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Outriders: The Best Build For The Harbinger Trickster | Game Rant

Many will object to the Harbinger Trickster's existence in Outriders. To say that the community had made this build a laughingstock would be an understatement. Turning a melee damage machine into a tank when there is already a class in the game that tanks perfectly well is a logical objection. But if the community is so concerned about logic, they should get all of their facts straight first.

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The bottom line is that while the other two builds for the Trickster class do much more damage, survival on Enoch isn't about big numbers. Glass cannons are, after all, still made of glass. The Harbinger build doesn't worry about what other players think, it focuses on survival through shields. And, because the damage is still better than the Warden Devastator, it makes for an enjoyable tanking experience when soloing.

Updated on July 30th, 2021 by Hodey Johns: It's hard to think of any games that have been updated and altered more than Outriders has in the first few months. The relationship between developer and community has been rocky at best, but communication is clear and active. This guide has been updated to reflect the latest balances. It's clear that the endgame goal is based on conquering high world tiers in a party. Therefore, a section has been added regarding how to properly play the character in a group so that players can have a clear idea of how this particular role should function after putting all of the pieces together.

  • Countershield: Activating a Deception skill increases Anomaly Power by 50% for 10 seconds.
  • Wither Scything: Melee skills inflict Weakness.
  • Disruption Shield: Activating a Deception Skill grants a 20% shield.

As far as the smaller nodes go, the most important one to pick up is Continuum, which is over in the Reaver tree. The Harbinger's shields are created by using abilities, so cutting down on time between abilities by 15% is huge. Also, select every single node that buffs shields. Ignore most nodes that buff armor, resistances, and health unless they are incredibly convenient as the shield does not benefit from these.

For the larger nodes, the Countershield, which is once again in the Reaver tree, is what enables this build to function. Yes, it's Anomaly Power and not defense, but because this build is almost entirely played by solo gamers, the extra damage is a requirement to beat difficult encounters, especially when considering how higher World Tiers work. Pair this with Wither Scything's Weakness application and the damage will be more than enough.

The Disruption Shield is the feature ability, but it, unfortunately, isn't accessible until the end of the chain. After acquiring it, using Deception skills every time they are off of cooldown will be prioritized for every other decision. If the shield goes down, so does the Trickster.

  • Venerator's Knife: Throw a knife at an enemy that can ricochet up to four additional times (five total enemies hit). The next time any such enemy is hit, they will be slowed and take double damage.
  • Time Rift: Release a shockwave that suspends enemies in the air for 3.5 seconds and inflicts Weakness.
  • Cyclone Slice: Create a whirlwind of anomalous blades, dealing damage and interrupting enemies around the Trickster.

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By throwing Veneratror's Knife, Harbingers will gain a shield, do damage, and then prime enemy units for a flurry of hits. The Slow status is crippling to enemies who will have a difficult time turning to face the Trickster.

Time Rift is another Deception ability, meaning it will also give a shield to the Trickster. This is perhaps the most potent crowd control move in the game as it leaves enemies Weak and defenseless for a full 3.5 seconds. Any class build, good or bad, will be able to take advantage of such a disable.

Some might prefer Twisted Rounds for the higher damage, but Cyclone Slice is the better move for the spirit of the Harbinger. The extra interrupt in a group is a lifesaver, especially when stuck engaged in melee combat.

  • Double Time
  • Geiger's Weave
  • Long Range
  • Rebound
  • Healing Slice

All of the mods based on the core skills can be helpful. While legendary weapons and gear should generally keep their special mod, the other slot should be filled by a crafted ability mod unless both mods happen to be relevant.

The most important mods for the Harbinger Trickster are the ones that pertain to Time Rift. Specifically, Double Time, Geiger's Wave, and Long Range will increase the time enemies are suspended, inflict Vulnerable, and triple the range of the ability.

From here, Rebound will be the next most important as it reflects bullets and its duration is increased by the Harbinger's preferred Legendary armor.

  • Shotguns: Aerie Master, Funeral Pyre
  • SMGs: The Wicker, The Migraine
  • Pistols: Bolt & Thunder

The Harbinger Trickster is going to be playing at virtually melee range, so don't bother trying to be cute with weapon selection. Shotguns and SMGs are the preferred choices here. With loads of legendary guns to choose from, be patient and wait for something special. Use an epic weapon until the perfect opportunity comes along.

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No gun was tailor-made for any class build like the Aeire Master was made for Harbinger Tricksters. This creates a Time Rift that receives all of the benefits from the Time Rift that the player has already beefed up. The Funeral Pyre is another great choice for dealing with groups, plus it's an automatic shotgun.

The Wicker is considered by many to be the most overpowered gun in the game right now as it stuns the primary target and secondary targets with every single bullet, so it's naturally a fitting SMG choice. The Migraine also helps out with Anomaly damage.

  • Edge Of Time

The set bonus will add damage to Cyclone Strikes, which doesn't seem to be of much help initially. Don't worry too much about that, the reason the Edge of Time set is so good is because of the boosts received from the mods.

Rebound, if it isn't already selected, comes with the chest piece. The gloves will reduce damage based on how many enemies are nearby. The pants add ten full seconds onto Cyclone Strike.

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Keep in mind that only three pieces are needed for the set bonus. So feel free to change out the head and shoes for any other piece of armor that looks to be an improvement.

Facts are what they are; the Harbinger does not do the raw DPS of the Reaver Trickster and those Twisted Ammo rounds. As a result, teams might be reluctant to allow a Harbinger into the group. But they shouldn't be when they see their talents and how this helps the entire team.

The Harbinger is the closest build the game has to a disabler. And when players are getting overwhelmed on higher difficulties, and they will, they'll be wishing that somebody could buy them some time. The Harbinger excels at disabling lots of enemies and should be keeping as many units suspended in the air as possible at all times.

Also, the Harbinger should be spreading out their damage. Too often, the initial target of the Venerator's Knife is the only enemy targeted for a while, which is a real shame because the knife gives double damage against the first shot against each target. The Harbinger should be splitting up their damage so as to attack multiple enemies and thinning out the ranks, not focusing the largest beast of them all, let the other DPS take care of that.

Finally, use that Cyclone Slice tactfully against units charging up damaging bursts. Thanks to this interrupt, many of the boss fights are made significantly easier as the enemy unit's best attack becomes completely neutralized by the Harbinger. Smart group leaders understand the Harbinger's utility outside of raw DPS and, even then, the DPS is respectable enough that it really shouldn't be an issue.

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