Elite specialization basics
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先驱帷幕 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.
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You can enter shroud even with no Life Force to use, but staying inside still drains your LF each interval.
General
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.
Pistol burst combo example:
- could serve as an opener as it has a very low cast time and doesn't really require setup, but it could also be used after Vile Blast.
- to set up Oppressive Collapse (OC), which has a much more visible animation and would be harder to land. Note: OC in general works best against slowed/stunned targets - the AoE ring spawns under your target the moment you press OC, so enemies with or mobility skills could even escape the ring before the skill finishes. If they manage to leave the ring in time they'll avoid the CC.
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Sustain
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Both entering and staying in shroud removes conditions thanks to and (Death Magic-only).
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When playing with Death Magic, removing and applying conditions generates Carapace stacks, reducing strike damage taken. At 25+ stacks is going to bump your damage reduction even higher.
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grants Carapace even if the condition was removed through other means, like .
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(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!
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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.
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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.
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Skill #4 on both weapon sets is a condition transfer (when playing with Dagger offhand): and .