Difference between revisions of "Red"

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{{Build
 
| profession = Necromancer
 
| specialization = Scourge
 
| designed for = Raid, Fractal
 
| rating = Test
 
| focus = Healing, Utility
 
| xpac = pof
 
| meta =
 
}}
 
  
==Overview==
 
A Scourge support build that brings easy full uptime {{tooltip|Alacrity}} and a very robust amount of {{tooltip|Might}} to its subgroup, high {{tooltip|Fury}} uptime, 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.
 
 
This build also boasts a very solid amount of condition removal between {{Skill|Nefarious Favor}} and {{Trait|Abrasive Grit}} as well as the occasional {{tooltip|Protection}} from {{trait|Eternal Life}}.
 
 
It's important to note that a solid chunk of the {{tooltip|Might}} comes from the application of barrier so any changes that reduce barrier generation will also necessarily reduce might generation.
 
 
 
==Template Code==
 
{{TemplateCode|
 
code = [&DQgTNTIdPD1+Fn4WbwFvAYAAgAAkF3ABlQCVAAAAAAAAAAAAAAAAAAAAAAADVgBmAFkAAA==]
 
}}
 
 
 
==Skill Bar==
 
{{Skill bar
 
| profession = Necromancer
 
| specialization = Scourge
 
| weapon1 = Scepter
 
| weapon2 = Torch
 
| weapon3 = Staff
 
| weapon4 =
 
|healing = Sand Flare
 
|utility1 = Signet of Undeath
 
|utility2 = Blood Is Power
 
|utility3 = Desiccate
 
|elite = Summon Flesh Golem
 
}}
 
 
 
 
===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.
 
* Using a '''Warhorn''' instead of the '''Torch''' can be useful if you're hurting for CC.
 
 
===Skill Variants===
 
 
'''Healing'''
 
* {{Skill|Well of Blood}} replaces some of the barrier generation with more regen.
 
 
 
'''Utility'''
 
* {{Skill|Serpent Siphon}} for extra barrier and regen as well as {{tooltip|Aegis}} in case you're using this build to tank.
 
* {{Skill|Well of Power}} for extra {{tooltip|Might}} generation.
 
* {{Skill|Epidemic}} can be useful in certain specific encounters.
 
 
 
 
==Specializations==
 
{{Specialization|Blood Magic|top|top|bot}}
 
{{Specialization|Soul Reaping|top|bot|top}}
 
{{Specialization|Scourge|top|bot|bot}}
 
 
 
===Trait Variants===
 
* {{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|Soul Barbs}} for a healthy amount of extra DPS in exchange for less life force generation.
 
* '''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.
 
 
 
 
==Equipment==
 
{{PvE equipment
 
| stats = Marshal
 
| weight = Light
 
| rune = Superior Rune of Altruism
 
| rune-qt = 6
 
| weapon1 = Scepter
 
| weapon2 = Torch
 
| sigil1 = Superior Sigil of Transference
 
| sigil2 = Superior Sigil of Concentration
 
| weapon3 = Staff
 
| sigil3 = Superior Sigil of Transference
 
| sigil4 = Superior Sigil of Concentration
 
| infusion1 = Healing +9 Agony Infusion
 
| infusion1-qt = 18
 
<!-- Custom stats -->
 
| head = Seraph
 
| shoulders = Seraph
 
| chest = Seraph
 
| hands = Seraph
 
| legs = Seraph
 
| feet = Seraph
 
| backpiece = Seraph
 
| accessory1 = Seraph
 
| accessory2 = Seraph
 
| amulet = Seraph
 
| ring1 = Seraph
 
| ring2 = Seraph
 
}}
 
 
 
===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.
 
* You can make the weapons {{Tooltip|Seraph}} instead if you want to sacrifice some DPS for full uptime of 25 stacks of {{tooltip|Might}}. The extra concentration is definitely unnecessary for the {{tooltip|Alacrity}}, though, as this build has more than enough Boon Duration for that.
 
* {{Tooltip|Plaguedoctor}}'s provides a lot of vitality at the cost of some DPS.
 
 
 
==Consumables==
 
 
'''Food'''
 
* {{food|Bowl of Tropical Fruit Salad}}
 
* {{food|Bowl of Poultry Satay}} if you want some extra Concentration.
 
* {{food|Plate of Beef Rendang}} if you don't need to heal as much and want more DPS.
 
 
 
'''Utility'''
 
* {{utility|Peppermint Oil}}
 
* {{utility|Bountiful Maintenance Oil}} if you need the extra healing but you might need to compensate elsewhere for the lost Concentration.
 
 
 
 
==Usage==
 
 
===Healing===
 
* {{trait|Desert Empowerment}} gives barrier whenever you use {{Skill|Manifest Sand Shade}} so you probably want to use it pretty often. Don't sit on two unused charges of it.
 
** {{Skill|Sand Cascade}}, {{Skill|Sandstorm Shroud}}, and {{Skill|Sand Flare}} are your big sources of barrier and should be used off cooldown.
 
** {{Skill|Serpent Siphon}} is another good source of barrier if you take it.
 
** 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.
 
* {{Skill|Mark of Blood}} (and {{Skill|Serpent Siphon}} and/or {{Skill|Well of Blood}} if you take them) will be your main source(s) of {{tooltip|Regeneration}}.
 
** Dodge every now and then for the regen from {{trait|Mark of Evasion}}.
 
 
 
===Boons===
 
* Using your barrier skills off cooldown will basically guarantee full {{tooltip|Alacrity}} uptime with a good fifteen or more seconds of leeway.
 
* {{skill|Blood Is Power}}, {{skill|Desiccate}}, and {{Skill|Oppressive Collapse}} are your main sources of {{tooltip|Might}}; spam them.
 
** You get it from {{trait|Abrasive Grit}} whenever you apply barrier, too.
 
* Using {{skill|Desiccate}} off-cooldown should guarantee full {{tooltip|Fury}} uptime, given its reduced recharge due to your permanent {{tooltip|Alacrity}}, but it's very 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===
 
* {{Skill|Charge (necromancer)}}
 
* {{Skill|Oppressive Collapse}}
 
* {{Skill|Garish Pillar}}
 
* {{Skill|Reaper's Mark}}
 
* {{Skill|Chillblains}}
 
* {{Skill|Grasping Dead}}
 
* {{Skill|Wail of Doom}} if using a Warhorn.
 
* {{Skill|Dark Pact}} if using a Dagger.
 
 
 
===General Tips===
 
* You should always have at least one Shade active from {{Skill|Manifest Sand Shade}} for the bonus Concentration and Expertise from {{Trait|Sand Sage}}.
 
* If you're using the Scepter, try not to interrupt your auto-attack chain for the {{tooltip|Poison}} from {{skill|Putrid Curse}}.
 
* If you're not taking {{trait|Fear of Death}} you might need to be a bit more aggressive in life force generation. {{skill|Feast of Corruption}}, {{skill|Harrowing Wave}}, and {{skill|Necrotic Grasp}} are your friends. {{trait|Soul Marks}} might help, too.
 
** 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.
 
 
 
===Notes on the upcoming patch===
 
With the July 18th patch some of the numbers will change, but they'll all be to this build's benefit. According to the previews:
 
* {{Skill|Manifest Sand Shade}} and {{Skill|Sand Cascade}} will generate a lot more barrier.
 
* {{Skill|Sandstorm Shroud}} will provide some nice {{tooltip|Protection}} for more reduced incoming damage.
 
* Base {{tooltip|Alacrity}} from {{trait|Desert Empowerment}} will be 50% higher, so it'll be even more comfortable.
 
* {{Skill|Oppressive Collapse}} will be on lower CD and larger radius so {{tooltip|Might}} generation will be better.
 
* {{trait|Sand Sage}} will give a lot more Expertise and Concentration.
 
* Between the lower CD and higher actual recovery value, {{Skill|Harrowing Wave}} will be better at generating life force.
 
* The major traits changed aren't ones we use for this build anyway.
 
 
So overall the main differences will be that we'll need a lot less Concentration and even a little bit less Healing Power, allowing us to take more {{tooltip|Marshal}}'s pieces and maybe even a couple {{tooltip|Viper}}'s ones depending on how stuff shakes out. I'll test it all when that happens but until then this is available if anyone's interested in trying it out.
 

Latest revision as of 16:56, 6 August 2023

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