Scourge - Alacrity Support Healer
Overview
A Scourge build that brings heavy support in raids. This build provides sustained healing and strong resurrecting ability. In addition, it provides permanent Fury,
Protection,
Swiftness,
Vigor and 25
Might to its subgroup, as well as a low-cooldown applications of
Aegis and
Stability.
It should be noted that most of the healing is in the form of barrier, which isn't reduced by Agony (in fractals).
Skill Bar
Weapon Variants
Unfortunately, it is awkward to cover healing, Might and
Swiftness with one set of weapons:
- Staff is a strong source of healing, as well on-demand
Stability and the only source of
Vigor. The healing is strong enough that it's better to use our relic to cover missing boons rather than replace staff.
- Torch can provide enough
Might to maintain 25 stacks without relying on a relic.
- Warhorn is the only source that can maintain permanent
Swiftness, though is near-permanent and can be topped up with .
On low-damage encounters, it is fine to skip Staff in favour of covering boons more easily. And if your quickness provider is covering Swiftness or some
Might, you can skip Warhorn and Torch, respectively.
A full explanation of why the recommended setup was chosen can be found in the Usage section.
For the mainhand slot, and generate enough life force to use any weapon:
- Pistol is chosen as standard as to interact with , and hence it also has the strongest CC.
- Use Axe if vulnerability is lacking.
- Use Dagger for extra CC (requires Secrets of the Obscure).
- Use Scepter for range, and also has the most convenient boon removal.
Axe, Dagger and Scepter also provide extra boon rip.
Skill Variants
Healing
Alacrity), but you lose out on a ranged res.
- Provides AoE barrier (and therefore more
Utility
Any of your utilities can be swapped out for extra utility, but make sure Might is covered before swapping out :
Might generation
for extra - - destroys projectiles.
- - for extra boon rip.
- - 900 range portal, useful for mobility and skips.
- - 1200 range teleport. Can also bodyblock certain projectiles (e.g. Old Tom's poison whirl).
Swiftness and
Stability.
- some - - can be useful even in healing gear.
- - AoE pull.
- - a costly ranged res, but a complete one. Also a good choice if you feel you lack life force.
Elite
Might. This is the recommended option when CC is not required.
- if heavy AoE boonstrip is needed or for a little more - - for soloing Thaumanova heat room with your massive health pool.
Template Code
Specializations
Trait Variants
- - trades healing for a tiny bit of extra damage.
- - if you need more personal survivability.
Equipment
Harrier
Harrier
Harrier
Harrier
Harrier
Harrier
Harrier
Harrier
Harrier
Harrier
Harrier
Harrier
Harrier
Harrier
Harrier
x6
x15
x3
Relics
There are four good relic options:
, , and :- is the strongest healing option, but you should only use it if boons are being covered elsewhere.
Swiftness
(requires Secrets of the Obscure) can be used to cover Might and
Fury.
and both provide similar amounts of
Sigils
- Note that increases your revive speed from , so it has value beyond raw healing.
and only provide around 150 healing per second each.
Minstrel stats or
Magi stats.
Minstrel stats provide more healing, but also add toughness, which may be undesirable in raids.
will allow you to swap some pieces out for
Consumables
Food
- or ascended alternatives
Utility
-
- for a cheaper alternative
- can be used if you find yourself often reviving. Note that this does grant 75 toughness, which may interfere with boss aggro in rare cases - eat different food if this is going to be an issue.
Usage

As stated before, Heal Scourge struggles to provide Might and
Swiftness at the same time. We don't really want to drop Staff, as it offers way more healing than we'd get from , so it's better to use our relic to provide one of the boons we lack. The other boon will be provided by our choice of oddhand weapon on the second set.
No setup is clearly better than the others, and the best option will depend on group and encounter. The reasons for the default setup here are as follows:
- Given that it is one of your few burst heals and a resurrect, it is very helpful to be able to hold on to
Swiftness.
- If using , the only mainhand weapon that can trigger it is Pistol.
rather than needing to use it off cooldown for boons. This leaves as the best option and means we need to use Warhorn to cover - As healing is reduced significantly when not on Staff, it greatly improves our flexibility to be able to camp it for longer periods. Torch requires swapping nearly off-cooldown to really benefit from the boons it provides, but Warhorn's
Swiftness lasts for 30 seconds (with 100% boon duration). Not only that, but can be used to top up the duration so that you can maintain it for over 60 seconds before needing to swap.
Swiftness is a relatively uncommon boon, especially from non-healers (which you presumably will be paired with). Meanwhile, it is uncommon to find a quickness support that doesn't provide any
Might to the group, so it is unlikely to matter if your personal generation is reduced by the lack of Torch.
Alacrity
Thanks to Alacrity. This means using , and off cooldown on your group.
Be aware that each of these skills applies barrier in a different way:
- provides barrier to five targets in a 300-unit radius of where you drop your shade.
- provides barrier to three targets in a 180-unit radius around you and each of your shades.
- pulses barrier three times to five targets in a 300-unit radius around you, THEN a final pulse to three targets in a 180-unit radius around you and each of your shades.
Healing
- Your healing is divided between refreshing barriers on your allies and spamming Staff marks (via ).
- You lose a lot of your reactive healing when you switch off of Staff, so this is only really done to top up boons - try to have this coincide with moments of low pressure.
- You can stack multiple barriers to preempt heavy damage, but keep in mind that barriers are capped at 50% of your ally's maximum health.
- Use off cooldown when you're on stack, as causes it to drop a healing mark underneath you.
- Use when on Warhorn to provide some minor healing.
Regeneration and revives downed allies.
is a powerful pulsing heal that also provides - Thanks to
- Additional conditions can be removed with .
, each application of barrier removes one condition.
Might
- Use , , , , and off cooldown to provide might as required.
- If using
Might (and
Fury).
, all your CC abilities also provide - Always have your Sand Shade up to get the 225 bonus concentration from .
Rotation example
We start on Pistol/Warhorn to provide initial Swiftness and two CCs to stack up
Might a bit faster.
- - boon duration is important!
- - has a one-second cooldown on triggers, which means we need to slightly spread out CC
Might, the better
- the sooner the group gets - - second trigger
Weapon Swap
After this, the goal is to stay on staff for heals, spamming marks, shroud skills and utilities. Being familiar with what each skill does will help greatly, as many of them will be good for dealing with mechanics.
Look for opportunities to swap back to your other set when healing won't be as required - encounter knowledge is helpful to identify times when there won't be much pressure. Split phases are also an excellent time to swap and repeat the opener at the start of the next phase. It can also be very helpful to swap for extra CC.
While on your other set, you can lean on your other big heals to sustain the team:
- - drops a mark at your location thanks to
- - pulses for five seconds
- Dodging will drop a at your final location, thanks to , and this version is also enhanced by .
CC
- (pistol)
- (dagger)
- (warhorn)
- (torch)
- (staff)
- (staff)
General Tips
- Try to place your shade on one side of the group, and stand on the other side - this will help spread barrier more evenly.
- If lots of boonstrip is needed, remember that , and strip boons as well.
Ratings


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