“Harbinger are offensive mages who deal damage from melee range. Utilizing brutal melee attacks the Harbinger is able to weave powerful spells into there combat flow.” -Build Info
This guide attempts to develop a mages’ ability to play the Harbinger Soul for the mage calling in a variety of different play styles: solo play in open world, low manning content , dungeon runs, rifts or crifts and even into raiding including tier two content. The Harbinger soul has the capability of parsing competitively with other mage souls though it will be on the lower end. Many experienced Harbingers will advise you that Harbinger is the highest ranked damage dealer at level cap until the mages eternal weapon is gained, specifically when Elementalist’s and its short global cooldown mix with the eternal weapon buff to become superior. In addition to the damage dealt Harbinger is great for play in open world situations where you may be solo or cannot count on your group for support. You can also activate Living Veil to give yourself raid healing though your damage will be reduced in half.
The Harbinger is a versatile soul that changes the normal staff into fierce weapons such as a deadly scythe, a powerful melee weapon that can be is ascertained with a mages devotion to magic. Any character who is not familiar with melee play may have to get used to it which plays differently from a typical ranged magic user. Harbingers were introduced into Rift during the Storm Legion Expansion pack and this was the first time that mages went into combat at melee.
Since the introduction of Harbinger it has remained competitive in multiple styles of play and is one of the top recommended builds for leveling.This guide supersedes an older version on GFR which has been superseded. This guides has been moved to the Archive section and will be maintained as is for future references.
Harbinger General Pros and Cons
Harbinger is a self sustaining soul that needs no help to go from fight to fight with little downtime
They are able to take on almost any open world enemy without issues
It is a simple style of play many times without many buttons making it an easy to play soul for many
While capable as a few button player performance can easily be increased by maintaining more precise ability control
Usable in open world, chronicles, dungeons and raids with good results if using the proper off souls.
Capable as serving as a secondary or backup healer in many situations by using Living Veil and its healing
Typical open world and solo builds are not all focused together so damage, support or healing will take a hit
There is no spell or ability to purge enemies directly in the Harbinger tree
Some players may find the constant monitoring of procs tedious
Playing a melee mage may not match the glass canon burst of a mage such as Pyromancer or Elementalist
Once the eternal weapon is obtained Elementalist overtakes this for damage because of the low global cooldown which has a set amount of damage added to each attack making harbinger lose competitive damage dealing
Often is not played due to the lack of use for it in endgame. while capable of contributing mage has very in demand souls specifically in Archon and Chloromancer
Harbinger Core Abilities
The harbinger is a melee based soul who transforms there staff into a ferocious melee weapon charged of magic and able to cause great harm to the enemy. In order to grant this ability the mage must transform there tactics to a melee based caster and follow the same mechanics as any other melee. Your abilities can be broken into different categories with most of the attacking abilities gained from this transformation taken care of in macros.
Essence of the Wind [Evasion & Speed] – For 15 seconds + 50% movement and +40% dodge
Blade Rush – [Charge] Charges 30m towards an enemy
Blademark [Cleave] – Selects an enemy who will receive damage single target damage done to another enemy
Disabling Slash [Control]-Stuns for 5 seconds
Distracting Slash [Control] – Ranged Interrupt on a 10 second cooldown
Glaring Fetters [Control] – Snare reducing movement speed by 30% for 10s
Introspection – [Mana] Damaging attacks return 5% of mages mana
Phase Step [Movement] – Next 3 single target damaging spells teleport you to enemy. Applies Twisted soul
Planar Retreat [Movement] – Removes all crowd control and teleport backwards 20 meters
Phantom Blades [Utility]: – Melee attacks extended to 30 meters for 15 seconds on a 30 second cooldown
Storm Shroud [Utility]: – Four seconds invisibility, usable during combat as a slip away.
A Build For Harbinger
Useful for Leveling, Solo Play, Dungeons, Lower Tier Raids
There are two macros for buffs, for single target use Single Target Buff Macro and AoE use AoE Buff Macro. Hit it twice as it will cancel the other buff that is on first. Make sure to always have one of these on.
If fighting two strong (> 20 second fights) apply Blademark to one enemy then Single Target Attack the other one. Anything great than 3 should be using AoE Buff.