Herald - Shiro Roamer

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

Focused on: Direct damage.

Designed for:

Overview

A high pressure Power based Herald build for WvW Roaming.

Skill Bar

 
 
Sword/SwordHealingUtilityElite
StaffHealingUtilityElite

Specializations

Variants

  • is a situational choice which can be useful against enemies who rely a lot on blocking for sustain, like Guardians.




Equipment

Marauder stat icon.png
Marauder stat icon.png
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Marauder stat icon.png
Berserker stat icon.png
Berserker stat icon.png
Berserker stat icon.png
Berserker stat icon.png
Berserker stat icon.png
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Marauder stat icon.png
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PvE weapon swap.png
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6x
Superior Rune of Durability
18x
Mighty WvW Infusion

Consumables

Food

  • - more sustain through dodges.
    • Budget version:
  • - precision bump and armor ignoring damage procs that also heals you.


Utility

Variants

Runes

  • Superior Rune of Leadership Superior Rune of Leadership
    Superior Rune of Leadership.pngSuperior Rune of Leadership
    (1): +8 to All Stats (2): +5% Boon Duration (3): +12 to All Stats (4): +10% Boon Duration (5): +16 to All Stats (6): +10% Boon Duration; when you use an elite skill, convert up to 3 conditions into boons of all nearby allies. (Cooldown: 45 seconds)
    - less defensive option for better boon uptime and active condition managment.
  • Superior Rune of Surging Superior Rune of Surging
    Superior Rune of Surging.pngSuperior Rune of Surging
    (1): +25 Power (2): +5% Boon Duration (3): +50 Power (4): +10% Boon Duration (5): +100 Power (6): When you use an elite skill, you gain shocking aura for 5 seconds. (Cooldown: 45 seconds)
    - good stats and a useful proc.
  • Superior Rune of Strength Superior Rune of Strength
    Superior Rune of Strength.pngSuperior Rune of Strength
    (1): +25 Power (2): +10% Might Duration (3): +50 Power (4): 20% Might Duration (5): +100 Power (6): +20% Might Duration; +5% damage while under the effects of might.
    - offers the most damage but lowest sustain.

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.
  • 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.
  • 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:
    • Beause of
      its passive is one the best sources of Might Might 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.
  • 's active chain skill is best used while on Shiro as a source of ranged poking/AoE cleave.


Dealing damage

  • Playstyle:
    • Herald no longer has the sustain it once had, and staying in melee range without active blocks or evasion could quickly overwhelm it. Although generally perceived as a melee build, there are quite a few ranged skills that will play an important part. The build's geared towards massive burst damage and utilizes hit-and-run tactics.
    • Use skills like
      ,
      , Shiro's
      or
      to poke from a safe distance if going into melee would be too dangerous.
    • Create openings where you can pressure targets uninterrupted by utilizing your CC skills such as
      or
      . Make every moment count by capitalizing on the setup with tools like Quickness Quickness,
      and
      to further increase the damage of your followup burst.
  • will serve as the primary burst skill in the build.
  • Might Might and Fury Fury stacking is a crucial part of ramping up your damage, but most of it happens effortlessly as a result of passive traits and upkeep skills such as
    ,
    or
    .
  • works best in 1v1s, where the damage isn't split. In team fights it's mainly used for the evasion.
    • Note: If you're facing an opponent with access to Stealth Stealth, land Facet of Darkness' chain skill on them to apply Revealed Revealed, as stealth cancels Unrelenting Assault.
  • It's possible to make all projectiles of Precision Strike Precision Strike hit your target even in a team fight by standing inside your opponent's hitbox (inside their character).
  • can augment any skill and increase your damage output significantly while active. It's quite expensive though, so don't maintain it for more than a few seconds at a time, use it only for bursts. Note that it's only single target damage, doesn't cleave but still increases your AoE damage through
    . Always stop maintaining this skill if you're about to hit 0 energy - turning it off sends it on a 1 second CD while running out of energy results in a 4 second CD.
  • is great for initiating fights from range and immediately starting off with Quickness Quickness coupled with unblockable attacks. Quickness can be used to do burst damage or cleave downed targets better through auto attacking, while the unblockable attacks could seal the fate of enemies relying on blocking as their last resource option for sustain. Either follow up with hard hitting attacks or a
    if you wish to interrupt them (and to cancel their blocking skill).
  • is a skill with life steal, which means the damage it deals bypasses any damage mitigation including Protection Protection or even
    . That being said it still can't go through evasion or invulnerabilities such as
    .
  • won't be used much because it blows pretty much your entire energy pool, leaving you defenseless and with barely anything to capitalize on the CC. This should only be used to set up kills for your teammates, or to interrupt very important channels like a rez or a stomp.


Burst combo examples


Self sustain & how to deal with conditions

  • '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.
  • Revenant doesn't have any mass cleanses, instead it's the proper chaining of smaller removals that's going to do the trick:
    • The highest possible number of conditions that can be removed in one combo is 8 (9 if we count Blindness, which you should attempt to remove before starting the chain, and potentially 12 with
      Superior Rune of Leadership Superior Rune of Leadership
      Superior Rune of Leadership.pngSuperior Rune of Leadership
      (1): +8 to All Stats (2): +5% Boon Duration (3): +12 to All Stats (4): +10% Boon Duration (5): +16 to All Stats (6): +10% Boon Duration; when you use an elite skill, convert up to 3 conditions into boons of all nearby allies. (Cooldown: 45 seconds)
      if taken but that's pushing it).
    • Ideally start with
      to get rid of all snares and hard-CC such as Fear and Taunt. This skill alone could remove 4 different non-damaging conditions thus increasing the chance of cleansing the more important, damaging ones with other skills. The evade frame of the skills also ensures that you won't be inflicted with new conditions.
    • Swapping to staff removes a condition thanks to
      and swapping legends can remove another one via the trait
      , bringing the total count to 6. If you were already on Staff it's still possible to proc the cleansing sigil with a legend swap, as explained earlier.
    • Finish the chain with
      .
    • After this you should be safe, but you've also exhausted your kit so play defensively for a while in order to avoid getting hit with new conditions by chaining blocks/evasions, or just staying at a safe distance for a couple of seconds.
  • If taken The best way to proc
    Superior Rune of Leadership Superior Rune of Leadership
    Superior Rune of Leadership.pngSuperior Rune of Leadership
    (1): +8 to All Stats (2): +5% Boon Duration (3): +12 to All Stats (4): +10% Boon Duration (5): +16 to All Stats (6): +10% Boon Duration; when you use an elite skill, convert up to 3 conditions into boons of all nearby allies. (Cooldown: 45 seconds)
    is to activate
    , which is a cheap instant skill. You don't even need to use the second part of the chain to get the effect to proc, although you may still want to do that in order to get rid of the energy draining (in case you can't just legend swap out of it in due time).
  • The combination of Staff and Shiro gives the revenant amazing tools for disengaging/stalling. Riposting Shadows Riposting Shadows gives 25 endurance (half a dodge roll's worth) whilst also evading and removing every hard-CC / snare from the player. In addition to that Staff has a short CD block/evasion in form of
    and
    .
  • Safest way to benefit from
    when you need it for the healing is to use skills with evasion/blocking that also deal damage, such as Warding Rift, Surge of the Mists, or Unrelenting Assault.
Build rating - 5 stars
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3 Ratings
5 stars
Idolin gave this build 5 stars November 2018

A solid build that can deal with almost all power builds due to very strong (arguably almost broken) burst damage, strong engage, good disengage (in WvW where you have ambient creatures, NPCs or walls to teleport to), good evade and okay-ish sustain, and even boon stripping in Shiro to remove dangerous boons like Quickness, Stability or Protection. The key is to kite, bait dodges and hit your burst at the right time - a well-timed Shackling Wave alone can be really devastating.

I'd recommend Leadership over Durability and maybe add Cavaliers/Soldier trinkets to make up for the loss of Vitality and Toughness to better deal with condi classes, as a loss in precision doesn't really hurt thanks to Rolling Mists.

It however has both high skill floor and skill ceiling and requires quite a bit of practice and knowledge about the build as well as other classes, but undoubtedly very strong in the right hand.

5 stars
Hanz gave this build 5 stars June 2018

Very strong burst damage with matching mobility. Sustain can be a bit low, but shouldn't be a problem most of the time and the pressure will compensate for it.

5 stars
Dekong gave this build 5 stars June 2018

Suffers from the same problem it always has, Condi Pressure. But played well, it's a very strong roamer with evades/Teleports/High Damage burst/ clutch heal. High skill ceiling, it requires alot of practice and knowledge about the class and its traits.

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