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Harbinger - Spear Vampbringer Roamer

The community gave this build a rating, making it top-tier: Great

Focused on: Strike damage and Mobility

Designed for: WvW Roaming

Expansions required: End of Dragons buildsSecrets of the Obscure buildsJanthir Wilds builds

Difficulty:
Normal
This build was last updated on January 20, 2025 and is up to date for the February 11, 2025 patch.

Overview

A WvW roaming Harbinger power build with exceptional mobility (by Necromancer standards) that's focusing on rapid attacks with high damage and a decent amount of life steal for extra survivability, built around the recently introduced Necromancer Spear.


Skill Bar

Spear
Sword/Sword
Utility


Skill Variants

Utility

For the optional slot:

  • - area denial skill that could ward off attackers or trap enemies inside.


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Specializations


Equipment

There are 2 very similar version you could run when it comes to gear. Overall the differences are relatively minor, but the option 1 should give you a bit better consistency on your bursts due to higher crit chance without sacrificing a significant amount of other stats which is why we recommend it.

Option 1 uses a mix of Demolisher/Dragon stats for high crit chance and toughness, but putting this together could be harder especially without access to Legendaries for easy stat swapping.

Head
Demolisher
Shoulders
Demolisher
Chest
Demolisher
Hands
Demolisher
Legs
Demolisher
Feet
Demolisher
Backpiece
Demolisher
Accessory
Demolisher
Accessory
Demolisher
Amulet
Demolisher
Ring
Demolisher
Ring
Demolisher
Spear
Dragon
Sigil
Sigil
Sword
Dragon
Sword
Dragon
Sigil
Sigil
Rune
x6
Infusion
x18
Relic

Option 2 is the older version which uses more readily available stat combos to produce very similar results, but with slightly higher crit damage/HP in exchange for lower crit chance/toughness:

Head
Marauder
Shoulders
Marauder
Chest
Marauder
Hands
Marauder
Legs
Marauder
Feet
Marauder
Backpiece
Assassin
Accessory
Assassin
Accessory
Assassin
Amulet
Cavalier
Ring
Cavalier
Ring
Cavalier
Spear
Marauder
Sigil
Sigil
Sword
Marauder
Sword
Marauder
Sigil
Sigil
Rune
x6
Infusion
x18
Relic


Equipment Variants

Relics

There are several viable options for the relic slot, Atrocity is just one of many. It's worth noting that Atrocity also has synergy with sigils and consumables that steal life, not just skills and traits. Other great picks are:


Consumables

Food


Utility


Usage

Elite specialization basics

  • doesn't replace your health bar! Unlike other Necromancer shrouds, Harbinger Shroud can't be used to soak up damage, which makes this spec more squishy by default.
  • You can enter shroud even with no Life Force, but staying inside still drains your LF each interval.


General

  • 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).
  • Your elite is both defensive and offensive, dealing decent damage while applying defensive boons.
  • Swapping to Sword/Sword procs . The purpose of this is twofold - you can either use it as a followp after a spear burst for instant extra damage, or Chill Chill enemies in melee to slow their movements while you run away with .


Damage

  • Spear and shroud are your main sources of damage, Sword is more of a utility weapon used for survival.
  • Spear has it own unique mechanic: soul shards. (skill #2) spends them, skills 3-5 build them. The cap is 6 soul shards.
  • Leaving shroud resets the CD of Spear's , and Isolate's chain skill refreshes the CD of . This will always give you an option to do good followup bursts after leaving shroud, or to chase down targets (shroud already has good mobility, and you can teleport to targets struck by the ranged Isolate).
  • is best used in melee range where all of the projectiles hit your main target.
  • is an excellent setup for burst combos as it's quite a long CC.
    • 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.
  • (shroud auto) can do a lot of damage with Quickness Quickness and makes for a great filler skill if you're out of CDs or don't want to go into melee.
  • 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.


Burst combo examples

Shroud combo:

  1. to get into melee range.
  2. 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.
  3. for CC.
  4. at point-blank range for maximum effectiveness.
  5. spam.

Spear combo:

  1. Optional: if you're on Sword, use for the ranged Fear Fear and immediately swap weapons. This will make it easier to land the next skill.
  2. from range.
  3. Cast from a safe distance.
  4. Teleport in with as Extirpate's cast bar is starting to fill up. Your goal is to hit the target right after using Distress.
  5. Optional: for Immobilize Immobilize
  6. with max soul shards.


Sustain

  • While life steal provides some bonus healing in combat, mobility is your real survival tool. Use sword, shroud and utilities to get out of harm's way. The build is very squishy, you need good awareness and reaction times to know when to get out.
  • Other than mobility, your main line of defense is . Both entering and leaving shroud cleanses conditions, and entering it also gives you Stability Stability as well as damage reduction + a Weakness Weakness proc on enemies. If you're being focused, entering shroud just for damage reduction/cleansing and to use the 2 mobility skills before dropping out of shroud is a perfectly fine thing to do.
  • (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 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!


Related Builds


Ratings

This build has a rating of 5 stars based on 1 votes.
Log in or register to rate this build.
5 stars
Hanz gave this build 5 stars • February 2025
Surprisingly good, wasn't a fan of Spear in sPvP but it works really well in WvW, especially in 1v1s. Still kinda squishy but proper use of mobility tools can mitigate that. The damage is top tier. 2025 edit: still strong.

Comments

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