Difference between revisions of "Harbinger - Quickness Support Healer"
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| specialization = Harbinger | | specialization = Harbinger | ||
| designed for = Fractal, Raid | | designed for = Fractal, Raid | ||
− | | rating = | + | | rating = Basic |
| focus = Healing, Support | | focus = Healing, Support | ||
− | | | + | | difficulty = 1 |
}} | }} | ||
==Overview== | ==Overview== | ||
− | With the shortest Shroud 4 cooldown on Necromancer, Harbinger can get more use out of {{trait|Transfusion}} than other builds. Between this and {{ | + | With the shortest Shroud 4 cooldown on Necromancer, Harbinger can get more use out of {{trait|Transfusion}} than other builds. Between this and {{trait|Ritual of Life}}, it has perhaps the strongest res potential in the game. |
In addition to decent CC, it provides 20 {{tooltip|Might}}, 25 {{tooltip|Vulnerability}} and permanent {{tooltip|Fury}}, {{tooltip|Quickness}} and {{tooltip|Regeneration}}. | In addition to decent CC, it provides 20 {{tooltip|Might}}, 25 {{tooltip|Vulnerability}} and permanent {{tooltip|Fury}}, {{tooltip|Quickness}} and {{tooltip|Regeneration}}. | ||
− | Unfortunately, as it doesn't provide {{tooltip|Protection}} or much in the way of utility boons (mostly limited to {{skill|Elixir of Ambition}}), the build is mostly a novelty. | + | Unfortunately, as it doesn't provide permanent {{tooltip|Protection}} or much in the way of utility boons (mostly limited to {{skill|Elixir of Ambition}}), the build is mostly a novelty. |
+ | |||
+ | |||
+ | Secrets of the Obscure added a number of potent healing weapons that significantly increased the gap between this build and the weakest "meta" healers. As such, it has been given the ''Basic'' rating. | ||
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'''Utility'''<br> | '''Utility'''<br> | ||
{{skill|Elixir of Anguish}} is not required to maintain {{tooltip|Quickness}}, so it is the first choice to swap out, but the other utilities can be replaced if {{tooltip|Might}} is covered by someone else. | {{skill|Elixir of Anguish}} is not required to maintain {{tooltip|Quickness}}, so it is the first choice to swap out, but the other utilities can be replaced if {{tooltip|Might}} is covered by someone else. | ||
− | * {{Skill|Well of Power}} if your group has a lack of {{tooltip|Might}} | + | * {{Skill|Well of Power}} if your group has a lack of {{tooltip|Might}} (or you want a stunbreak and some self {{tooltip|Stability}}) |
* {{skill|Corrosive Poison Cloud}} for projectile defence | * {{skill|Corrosive Poison Cloud}} for projectile defence | ||
* {{skill|Corrupt Boon}} or {{skill|Well of Corruption}} for boon removal | * {{skill|Corrupt Boon}} or {{skill|Well of Corruption}} for boon removal | ||
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{{Specialization|Soul Reaping|Top|Mid|Top}} | {{Specialization|Soul Reaping|Top|Mid|Top}} | ||
{{Specialization|Harbinger|Mid|Mid|Mid}} | {{Specialization|Harbinger|Mid|Mid|Mid}} | ||
+ | |||
+ | *{{Trait|Fear of Death}} can be taken for slightly higher defiance damage. | ||
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| infusion1 = Healing +9 Agony Infusion | | infusion1 = Healing +9 Agony Infusion | ||
| infusion1-qt = 18 | | infusion1-qt = 18 | ||
+ | | relic = Relic of the Monk | ||
}} | }} | ||
* With this setup you can use (mostly) the same gear as on [[Build:Scourge_-_Alacrity_Support_Healer|Heal Scourge]]. | * With this setup you can use (mostly) the same gear as on [[Build:Scourge_-_Alacrity_Support_Healer|Heal Scourge]]. | ||
+ | |||
+ | |||
+ | ===Equipment Variants=== | ||
+ | |||
+ | '''Stats''' | ||
+ | *{{tooltip|Minstrel stats}} can be taken (if tanking or if the encounter has no toughness tanking) for higher Healing Power and significantly increased survivability at the cost of DPS and some boon duration. | ||
+ | *While not generally recommended, {{tooltip|Plaguedoctor stats}} can be taken for higher DPS at the cost of Healing Power and boon duration. Take {{Trait|Septic Corruption}} if doing so and consider adjusting other aspects of the build for boon duration and healing. | ||
+ | |||
+ | |||
+ | '''Weapons''' | ||
+ | *'''Staff''' can be taken in the second weapon slot for more {{tooltip|Regeneration}}, CC, and a condition transfer. | ||
+ | *'''Mainhand Dagger''' can be taken instead of Pistol for increased Life Force generation, boonstrip, and self-healing, at the cost of reduced damage and CC. | ||
+ | |||
+ | |||
+ | '''Sigils''' | ||
+ | *{{Sigil|Superior Sigil of Water}} instead of {{Sigil|Superior Sigil of Transference}} for an additional heal source at the cost of total outgoing healing. | ||
+ | |||
+ | |||
+ | '''Relics''' | ||
+ | * {{relic|Relic of the Zephyrite}} adds an extra ~25% {{tooltip|Protection}} uptime. | ||
+ | * {{relic|Relic of Mercy}} as ressing is your party trick, this has obvious synergy. | ||
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===Standard Rotation=== | ===Standard Rotation=== | ||
− | The primary goals here are to share | + | The primary goals here are to share {{tooltip|Quickness}} and heal, so stay in {{Skill|Harbinger Shroud}} and use {{Skill|Voracious Arc}} to heal (and port downed allies to you). Aim to start and end each loop with {{Skill|Voracious Arc}}, as the ticking healing from {{trait|Transfusion}} should last almost until {{Skill|Harbinger Shroud}} is ready again. |
− | When out of {{Skill|Harbinger Shroud}}, use utility skills | + | When out of {{Skill|Harbinger Shroud}}, use utility skills off cooldown. |
Other sources of heal : | Other sources of heal : | ||
− | * {{Skill|Locust Swarm}} - | + | * {{Trait|Life from Death}} - your largest and most reliable burst heal. |
− | * {{Skill|Well of Blood}} - | + | * {{Skill|Locust Swarm}} - pulsing life steal |
− | * {{Skill|Mark of Blood}} - when you dodge | + | * {{Skill|Well of Blood}} - direct heal and {{tooltip|Regeneration}} |
+ | * {{Skill|Mark of Blood}} - grants allies {{tooltip|Regeneration}} when you dodge | ||
* {{Sigil|Superior Sigil of Renewal}} - triggers on weapon swap or entering/exiting {{Skill|Harbinger Shroud}} | * {{Sigil|Superior Sigil of Renewal}} - triggers on weapon swap or entering/exiting {{Skill|Harbinger Shroud}} | ||
+ | * {{Trait|Ritual of Life}} - casts Lesser Well of Blood when you begin reviving a downed ally, healing and reviving nearby allies. | ||
+ | * {{Sigil|Superior Sigil of Water}} - if taking instead of {{Sigil|Superior Sigil of Transference}}, procs on crits every 5 seconds (you have 30% crit chance with {{tooltip|Fury}}) |
Latest revision as of 01:12, 10 May 2024
This is a placeholder build that was useful in the past. Click here to view current builds.
Focused on: Healing and Support
Designed for: Fractals and Raids
Overview
With the shortest Shroud 4 cooldown on Necromancer, Harbinger can get more use out of
than other builds. Between this and , it has perhaps the strongest res potential in the game.In addition to decent CC, it provides 20 Might, 25 Vulnerability and permanent Fury, Quickness and Regeneration.
Unfortunately, as it doesn't provide permanent Protection or much in the way of utility boons (mostly limited to ), the build is mostly a novelty.
Secrets of the Obscure added a number of potent healing weapons that significantly increased the gap between this build and the weakest "meta" healers. As such, it has been given the Basic rating.
Skillbar
Skill Variants
Utility
is not required to maintain Quickness, so it is the first choice to swap out, but the other utilities can be replaced if Might is covered by someone else.
- Might (or you want a stunbreak and some self Stability) if your group has a lack of
- for projectile defence
- or for boon removal
- for body blocking certain attacks
- for an additional res
- for more CC
- or for condition removal
Elite
- for more CC.
Template Code
Specializations
- can be taken for slightly higher defiance damage.
Equipment
Harrier
Harrier
Harrier
Harrier
Harrier
Harrier
Harrier
Harrier
Harrier
Harrier
Harrier
Harrier
Harrier
Harrier
x6
x18
- With this setup you can use (mostly) the same gear as on Heal Scourge.
Equipment Variants
Stats
- Minstrel stats can be taken (if tanking or if the encounter has no toughness tanking) for higher Healing Power and significantly increased survivability at the cost of DPS and some boon duration.
- While not generally recommended, Plaguedoctor stats can be taken for higher DPS at the cost of Healing Power and boon duration. Take if doing so and consider adjusting other aspects of the build for boon duration and healing.
Weapons
- Staff can be taken in the second weapon slot for more Regeneration, CC, and a condition transfer.
- Mainhand Dagger can be taken instead of Pistol for increased Life Force generation, boonstrip, and self-healing, at the cost of reduced damage and CC.
Sigils
- instead of for an additional heal source at the cost of total outgoing healing.
Relics
- Protection uptime. adds an extra ~25%
- as ressing is your party trick, this has obvious synergy.
Consumables
Food
- or ascended variants
Utility
Usage
Standard Rotation
The primary goals here are to share Quickness and heal, so stay in and use to heal (and port downed allies to you). Aim to start and end each loop with , as the ticking healing from should last almost until is ready again.
When out of , use utility skills off cooldown.
Other sources of heal :
- - your largest and most reliable burst heal.
- - pulsing life steal
- Regeneration - direct heal and
- Regeneration when you dodge - grants allies
- - triggers on weapon swap or entering/exiting
- - casts Lesser Well of Blood when you begin reviving a downed ally, healing and reviving nearby allies.
- Fury) - if taking instead of , procs on crits every 5 seconds (you have 30% crit chance with
Ratings
Comments
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