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− | {{Build
| + | #REDIRECT [[Build:Scourge - Alacrity Support Healer]] |
− | | profession = Necromancer
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− | | specialization = Scourge
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− | | designed for = Raid, Fractal
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− | | rating = Test
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− | | focus = Healing, Utility
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− | | xpac = pof
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− | | meta =
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− | | difficulty = 2
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− | }}
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− | | |
− | ==Overview==
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− | 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.
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− | 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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− | 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.
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− | ==Template Code==
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− | {{TemplateCode|
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− | code = [&DQgTNTI1PD1+Fn4WbwFvASEXgAAkFyQXlQCVAAAAAAAAAAAAAAAAAAAAAAADVgBmAFkAAA==]
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− | }}
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− | ==Skill Bar==
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− | {{Skill bar
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− | | profession = Necromancer
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− | | specialization = Scourge
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− | | weapon1 = Scepter
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− | | weapon2 = Torch
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− | | weapon3 = Staff
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− | | weapon4 =
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− | |healing = Sand Flare
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− | |utility1 = Signet of Undeath
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− | |utility2 = Serpent Siphon
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− | |utility3 = Desiccate
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− | |elite = Summon Flesh Golem
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− | }}
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− | ===Weapon Variants===
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− | * 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.
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− | * Using a '''Warhorn''' instead of the '''Torch''' can be useful if you're hurting for CC.
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− | ===Skill Variants===
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− | '''Healing'''
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− | * {{Skill|Well of Blood}} replaces some of the barrier generation with more regen.
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− | '''Utility'''
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− | * {{Skill|Blood Is Power}} for extra DPS and {{tooltip|Might}} generation.
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− | * {{Skill|Well of Power}} for extra {{tooltip|Might}} generation.
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− | * {{Skill|Epidemic}} can be useful in certain specific encounters.
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− | * 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==
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− | {{Specialization|Blood Magic|top|top|bot}}
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− | {{Specialization|Soul Reaping|top|top|bot}}
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− | {{Specialization|Scourge|top|bot|bot}}
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− | ===Trait Variants===
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− | * {{Trait|Soul Marks}} can be useful if you're hurting for life force generation.
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− | * {{Trait|Vital Persistence}} for some extra self-sustain especially if you're tanking.
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− | * {{Trait|Fear of Death}} for extra life force generation from {{Skill|Garish Pillar}} and {{Skill|Reaper's Mark}}.
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− | * {{Trait|Eternal Life}} for extra passive life force generation and some {{tooltip|Protection}}.
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− | * '''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==
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− | {{PvE equipment
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− | | stats = Plaguedoctor
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− | | weight = Light
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− | | rune = Superior Rune of Altruism
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− | | rune-qt = 6
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− | | weapon1 = Scepter
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− | | weapon2 = Torch
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− | | sigil1 = Superior Sigil of Transference
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− | | sigil2 = Superior Sigil of Concentration
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− | | weapon3 = Staff
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− | | sigil3 = Superior Sigil of Transference
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− | | sigil4 = Superior Sigil of Concentration
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− | | infusion1 = Healing +9 Agony Infusion
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− | | infusion1-qt = 18
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− | <!-- Custom stats -->
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− | | head = Plaguedoctor
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− | | shoulders = Plaguedoctor
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− | | chest = Plaguedoctor
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− | | hands = Plaguedoctor
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− | | legs = Plaguedoctor
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− | | feet = Plaguedoctor
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− | | backpiece = Plaguedoctor
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− | | accessory1 = Plaguedoctor
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− | | accessory2 = Plaguedoctor
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− | | amulet = Plaguedoctor
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− | | ring1 = Plaguedoctor
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− | | ring2 = Plaguedoctor
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− | }}
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− | ===Equipment Variants===
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− | * {{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.
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− | * {{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.
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− | * {{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.
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− | * 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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− | ==Consumables==
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− | '''Food'''
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− | * {{food|Bowl of Tropical Fruit Salad}}
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− | * {{food|Bowl of Poultry Satay}} if you want some extra Concentration.
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− | * {{food|Plate of Beef Rendang}} for extra DPS.
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− | '''Utility'''
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− | * {{utility|Peppermint Oil}}
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− | * {{utility|Bountiful Maintenance Oil}} if you need the extra healing but you might need to compensate elsewhere for the lost Concentration.
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− | * {{utility|Potent Master Tuning Crystal}} to go all in on DPS.
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− | ==Usage==
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− | ===Healing===
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− | * {{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.
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− | ** Do remember though that your allies can only get up to 50% of their total health in barrier.
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− | * {{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.
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− | * {{Skill|Serpent Siphon}} can provide very high {{tooltip|Regeneration}} uptime.
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− | ** {{Skill|Mark of Blood}} (and {{Skill|Well of Blood}} if you take it) can also help with it.
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− | ** Dodge every now and then for the regen from {{trait|Mark of Evasion}}.
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− | ===Boons===
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− | * Using your barrier skills off cooldown will basically guarantee full {{tooltip|Alacrity}} uptime with a good fifteen or more seconds of leeway.
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− | * {{skill|Desiccate}}, {{Skill|Oppressive Collapse}}, and barrier application (via {{trait|Abrasive Grit}}) are your main sources of {{tooltip|Might}}; spam them.
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− | ** {{skill|Blood Is Power}} and/or {{skill|Well of Power}} are more sources of it if you take them.
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− | * 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.
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− | ===CC===
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− | * {{Skill|Charge (necromancer)}}
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− | * {{Skill|Oppressive Collapse}}
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− | * {{Skill|Garish Pillar}}
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− | * {{Skill|Reaper's Mark}}
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− | * {{Skill|Chillblains}}
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− | * {{Skill|Grasping Dead}}
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− | * {{Skill|Wail of Doom}} if using a Warhorn.
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− | * {{Skill|Dark Pact}} if using a Dagger.
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− | ===General Tips===
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− | * You should always have at least one Shade active from {{Skill|Manifest Sand Shade}} for the bonus Concentration and Expertise from {{Trait|Sand Sage}}.
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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}}.
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− | ** Bunch uses of your other weaponskills and utility skills to use them all together so as to avoid interrupting the auto-attack chain.
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− | * 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.
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− | ** 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.
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