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− | {{Build
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− | | 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 that brings easy full {{tooltip|Alacrity}} uptime, very high {{tooltip|Fury}} uptime, and high (with the possibility of full) {{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'''—which is great for maintaining {{Rune|Superior Rune of the Scholar}} uptime and doesn't get reduced by {{tooltip|Agony}}—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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− | ==Template Code==
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− | {{TemplateCode|
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− | code = [&DQgTNTIdPD0SAAAAAAAAAHgWAAAkFwAAlQAAAAAAAAAAAAAAAAAAAAAAAAACVgBmAAA=]
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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 = Well of Blood
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− | |utility1 =
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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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− | * '''Dagger''' will make life force generation extremely comfortable at the cost of requiring you to be in melee range of the boss.
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− | * '''Warhorn''' can be very useful for some extra CC.
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− | ===Skill Variants===
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− | '''Healing'''
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− | * {{Skill|Sand Flare}} for extra AoE barrier generation and boon corruption at the cost of regen and ranged heals/rez.
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− | '''Utility'''
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− | * {{Skill|Signet of Undeath}} is good life force generation and a ranged rez.
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− | ** That said, with the {{Trait|Fear of Death}} + {{Trait|Eternal Life}} combo you probably don't need {{Skill|Signet of Undeath}}. You ''definitely'' don't need it if you take a '''Dagger'''. You do lose out on a potent (if costly) ranged rez, though.
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− | * {{Skill|Blood Is Power}} for extra DPS and ''very good'' {{tooltip|Might}} generation.
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− | * {{Skill|Well of Power}} for condition cleanse and extra {{tooltip|Might}} generation (plus a stun break and a small amount of {{tooltip|Stability}}).
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− | * {{Skill|Trail of Anguish}} for {{tooltip|Stability}}.
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− | * {{Skill|Spectral Grasp}} 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.
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− | * {{Skill|Epidemic}} can be useful in certain specific encounters.
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− | * {{Skill|Corrosive Poison Cloud}} 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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− | '''Elite'''
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− | * {{skill|Plaguelands}} offers the most damage on encounters with no CC requirement.
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− | ==Specializations==
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− | {{Specialization|Blood Magic|top|top|bot}}
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− | {{Specialization|Soul Reaping|top|bot|top}}
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− | {{Specialization|Scourge|top|bot|bot}}
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− | ===Trait Variants===
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− | * {{Trait|Vampiric Presence}} for some passive healing.
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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|Soul Barbs}} and {{Trait|Dhuumfire}} increase damage if you don't need the extra life force generation.
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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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− | ===Specialization Variants===
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− | On many encounters {{skill|Signet of Undeath}} will allow you to use F3 and F5 off cooldown without the need for '''Soul Reaping'''.
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− | {{Specialization|Curses|mid|top|bot|variant = y}}
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− | In combination with {{skill|Blood Is Power}}, {{skill|Plaguelands}}, {{trait|Fell Beacon}} and more aggressive gear (see below), you can double the damage of this build without significantly reducing the healing capability.
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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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− | * {{Rune|Superior Rune of the Rebirth}} can allow you to survive otherwise lethal mechanics and revive your entire squad, saving them from a wipe.
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− | * {{Tooltip|Marshal}}'s is 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|Harrier}}'s on the other hand gives you an insane amount of Concentration. You'll lose out on a bit of DPS given that Scourge is mostly geared towards Condition Damage but this is a healer so except for extremely optimised environments you shouldn't care so much about it.
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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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− | * {{Sigil|Superior Sigil of Water}} instead of Concentration. Will impact {{tooltip|Might}} generation, though.
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− | ===Celestial Variant===
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− | Scourge allows you to run a wide range of prefixes, but if you can afford to run toughness then {{tooltip|Celestial stats}} offer the highest damage while still bringing healing power, concentration and vitality.
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− | {{PvE equipment
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− | | stats = Celestial
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− | | weight = Light
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− | | rune = Superior Rune of the Nightmare
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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 Earth
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− | | sigil2 = Superior Sigil of Torment
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− | | weapon3 = Staff
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− | | sigil3 = Superior Sigil of Earth
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− | | sigil4 = Superior Sigil of Torment
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− | | infusion1 = Malign +9 Agony Infusion
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− | | infusion1-qt = 18
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− | <!-- Custom stats -->
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− | | head =
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− | | shoulders =
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− | | chest =
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− | | hands =
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− | | legs =
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− | | feet =
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− | | backpiece =
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− | | accessory1 =
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− | | accessory2 =
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− | | amulet =
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− | | ring1 =
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− | | ring2 =
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− | }}
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− | * You could mix in {{tooltip|Seraph}}'s stats for more damage if the loss of life force from vitality won't be a problem.
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− | * You can swap in {{tooltip|Plaguedoctor}}'s stats if you need to get your toughness below a certain level to avoid tanking.
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− | * {{rune|Superior Rune of the Tempest}} offers very similar damage, but more of every stat, which may be appealing.
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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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− | * {{food|Mint-Pear Cured Meat Flatbread}} offers high damage while still giving you a 10% healing modifier.
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− | ** The same is true of {{food|Spherified Oyster Soup with Mint Garnish}}, though it trades a little damage in return for more of every stat.
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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.
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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}}, and {{Skill|Serpent Siphon}} (plus {{Skill|Sand Flare}} if you take it) are your big sources of barrier and should be used roughly 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 or for CC.
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− | * {{Skill|Serpent Siphon}} and {{Skill|Well of Blood}} will provide full {{tooltip|Regeneration}} uptime if used off cooldown.
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− | ** {{Skill|Mark of Blood}} 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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− | * If you're taking {{Trait|Life from Death}} then {{Skill|Sandstorm Shroud}} also does healing.
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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. BIP in particular will almost guarantee 25 stacks.
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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 otherwise. Even without being very dedicated to it, though, it does provide very 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|Spectral Grasp}} if you take it.
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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}} and {{trait|Eternal Life}} 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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− | ==Encounter Specific Tips and Variants==
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− | ===Bastion of the Penitent===
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− | {{Collapse start|Hand Kiting}}
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− | This build can be modified to kite hands for Deimos while still using the default {{tooltip|Plaguedoctor}}'s stats, making it possible for the tank to run very low toughness.
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− | {{Skill bar
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− | | profession = Necromancer
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− | | specialization = Scourge
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− | | weapon1 = Staff
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− | | weapon2 =
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− | |healing = Well of Blood
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− | |utility1 = Sand Swell
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− | |utility2 = Serpent Siphon
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− | |utility3 = Spectral Armor
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− | |elite = Lich Form
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− | }}
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− | {{Specialization|Blood Magic|top|top|bot}}
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− | {{Specialization|Soul Reaping|mid|mid|top}}
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− | {{Specialization|Scourge||bot|bot}}
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− | Life force generation will be mostly handled by {{trait|Eternal Life}}, {{skill|Spectral Armor}}, {{skill|Lich Form}}, 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.
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− | For the hands themselves, you can very comfortably stack five of them; between the insane amounts of barrier and {{tooltip|Regeneration}} you can generate and {{skill|Spectral Armor}}, the damage from them is just actually not a problem.
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− | * Try to always use {{skill|Spectral Armor}} just as the hands are spawning to get the full benefit of the {{tooltip|Protection}} and life force generation.
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− | * Use your barrier skills and {{skill|Garish Pillar}} off-cooldown.
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− | * You can start casting {{skill|Sand Swell}} just after the fourth hand spawns to get out of the fifth and instantly get some barrier.
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− | Now, the main problem is Mind Crush. The only way you have to deal with it is the {{tooltip|Aegis}} from {{skill|Serpent Siphon}}. 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.
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− | * With the {{tooltip|Alacrity}} this build provides you have two {{skill|Serpent Siphon}}s per Mind Crush cycle, so use one to tank the Mind Crush and then the next one for some extra barrier and regeneration.
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− | * 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 {{tooltip|Protection}}. {{skill|Well of Blood}} is your best healing tool for the heavy damage so stay in it for the full heal. {{skill|Sandstorm Shroud}} will ''also'' heal you due to {{trait|Life from Death}}, as will {{skill|Garish Pillar}} because of {{trait|Transfusion}}.
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− | * If you can run {{rune|Superior Rune of the Rebirth}}, that will give you some more breathing room to mess {{tooltip|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.
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− | ** 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 {{trait|Unholy Sanctuary}} 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.
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− | Some more general tips:
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− | * You can use {{trait|Mark of Evasion}} and your staff's {{skill|Mark of Blood}} on the spirits that start spawning to kill Saul to get some extra regeneration for yourself. The hands themselves don't trigger Marks, though.
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− | * If you're finding yourself not needing so much pure healing, taking {{trait|Blood Bank}} can be a nice source of some extra barrier.
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− | * You can also use {{skill|Lich Form}} 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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− | {{Collapse end}}
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