Harbinger - Pistol Curses
The community gave this build a rating, making it second-tier: Good
Designed for: PvP Conquest
A high condition damage PvP Harbinger build made to teamfight.
Always keep but the other 2 slots are more flexible. Other viable options include:
- - unblockable single target boon corruption that's hard to avoid, great for bursting targets without any other setup. It's even good for defensive purposes while under pressure - quickly corrupting Stability and Might into Fear and Weakness for instance could save you.
- - works both as a defensive and offensive AoE skill.
- - less bursty than but it's AoE.
- - relatively low CD stun break + damage mitigation and better Life Force management.
- - area denial that can save your life or cage in enemies to set up kills.
- - excellent anti-projectile skill which also brings Poison and Weakness spam to the table, further mitigating damage as well as enemy healing.
- makes your Staff marks unblockable but weakens your shroud auto spam.
Death Magic offers better sustain but lower damage than Soul Reaping:
Runes and sigils
- With the Soul Reaping variant and on Pistol/Dagger also become viable options because of synergy.
- - improves condition variety on your bursts if you can proc it consistently with CC.
- offers better cleansing at the expense of damage.
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.
- Role: follow the teamfight, stay with the support if you have one.
- Don't spam your marks on the ground out of combat - they are easy to spot and a single dodge from the enemy can get rid of them. Skills 4-5 are also valuable defensive cooldowns and you don't want to risk not having them for the next fight. There are exceptions of course, (because it's not a key skill and has a low CD) or even can be used a bit more freely. For example place them at an entrance or under yourself to help your team spot Stealthed enemy movements or force a dodge at the start of the fight. Or if you see an enemy with teleport skills approaching you could place right before they jump you to ruin their burst.
- Entering Shroud triggers . If you're CC'd and getting focused you can enter shroud for the Weakness and boon rip as a defensive measure and even proc for some cleansing and additional counter-pressure.
- is one of the more versatile skills in the build:
- The healing and endurance reduction from Poison and 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 .
- It's unblockable and the Poison does solid damage on its own.
- Entering gives you life force, so start dropping in/out of shroud the moment the game starts (before you'd even leave spawn) and keep doing it even out of combat for the rest of the match for free LF (and mobility from skills 3-4).
- Both entering and staying in shroud removes conditions thanks to and (Death Magic-only).
- When playing with Death Magic removing and applying conditions generates Carapace stacks, reducing strike damage taken. At 25+ stacks is going to start pulsing 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 .
- (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!
- should be placed well before entering combat, preferably at a spot where your enemies can't reach it easily. Wurm provides you with an escape route and makes it easier to travel around the map in general. Last but not least, teleporting to the wurm with grants 10% life force, which means you could consider using the teleport before even leaving spawn at the start of a game in order to start off with some LF.
- 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.
- Skill #4 on both weapon sets is a condition transfer: and .
- Twitch: Bel
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