter shroud for the Weakness Weakness and boon rip as a defensive measure and even proc Plague Sending for some cleansing and additional counter-pressure.
  • Harbinger Shroud is unique in a sense that it doesn't require Life Force to activate - this skill even gives you LF! Because of that LF management is much less of a concern on Harbinger builds.
  • Corrosive Poison Cloud is one of the more versatile skills in the build:
    • The healing and endurance reduction from Poison Poison and Weakness Weakness is great for wearing down other tanky Cele roamer specs.
    • Could be used defensively for AoE projectile denial, helping you and your teams survive pressure, even shutting down elites such as Lich Form.
    • It's unblockable and the Poison Poison does solid damage on its own.
  • On Staff always try to use Putrid Mark AFTER Chillblains for a free Weakness Weakness combo.


Damage

  • This part of the build is rather straightforward, there aren't any complicated burst chains you have to learn. It's all about keeping the target constantly pressured.
  • In terms of damage, Shroud > Pistol > Staff. Staff is mainly a utility/defensive weapon.
  • Elixirs apply Blight to you and Shroud skills can consume Blight, empowering them. Consider using elixirs right before entering Shroud. Elixir of Ambition is especially good at kicking off burst combos.
  • Vile Blast fires quickly and with little to no animation, which makes it hard to dodge for enemies. Use it to set up abilities that have longer cast times like Weeping Shots or high importance such as Elixir of Ambition.
  • Dark Barrage should always be used in melee range to ensure that all the projectiles hit the main target.
  • Vital Draw serves as an ideal setup for other shroud skills (except for Voracious Arc which could "stunbreak" enemies as the daze overrides the stronger CC of Vital Draw).
  • Tainted Bolts (shroud auto) is the best filler in the build, capable of delivering some serious damage if left unchecked especially with the passive Quickness Quickness.


Shroud burst combo example:

  1. Devouring Cut to get into melee range.
  2. Voracious Arc to deliver damage while avoiding incoming attacks and dazing the target, making it harder for them to prevent the next step of the chain. It's also yet another mobility skill in case you were still not in melee range.
  3. Vital Draw for CC.
  4. Dark Barrage at point-blank range for maximum effectiveness.
  5. Tainted Bolts spam.


Sustain

  • Both entering and staying in shroud removes conditions thanks to Plague Sending and Shrouded Removal.
  • Removing and applying conditions generates Carapace stacks from Death Magic, reducing direct damage taken. At 25+ stacks Corrupter's Fervor is going to start pulsing Protection Protection for, well, further protection. This boon also reduces condition damage taken thanks to Dark Defiance.
    • Shrouded Removal grants Carapace even if the condition was removed through other means, like Spectral Walk.
  • Spectral Walk (SW) is great for preventing condition pressure from ramping up on you. Activating its chain skill which "ends" Spectral Walk does not stop the cleansing. This skill has many uses, for example:
    • Activate SW jump off a cliff while being chased Spectral Recall when your enemies jump after you.
    • Activate SW Necrotic Traversal (Flesh Wurm skill) teleport back when they catch up to you. This works for stomping downed enemies as well, the channeling isn't interrupted by either of these teleports!
  • Summon Flesh Wurm provides much needed vertical mobility, allowing you to teleport to the highground if you need to escape or chase someone.
  • Harbinger has better mobility than the average Necromancer build which could prove useful when it comes to surviving damage. Devouring Cut and Voracious Arc are both great for building (or closing) gaps.
  • Putrid Mark and Elixir of Bliss are the closest things you have to a mass cleanse.


Related Builds


Ratings

This build has a rating of 5 stars based on 3 votes.
Log in or register to rate this build.
5 stars
Atr gave this build 5 stars • July 2024
if you are bad and need training wheels to do anything in this game mode - play this
5 stars
Hanz gave this build 5 stars • February 2024
Continues to be S+ tier, one of the strongest roamers around. Somehow it even keeps getting buffed (Deadly Strength) and is one of the biggest winners of the relic patch.
5 stars
PumpIt gave this build 5 stars • December 2023
God Mode Activate! Literally nothing kills it if you're not stupid enough to attack into reflects. I normally play Heavy classes but Cele Harbinger stomps everything else roaming in WvW rn. You can even BloodBank it up and be double immortal.

Comments

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