Harbinger - Power Harbinger
The community gave this build a rating, making it second-tier: Good
Focused on: Strike damage and Boon removal
Designed for: PvP Conquest
Difficulty:
Hard
This build was last updated on June 26, 2024 and is up to date for the October 8, 2024 patch.
Overview
A high damage PvP Harbinger power build meant to teamfight. The build is a glass cannon with very low survivabiltiy, relying mainly on its mobility tools and careful positioning to survive fights.
Skill Bar
Axe/Focus
Staff
Utility
Skill Variants
Utility
- Blind spam or Immobilize. - low CD stunbreak + damage mitigation and defense against soft-CC like
- - better condition cleansing.
- - can replace Flesh Wurm, generally Well of Darkness is one of the most Meta skills for Necromancer right now. The blindness pulse can really mess up any player.
- - Great to combo with your elixrs to cause your opponent to have high Vulnerability allowing for intense bursts. You could potentially drop multiple players with this but that's all situational.
Template Code
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Specializations
Specialization Variants
For more sustain you could try replacing Spite with either Blood Magic or Death Magic:
Equipment
Axe
Focus
Sigil
Sigil
Staff
Sigil
Sigil
Rune
Amulet
Relic
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.
- 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 gives you life force, so start dropping in/out of shroud the moment the game starts (before you'd even leave spawn) and keep doing it even out of combat for the rest of the match for free LF (and mobility from skills 3-4).
Damage
- Staff is more of a utility weapon while Axe/Focus and Shroud skills are for burst damage.
- The 3 skills that benefit from the most are , and .
- is best used in melee range where all of the projectiles hit your main target.
- Follow up with any other shroud skill except for as that one dazes targets and could therefore stunbreak your enemies. It's still good to use near the end of Vital Draw.
is an excellent setup for burst combos as it's quite a long CC.
- Quickness and makes for a great filler skill if you're out of CDs or don't want to go into melee. (shroud auto) can do a lot of damage with
- does decent AoE damage too. While this could act as a ranged skill, you need to be inside the landing area if you want to get the boons from it.
- Quickness left, which might be enough to cover an entire cast of GC to make it harder to avoid. is the best burst skill on Axe. Sometimes when you drop out of shroud you'll have a few seconds of
Sustain
- Use Protection.
- Casting insdie the ring results in AoE (but only if an enemy triggers the mark).
to kite enemies or wall yourself off from them. Crossing the ring also gives you
- 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:
- should be placed well before entering combat, preferably at a spot where your enemies can't reach it easily. Wurm provides you with an escape route and makes it easier to travel around the map in general. Last but not least, teleporting to the wurm with grants 10% life force, which means you could consider using the teleport before even leaving spawn at the start of a game in order to start off with some LF.
- 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.
Related Builds
- Harbinger - Power Elixir Roamer - WvW version of the build.
Ratings
Power harb is denitely one of the most fun necro builds to play, having extremely high mobility baked in plus the sword 3 and worm with spectral walk. Boon corrupts and spike damage, with AoE weakness procs thanks to curses and high amounts of cleansing with decent barrier generation. I wonder if warhorn over sword with relic of speed over fireworks might be viable to enable a better rune like Holosmith to avoid wasted stats, burst would go down but consistency goes way up. Marauder amulet is definitely better than demolisher aswell since it works better against both damage types and has synergy with shrouds life force pool. Also tried the original Lynx version with the relic that buffs life steal (forgot what it's called) and that can be good to make bigger barriers using blood bank. Additionally you could also drop curses for death magic making you way tankier and gaining alittle bit of damage but you loose weakness on shroud and booncorrupts on shroud 2. One of the reasons this build is so fun is because there are almost endless possibilities when it comes to trait choice and gear, pick what feels best, and tweak as you go, although I will say taking spite or soul reaping isn't necessary at all, you have extremely high damage as is and taking either of these lines makes you extremely reliant on support for survival, hitting harder doesn't matter if they kill you before the hit lands.
Put swords on instead of axe focus and with demo amulet you get a much tankier more viable build with blood bank. The health taken from swords is too good to pass up and the recent sustain buff to harbinger shroud really makes this an excellent pick. Elixir of bliss for added condi/boon removal also does wonders. If this isn't meta now, spear will definitely bring it to the top if blood bank isn't getting nerfed.
The damage is off the charts but the sustain is nonexistent. Mobility tries to make up for it but that only goes so far. Has potential, but kinda feels like a PvE build sometimes. There's a reason Harb isn't very popular anymore, but I'll admit it's a lot of fun to play. So if you're just chasing big numbers and not high ratings, you might enjoy this and it's certainly not the worst thing you could play.
Extremely fun build with suprisingly high damage. Absolutely excels when you're left to autoattack the enemy to death but can be heavily shutdown by reflects and focus. You need very good positioning and awareness to play this build and not get farmed.
High damage with good escape potential. Very important to having positioning just right and be able to get vuln stacks before trying to burst. I've been using Rune of Vampirism which can come in handy when you are cleaving bodies down faster than you could finish them. Whenever there is anti projectile you have to be careful not to stay harb shroud too long and switch to axe after using your non-projectile shroud skills. I haven't had much difficulty fighting reapers and this feels stronger as a power build to me.
Four Stars. Incredibly Bursty and Insane Damage, but lack of sustain causes it to be 4 stars, especially since if you wanna fix that you have to lose a good chunk of DPS. Valkyrie kinda fixes this problem, you lose alot less damage than before with just it, and gain a good amount of sustain. You can possibly two foes assuming you can group your vulnerability stacks with them, but even so.
Overall, Reaper is still the Meta. But I love this, some range and a lot more fun with a powerful AOE Stun
Comments
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