Ephen/PowerHerald
Overview
Power Herald build guide for EBG. The primary role of a Power Herald in WvW is damage and damage boon support in the form of Template:Gw2wiki and Template:Gw2wiki for the squad. Strong ranged spike damage and significant melee damage capabilities. Additionally provides Template:Gw2wiki/Template:Gw2wiki, some crowd control, the strong defensive skill and is an additional source of Template:Gw2wiki. Ideally 1 per subgroup.
Skillbar
| profession = Thief | specialization = | set1 = Dagger/Dagger | set2 = Shortbow | healing = Hide in Shadows | utility1 = Shadowstep | utility2 = Blinding Powder | utility3 = Shadow Refuge | elite = Basilisk Venom
Gameplay
- The most important aspect of playing Power Herald is managing energy by active legend swapping and smart use of skills within the energy available
- Switch legends as often as possible (see note below)
- Skill placement is key for effective damage. Many revenant skills come after a delay so anticipating where the enemy will be is important to effective revenant damage
- Maintain facets while in Template:Gw2wiki and Template:Gw2wiki
- It is often best to activate , , and when entering
especially for - Use , , and often for damage
- Use Template:Gw2wiki and damage often for group
- Unlike many other classes, revenants often will want to remain in combat to build up energy for the next engage.
Note: revenants have an energy mechanic is used to activate revenant skills. By default, a revenant gains 5 energy per second. Skills either consume a flat amount of energy or have upkeep cost that reduces the amount of energy gained per second. It is possible to have negative energy generation with enough upkeep skills active. Swapping legends will reset your energy meter to 50 and cancel all active upkeep abilities.
Weapons
Generally you want to be in Hammer during ranged engagements/pirate shipping and swap to Sword/Sword for melee engagement.
Hammer:
- auto-attack that hits 5 targets (piercing) at 1200 range. Use during light ranged
- sends a series of 3 impacts forward from the herald to 1200 range with each impact hitting up to 5 enemies. Strong damage skill against enemies clustered or in a line in front of the group. The impacts have a wind-up time so try to project towards where you think the enemy group will be. Use as often as you can
- Template:Gw2wiki. The herald returns to their original location which can leave the herald isolated & vulnerable if the group is moving. Blast finisher. Use on called range spikes
- If running , you can legend swap right as the ability impacts to trigger the sigil and do significant additional damage
1200 range evade/teleport that does high spike damage at a single location. Applies
- 6 second projectile block. Can be used during ranged engages at high energy, but there are generally better uses for the herald's energy.
- Template:Gw2wiki and 2 stacks of Template:Gw2wiki when successful. Blast finisher. Has a 1.75 second delay so try to anticipate where enemies will be. Use for additional group stealth on "Stealth and Blast" calls. 1200 range 5-target knockdown that can be used on CC calls. Grants
Sword:
While in sword/sword, most of your weapon skill usage should be on auto-attacks,
, and- Template:Gw2wiki. The damage is backloaded into the 3rd attack so try to finish the auto-attack chain whenever possible , , and sword auto-attack chain that hits 3 targets and applies
- Template:Gw2wiki. Does significant bonus damage if it only hits one target so it is useful for finished isolated targets. Whirl finisher Strikes up to 5 nearby foes for moderate damage and applies
- Template:Gw2skill for each target hit. Use with caution as it frequently leaves the herald out of position and vulnerable. Generally better to save your energy for other skills teleport/evade 5 times while striking different individual foes up to 450 range apart. Gain
- Template:Gw2wiki and Template:Gw2wiki to up to 3 targets. The duration of immobilized is increased for each target hit. Great for locking down enemies during melee engage to separate from their group and kill applies 12 stacks of
- Template:Gw2wiki and 2 stacks of Template:Gw2wiki. Can be used to re-position closer to the target even if out of range of the attack or can be used to target something away from the enemy to retreat 600 range shadowstep and 2-hit damage. Always let the second hit connect as the 1st hit does minor damage and the 2nd hit does increased damage. Gain
Utilities
Jalis Utilities
- Template:Gw2skill self-heal and 5-condition removal. Grants personal
- Template:Gw2wiki/Template:Gw2wiki. Reduces their incoming damage from taunted enemies by 33%. Gain Template:Gw2wiki and 2 stacks of Template:Gw2wiki when successful 5-target CC that interrupts and applies
- Template:Gw2wiki and does moderate damage to enemies. Useful when pushing into enemies for damage/stability or on walls to prevent allies from being pulled off. Lightning field. Use on "Roads" calls and as part of your damage rotation Provides an area of pulsing
- Can activate during for additional damage
unblockable damage pulsing damage around the herald that provides an excellent source of cleave in melee. 6 upkeep. Increases all outgoing damage by 13% when running and reduces all incoming damage by 20% while active. Requires significant upkeeep to maintain so deactivate when not actively needed
- strong defensive skill that grants nearby allies 50% damage reduction for 5 seconds. Not removable by boon strips. Very high energy cost. Personal stun break. Best used under heavy pressure from enemy groups. Use when leaving Dwarf if you have enough energy
Glint Utilities
All glint utilities are facets that when initially activated require upkeep and provide boons to nearby allies, but can be consumed for various effects. Generally you want to activate Template:Gw2wiki generation
, , and when entering Herald for a net energy gain of +1 and significant group- Template:Gw2wiki to nearby allies. 1 upkeep. Generally don't maintain this ability outside of pre-engage boon generation as herald healing contribution is minor and energy is better spent elsewhere. If healing is needed, it's usually better to double tap this ability to immediately consume it.
- VERY strong heal that converts all incoming damage to healing for 3 seconds. One of the reasons for activating this facet when entering Herald is quick access to this heal if needed
applies - Template:Gw2wiki and Template:Gw2wiki to nearby allies. 2 upkeep. Synergizes well with revenant fury traits. The most important facet. Try to always have this facet active for allied damage support
- Template:Gw2wiki and Template:Gw2wiki. Can be used with for ranged reveal. Personal stun break. Other than use as a stun break, it is generally best to not consume this facet. Reveals stealthed enemies and applies
applies - Template:Gw2wiki to nearby allies. 1 upkeep. Activate when entering Herald
- Template:Gw2wiki and Template:Gw2wiki. Can be used at the end of a and have its range extended by Phase Smash. Useful for AOE dps moderate damage in an area that also applies
applies - Template:Gw2wiki to nearby allies. 2 upkeep
- Template:Gw2wiki which grants 7% damage increase for 5 seconds for each enemy hit moderate damage in an area around the herald that grants the stacking buff
applies - Template:Gw2wiki to nearby allies. 5 upkeep. Not generally used
- Template:Gw2wiki to nearby allies and knocks down nearby enemies. Double-tap to use on "Superspeed" calls or to see enemies in melee range grants
applies
Facet of Nature (F2 skill)
- In Template:Gw2wiki to nearby allies. Can be double tapped just before leaving Dwarf for group stability coverage. , reduces incoming damage by 10%. When consumed, grants 2 stacks of
- In , increases incoming boon duration by 20% and can exceed the boon cap. When consumed, extends the duration of all existing boons by 2 seconds.
grants an enhancement to nearby allies while maintained. 2 upkeep
Traits
Relevant Traits and Variants
- Template:Gw2wiki and 3 stacks of Template:Gw2wiki when swapping legends gain personal
- functions similar to by granting a 7% damage increase when >90% health
- Template:Gw2skill increases all damage by 7% while the revenant has
- Template:Gw2wiki when you give yourself Template:Gw2skill. Combines with Template:Gw2skill to grant 3 personal stacks of Might gain 2 stacks of
- Template:Gw2wiki when you disable a foe. Skills that disable include: , , and gain
- Template:Gw2wiki from 20% to 40% increases critical hit chance from
Relevant Traits and Variants
- Template:Gw2wiki on first attack after entering combat or using an Elite skill applies
- 10% damage increase to high health enemies
- 5% more damage with hammer and 10% more damage with sword/sword
- applies buff while in combat to nearby allies increasing their critical hit damage. Cannot be stripped. Recommended option in this tier
- Template:Gw2wiki gain and makes Might on the revenant more effective for power damage option if more than 1 revenant in party with . Increases personal
- Template:Gw2wiki stacks deals scaling bonus damage to enemies with
- 20% damage increase to low health enemies
- Template:Gw2wiki when swapping weapons (doesn't work on legend swapping). While under the effect of Quickness, all strikes remove Template:Gw2wiki from enemies. Can be used at range with Hammer skills or on melee with which has no target cap and is unblockable gain personal
Relevant Traits and Variants
- increases movement for each point of upkeep in use
- increases health by 10%
- Template:Gw2wiki to 5 allies. 1 second internal cooldown. Allows all facets to grant Might granting an ally any boon also grants
- increases boon duration by 4% and increases damage by 1% for each boon on the Herald
- 13% damage increase on or 3% damage increase for every active facet in
- your facets continue to function for 6 seconds after being consumed
Equipment
Ascended, Marauder
Berserker
Ascended, Marauder
Ascended, Marauder
Ascended, Marauder
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Exotic is fine until you are able to upgrade to ascended/legendary.
Marauder and berserker can be mixed depending on the comfort level of the player. Generally players newer to the class or WvW will want to run more Marauder gear at the start.
- Marauder offers greater survivability through extra vitality and greater buffer for maintaining scholar rune uptime with a tradeoff of a small damage loss.
- Berserker maximizes damage but requires more skilled gameplay and support for survival
Sigils & Runes
Sigils
- additional strike damage
- Template:Gw2wiki to enemies additional source of damage on and applies
- more dodges. Triggered by legend swapping
- stacking ferocity sigil for more critical hit damage. Option if you can maintain 25 stacks. Make sure to equip one on an underwater weapon as well so you don't lose your stacks when entering water
- power stacking sigil. Option if you can maintain 25 stacks. Make sure to equip one on an underwater weapon as well so you don't lose your stacks when entering water
- more personal might stacking
Runes
- best dps option, but requires that the revenant be >90% health to be effective
- budget option that does performs similar to Scholar runes and is less dependent on maintaining maximum health
- option if more might stacking is needed
Consumables
Feasts are always preferable to personal food for the additional stat from the ascended herb. They also give bonus WXP.
- any power feast will work
- , , personal food options
- , , utility options
Videos
- Herald build guide from Riles: GW2 WvW - Power Herald Guide
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