Harbinger - Power Harbinger
The community gave this build a rating, making it second-tier: Good
Focused on: Strike damage and Boon removal
Designed for: PvP Conquest
Overview
A high damage PvP Harbinger power build meant to teamfight, but can hold it's own in some duels. The build is a glass cannon with limited survivability, relying mainly on its mobility tools and careful positioning to survive.
Skill Bar
Instead of using Staff, you could also use Axe Focus for more Direct Damage at the expense of utility and CC:
Skill Variants
Utility
- Blind spam or Immobilize. - low CD stunbreak + damage mitigation and defense against soft-CC like
- Protection and CC and with Fear. Good for kiting or team fights. - Added AoE
- - can replace Flesh Wurm, generally Well of Darkness is one of the most Meta skills for Necromancer right now. The blindness pulse can really mess up any player.
- - Great to combo with your elixrs to cause your opponent to have high Vulnerability allowing for intense bursts. You could potentially drop multiple players with this but that's all situational.
Template Code
Specializations
Specialization Variants
For more Damage you could try replacing either Blood Magic or Curses with Spite and/or Soul Reaping. Keep in mind that letting go of Blood Magic, while allowing you to invest in having extreme dps, will make you far glassier and you will desperately need a support to stay alive.
Alternatively, you could swap Blood Magic with Death Magic if you'd prefer added toughness and power over barrier and lifesteal. You'd might want to consider taking if that's the case.
Equipment
Instead of taking , you can opt for more damage by taking . Note you'll be glassier if you choose this. Again, you can opt for Axe Focus instead of Staff for less utility and CC but more damage.
Usage
Elite specialization basics
- doesn't replace your health bar! Unlike other Necromancer shrouds, Harbinger Shroud can't be used to soak up too much damage, which makes this spec more squishy by default. This makes Implacable Foe a must have, as it reduces damage for 2 seconds. Make sure to time entering Shroud carefully, as it mitigates 50% damage when first entered.
- You can enter shroud even with no Life Force to use, but staying inside still drains your LF each interval.
General
- Role: Follow the teamfight, stay with the support if you have one. Apply counter pressure if your support is under duress, as your support will keep you alive.
- 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, 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. (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
- 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).
Damage
- Staff is more of a utility weapon while Sword/Sword and Shroud skills are for burst damage and mobility. Axe/focus can provide more damage than swords but doesn't have mobility and is less survivable.
- The 3 skills that benefit from the most are if you're running Axe/Focus, and .
- is best used in melee range where all of the projectiles hit your main target.
- Follow up with any other shroud skill except for as that one dazes targets and could therefore stunbreak your enemies. It's still good to use near the end of Vital Draw.
is an excellent setup for burst combos as it's quite a long CC.
- Quickness and makes for a great filler skill if you're out of CDs or don't want to go into melee. (shroud auto) can do a lot of damage with
- does decent AoE damage too. While this could act as a ranged skill, you need to be inside the landing area if you want to get the boons from it.
- Sometimes when you drop out of shroud you'll have a few seconds of Quickness left, which might be enough to cover , , , and if using Swords, and
Quickness available, as it will be harder to avoid.
If using Axe. You'll want to burst as heavily as possible while having any remaining
Sustain
- Use Protection.
- Casting inside the ring results in AoE (but only if an enemy triggers the mark).
to kite enemies or wall yourself off from them if using it. Crossing the ring also gives you
- 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!
(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:
- 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.
- and are Mainhand Sword skills that allow kiting potential also and more survivability.
Related Builds
- Harbinger - Power Elixir Roamer - WvW version of the build.
Ratings
Comments
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