Difference between revisions of "Scourge - Alacrity Support Condi Healer"

m (Added a tentative difficulty rating)
(Added some more details on variants and usage and clarified various things.)
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==Overview==
 
==Overview==
A Scourge heal support build with condi-based damage that brings easy full {{tooltip|Alacrity}} uptime, high {{tooltip|Fury}} uptime, and decently good {{tooltip|Might}} uptime to its subgroup, solid amounts of healing, and the signature support Scourge resurrectability. Most of the healing comes in the form of '''barrier''' and {{tooltip|Regeneration}}, and as such, this build isn't amazing at burst healing. This is not a problem most of the time as even should the combination of barrier and regen fail the ease of resurrection should make most things recoverable.
+
A Scourge heal support build that brings easy full {{tooltip|Alacrity}} uptime, high {{tooltip|Fury}} uptime, and decently good {{tooltip|Might}} uptime to its subgroup, solid amounts of healing, and the signature support Scourge resurrectability. Most of the healing comes in the form of '''barrier'''—which is great for maintaining {{Rune|Superior Rune of the Scholar}} uptime and doesn't get reduced by {{tooltip|Agony}}—and {{tooltip|Regeneration}}, and as such, this build isn't amazing at burst healing. This is not a problem most of the time as even should the combination of barrier and regen fail the ease of resurrection should make most things recoverable.
  
 
This build also boasts a very solid amount of condition removal between {{Skill|Nefarious Favor}} and {{Trait|Abrasive Grit}} as well as decent {{tooltip|Protection}} from {{trait|Herald of Sorrow}}.
 
This build also boasts a very solid amount of condition removal between {{Skill|Nefarious Favor}} and {{Trait|Abrasive Grit}} as well as decent {{tooltip|Protection}} from {{trait|Herald of Sorrow}}.
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==Template Code==
 
==Template Code==
 
{{TemplateCode|
 
{{TemplateCode|
code = [&DQgTNTI1PD1+Fn4WbwFvASEXgAAkFyQXlQCVAAAAAAAAAAAAAAAAAAAAAAADVgBmAFkAAA==]
+
code = [&DQgTNTIdPD0SAH4WbwFvASEXgAAkFyQXlQCVAAAAAAAAAAAAAAAAAAAAAAADVgBmAFkAAA==]
 
}}
 
}}
  
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| weapon3 = Staff
 
| weapon3 = Staff
 
| weapon4 =  
 
| weapon4 =  
|healing = Sand Flare
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|healing = Well of Blood
 
|utility1 = Signet of Undeath
 
|utility1 = Signet of Undeath
 
|utility2 = Serpent Siphon
 
|utility2 = Serpent Siphon
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===Weapon Variants===
 
===Weapon Variants===
* Replacing the '''Scepter''' with a '''Dagger''' will make life force generation extremely comfortable. If you're struggling with it, it's a very valid choice.
+
* '''Dagger''' will make life force generation extremely comfortable at the cost of requiring you to be in melee range of the boss.
* Using a '''Warhorn''' instead of the '''Torch''' can be useful if you're hurting for CC.
+
* '''Warhorn''' can be very useful for some extra CC.
  
  
 
===Skill Variants===
 
===Skill Variants===
 
'''Healing'''
 
'''Healing'''
* {{Skill|Well of Blood}} replaces some of the barrier generation with more regen.
+
* {{Skill|Sand Flare}} for extra AoE barrier generation and boon corruption at the cost of regen and ranged heals/rez.
  
 
'''Utility'''
 
'''Utility'''
 +
* If you're taking the {{Trait|Fear of Death}} + {{Trait|Eternal Life}} combo you probably don't need {{Skill|Signet of Undeath}}. You ''definitely'' don't need it if you take a '''Dagger'''. You do lose out on a potent (if costly) ranged rez, though.
 +
* {{Skill|Spectral Grasp}} is amazing for CC, especially for any fights with adds because you can do it inside the boss's hitbox to hit it five times.
 +
* {{Skill|Trail of Anguish}} for {{tooltip|Stability}}.
 
* {{Skill|Blood Is Power}} for extra DPS and {{tooltip|Might}} generation.
 
* {{Skill|Blood Is Power}} for extra DPS and {{tooltip|Might}} generation.
* {{Skill|Well of Power}} for extra {{tooltip|Might}} generation.
+
* {{Skill|Well of Power}} for condition cleanse and extra {{tooltip|Might}} generation.
 
* {{Skill|Epidemic}} can be useful in certain specific encounters.
 
* {{Skill|Epidemic}} can be useful in certain specific encounters.
 
* Note that {{Skill|Desiccate}} is the sole source of {{tooltip|Fury}} in this build so if you replace it you'll lose that.
 
* Note that {{Skill|Desiccate}} is the sole source of {{tooltip|Fury}} in this build so if you replace it you'll lose that.
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==Specializations==
 
==Specializations==
 
{{Specialization|Blood Magic|top|top|bot}}
 
{{Specialization|Blood Magic|top|top|bot}}
{{Specialization|Soul Reaping|top|top|bot}}
+
{{Specialization|Soul Reaping|top|bot|top}}
 
{{Specialization|Scourge|top|bot|bot}}
 
{{Specialization|Scourge|top|bot|bot}}
  
  
 
===Trait Variants===
 
===Trait Variants===
 +
* {{Trait|Vampiric Presence}} for some passive healing.
 
* {{Trait|Soul Marks}} can be useful if you're hurting for life force generation.
 
* {{Trait|Soul Marks}} can be useful if you're hurting for life force generation.
 
* {{Trait|Vital Persistence}} for some extra self-sustain especially if you're tanking.
 
* {{Trait|Vital Persistence}} for some extra self-sustain especially if you're tanking.
* {{Trait|Fear of Death}} for extra life force generation from {{Skill|Garish Pillar}} and {{Skill|Reaper's Mark}}.
+
* {{Trait|Soul Barbs}} and {{Trait|Dhuumfire}} increase damage if you don't need the extra life force generation.
* {{Trait|Eternal Life}} for extra passive life force generation and some {{tooltip|Protection}}.
 
 
* '''Both''' {{Trait|Herald of Sorrow}} and {{trait|Desert Empowerment}} are necessary as they are the backbone of this build's {{tooltip|Alacrity}} generation. '''Never touch them.'''
 
* '''Both''' {{Trait|Herald of Sorrow}} and {{trait|Desert Empowerment}} are necessary as they are the backbone of this build's {{tooltip|Alacrity}} generation. '''Never touch them.'''
  
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===Equipment Variants===
 
===Equipment Variants===
 
* {{Rune|Superior Rune of the Monk}} if you already have it and don't want to swap is fine, but the sixth rune bonus of +10% outgoing healing doesn't apply to barrier so it's less useful for this build.
 
* {{Rune|Superior Rune of the Monk}} if you already have it and don't want to swap is fine, but the sixth rune bonus of +10% outgoing healing doesn't apply to barrier so it's less useful for this build.
* {{Tooltip|Marshal}}'s is about the same DPS and substantially lower Concentration but is easier to craft and the lower BD doesn't really impact this build very much.
+
* {{Tooltip|Marshal}}'s is substantially lower Concentration but is easier to craft and the lower BD doesn't really impact this build very much.
* {{Tooltip|Seraph}}'s increases DPS by a very minute amount (given that this is a Condi-based build) for a hefty loss in life force but for extreme optimisation it might be useful maybe.
+
* {{Tooltip|Harrier}}'s on the other hand gives you an insane amount of Concentration and allows you to swap your {{Sigil|Superior Sigil of Concentration}} for something like a {{Sigil|Superior Sigil of Water}}
 
* On the other hand, mixing in some {{Tooltip|Viper}}'s increases DPS by a very respectable amount. Play with what works best for you.
 
* On the other hand, mixing in some {{Tooltip|Viper}}'s increases DPS by a very respectable amount. Play with what works best for you.
  
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'''Utility'''
 
'''Utility'''
 
* {{utility|Peppermint Oil}}
 
* {{utility|Peppermint Oil}}
* {{utility|Bountiful Maintenance Oil}} if you need the extra healing but you might need to compensate elsewhere for the lost Concentration.
+
* {{utility|Bountiful Maintenance Oil}} if you need the extra healing.
 
* {{utility|Potent Master Tuning Crystal}} to go all in on DPS.
 
* {{utility|Potent Master Tuning Crystal}} to go all in on DPS.
  
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==Usage==
 
==Usage==
 
===Healing===
 
===Healing===
* {{Skill|Manifest Sand Shade}}, {{Skill|Sand Cascade}}, {{Skill|Sandstorm Shroud}}, {{Skill|Sand Flare}}, and {{Skill|Serpent Siphon}} are your big sources of barrier and should be used off cooldown.
+
* {{Skill|Manifest Sand Shade}}, {{Skill|Sand Cascade}}, {{Skill|Sandstorm Shroud}}, and {{Skill|Serpent Siphon}} (plus {{Skill|Sand Flare}} if you take it) are your big sources of barrier and should be used roughly off cooldown.
 
** Do remember though that your allies can only get up to 50% of their total health in barrier.
 
** Do remember though that your allies can only get up to 50% of their total health in barrier.
* {{Skill|Garish Pillar}} basically off cooldown for the pulsing healing to your allies but you might wish to save it if you'll need to rez someone.
+
* {{Skill|Garish Pillar}} basically off cooldown for the pulsing healing to your allies but you might wish to save it if you'll need to rez someone or for CC.
* {{Skill|Serpent Siphon}} can provide very high {{tooltip|Regeneration}} uptime.
+
* {{Skill|Serpent Siphon}} and {{Skill|Well of Blood}} will provide full {{tooltip|Regeneration}} uptime if used off cooldown.
** {{Skill|Mark of Blood}} (and {{Skill|Well of Blood}} if you take it) can also help with it.
+
** {{Skill|Mark of Blood}} can also help with it.
 
** Dodge every now and then for the regen from {{trait|Mark of Evasion}}.
 
** Dodge every now and then for the regen from {{trait|Mark of Evasion}}.
 +
* If you're taking {{Trait|Life from Death}} then {{Skill|Sandstorm Shroud}} also does healing.
  
  
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* {{Skill|Chillblains}}
 
* {{Skill|Chillblains}}
 
* {{Skill|Grasping Dead}}
 
* {{Skill|Grasping Dead}}
 +
* {{Skill|Spectral Grasp}} if you take it.
 
* {{Skill|Wail of Doom}} if using a Warhorn.
 
* {{Skill|Wail of Doom}} if using a Warhorn.
 
* {{Skill|Dark Pact}} if using a Dagger.
 
* {{Skill|Dark Pact}} if using a Dagger.
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* If you're using the Scepter, try not to interrupt your auto-attack chain for the high damage dealt by {{skill|Putrid Curse}}.
 
* If you're using the Scepter, try not to interrupt your auto-attack chain for the high damage dealt by {{skill|Putrid Curse}}.
 
** Bunch uses of your other weaponskills and utility skills to use them all together so as to avoid interrupting the auto-attack chain.
 
** Bunch uses of your other weaponskills and utility skills to use them all together so as to avoid interrupting the auto-attack chain.
* If you're not taking {{trait|Fear of Death}} you might need to be a bit aggressive with life force generation. {{skill|Feast of Corruption}}, {{skill|Harrowing Wave}}, {{skill|Desiccate}}, and {{skill|Necrotic Grasp}} are your friends.
+
* If you're not taking {{trait|Fear of Death}} and {{trait|Eternal Life}} you might need to be a bit aggressive with life force generation. {{skill|Feast of Corruption}}, {{skill|Harrowing Wave}}, {{skill|Desiccate}}, and {{skill|Necrotic Grasp}} are your friends.
 
** On the other hand, if you take a Dagger main hand you will never need to worry about life force ever, at the cost of needing to be in melee range of the boss.
 
** On the other hand, if you take a Dagger main hand you will never need to worry about life force ever, at the cost of needing to be in melee range of the boss.

Revision as of 19:12, 29 July 2023

This is a test build. You may comment and rate it.

Focused on: Healing and Utility

Designed for: Raids and Fractals

Expansions required: Path of Fire Builds

Difficulty:
Normal

Overview

A Scourge heal support build that brings easy full Alacrity Alacrity uptime, high Fury Fury uptime, and decently good Might Might uptime to its subgroup, solid amounts of healing, and the signature support Scourge resurrectability. Most of the healing comes in the form of barrier—which is great for maintaining Rune of Superior Rune of the Scholar uptime and doesn't get reduced by Agony Agony—and Regeneration Regeneration, and as such, this build isn't amazing at burst healing. This is not a problem most of the time as even should the combination of barrier and regen fail the ease of resurrection should make most things recoverable.

This build also boasts a very solid amount of condition removal between Nefarious Favor and Abrasive Grit as well as decent Protection Protection from Herald of Sorrow.

It's important to note that a solid chunk of the Might Might comes from the application of barrier so if you take any of the build alternatives that alter barrier generation will also necessarily alter might generation.


Template Code

[&DQgTNTIdPD0SAH4WbwFvASEXgAAkFyQXlQCVAAAAAAAAAAAAAAAAAAAAAAADVgBmAFkAAA==]
Copy Template Code


Skill Bar

Scourge-skillbar-bg.png
Scepter/Torch
Staff
Utility


Weapon Variants

  • Dagger will make life force generation extremely comfortable at the cost of requiring you to be in melee range of the boss.
  • Warhorn can be very useful for some extra CC.


Skill Variants

Healing

  • Sand Flare for extra AoE barrier generation and boon corruption at the cost of regen and ranged heals/rez.

Utility

  • If you're taking the Fear of Death + Eternal Life combo you probably don't need Signet of Undeath. You definitely don't need it if you take a Dagger. You do lose out on a potent (if costly) ranged rez, though.
  • Spectral Grasp is amazing for CC, especially for any fights with adds because you can do it inside the boss's hitbox to hit it five times.
  • Trail of Anguish for Stability Stability.
  • Blood Is Power for extra DPS and Might Might generation.
  • Well of Power for condition cleanse and extra Might Might generation.
  • Epidemic can be useful in certain specific encounters.
  • Note that Desiccate is the sole source of Fury Fury in this build so if you replace it you'll lose that.


Specializations


Trait Variants

  • Vampiric Presence for some passive healing.
  • Soul Marks can be useful if you're hurting for life force generation.
  • Vital Persistence for some extra self-sustain especially if you're tanking.
  • Soul Barbs and Dhuumfire increase damage if you don't need the extra life force generation.
  • Both Herald of Sorrow and Desert Empowerment are necessary as they are the backbone of this build's Alacrity Alacrity generation. Never touch them.


Equipment

Head
Plaguedoctor
Shoulders
Plaguedoctor
Chest
Plaguedoctor
Hands
Plaguedoctor
Legs
Plaguedoctor
Feet
Plaguedoctor
Backpiece
Plaguedoctor
Accessory
Plaguedoctor
Accessory
Plaguedoctor
Amulet
Plaguedoctor
Ring
Plaguedoctor
Ring
Plaguedoctor
Scepter
Plaguedoctor
Torch
Plaguedoctor
Sigil
Sigil
Staff
Plaguedoctor
Sigil
Sigil
Rune
x6
Infusion
x18


Equipment Variants

  • Rune of Superior Rune of the Monk if you already have it and don't want to swap is fine, but the sixth rune bonus of +10% outgoing healing doesn't apply to barrier so it's less useful for this build.
  • Marshal Marshal's is substantially lower Concentration but is easier to craft and the lower BD doesn't really impact this build very much.
  • Harrier Harrier's on the other hand gives you an insane amount of Concentration and allows you to swap your Sigil of Superior Sigil of Concentration for something like a Sigil of Superior Sigil of Water
  • On the other hand, mixing in some Viper Viper's increases DPS by a very respectable amount. Play with what works best for you.


Consumables

Food

  • if you want some extra Concentration.
  • for extra DPS.

Utility

  • if you need the extra healing.
  • to go all in on DPS.


Usage

Healing

  • Manifest Sand Shade, Sand Cascade, Sandstorm Shroud, and Serpent Siphon (plus Sand Flare if you take it) are your big sources of barrier and should be used roughly off cooldown.
    • Do remember though that your allies can only get up to 50% of their total health in barrier.
  • Garish Pillar basically off cooldown for the pulsing healing to your allies but you might wish to save it if you'll need to rez someone or for CC.
  • Serpent Siphon and Well of Blood will provide full Regeneration Regeneration uptime if used off cooldown.
    • Mark of Blood can also help with it.
    • Dodge every now and then for the regen from Mark of Evasion.
  • If you're taking Life from Death then Sandstorm Shroud also does healing.


Boons

  • Using your barrier skills off cooldown will basically guarantee full Alacrity Alacrity uptime with a good fifteen or more seconds of leeway.
  • Desiccate, Oppressive Collapse, and barrier application (via Abrasive Grit) are your main sources of Might Might; spam them.
    • Blood Is Power and/or Well of Power are more sources of it if you take them.
  • Using Desiccate off-cooldown should guarantee full Fury Fury uptime, given its reduced recharge due to your permanent Alacrity Alacrity, but it can get tight. Even without being very dedicated to it, though, it does provide high amounts of it, and if someone else is generating a little bit too it should be comfortable.


CC

  • Charge (necromancer)
  • Oppressive Collapse
  • Garish Pillar
  • Reaper's Mark
  • Chillblains
  • Grasping Dead
  • Spectral Grasp if you take it.
  • Wail of Doom if using a Warhorn.
  • Dark Pact if using a Dagger.


General Tips

  • You should always have at least one Shade active from Manifest Sand Shade for the bonus Concentration and Expertise from Sand Sage.
  • If you're using the Scepter, try not to interrupt your auto-attack chain for the high damage dealt by Putrid Curse.
    • Bunch uses of your other weaponskills and utility skills to use them all together so as to avoid interrupting the auto-attack chain.
  • If you're not taking Fear of Death and Eternal Life you might need to be a bit aggressive with life force generation. Feast of Corruption, Harrowing Wave, Desiccate, and Necrotic Grasp are your friends.
    • On the other hand, if you take a Dagger main hand you will never need to worry about life force ever, at the cost of needing to be in melee range of the boss.


Ratings

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Comments

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