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Difference between revisions of "Herald - Celestial Herald Roamer"

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==Usage==
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==Usage=='''General'''
To be added
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*Invoking a legend resets energy to 50, procs various traits such as {{Trait|Invoking Torment}} or {{Trait|Spiritual Reckoning}}, 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 or low on energy.
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'''General'''
 
* Invoking a legend resets energy to 50, procs various traits such as {{Trait|Invoking Torment}} or {{Trait|Spirit Boon}}, 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 or low on energy. That's not all however, on Mallyx builds legend swapping may also be used to do AoE burst damage or manage conditions on yourself.
 
  
* Start on Dragon stance (Glint) and while still in the base activate the following 4 upkeep skills for party buffing:  
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*Start on Dragon stance (Glint) and while still in the base activate the following 4 upkeep skills for party buffing:  
 
** {{Skill|Facet of Nature}} (use its active when your energy is about to hit 0)
 
** {{Skill|Facet of Nature}} (use its active when your energy is about to hit 0)
 
** {{Skill|Facet of Elements}}
 
** {{Skill|Facet of Elements}}
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** {{Skill|Facet of Darkness}}
 
** {{Skill|Facet of Darkness}}
  
* In combat {{Skill|Facet of Nature}} is used for dealing with conditions. On Mallyx {{Skill|True Nature (Demon)}} transfers conditions to nearby enemies which is the main purpose of the skill in this build.
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*Swapping legends deactivates the upkeep skills of that legend without sending them on full CD.
  
* Swapping legends deactivates the upkeep skills of that legend without sending them on full CD.
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*{{Skill|Facet of Darkness}} is one of the most versatile and strongest skills in the build:
 +
** {{Skill|Gaze of Darkness}} is a cheap stun breaker and one of the few skills in the game that can reveal stealthed targets.
 +
** The {{Tooltip|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 {{Tooltip|Blinded}} while channeling {{Skill|Chaotic Release}} you can use {{Skill|Gaze of Darkness}} at the last moment before the skill finishes its animation - in this case Gaze of Darkness will miss instead of your elite.
  
* {{Skill|Chaotic Release}} can be used to knock downed opponents away from their rezzing teammates.
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*{{Skill|Chaotic Release}} can be used to knock downed opponents away from their rezzing teammates, or to knock them off of capture points - this allows you to take the cap while bleeding them out, delaying their respawn.
  
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* Upkeep skills continue to provide their bonuses for a few seconds after their chain skills have been used up.
  
'''Pressure'''
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* Shiro's quite good at chasing targets due to {{Skill|Phase Traversal}}. This can even be used as a mobility tool when moving between capture points, provided that you can lock onto a target. The unblockable attacks coupled with {{Tooltip|Quickness}} make this especially great at initiating fighs and immediately putting pressure on enemies, but the high cost can often force you to swap to Glint for an energy refill shortly after.
* Most of the damage coems from Mace and Mallyx.
 
  
* Chain {{Skill|Searing Fissure}} {{to}} {{Skill|Echoing Eruption}} in order to stack {{Tooltip|Might}}. Use these two weapon skills on CD.
 
** {{Skill|Temporal Rift}} is great for setting up this combo, making sure both skills hit your target.
 
  
* {{Skill|Banish Enchantment}} is a strong and cheap offensive ability, not only removing boons but also pressuring targets via {{Trait|Abyssal Chill}} procs.
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'''Damage'''
 +
* Both weapon sets and both legends have great offensive capabilities.
  
* {{Skill|Call to Anguish}} is the best CC skill in the build, capable of balling up an entire team or pulling enemies off the highground. While it doesn't do much damage on its own, if you have enough allies around you may consider abusing this skill as much as possible to harass the enemy team and set up kills.
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* {{Skill|Legendary Assassin Stance}} (Shiro) is mainly for '''single target'''. {{Skill|Enchanted Daggers}} and {{Skill|Impossible Odds}} can either be used to deliver burst damage or even to boost the damage of your filler attacks like the Spear auto {{Skill|Abyssal Fire}} while all your other skills are on CD, or if you want to stay in range.
** {{Skill|Banish Enchantment}} is a great followup for CoA. While generally viewed as a single target ability, it's capable of hitting multiple foes if they are close enough to each other.
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** Maintaining {{Skill|Impossible Odds}} costs quite a lot of energy, use it only for a few seconds at a time when you're sure that you can keep landing hits.
  
* {{Skill|Embrace the Darkness}} should be activated before unloading weapon skills whenever your energy allows it.
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* {{Skill|True Nature (Assassin)}} when used on Shiro is a cheap and strong AoE skill with boon removal. The passive bonus lingers for a few seconds, giving you armor ignoring damage procs.
  
* {{Skill|Frigid Blitz}} serves as a gapcloser in the build, but the second part can deal decent damage.
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* {{Skill|Legendary Dragon Stance}} (Glint) brings midrange AoE pressure to the table. Using some of your upkeep skills just to follow up with their chain skill is a perfectly fine thing to do, and {{Skill|Elemental Blast}} + {{Skill|Burst of Strength}} provide decent damage even from range. These are also extremely cheap, so you can weave them into burst combos anytime.
  
 +
* Mace is fairly simple, just use {{Skill|Searing Fissure}} {{to}} {{Skill|Echoing Eruption}} in this order (for {{Tooltip|Might}} stacking) whenever you can.
  
'''Self Sustain & Disengaging'''
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* The spear autoattack automatically flips between melee and ranged versions depending on your distance to the target.
* Every Mallyx skill has a chance to proc {{Tooltip|Resistance}} on a 5s ICD. Other sources of Resistance include swapping legends with {{Trait|Fiendish Tenacity}} equipped.
 
  
* {{Skill|Crystal Hibernation}} is basically your third healing skill. It heals for a fair amount, blocks attacks and cleanses conditions.
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* Spear is built around {{Skill|Abyssal Raze}}.
 +
** The skill becomes more powerful the more you use it (you can see the stacks above the right side if your skill bar), and swapping weapons at 3 stacks of AR does an AoE attack.  
 +
** It has multiple charges and you should never sit at max charges for too long, so keep using this as much as possible.
 +
** Every other Spear skill reduces its CD by a certain amount.
 +
** It'd make sense to use this skill right as you swap to Spear so you can start reducing its CD immediately with other skills, but {{Skill|Abyssal Blot}} (for CC) and {{Skill|Abyssal Blitz}} (for evasion) often end up taking priority.
 +
** The AoE ring is small and the skill's a bit slow, so it can be hard to land on moving targets. Works great as a followup to CC though, or if you're getting attacked in melee in which case the enemy isn't moving around as much.
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** The weapon swap bonus at 3 stacks is more of just a nice bonus. Don't camp spear just because you're chasing the 3rd stack, especially if you're out of CDs or getting focused by the enemy team.
  
* {{Skill|Envoy of Exuberance}} aimed at your character heals for a small amount and grants Protection.
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* {{Skill|Abyssal Blot}} is the strongest skill on spear, delivering heavy AoE damage while also CCing targets and enabling you to land other skills freely. Makes it much easier to land AR too.
  
* Dodge rolling removes conditions.
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* {{Skill|Abyssal Force}} does decent damage and also recharges AR by a significant amount, use it whenever it's available but make sure that you're missing an AR charge.
  
* {{Skill|Pain Absorption}} is the most reliable skill to use if you want quick access to {{Tooltip|Resistance}}. It's also a great support skill in general, removing conditions from allies and granting them Resistance.
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* {{Skill|Abyssal Blitz}} is a skill with evasion and should be kept for defensive purposes.
  
* {{Skill|Call to Anguish}} will be your best mobility tool and on some maps can be used to leap to places where enemies can't follow (or at least, not easily).
 
  
* {{Skill|Facet of Light}}'s chain effect {{Skill|Infuse Light}} is your jail free card - makes you immortal for the duration by converting all incoming damage into healing. 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, while Infuse is instant.
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'''Sustain'''
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* Every weapon and legend offers some level of survivability.
 +
 
 +
* Spear and Shiro are the least defensive ones but even these two have evade frames, namely on {{Skill|Abyssal Blitz}} and {{Skill|Riposting Shadows}}.
 +
 
 +
* Mace has {{Skill|Echoing Eruption}} which mitigates incoming strike damage through {{Tooltip|Weakness}}.
 +
 
 +
* Both of the shield skills provide healing, cleansing and even blocking, although {{Skill|Crystal Hibernation}} is a much stronger block than {{Skill|Envoy of Exuberance}}. CH can also function as a time-out button - you can't move, but at least you should be protected from most attacks while stabilizing yourself as every pulse of this skill '''heals''' and '''cleanses''' conditions. At least you can move while using EoE though, and EoE can even be shared with allies, adding a small bit of group support to the build's toolkit.
 +
 
 +
* {{Skill|Riposting Shadows}} by itself won't help you against damaging conditions, but it does cleanse several movement-impairing ones all at once. Using this before your other condi removals will significantly increase the odds of those removing damaging conditions (like shield skills or {{Skill|True Nature (Dragon)}} when used on Glint).
 +
 
 +
*{{Skill|Facet of Light}}'s chain effect {{Skill|Infuse Light}} is your jail free card - makes you immortal for the duration by converting all incoming damage into healing (except for fall damage). 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 can.
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* {{Skill|Facet of Chaos}} can instantly apply {{Tooltip|Protection}} even while CC'd, which makes it a really potent source of damage mitigation.
 +
 
  
 
==Related Builds==
 
==Related Builds==
* [[Build:Herald_-_Condition_Mallyx_Roamer|Condition Mallyx Roamer]] - a tanky, purely condition focused version.-->
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* [[Build:Herald_-_Spear_Condi_Shiro|Herald - Spear Condi Shiro]] - sPvP version of the build.

Revision as of 11:29, 21 November 2024

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

Focused on: Hybrid damage and Sustain

Designed for: WvW Roaming

Expansions required: Heart of Thorns buildsJanthir Wilds builds

Difficulty:
Normal
This build was last updated on November 21, 2024 and is up to date for the October 8, 2024 patch.

Overview

A Celestial Herald build designed for WvW Roaming. By dropping Mallyx for Shiro we get to have better reach and mobility as well as burst damage and evasion.


Skill Bar

Spear
Mace/Shield
Utility
Utility


Template Code

[&DQkOFQkbNC/cEdwRBhIGEisSKxLUEdQRyhHKEQECAgEGEisS1BEGEisS1BEDCQE1AFcAAA==]
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Specializations

Variants

  • Planar Protection is also a viable option, but be warned that it has some anti-synergy with Infuse Light as the dome could mitigate incoming damage when you pop your Glint heal, which ultimately reduces the amount of healing you receive. If you want to avoid that then stick with Spiritual Reckoning.


Equipment

Head
Celestial
Shoulders
Celestial
Chest
Celestial
Hands
Celestial
Legs
Celestial
Feet
Celestial
Backpiece
Celestial
Accessory
Celestial
Accessory
Celestial
Amulet
Celestial
Ring
Celestial
Ring
Celestial
Spear
Celestial
Sigil
Sigil
Mace
Celestial
Shield
Celestial
Sigil
Sigil
Rune
x6
Infusion
x18
Relic


Consumables

Food

  • - great overall stat boost and damage mitigation.
    • and other similar Oyster consumables are fairly cheap on the Trading post if you don't have ascended cooking.
  • - better endurance regen, more access to dodging (and thus better condition cleansing too with Salvation).
  • - slightly worse endurance regen than that of the Orrian Truffle food, but the constant healing ensures effortless permanent Unyielding Devotion uptime.


Utility

  • Optimal: or , whichever is cheaper (the difference beween them is negligible, a grand total of 2 condition damage stat in favor of Tuning Icicle).


==Usage==General

  • Invoking a legend resets energy to 50, procs various traits such as Invoking Torment or Spiritual Reckoning, 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 or low on energy.
  • Start on Dragon stance (Glint) and while still in the base activate the following 4 upkeep skills for party buffing:
    • Facet of Nature (use its active when your energy is about to hit 0)
    • Facet of Elements
    • Facet of Strength
    • Facet of Darkness
  • Swapping legends deactivates the upkeep skills of that legend without sending them on full CD.
  • Facet of Darkness is one of the most versatile and strongest skills in the build:
    • Gaze of Darkness 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 Blinded Blinded while channeling Chaotic Release you can use Gaze of Darkness at the last moment before the skill finishes its animation - in this case Gaze of Darkness will miss instead of your elite.
  • Chaotic Release can be used to knock downed opponents away from their rezzing teammates, or to knock them off of capture points - this allows you to take the cap while bleeding them out, delaying their respawn.
  • Upkeep skills continue to provide their bonuses for a few seconds after their chain skills have been used up.
  • Shiro's quite good at chasing targets due to Phase Traversal. This can even be used as a mobility tool when moving between capture points, provided that you can lock onto a target. The unblockable attacks coupled with Quickness Quickness make this especially great at initiating fighs and immediately putting pressure on enemies, but the high cost can often force you to swap to Glint for an energy refill shortly after.


Damage

  • Both weapon sets and both legends have great offensive capabilities.
  • Legendary Assassin Stance (Shiro) is mainly for single target. Enchanted Daggers and Impossible Odds can either be used to deliver burst damage or even to boost the damage of your filler attacks like the Spear auto Abyssal Fire while all your other skills are on CD, or if you want to stay in range.
    • Maintaining Impossible Odds costs quite a lot of energy, use it only for a few seconds at a time when you're sure that you can keep landing hits.
  • True Nature (Assassin) when used on Shiro is a cheap and strong AoE skill with boon removal. The passive bonus lingers for a few seconds, giving you armor ignoring damage procs.
  • Legendary Dragon Stance (Glint) brings midrange AoE pressure to the table. Using some of your upkeep skills just to follow up with their chain skill is a perfectly fine thing to do, and Elemental Blast + Burst of Strength provide decent damage even from range. These are also extremely cheap, so you can weave them into burst combos anytime.
  • Mace is fairly simple, just use Searing Fissure Echoing Eruption in this order (for Might Might stacking) whenever you can.
  • The spear autoattack automatically flips between melee and ranged versions depending on your distance to the target.
  • Spear is built around Abyssal Raze.
    • The skill becomes more powerful the more you use it (you can see the stacks above the right side if your skill bar), and swapping weapons at 3 stacks of AR does an AoE attack.
    • It has multiple charges and you should never sit at max charges for too long, so keep using this as much as possible.
    • Every other Spear skill reduces its CD by a certain amount.
    • It'd make sense to use this skill right as you swap to Spear so you can start reducing its CD immediately with other skills, but Abyssal Blot (for CC) and Abyssal Blitz (for evasion) often end up taking priority.
    • The AoE ring is small and the skill's a bit slow, so it can be hard to land on moving targets. Works great as a followup to CC though, or if you're getting attacked in melee in which case the enemy isn't moving around as much.
    • The weapon swap bonus at 3 stacks is more of just a nice bonus. Don't camp spear just because you're chasing the 3rd stack, especially if you're out of CDs or getting focused by the enemy team.
  • Abyssal Blot is the strongest skill on spear, delivering heavy AoE damage while also CCing targets and enabling you to land other skills freely. Makes it much easier to land AR too.
  • Abyssal Force does decent damage and also recharges AR by a significant amount, use it whenever it's available but make sure that you're missing an AR charge.
  • Abyssal Blitz is a skill with evasion and should be kept for defensive purposes.


Sustain

  • Every weapon and legend offers some level of survivability.
  • Spear and Shiro are the least defensive ones but even these two have evade frames, namely on Abyssal Blitz and Riposting Shadows.
  • Mace has Echoing Eruption which mitigates incoming strike damage through Weakness Weakness.
  • Both of the shield skills provide healing, cleansing and even blocking, although Crystal Hibernation is a much stronger block than Envoy of Exuberance. CH can also function as a time-out button - you can't move, but at least you should be protected from most attacks while stabilizing yourself as every pulse of this skill heals and cleanses conditions. At least you can move while using EoE though, and EoE can even be shared with allies, adding a small bit of group support to the build's toolkit.
  • Riposting Shadows by itself won't help you against damaging conditions, but it does cleanse several movement-impairing ones all at once. Using this before your other condi removals will significantly increase the odds of those removing damaging conditions (like shield skills or True Nature (Dragon) when used on Glint).
  • Facet of Light's chain effect Infuse Light is your jail free card - makes you immortal for the duration by converting all incoming damage into healing (except for fall damage). 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 can.
  • Facet of Chaos can instantly apply Protection Protection even while CC'd, which makes it a really potent source of damage mitigation.


Related Builds


Ratings

This build has a rating of 5 stars based on 2 votes.
Log in or register to rate this build.
5 stars
Hanz gave this build 5 stars • October 2024
The addition of Spear and the rework of Retribution made this build a lot stronger. Really high burst damage as well as sustained damage, good sustain, decent mobility. The Cele nerfs almost can't be felt since base condi durations were already so high and the boon uptime is still top tier.
4 stars
RemTheRev gave this build 4 stars • May 2024
It's okay but wouldn't put it in the top 10 as far as cele builds go. Damage is too frontloaded into torment, even lower cleanse specs can sometimes hold out for a long time with only Cleansing sigil procs and evasion because condi variety is often not that great. I'd give it a 3-4 for solo roaming but a 5 for groups actually, demon stance can support the team and pull enemies together to be pummeled, or weaken cele specs with boon removal. In groups maybe I'd even play it with centaur stance instead of dragon and go more supportish but maybe that's just me.

Comments

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