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[CLASS BUILD] Sweeper Agent (Harbinger-Troubadour/Streetfighter)

Harbinger Troubadour Streetfighter Street Sweeper Utility Interrupter

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#1
Metaturtle

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Sweeper Agent
 
Class: Harbinger ( Streetfighter/Troubadour )
Difficulty: PotD+ 
Version: 2.0
Solo?: You can cheese a lot of stuff in solo PotD+ with a chanter (summons) and rogue (dot & run) granted you may have to make a few adjustments in skills and prep your fights, but the build is better appreciated with a party.
 
(Sorry if this is long. I wrote it in a very general way.)
DESCRIPTION:
The Sweeper's main focus is an interrupt and utility build that is tuned more towards range, but it can handle well also as a midline melee.  It does various sorts of things that I will like to call "sweeping" and in this particular build, the unique quarterstaff, "Street Sweeper" is part of the utility kit.
 
The Streetfighter rogue subclass is very popular with the amazing bonuses received when it hits its requirements of being flanked and/or bloodied.  A very popular way of achieving this is by using the blunderbuss modal to achieve the speed bonus, but in this build we are achieving this with the harbinger's advanced wisp summons attacking the harbinger with its distracting attack.  Now that we have our own wisp battery triggering our "Heating Up" buff with its autoattacks, it gives a lot more freedom in using a wider selection of ranged weapons or meleeing a single target without the need of being surrounded.  
 
The wisps also serve 5 other functions:
  1.  Damaging you down gradually to bloodied (<50% health) for "On the Edge" dmg buff if you like to take it slow to bloodied range.
  2.  Use the 2nd wisp to act as a spotter that debuffs your target for sneak attack potential.
  3.  Chain interrupting the enemy with the wisp's interrupt active ability.
  4.  Being a decoy.
  5.  Supply another streetfighter ally with "distract" if they don't have super high defenses.  If you have more than 2 streetfighters, you can do additional micro to hit additional targets.
 
Technically you could delegate the wisp work to another chanter who then uses those wisps to fuel other Streetfighter hybrids opening up the way to some party combos, but I want to highlight the points for this build combo as a whole package.
 
First Sweep:  Sweeping gunfire (or blast! or strikes!).
Not new to the hand mortar rogue builds, but using a weapon that has aoe capabilities like hand mortars or rod + modal allows the harbinger to apply its debuffs enmasse. 
 
Second Sweep: Sweeping them off their feet (Interrupts)
The harbinger's active skills come with a degree of interrupt depending on the grade of the attack. To further supplement the kit, many weapons have modals and crit effects that can keep the enemy from doing stuff efficiently and I'll mention some of these weapons at the weapon section of the guide. The energized buff you can get allows crits to interrupt so it could possibly work with other weapons, but the buff upkeep can be taxing so it is mostly used only when extra PEN is needed. Wisps are your strongest interrupt as they can chaincast their interrupt skill to eat up a massive stack of concentration and lock down even the toughest of enemies like dragons.
 
Third Sweep: Street Cleaning - Buff countering
The streetfighter has access to many types of afflictions, which can be very beneficial to countering the buffs of enemies granted they are not immune to the counter.  Some hard enemies have no timer on their buffs and require its respective counter to strip them off it.  An example is using blind to strip the enemy of the perceptive buff, which then lowers their hit and crit chances on your tank. For other buffs with durations, this is were the quarterstaff Street Sweeper's buff clearing feature shines.  For other notable cleaning options the war bow, Veilpiercer, has a chance to clean buffs and even has a on-rest skill that can strip out all duration effects in a tiny area. 
 
Fourth Sweep:  Cleansweep - Situational AoE burst
Chanters have a skill, "White worms writhed in the bellies of the dead," (that I will just refer to as "Corpse Explosion"), where it will detonate a single downed enemy and inflict crush damage within its average radius. The upgraded version of the skill, "Their Putrid Stench Wafts Across", has its tooltip only state that it now applies a long lasting sickened debuff.  The upgraded version now blows up every body within the massive targeting circle that now covers nearly the entire screen thanks to the high INT of the build.  Even if the target circle does show red in the middle (hazardous aoe), it doesn't actually affect your team at all.  It even can target your dead skeletons from the skelly chant if you are fast enough to cast it before its corpse disappears.  No reason to not clean those floors up. :p
 
Assuming you are not facing crush-immune or ridiculously high Reflex enemies, this skill makes having a bunch of downed enemies into a cheap nuke that can escalate into a deadly cycle.  I usually like to spend Sasha's Singing Scimitar's free empower point here on trash.  Alternatively, with the streetfighter's' fast recovery coupled with a high arcana skill you can machinegun expensive scroll nukes if you have the resources as a last resort.  
 
(edited)
TIP:  Turn off gibs in options so they don't get chunked when they die and not leave a body.
 
Optional Sweep: Minesweeper.
With its high perception, you can turn this character into your mechanics monkey and have it sweep the floors for traps. :p
 
Other notes:
It is worth mentioning that I made this build with a skillset to achieve a decent enough PEN to circumvent most enemies with stupid high armor (~15-17AR).
I chose Troubadour over Skald since PotD+ diminishes Skald a bit and Troubadour is a lot more consistent.  Skald is very good in lower difficulties, but be aware that its phrase gain from crit only applies to melee crits.
 
GAMEPLAY
Open up with Artierial Strike if you have it. Summon your wisps and have them attack you. Stay in the Troubadour's Brisk Recitation modal for the "Energized" buff if you want to use a weapon with no passive interrupt or need the extra penetration for an enemy.  If you can comfortably damage with your current penetration or don't need a lot of soft interrupts, turn off Brisk Recitation to have your party benefit from double linger chants.  This method is easier since now you only need phrases to resummon wisps and don't suffer from inconsistent chant buffs.  
 
Apply all relevant debuffs if enemies are clumped up nicely and you can stay in aoe mode if it is more beneficial for damage. I like to save some rogue power in case I need situational buff countering or to escape since the build is meant for countering/utility and not damage output.
 
With the opener done, Send one wisp to assist you in picking off enemies and/or possibly micro wisp to lock them down if they are extremely dangerous.  Once a few enemies are down and the remaining survivors are close to the bodies, detonate them and repeat the process.  In case you are using phrases to debuff enemies (Armor debuff invocation) or chaincasting corpse explosions, I recommend going back into Brisk Recitation modal to regain phrases quickly to upkeep your wisps.  
 
 
DISADVANTAGES:
If built for more damage by dumping RES and CON, the obvious weaknesses of being squishy applies.  The biggest disadvantages of a build with low RES is a deflection rating where enemies will often start chasing you down and the increased durations of debuffs with long timers.  Having the harbinger with a long INT affliction can be annoying as it will go about and interrupt your backline.  Other things like very long dots with low CON can threaten you if not watched carefully so dedicate a few quick slots to recovery items.
 
Considering that you need to manually autoattack with wisps to make the build work and maintain buffs, it requires a bit of micro that can't be scripted.  If you are soloing and having wisps tank and interrupt, prepare for micro hell.   If you are playing with a full party on lower difficulties, the burst damage from other classes may leave you with not much to play with.
 
RACES
Human - For fighting spirit synergy when you want to live on the edge. (Used in playthrough)
Nature Godlike - Starts with ideal stats. If you prefer a power level over the helm slot using energized to achieve your buff requirement.  Has interesting perk with Heart Chime amulet.
Elf - Starts with ideal stats.
Aumaua - About the same with elves.
Hearth Orlan - To squeeze out that extra crit chance with a party.
Dwarf - If you plan on using Aamina's Legacy a lot.
 
 
ATTRIBUTES:
My playthrough stats as a Human including background and without Berath's Blessing: (8/8/18/18/19/7).  A bit of space to go glass cannon and buff out stats with blessing.
 
MIG - Low/High. If more interested in crits and interrupts then make this "Low" since DEX/PER are better for that path. If deciding to be more of a glass cannon then dump RES/CON and make this "High". 
 
CON - Low/Dump. Not too keen on dumping this all the way since a little bit of an HP buffer for self-damage and midlining is helpful.
 
DEX - High. Hey look! It's a DEX chanter.  It does nothing for accumulating phrases, but it helps with everything else allowing more actions you can do within your "buff" windows.  Depending on your weapon setup, you can get away with less.
 
PER - High. Helps for criticals and landing abilities in early PotD.  You can do with less in lower difficulties, but it still is very useful in finding hidden items and traps. You also need a bit to offset the perception affliction's -5PER penalty. In most cases this will probably be maxed in PotD.
 
INT - Maxed.  Your most important stat for increasing the duration of summons, buffs, and debuffs allowing less downtime with having to reapply.  As a troubadour, you will clip your double chant lingers at some point, but more INT is always good for everything else.
 
RES - Low/Dump. Lowering this helps the duration of the "distract" affliction to last longer for streetfighter to work, but it also increases durations for every other affliction.  Too little also makes enemies peel off often to try and get you if your melee can't engage them all, but that is what skelly chant is for :D.
 
 
SKILLS
Arcana - If you plan on using Spearcaster a lot, then this should be the skill to take.  It also greatly helps to make certain hard encounters easier via scroll nuking.
 
Alchemy - Great mileage for self-buffing and healing options.
 
Athletics - Other than being useful for events, it is an okay lazy heal button after taking a bad hit or self-sustaining your hp pool when it gets dangerously low.
 
Mechanics - BONUS RP!  If you want to get extra sweepy then make them into your mechanics monkey.
 
Stealth -  Handy for ambushes and general roguing.
 
Metaphysics - If you plan to use Chromoprismatic Staff and/or Animancer bow a lot, this skill should be your main passive skill.
 
History - Can be useful if you plan on using The Giftbearer's Cloth.
 
CULTURE & BACKGROUND:
This part is flexible, but you will want one that has the main attributes and skills listed above. In my playthrough I took Old Vallia for INT and the Artist background because the Street Sweeper quarterstaff kind of looks like a gigantic paintbrush that paints their enemies dead on the canvas that is the ground. Kaboom! Art.
 
WEAPONS & MODALS: +Good / ?Notable / -Bad
 
Spoiler
 
ABILITIES+Good / ?Notable / -Bad
Spoiler
 
EQUIPMENT: +Good / ?Conditional / -Bad
Spoiler

Edited by Metaturtle, 31 August 2018 - 10:05 PM.

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#2
Manveru123

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Yet another reason why Streetfighter is so stupid. A build that actually has your own summons attack you. Obsidian plz.

 

Nice idea tho.



#3
Boeroer

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Nice touch with the Wisps.

By the way White Worms explodes all corpses even in the non-updated state. Turn off gib in the game options! Gibbed enemies leave no corpse!
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#4
Metaturtle

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Nice touch with the Wisps.

By the way White Worms explodes all corpses even in the non-updated state. Turn off gib in the game options! Gibbed enemies leave no corpse!

 

Odd, the first version only allows me to select one corpse to blow up until I upgrade it.  I wonder if it has something to do with a micro patch not applying changes to previous games.  Nice reminder of gibs too!  I have it off since i play a lot of chanters.  I'll update the guide with that. :D


Edited by Metaturtle, 24 August 2018 - 03:16 AM.


#5
Boeroer

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If it works like that now it got changed.

Usually you could target an area on the ground and not a single corpse - and every corpse in that AoE did explode (and unlike PoE, got consumed).

#6
Tommy1984

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Large Shield:
+Modal - If taking a shield, the large shield modal is helpful for taking a nasty ranged hit or reflex based attacks.  Generally you can use rogue skills to escape, but rogue resources are finite.  Caldhu Scalth I think is the strongest choice for defense, but that depends if its not being used by another character.

 

I think Bronlar's Phalanx is better for this class. It gives a deflection bonus that scales with your health (up to 20 deflection, so +10 deflection when Bloodied), which helps staying in Bloodied state. The deflection bonus is compareable to Cadhu Scalth with mediocre athletics investment, only with full athletics investment Cadhu Scalth is better. And Bronlar's Phalanx also gives a long INT buff at combat start, that helps with your chanter abilities (summon/chant duration).



#7
Metaturtle

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Large Shield:
+Modal - If taking a shield, the large shield modal is helpful for taking a nasty ranged hit or reflex based attacks.  Generally you can use rogue skills to escape, but rogue resources are finite.  Caldhu Scalth I think is the strongest choice for defense, but that depends if its not being used by another character.

 

I think Bronlar's Phalanx is better for this class. It gives a deflection bonus that scales with your health (up to 20 deflection, so +10 deflection when Bloodied), which helps staying in Bloodied state. The deflection bonus is compareable to Cadhu Scalth with mediocre athletics investment, only with full athletics investment Cadhu Scalth is better. And Bronlar's Phalanx also gives a long INT buff at combat start, that helps with your chanter abilities (summon/chant duration).

 

 

I was thinking along the lines that I wasn't going to dodge much from ranged attacks and blanket dmg reduction was nice on top of the redux when eating the hit.  I think just saw deflection and glossed it over because of that lol.  I'll have to test out a run with Bronxlar to see how it feels since I usually always get it kind of late in the game.  That INT bonus is very nice too. I'll have to add a note for it.


Edited by Metaturtle, 24 August 2018 - 08:25 AM.


#8
peolone

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Really nice build. Do you think this build could also work awith the Engoliero do espirs estoc? One could use White worms writhed in the bellies of the dead" to proc Ghost blades, causing some real carnage (thanks to Boeroer for underlining the real power of that weapon on melee casters). In that case, I would fire the Hand Mortars with Arterial Strike as an opening, switching then to the Engoliero when enemies engage in melee, then I'd summon the wisps to sustain the "flanked" state and I'd finally cast White worms as soon as some guys die. The question is: would he be too squishy to do that? What do you think? 



#9
Metaturtle

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Even with bolstering some defense stats so you're not a 1shot squishy melee, you'll have to play very guerilla-like with your wisps. Have them chain CC the enemy then swoop in for hits trying to maximize your interrupts to stay in as long as possible then have the wisps also bail you out as you recover. Either way you're going to babysit a lot. Against bosses you might want some escape options to take off some aggro so you can resummon wisps to cc chain.

Edited by Metaturtle, 28 August 2018 - 12:53 PM.

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#10
Dorftek

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I really like that you are using wisps with this guy.

#11
Boeroer

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Yes, that's something new. :)



#12
Metaturtle

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Really nice build. Do you think this build could also work awith the Engoliero do espirs estoc? One could use White worms writhed in the bellies of the dead" to proc Ghost blades, causing some real carnage (thanks to Boeroer for underlining the real power of that weapon on melee casters). In that case, I would fire the Hand Mortars with Arterial Strike as an opening, switching then to the Engoliero when enemies engage in melee, then I'd summon the wisps to sustain the "flanked" state and I'd finally cast White worms as soon as some guys die. The question is: would he be too squishy to do that? What do you think? 

 

I had to do some testing with Espirs since corpse explosions has a few cases with skills like the life-vamp aura, but it works for other sources of damage like DoTs.  Turns out I was right and it doesn't work with corpse explosion. :(


Edited by Metaturtle, 29 August 2018 - 03:12 AM.


#13
peolone

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I'm sad now. :( But thanks for testing. I'll play him as a ranged character.

#14
Boeroer

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Ghost Blades will not proc on the corpse explosion itself, but when such an explosion kills an enemy it should. Does it not?

#15
MaxQuest

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-Deltro's Cage Helm - The wisp's shock damage will trigger the lash bonus from this helmet. Too bad it is like ~1% shock lash damage

Do they hit for 1 shock damage? Or was the formula changed?

Iirc, Elebhra (author of "Lightning Rod" build) was mentioning that "receiving x lightning damage will add x% lash damage for 30s." (or "for 10s" after v1.1)

#16
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I still works as you describe. I just let Aloth hit himself with Jolting Touch (funny that it's possible, but it is), he suffered 38 shock damage and the helmet gave him 38% shock damage for 13 sec (incl. INT bonus).

 

Although when I then cast Minor Missiles the projectiles only seem to get <10% shock damage. I did 7 corrode damage + 0.6 shock damage. Maybe due to different corrode/shock AR on the enemy, no idea.

 

Edit: yes, that was the problem. Now I cast it on an enemy with equal AR and it's 38%.


Edited by Boeroer, 29 August 2018 - 04:31 AM.

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#17
Dorftek

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Does lashes use the same pen as the primary dmg source or how does lash vs AR work exactly?

#18
Metaturtle

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Ghost Blades will not proc on the corpse explosion itself, but when such an explosion kills an enemy it should. Does it not?

Oops, sorry if I worded it that way, but yes I meant kills done with corpse explosion. The life leech relation was a hunch that corpse explosion damage was not linked ( or limited ) to the character in certain ways so kills from corpse explosion did not get credit.
I was expecting a fan out of several ghost blade procs after kills from an explosion, but none happened.

Edited by Metaturtle, 29 August 2018 - 01:01 PM.


#19
Metaturtle

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-Deltro's Cage Helm - The wisp's shock damage will trigger the lash bonus from this helmet. Too bad it is like ~1% shock lash damage

Do they hit for 1 shock damage? Or was the formula changed?

Iirc, Elebhra (author of "Lightning Rod" build) was mentioning that "receiving x lightning damage will add x% lash damage for 30s." (or "for 10s" after v1.1)

I've oversimplified the helm in the guide regarding wisps. My hits were hitting around 1 shock damage and sometimes less (.5, etc) since the wisp damage is pretty mediocre for a high lash gain.
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#20
Metaturtle

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Oh, brilliance cape would be awesome for this. Damnit, hurry up 2.1.





Also tagged with one or more of these keywords: Harbinger, Troubadour, Streetfighter, Street Sweeper, Utility, Interrupter

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