Harbinger - Support Harbinger
The community gave this build a rating, making it second-tier: Good
Focused on: Healing, Boon removal and Boon support
Designed for: WvW Zerg
Difficulty:
Easy
This build was last updated on October 23, 2025 and is up to date for the October 28, 2025 patch.
Overview
A build designed to strip boons and bring
Quickness as well as other boons
Skill Bar
Staff
Greatsword
Utility
Variants
- Utility
Template Code
[&DQg1PhM1QCrnGgAAdgEAAHMBAADXGgAA6BoAAAAAAAAAAAAAAAAAAAAAAAA=]
Specializations
- Variants
Equipment
Head
Minstrel
Minstrel
Shoulders
Minstrel
Minstrel
Chest
Minstrel
Minstrel
Hands
Minstrel
Minstrel
Legs
Minstrel
Minstrel
Feet
Minstrel
Minstrel
Backpiece
Minstrel
Minstrel
Accessory
Minstrel
Minstrel
Accessory
Minstrel
Minstrel
Amulet
Minstrel
Minstrel
Ring
Minstrel
Minstrel
Ring
Minstrel
Minstrel
Staff
Minstrel
Minstrel
Sigil
Sigil
Greatsword
Minstrel
Minstrel
Sigil
Sigil
Rune
x6
x6
Infusion
x6
x6
Infusion
x12
x12
Relic
Equipment Variants
- Relic
- Sigils
Consumables
Usage
Quick Guide
- Support Harbinger is a utility boon Support that sets up its group with boon corruption and
Quickness - Your highest priority is using your together with other necros in squad on the commanders call to create an opportunity for your group to generate kills
- Use like wells - at the same time as other necros on the commanders call
- If you commander doesn't call , use it to punish the enemy group pushing into yours
- Play in Staff until you need to cast or
- Use your Mark skills to heal allies via , saving to condition clear and for
Stability - Use your CC and Boon Strip skills to support your groups spikes
- Save to
Pull enemies into your groups spikes or catch enemies when they try to kite your group - Use to pulse boons via , spending any downtime you have camping the shroud
Dodge in downtime to proc and
General
- Harbinger gains stacks of
Blight when using Elixir skills or per second while in
Blight is consumed when using Elixir skills or certain while above a certain amount of stacks to increase the effect of the skills
Surviving
- This build has moderate passive defense
- This build has low mobility skill access
- This build has low active defenses
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Priorities
- High
- Wells
- Moderate
- Boon rip
- Boon support
- Heal/Cleanse Support
- Low
- CC
Detailed Explanations
Wells
- Save your for the commanders call
- If you aren't using voice communication, use your wells at the same time as the other Necromancers in your group
- When using pulsing ground AoEs like , try to place them so that one edge is on the enemy group and the other edge is in the direction they are moving to
Boon rip
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- As with wells, use on your commanders call
- If you commander isn't calling instead use it when the enemy group is pushing towards you or your group is in melee
- Enter to proc when your group pushes into the enemy
- + has a substantial range and should be used directly after / or before to combine the boon rip on spikes
Boon Support
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- is a large amount of AoE
Resistance, but also your only stunbreak. If you find you can't survive while using it for the group, save it as a personal stunbreak, otherwise use it for your group - Use to give your party all boons either while both groups are engaged or right after your group has their boons stripped
- If your party is missing a lot of boons when pushing into the enemy, use it then instead
- While boon strip skills are on cooldown, you should stay in to proc and provide
Quickness for your group
- With the exception of for CC your abilities are not very important
- and can reduce your Blight if used while over the threshold
- Try to leave when your boon strip skills are ready
Dodge whenever you have downtime (such as when in ) or your Endurance would cap out to proc and
Heal/Cleanse Support
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- You should stay in Staff until or are needed
- All your Mark skills on Staff heal and give additional effects via
- Hit enemies with them when possible, but prioritize allies
- Use as often as possible for healing
- is also for healing, but with a bigger heal and longer CD, so save it for when more healing is needed
- should be saved for condition clear
- Save for
Stability when it can't be covered by the main stability provider in your group
- If possible hit enemies with in particular, since the
Fear is a useful CC
- If possible hit enemies with in particular, since the
- is your largest AoE heal, save it for times when large healing is needed
- Mind the small travel time when aiming the elixir, make sure to target slightly ahead of your group in the direction they're moving
CC
- Use when:
- Your group calls a spike such as Wells
- Your group is range spiking the enemy
- Enemy groups move defensively while your group is pushing
- Do not use when:
- Your group is pushing and the enemy group is pushing
- Your group is moving away from the enemy
- It would pull the enemy group out of your groups spike (except for range spikes)
- You can use a Stow Weapon keybind halfway through the cast of and the pull will finish casting while you can immediately start casting other skills
- It is sometimes worth casting one on the enemy group to land when your group is spiking, but generally save it for when both groups are clashing and you're already hitting allies and enemies with your Shade skills
- should be saved to hit allies, but hit enemies as well when possible
- is your best CC to combine with spikes like , but only try to use it when your group is also pushing into the enemy group
- You can use or to help set up
Ratings
Comments
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