Herald - Condition Shiro

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Gold.png

The community gave this build a rating, making it second-tier: Good.

Focused on: Hybrid damageMobilityUtility.

Designed for:


Overview

A condition damage based take on Herald which cuts out the more traditional in favor of for better mobility, sustain, and utility while retaining the versatility of Glint and adding some healing on top.

Skill Bar

 
 
Sword/AxeHealingUtilityElite
Mace/ShieldHealingUtilityElite

Template Code

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Specializations




Equipment

Sword.png
Axe.png
I.png
Superior Sigil of Annulment
18Recharge.png
Superior Sigil of Annulment.pngSuperior Sigil of Annulment
Your next attack after swapping to this weapon while in combat will remove 2 boons from your target.
Superior Sigil of Energy
9Recharge.png
Superior Sigil of Energy.pngSuperior Sigil of Energy
Gain 50% of your endurance when you swap to this weapon while in combat. (Cooldown: 9s)
I.png
Mace.png
Shield.png
II.png
Superior Sigil of Exposure
Superior Sigil of Exposure.pngSuperior Sigil of Exposure
Your next attack after you swap to this weapon while in combat inflicts 5 stacks of vulnerability for 5 seconds. (Cooldown: 9s)
Superior Sigil of Cleansing
9Recharge.png
Superior Sigil of Cleansing.pngSuperior Sigil of Cleansing
Remove 1 condition when you swap to this weapon while in combat. (Cooldown: 9s)
II.png
Superior Rune of the Sunless
Superior Rune of the Sunless.pngSuperior Rune of the Sunless
(1): +25 Condition Damage (2): -5% Incoming condition duration (3): +50 Condition Damage (4): -10% Incoming condition duration (5): +100 Condition Damage (6): -10% Incoming condition duration; inflict nearby foes with 1 second of fear and 5 seconds of poisoned after using an elite skill. (Cooldown: 45s)
Mercenary's Amulet
Sage's Amulet.pngSage's Amulet
+1050 Power +560 Vitality +560 Healing Power +1050 Condition Damage

Usage

General

  • Invoking a legend resets energy to 50, breaks stun, removes 1 condition, and could even trigger the sigils of your active weapon set (if they are not on CD) among other things. Swapping legends is basically the main resource management tool in the build - swap whenever you're out of CDs, low on energy, or need to cleanse/break stun.
  • Begin on (Glint) and immediately activate the following 3 upkeep skills for party buffing:
    • Optional: add to the mix just before leaving from spawn, especially if a teammate wants to stack boons (a ranger using for example)
  • In combat don't try to maintain your Glint upkeeps for too long, in most cases they shouldn't stay up for more than 3 seconds. Activating Facet of Elements and Strength only to immediately follow up with using and is a perfectly fine thing to do - these are also some of your best AoE skills.
  • can be used to knock downed opponents away from their teammates who are trying to revive them, or to knock them off of capture points - the latter allows you to take the cap while bleeding them out, delaying their respawn.
  • Both elite skills have obvious tells and are easy to dodge, stow weapons to cancel casting if they're about to be evaded/blinded - this will save all the energy cost and only send the skill on a cd of 5 seconds. The same qualities make these skills perfect for fake casting by stowing weapons immediately after beginning the cast, baiting enemy dodges/blocks.
  • is one of the most versatile and strongest skills in the build:
    • is a cheap stun breaker and one of the few skills in the game that can reveal stealthed targets.
    • The Blind Blind from Gaze can be used to avoid powerful attacks without wasting dodges, and can help you stomp warriors/revenants/engineers/rangers by blinding their downed CC. Even mesmers can be stomped with a little luck because of the AoE reveal.
    • If you're Blind Blinded while channeling you can use at the last moment before the skill finishes its animation - in this case Gaze of Darkness will miss instead of your elite.
  • Movement speed is capped at 33% while out of combat, making Swiftness Swiftness just as strong as Superspeed Superspeed. During combat however can be used for boosting your mobility, which is also useful for disengaging.
  • works great with your Glint elite skill. The rune proc goes off upon activating , inflicting AoE Fear Fear long enough to CC targets right into its chain skill . Being an instant source of unblockable CC makes this synergy formidable enough even without the followup CC.
  • makes your upkeeps retain their passives after the active's been used. In combat , , and Shiro's version of can be used on CD for their actives and passives.


Sustain

  • While the build is fairly squishy (low toughness and no defensive procs), there's plenty of healing and active defense to make up for it. Both legends are quite tanky by Revenant standards.
  • and turn every single upkeep in the build into defensive skills which can be used in any situation, even while CC'd. is one of the skills which benefit the most from them - the high upkeep cost squeezes more value out of these traits, and this one can be turned on/off at any time.
  • Swapping legends is a source of cleansing (and counter pressure) in the build thanks to . The range of this trait is quite small however, so keep that in mind. Gap closers such as and assault may help you get in range.
  • 's chain effect is your jail free card - makes you immortal for the duration by converting all incoming damage into healing. It's also by far your best tool for dealing with condition spikes. Some players may stop pressuring you once Face of Light's been activated, in this case you should just wait a couple of seconds before using Infuse Light. Make sure you get at least 10k healing out of this skill, try to predict when burst is coming and use Facet of Light in advance - FoL has a cast time thus cannot be used while stunned, but Infuse is instant.
  • Avoiding damage altogether is the most important part of your defense. One of the best skills for that is which refills 25 endurance (half a dodge roll's worth) whilst evading and removing every hard-CC / snare from the player.
  • Both shield skills heal and remove conditions.


Damage

  • This build wins fights through a war of attrition.
  • While on Mace, use and on CD (preferably in this order to stack Might Might). If the dome from is active, Echoing Eruption can also be used to combo Blind Blind for some extra sustain.
  • is a skill with life steal, which means the damage it deals bypasses any damage mitigation like Protection Protection or even . That being said it still can't go through evasion or invulnerabilities such as .
  • causes Chill Chill to apply Torment Torment, boosting the pressure of and other similar skills.
  • True Nature is usually best used on Shiro for the AoE boon strip and damage.
Build rating - 4 stars
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5 Ratings
2 stars
ShaoAZ gave this build 2 stars April 2019

Inferior to Mallyx in condition sustain or condition damage output, the ability to transfer is wasted by the fact that you must change legends immediately, otherwise you are forced to use Infuse Light/Shield 5 to ease any pressure and counter pressure afterwards but then again that trait is also put to waste because the conditions are likely to be extremely weak unless done so with Glint, which also Mallyx has an extra transfer from Glint with F2 while Shiro F2 is mediocre with Sage and unblockable Boon removal is one of the main utility of Mallyx with extra condition damage anyway.

Should be considered only if the other team is power based and benefit from the stunbreak and phase traversal, otherwise this easily gets beaten by heavy condition pressure and has no potent pressure on cap.

The only thing it has going for itself is the cleanse on legend swap, but you might as well just play Wizard/Swashbuckler with Sword/Sword or Sword/Axe + Staff with Thief Rune, only changing Devastation to Corruption. Torment damage on auto's easily outmatched by sword crits even without ferocity, getting things done much quicker in the same fashion.

5 stars
Grizzaw gave this build 5 stars April 2019

healing is awesome compared with melee and midrange dps

4 stars
Nathanel gave this build 4 stars March 2019

Solid sustain and nice hybrid damage. Unlike previous ilterations this one has mobility. Unique take on the condi rev. Was also played at the mat's up to the finals. Very solid build.

2 More Ratings
5 stars
Tenebrae gave this build 5 stars February 2019

The build is pretty bad explained:

fear(proc on glint elite) is used to break a block, a dodge (exemple dagger storm), and it goes through the blind.

A condi Revenant only starts the game on herald and engages a fight on shiro.

Impossible odds + five shield is used as a third heal (around 7k heal)

Impossible odds is used to resustain during kitting due to the rejuvenation or to moove quikly on the map.

The F2 of herald is pretty useless compared to the remoove boon and the dammages from the F2 of shiro.

The sigil of exposure has been remooved by the sigil of misery.

Make sure using the burst of strengh before swaping legends so you can still get the advantages thanks to draconic echo.

The dome needs to be used during the shiros heal only (reflect projectiles which counters the heal on herald) or to protect yourself from a deadeye.

The elite glint legendary dragon is used to moove a downstate body ( to counter signet rez), to bump but make sure you are behind ur allies so they can get the 5 second of super speed.

There are more few things about the build but i can't writte everything.

The build is super good but it doesn't replace the classic power revenant. it's used to have 2 revenant with a great chase potential. + On team fights your guardian can support more the power revenant because of the crazy sustain of that build.

On this build you can counter , warriors ,guardians, power revenants, thieves, necromancers.

+ it is

4 stars
Hanz gave this build 4 stars February 2019

A decent tier 2 build, nowhere near as strong as Power Shiro but it's a very well-rounded one that gets the job done. Kind of a jack of all trades build, has a little bit of everything.