Herald - Celestial Herald Roamer
The community gave this build a rating, making it top-tier: Great
Focused on: Hybrid damage and Sustain
Designed for: WvW Roaming
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==]
Specializations
Variants
- is also a viable option, but be warned that it has some anti-synergy with 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 .
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
Spear
Celestial
Celestial
Sigil
Sigil
Mace
Celestial
Celestial
Shield
Celestial
Celestial
Sigil
Sigil
Rune
x6
x6
Infusion
x18
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 higher Alacrity uptime from the relic.
Utility
- Optimal:
- Budget: either from Canned Food Crates found in WvW s or purchased from the Permanent Portable Provisioner.
Usage
General
- Invoking a legend resets energy to 50, procs various traits such as or , 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:
- (use its active when your energy is about to hit 0)
- Swapping legends deactivates the upkeep skills of that legend without sending them on full CD.
- is a cheap stun breaker and one of the few skills in the game that can reveal stealthed targets.
- The 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 while channeling you can use at the last moment before the skill finishes its animation - in this case Gaze of Darkness will miss instead of your elite.
is one of the most versatile and strongest skills in the build:
- 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 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. . The unblockable attacks coupled with
Damage
- Both weapon sets and both legends have great offensive capabilities.
- Maintaining 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.
(Shiro) is mainly for single target. and can either be used to deliver burst damage or even to boost the damage of your filler attacks like the Spear auto while all your other skills are on CD, or if you want to stay in range.
- 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.
- (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 + 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 ⇒ in this order (for 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
- 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 (for CC) and (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.
.
- 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.
- 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.
- 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 and .
- Mace has Weakness. which mitigates incoming strike damage through
- Both of the shield skills provide healing, cleansing and even blocking, although is a much stronger block than . 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.
- 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 when used on Glint).
- 's chain effect 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.
- Protection even while CC'd, which makes it a really potent source of damage mitigation. can instantly apply
Related Builds
- Herald - Spear Condi Shiro - sPvP version of the build.
Ratings
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.
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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