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Difference between revisions of "Harbinger - Celestial Elixir Roamer"

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==Usage==
 
==Usage==
To be added
+
 
 +
'''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=]
Copy Template Code


Specializations

Variants

  • Dark Defiance 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
Shoulders
Celestial
Chest
Celestial
Hands
Celestial
Legs
Celestial
Feet
Celestial
Backpiece
Celestial
Accessory
Celestial
Accessory
Celestial
Amulet
Celestial
Ring
Celestial
Ring
Celestial
Staff
Celestial
Sigil
Sigil
Pistol
Celestial
Warhorn
Celestial
Sigil
Sigil
Rune
x6
Infusion
x18

Rune

  • Rune of Superior Rune of the Aristocracy - much better Might Might stacking and damage in general if you can afford to give up the extra cleansing of Antitoxin runes.


Consumables

Food

  • - passive damage mitigation and great stats.
  • - active damage mitigation.
    • - budget version


Utility

  • or or


Usage

Elite specialization basics

  • 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 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, Mark of Blood (because it's not a key skill and has a low CD) or even Chilblains can be used a bit more freely. For example place them at an entrance or under yourself to help your team spot Stealth 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 Reaper's Mark right before they jump you to ruin their burst.
  • Entering Shroud triggers Weakening Shroud. If you're CC'd and getting focused you can enter shroud for the Weakness Weakness and boon rip as a defensive measure and even proc Plague Sending for some cleansing and additional counter-pressure.
  • Corrosive Poison Cloud is one of the more versatile skills in the build:
    • The healing and endurance reduction from Poison Poison and Weakness 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 Lich Form.
    • It's unblockable and the Poison Poison does solid damage on its own.


Sustain

  • Both entering and staying in shroud removes conditions thanks to Plague Sending and Shrouded Removal.
  • Removing and applying conditions generates Carapace stacks from Death Magic, reducing direct damage taken. At 25+ stacks Corrupter's Fervor is going to start pulsing Protection Protection for, well, further protection. This boon also reduces condition damage taken thanks to Dark Defiance.
    • Shrouded Removal grants Carapace even if the condition was removed through other means, like Spectral Walk.
  • Rune of Superior Rune of Antitoxin's 6th bonus is a massive boost to your cleansing in general.
  • 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 jump off a cliff while being chased Spectral Recall when your enemies jump after you.
    • Activate SW Necrotic Traversal (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!
  • 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. Devouring Cut and Voracious Arc are both great for building (or closing) gaps.
  • Putrid Mark and Elixir of Bliss are the closest things you have to a a mass cleanse.


Ratings

This build has a rating of 5 stars based on 3 votes.
Log in or register to rate this build.
5 stars
Atr gave this build 5 stars • July 2024
if you are bad and need training wheels to do anything in this game mode - play this
5 stars
Hanz gave this build 5 stars • February 2024
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.
5 stars
PumpIt gave this build 5 stars • December 2023
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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