Harbinger - Celestial Elixir Roamer

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

Focused on: Hybrid damage and Mobility

Designed for: WvW Roaming

This build was last updated on September 16, 2022 and is up to date for the August 23, 2022 game patch.

Overview

A Celestial Harbinger WvW build designed for Roaming.


Skill Bar

Pistol/Focus
Staff
Utility


Skill Variants

Weapons

  • Offhand Dagger over Focus - equally viable option, better condition cleansing and more focus on condition damage.


Template Code

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Specializations

Variants

  • 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 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:


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
Focus
Celestial
Sigil
Sigil
Rune
x6
Infusion
x18

Rune

  • - passive mobility boost with good stats and a useful 6th proc. also works and it's a cheaper option.
  • - much better Might Might stacking and damage in general if you can afford to give up the extra cleansing of Antitoxin runes.


Consumables

Food

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


Utility

  • or or


Usage

Elite specialization basics

  • 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

  • Your elixirs apply boons to your allies so try to share it with them whenever possible. This is most important for .
  • Entering Shroud triggers . 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 for some cleansing and additional counter-pressure.


Sustain

  • Both entering and staying in shroud removes conditions thanks to and .
  • Removing and applying conditions generates Carapace stacks from Death Magic, reducing direct damage taken. At 25+ stacks is going to start pulsing Protection Protection for, well, further protection. This boon also reduces condition damage taken thanks to .
    • grants Carapace even if the condition was removed through other means, like .
  • 's 6th bonus is a massive boost to your cleansing in general.
  • (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 when your enemies jump after you.
    • Activate SW (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!
  • 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. and are both great for building (or closing) gaps.
  • and are the closest things you have to a a mass cleanse.


Ratings

This build has a rating of 5 stars based on 1 votes.
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5 stars
Hanz gave this build 5 stars • August 2022
One of the strongest roamers in the current meta, great damage and mobility with decent sustain. It's a cele build so that says it all.

Comments

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