Harbinger - Celestial Elixir Roamer
The community gave this build a rating, making it top-tier: Great
Focused on: Hybrid damage and Mobility
Designed for: WvW Roaming
Overview
A Celestial Harbinger WvW build designed for roaming known for its high sustain, strong damage and decent mobility.
Skill Bar
Skill Variants
Weapons
There are several viable options for the off-hand slot. Torch also requires both Path of Fire and the Secrets of the Obscure expansions so if you don't have access to those then you're forced to pick one of the following weapons:
- Warhorn - this is mostly taken with a Swiftness sources in the build however are scarce and with long CDs which makes this vulnerable to boon removal. The unblockable CC of Warhorn 4 can be good value too but it has a shorter range than the one on Torch. for improved mobility. The
- Focus - adds a great boonrip skill with high damage, it's the most bursty option.
- Dagger - a defensive weapon with extra condition removal and damage mitigation through Blind and Weakness.
- Sword - primarily a defensive/CC focused weapon.
Utility
Viable choices for the optional slot:
- Resistance is useful against Blind spamming specs like D/P Thief or Holosmith. - low CD stun break and the
- - stun break that could also be used as a mobility tool, it's especially useful at scaling difficult terrain and kiting to the highground. The downside is the long cast time, especially when you're trying to set this up as an escape tool while disengaging.
- - if you need more cleansing.
- - area denial skill that could ward off attackers or trap enemies inside.
Template Code
Specializations
Variants
- Take if you want more passive survivability.
Variants
- Stability access. is also a viable option, improves your Pistol skills in exchange for lower burst damage and less
- lets you share your elite's boons with allies, something that's worth considering if you're roaming with a group.
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 (albeit much less popular) choice. This however is a high risk/reward option, as your sustain is going to be considerably lower:
Equipment
Celestial
Celestial
Celestial
Celestial
Celestial
Celestial
Celestial
Celestial
Celestial
Celestial
Celestial
Celestial
Celestial
Celestial
Celestial
x6
x18
Equipment Variants
Runes
- or - passive mobility boost.
- - good hybrid damage rune.
- Quickness uptime. - nearly permanent
Relic
- - improved burst damage and condition variety, but Demon Queen is better at bringing down other high sustain Cele specs because of the healing reduction.
- - boosts both your strike damage and condition pressure while being easy to maintain.
- - extra survivability.
Sigils
- over Cleansing - slightly worse condition removal for increased pressure. In most cases Generosity should be enough, but Cleansing is the safest and most forgiving option.
Consumables
Food
- - passive damage mitigation and great stats.
- - active damage mitigation.
- - budget version
Utility
- , , or .
- Budget: either from Canned Food Crates found in WvW s or purchased from the Permanent Portable Provisioner.
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
- 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
- is unique in a sense that it doesn't require Life Force to activate - this skill even gives you LF! Because of that LF management is much less of a concern on Harbinger builds.
- The healing and endurance reduction from Poison and Weakness is great for wearing down other tanky Cele roamer specs.
- 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:
- On Staff always try to use Weakness combo. AFTER for a free
Damage
- This part of the build is rather straightforward, there aren't any complicated burst chains you have to learn. It's all about keeping the target constantly pressured.
- In terms of damage, Shroud > Pistol > Staff. Staff is mainly a utility/defensive weapon.
- Elixirs apply Blight to you and Shroud skills can consume Blight, empowering them. Consider using elixirs right before entering Shroud. is especially good at kicking off burst combos.
- fires quickly and with little to no animation, which makes it hard to dodge for enemies. Use it to set up abilities that have longer cast times like or high importance such as .
- should always be used in melee range to ensure that all the projectiles hit the main target.
- serves as an ideal setup for other shroud skills (except for which could "stunbreak" enemies as the daze overrides the stronger CC of Vital Draw).
- Quickness. (shroud auto) is the best filler in the build, capable of delivering some serious damage if left unchecked especially with the passive
Shroud burst combo example:
- to get into melee range.
- to deliver damage while avoiding incoming attacks and dazing the target, making it harder for them to prevent the next step of the chain. It's also yet another mobility skill in case you were still not in melee range.
- for CC.
- at point-blank range for maximum effectiveness.
- spam.
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
- 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 mass cleanse.
Related Builds
- Harbinger - Pistol Curses - Conquest PvP version of the build.
Ratings
Comments
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