Build Difficulty: ● ○ ○ ○ ○
优点
- Fluid rotation
- Easy to learn
- Plenty of utility
- Defensive options
- Simple rotation
缺点
- Relies on resource management
- Forced movement
[&DQg1PhM1QCooDwAA1xoAAHMBAACAAAAA6BoAAAAAAAAAAAAAAAAAAAAAAAACWQAyAAA=]Build Difficulty: ● ○ ○ ○ ○
Support Harbinger is a really unique Tertiary Support which provides mandatory offensive boons such as Might and Fury. It also provides excellent utility inherent to Necromancer with Boon Removal aswell as heavy Crowd Controls.
As for every Necromancer specialization, we will be looking to synchronize to remove boons from enemies and get them Downed. Same applies to from Greatsword. It is vital to wait for your Commander's call to use these Cooldowns and you should never use them mindlessly.
Harbinger's Shroud allows us to grant Might and Fury everytime we use . Staff will be giving other interesting boons, notably defensive ones like Protection, Vigor and Stability. Lastly, will ensure our Damage dealers are fully buffed by granting massive amounts of Might instantly.
As an offensive Tertiary Support, we will be looking to grant the boons our Damage dealers greatly prize; Might, Fury and Quickness. We will also try to help on other boons uptimes thanks to the versatility of Staff.
Harbinger's Shroud gives Might and Fury thanks to . Our goal is to stay a few seconds in shroud in order to press twice and then leave.
Might will also be granted by pressing on important clashes to ensure we reach 25 stacks of Might on our Damage dealers.
Outside of these boons, Staff with , and respectively grant Vigor, Protection and Stability : mind using these skills frequently and keep an eye on their Cooldowns!
It is worth noting grants a good amount of Resistance : it can be used as much as you are comfortable moving around without Stun Break.
Last but not least, remember grants every single boon for 10 seconds, including the really rare Alacrity. This Cooldown must be used wisely, preferably right before the Well of Corruption Call in order to let the projectile hit the ground and grant its effects for the following move.
Support Harbinger relies exclusively on Staff and Blood Magic Trait Line to support allies. We will not have as much impact as the Secondary Supports but we will try to help them to keep the squad healthy. We have a few ways to Heal allies :
As mentionned above, you should use right before the Well of Corruption Call on your group and yourself. Due to its longer Cooldown, it won't be up on every call but you should synchronize it whenever it is possible. An ideal rotation on the Well of Corruption Call would look like this :





The idea behind this spike is rather simple : we are maximizing our Boon Removal output on the spike, entering shroud to proc
恶灵附体 but also to keep pulsing boons. As we know enemies will lose a lot of their boons including Stability, we will aim to use as many Crowd Controls as possible to catch the weakened players out of their squad.
致命抽取 and
黑暗抓攫 are extremely powerful Crowd Controls. They should be used wisely for the rest of the fight following that idea aswell : you can also decide to keep
致命抽取 for the
夜幕降临 call.
Support Harbinger is naturally tanky thanks to its gear, but we still have a few tools to help ourselves when the pressure gets too high in hard situations.
无知试剂. If you have a hard time surviving, keep this skill solely to help yourself rather than having a higher Resistance uptime.
吞噬切割 and
贪食跃冲 are your only gap closers and are available only in Harbinger's Shroud.As your build doesn't provide any source of Blocks or Evades, position yourself in consequence and mind using your Dodges wisely !