先驱者 Harbinger - Power Harbinger
此配装转载自 https://metabattle.com/wiki/Build:Harbinger_-_Power_Harbinger
The community gave this build a rating,making it second-tier: 优秀 Good
使用场合:征服模式 PvP Conquest
Difficulty:
Hard
该配装最后更新于:1 月 11, 2024;并已与以下版本同步:1 月 30, 2024 patch.
概述 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.
技能 Skill Bar
Axe/Focus
法杖
Utility
技能变体 Skill Variants
Utility
- - low CD stun break and great defensive skill in general.
- - 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.
模板代码 Template Code
[&DQg1KTImQCXnGqIAvQH6AC4BMAFsAb0B6BqSAAAAAAAAAAAAAAAAAAAAAAADMgAFAGcAAA==]
特性 Specializations
特性变体 Specialization Variants
For more sustain you could try replacing Spite with either Blood Magic or Death Magic:
装备 Equipment
利斧
聚能器
法印
法印
法杖
法印
法印
符文
项链
Relic
使用说明 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, (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 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.
- 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 , 和 。
- 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 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.
- is the best burst skill on Axe. Sometimes when you drop out of shroud you'll have a few seconds of Quickness left, which might be enough to cover an entire cast of GC to make it harder to avoid.
生存
- Use to kite enemies or wall yourself off from them. Crossing the ring also gives you Protection。
- Casting insdie the ring results in AoE (but only if an enemy triggers the mark)。
- (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!
- 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. 和 are both great for building (or closing) gaps.