Difference between revisions of "Harbinger - Celestial Elixir Roamer"
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==Usage== | ==Usage== | ||
− | + | ||
+ | '''Elite specialization basics''' | ||
+ | * {{Skill|Harbinger Shroud}} doesn't replace your health bar! Unlike other Necromancer shrouds, Harbinger Shroud can't be used to soak damage, which makes this spec more squishy by default. Death Magic should offset this a bit. | ||
+ | |||
+ | * You can enter shroud even with no Life Force to use, but staying inside still drains your LF each interval. | ||
+ | |||
+ | |||
+ | '''General''' | ||
+ | |||
+ | * '''Role:''' follow the teamfight, stay with the support if you have one. | ||
+ | |||
+ | * Your elixirs apply boons to your allies so try to share it with them whenever possible. This is most important for {{Skill|Elixir of Ambition}}. | ||
+ | |||
+ | *'''Don't''' spam your marks on the ground out of combat - they are easy to spot and a single dodge from the enemy can get rid of them. Skills 4-5 are also valuable defensive cooldowns and you don't want to risk not having them for the next fight. There are exceptions of course, {{Skill|Mark of Blood}} (because it's not a key skill and has a low CD) or even {{Skill|Chilblains}} can be used a bit more freely. For example place them at an entrance or under yourself to help your team spot {{Tooltip|Stealth}}ed enemy movements or force a dodge at the start of the fight. Or if you see an enemy with teleport skills approaching you could place {{Skill|Reaper's Mark}} right before they jump you to ruin their burst. | ||
+ | |||
+ | *Entering Shroud triggers {{Trait|Weakening Shroud}}. If you're CC'd and getting focused you can enter shroud for the {{Tooltip|Weakness}} and boon rip as a defensive measure and even proc {{Trait|Plague Sending}} for some cleansing and additional counter-pressure. | ||
+ | |||
+ | * {{Skill|Corrosive Poison Cloud}} is one of the more versatile skills in the build: | ||
+ | ** The healing and endurance reduction from {{Tooltip|Poison}} and {{Tooltip|Weakness}} is great for wearing down enemy bunkers/supports. | ||
+ | ** Could be used defensively for AoE projectile denial, helping you and your teams survive pressure, even shutting down elites such as {{Skill|Lich Form}}. | ||
+ | ** It's unblockable and the {{Tooltip|Poison}} does solid damage on its own. | ||
+ | |||
+ | |||
+ | '''Sustain''' | ||
+ | |||
+ | *Both entering and staying in shroud removes conditions thanks to {{Trait|Plague Sending}} and {{Trait|Shrouded Removal}}. | ||
+ | |||
+ | * Removing and applying conditions generates Carapace stacks from Death Magic, reducing direct damage taken. At 25+ stacks {{Trait|Corrupter's Fervor}} is going to start pulsing {{Tooltip|Protection}} for, well, further protection. This boon also reduces condition damage taken thanks to {{Trait|Dark Defiance}}. | ||
+ | ** {{Trait|Shrouded Removal}} grants '''Carapace''' even if the condition was removed through other means, like {{Skill|Spectral Walk}}. | ||
+ | |||
+ | * {{Rune|Superior Rune of Antitoxin}}'s 6th bonus is a massive boost to your cleansing in general. | ||
+ | |||
+ | *{{Skill|Spectral Walk}} (SW) is great for preventing condition pressure from ramping up on you. Activating its chain skill which "ends" Spectral Walk does not stop the cleansing. This skill has many uses, for example: | ||
+ | ** Activate SW {{to}} jump off a cliff while being chased {{to}} {{Skill|Spectral Recall}} when your enemies jump after you. | ||
+ | ** Activate SW {{to}} {{Skill|Necrotic Traversal}} (Flesh Wurm skill) {{to}} teleport back when they catch up to you. '''This works for stomping downed enemies''' as well, the channeling isn't interrupted by either of these teleports! | ||
+ | |||
+ | *{{Skill|Summon Flesh Wurm}} provides much needed vertical mobility, allowing you to teleport to the highground if you need to escape or chase someone. | ||
+ | |||
+ | * Harbinger has better mobility than the average Necromancer build which could prove useful when it comes to surviving damage. {{Skill|Devouring Cut}} and {{Skill|Voracious Arc}} are both great for building (or closing) gaps. | ||
+ | |||
+ | * {{Skill|Putrid Mark}} and {{Skill|Elixir of Bliss}} are the closest things you have to a a mass cleanse. |
Revision as of 09:01, 5 July 2022
The community gave this build a rating, making it top-tier: Great
Focused on: Hybrid damage and Mobility
Designed for: WvW Roaming
Difficulty:
TBD
This build was last updated on July 05, 2022 and is up to date for the October 8, 2024 patch.
Overview
A Celestial Harbinger WvW build designed for Roaming.
Skill Bar
Pistol/Warhorn
Staff
Utility
Template Code
[&DQgnGgIvQC7nGqIA6xr6AC4BMAG9Ab0B6BqSAAAAAAAAAAAAAAAAAAAAAAA=]
Specializations
Variants
- offers better sustain but lowers your damage.
Specialization Variants
Taking Soul Reaping instead of Death Magic for more condition damage, better Life Force management and unblockable Staff Marks is also a viable choice. This however is a high risk/reward option, as your sustain is going to be considerably lower:
Equipment
Head
Celestial
Celestial
Shoulders
Celestial
Celestial
Chest
Celestial
Celestial
Hands
Celestial
Celestial
Legs
Celestial
Celestial
Feet
Celestial
Celestial
Backpiece
Celestial
Celestial
Accessory
Celestial
Celestial
Accessory
Celestial
Celestial
Amulet
Celestial
Celestial
Ring
Celestial
Celestial
Ring
Celestial
Celestial
Staff
Celestial
Celestial
Sigil
Sigil
Pistol
Celestial
Celestial
Warhorn
Celestial
Celestial
Sigil
Sigil
Rune
x6
x6
Infusion
x18
x18
Rune
- Might stacking and damage in general if you can afford to give up the extra cleansing of Antitoxin runes. - much better
Consumables
Food
- - passive damage mitigation and great stats.
- - active damage mitigation.
- - budget version
Utility
- or or
Usage
Elite specialization basics
- doesn't replace your health bar! Unlike other Necromancer shrouds, Harbinger Shroud can't be used to soak damage, which makes this spec more squishy by default. Death Magic should offset this a bit.
- You can enter shroud even with no Life Force to use, but staying inside still drains your LF each interval.
General
- Role: follow the teamfight, stay with the support if you have one.
- Your elixirs apply boons to your allies so try to share it with them whenever possible. This is most important for .
- Don't spam your marks on the ground out of combat - they are easy to spot and a single dodge from the enemy can get rid of them. Skills 4-5 are also valuable defensive cooldowns and you don't want to risk not having them for the next fight. There are exceptions of course, Stealthed enemy movements or force a dodge at the start of the fight. Or if you see an enemy with teleport skills approaching you could place right before they jump you to ruin their burst. (because it's not a key skill and has a low CD) or even can be used a bit more freely. For example place them at an entrance or under yourself to help your team spot
- Entering Shroud triggers Weakness and boon rip as a defensive measure and even proc for some cleansing and additional counter-pressure. . If you're CC'd and getting focused you can enter shroud for the
- The healing and endurance reduction from Poison and Weakness is great for wearing down enemy bunkers/supports.
- Could be used defensively for AoE projectile denial, helping you and your teams survive pressure, even shutting down elites such as .
- It's unblockable and the Poison does solid damage on its own.
is one of the more versatile skills in the build:
Sustain
- Both entering and staying in shroud removes conditions thanks to and .
- Removing and applying conditions generates Carapace stacks from Death Magic, reducing direct damage taken. At 25+ stacks Protection for, well, further protection. This boon also reduces condition damage taken thanks to .
- grants Carapace even if the condition was removed through other means, like .
is going to start pulsing
- 's 6th bonus is a massive boost to your cleansing in general.
- Activate SW ⇒ jump off a cliff while being chased ⇒ when your enemies jump after you.
- Activate SW ⇒ (Flesh Wurm skill) ⇒ teleport back when they catch up to you. This works for stomping downed enemies as well, the channeling isn't interrupted by either of these teleports!
(SW) is great for preventing condition pressure from ramping up on you. Activating its chain skill which "ends" Spectral Walk does not stop the cleansing. This skill has many uses, for example:
- provides much needed vertical mobility, allowing you to teleport to the highground if you need to escape or chase someone.
- Harbinger has better mobility than the average Necromancer build which could prove useful when it comes to surviving damage. and are both great for building (or closing) gaps.
- and are the closest things you have to a a mass cleanse.
Ratings
if you are bad and need training wheels to do anything in this game mode - play this
Continues to be S+ tier, one of the strongest roamers around. Somehow it even keeps getting buffed (Deadly Strength) and is one of the biggest winners of the relic patch.
God Mode Activate! Literally nothing kills it if you're not stupid enough to attack into reflects. I normally play Heavy classes but Cele Harbinger stomps everything else roaming in WvW rn. You can even BloodBank it up and be double immortal.
Comments
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