Scourge - Celestial Alacrity Hybrid DPS
The community gave this build a rating, making it top-tier: Great
A Scourge hybrid healer/DPS build that brings easy full Alacrity uptime, very high Fury uptime, and high (with the possibility of full) 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 uptime and doesn't get reduced by Agony—and 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.
- Dagger for life force generation and CC.
- Warhorn can be very useful for some extra CC.
- for extra AoE barrier generation and boon corruption at the cost of regen and ranged heals/rez.
- does a very very respectable amount of damage.
- might be helpful for life force upkeep if you're not using a dagger.
- for some damage and life force generation.
- for Stability.
- 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.
- can be useful in certain specific encounters.
- Note that is the sole source of Fury in this build so if you replace it you'll lose that.
- for CC.
- for extra Might generation and condition cleanse.
- for some passive healing.
- You can swap in Plaguedoctor's stats if you need to get your toughness below a certain level to avoid tanking.
- for encounters with many conditions where your normal condi cleanse isn't doing sufficiently well.
- if you want some extra Concentration.
- for extra DPS.
- offers high damage while still giving you a 10% healing modifier.
- The same is true of , though it trades a little damage in return for more of every stat.
- if you need the extra healing.
- to go all in on DPS.
- , , , and (plus if you take it) are your big sources of barrier.
- Do remember though that your allies can only get up to 50% of their total health in barrier.
- Use for the pulsing healing to your allies but you might wish to save it if you'll need to rez someone or for CC.
- and will provide full Regeneration uptime if used off cooldown.
- Dodge every now and then for the regen from .
- If you're taking then also does healing.
- Using your barrier skills off cooldown will basically guarantee full Alacrity uptime with a good fifteen or more seconds of leeway.
- , , and are your main sources of Might.
- does very high Protection uptime.
- Using off-cooldown should guarantee full Fury uptime, given its reduced recharge due to your permanent Alacrity.
- if you take the Flesh Golem.
- if you take it.
- if using a Warhorn.
- You should always have at least one Shade active from for the bonus Concentration and Expertise from .
- If you're using the Scepter, try not to interrupt your auto-attack chain for the high damage dealt by .
- Bunch uses of your other weaponskills and utility skills to use them all together so as to avoid interrupting the auto-attack chain.
Encounter Specific Tips and Variants
Bastion of the Penitent
This build can be modified to kite hands for Deimos while using and Plaguedoctor's stats, making it possible for the tank to run very low toughness.
Life force generation will be mostly handled by , , , and the myriad dying spirits and hands, so you don't need to worry about that. It's a tricky build to run, however, and requires some precise timing and practice.
For the hands themselves, you can very comfortably stack five of them; between the insane amounts of barrier and Regeneration you can generate and , the damage from them is just actually not a problem.
- Try to always use just as the hands are spawning to get the full benefit of the Protection and life force generation.
- Use your barrier skills and off-cooldown.
- You can start casting just after the fourth hand spawns to get out of the fifth and instantly get some barrier.
Now, the main problem is Mind Crush. The only way you have to deal with it is the Aegis from . However, that gets eaten by a single hit of the hands, and Mind Crush does overlap with them, so if you're getting hands just as Mind Crush is coming you will need to either have very precise timing about the damage ticks or to walk around a bit so that they hands don't have time to hurt you.
- With the Alacrity this build provides you have two s per Mind Crush cycle, so use one to tank the Mind Crush and then the next one for some extra barrier and regeneration.
- Right after the instant-down of Mind Crush you will start getting ticking damage for 70% of your max HP which won't get reduced by Protection. is your best healing tool for the heavy damage so stay in it for the full heal. will also heal you due to , as will because of .
- If you can run , that will give you some more breathing room to mess Aegis up. That said, it has a 90 second cooldown, so it's only available for one out of three Mind Crushes; it really should mostly be a clutch option rather than something you rely on.
- If you find yourself with too much extra life force and struggling to always survive Mind Crush, you might want to take Death Magic for instead of Soul Reaping. Scourge's Shroud skill doesn't save you from downing but in combination with Rebirth it's easier to deal with the immediately incoming damage.
Some more general tips:
- You can use and your staff's on the spirits that start spawning to kill Saul to get some extra regeneration for yourself. The hands themselves don't trigger Marks, though.
- If you're finding yourself not needing so much pure healing, taking can be a nice source of some extra barrier.
- You can also use for some extra temporary vitality so that the hands effectively do less damage to you. This isn't a good escape from Mind Crush's ticking damage though because it's based on a percentage of your max health not on actual values, and you do need to take care when you use it since you won't have access to your healing Utilities—but you do still have access to your Shade skills.
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