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

(Updated the whole page to take into account the results of further field testing and the July 18th patch updates.)
(Changed to a redirect to "Scourge - Alacrity Support Healer", which was a variant of this build and has been edited to have this build instead)
Tag: New redirect
 
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{{Build
+
#REDIRECT [[Build:Scourge - Alacrity Support Healer]]
| profession = Necromancer
 
| specialization = Scourge
 
| designed for = Raid, Fractal
 
| rating = Test
 
| focus = Healing, Utility
 
| xpac = pof
 
| meta =
 
}}
 
 
 
==Overview==
 
A Scourge heal support build with condi-based damage that brings easy full {{tooltip|Alacrity}} uptime, high {{tooltip|Might}} uptime, and decently good {{tooltip|Fury}} 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.
 
 
 
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}}.
 
 
 
It's important to note that a solid chunk of the {{tooltip|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==
 
{{TemplateCode|
 
code = [&DQgTNTI1PD1+Fn4WbwFvASEXgAAkFyQXlQCVAAAAAAAAAAAAAAAAAAAAAAADVgBmAFkAAA==]
 
}}
 
 
 
 
 
 
 
==Skill Bar==
 
{{Skill bar
 
| profession = Necromancer
 
| specialization = Scourge
 
| weapon1 = Scepter
 
| weapon2 = Torch
 
| weapon3 = Staff
 
| weapon4 =
 
|healing = Sand Flare
 
|utility1 = Signet of Undeath
 
|utility2 = Serpent Siphon
 
|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|Blood Is Power}} for extra DPS and {{tooltip|Might}} generation.
 
* {{Skill|Well of Power}} for extra {{tooltip|Might}} generation.
 
* {{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.
 
 
 
 
 
 
 
==Specializations==
 
{{Specialization|Blood Magic|top|top|bot}}
 
{{Specialization|Soul Reaping|top|top|bot}}
 
{{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|Fear of Death}} for extra life force generation from {{Skill|Garish Pillar}} and {{Skill|Reaper's Mark}}.
 
* {{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.'''
 
 
 
 
 
 
 
==Equipment==
 
{{PvE equipment
 
| stats = Viper
 
| 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 = Plaguedoctor
 
| shoulders = Plaguedoctor
 
| chest = Plaguedoctor
 
| hands = Plaguedoctor
 
| legs = Plaguedoctor
 
| feet = Plaguedoctor
 
| backpiece = Plaguedoctor
 
| accessory1 = Plaguedoctor
 
| accessory2 = Plaguedoctor
 
| amulet = Plaguedoctor
 
| ring1 = Plaguedoctor
 
| ring2 = Plaguedoctor
 
}}
 
 
 
 
 
===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.
 
* {{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|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.
 
* On the other hand, mixing in some {{Tooltip|Viper}}'s increases DPS by a very respectable amount. Play with what works best for you.
 
 
 
 
 
 
 
==Consumables==
 
'''Food'''
 
* {{food|Bowl of Tropical Fruit Salad}}
 
* {{food|Bowl of Poultry Satay}} if you want some extra Concentration.
 
* {{food|Plate of Beef Rendang}} for extra 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.
 
* {{utility|Potent Master Tuning Crystal}} to go all in on DPS.
 
 
 
 
 
 
 
==Usage==
 
===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.
 
** 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|Serpent Siphon}} can provide very high {{tooltip|Regeneration}} uptime.
 
** {{Skill|Mark of Blood}} (and {{Skill|Well of Blood}} if you take it) can also help with it.
 
** 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|Desiccate}}, {{Skill|Oppressive Collapse}}, and barrier application (via {{trait|Abrasive Grit}}) are your main sources of {{tooltip|Might}}; spam them.
 
** {{skill|Blood Is Power}} and/or {{skill|Well of Power}} are more sources of it if you take them.
 
* Using {{skill|Desiccate}} off-cooldown should guarantee full {{tooltip|Fury}} uptime, given its reduced recharge due to your permanent {{tooltip|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===
 
* {{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 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.
 
* 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.
 
** 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.
 

Latest revision as of 17:25, 6 August 2023


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