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Difference between revisions of "Scourge - Alacrity Support Healer"

m (Clarified some details about Might generation, no change in content)
(added relic of the midnight king as an option)
 
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| profession = Necromancer
 
| profession = Necromancer
 
| specialization = Scourge
 
| specialization = Scourge
| designed for = Raid, Fractal
+
| designed for = Raid
| rating = Test
+
| rating = Great
 
| focus = Healing, Utility
 
| focus = Healing, Utility
 
| xpac = pof
 
| xpac = pof
| meta =
+
| meta = y
| difficulty = 2
+
| difficulty = 1
 
}}
 
}}
  
 
==Overview==
 
==Overview==
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.
+
A Scourge build that brings heavy support in raids. This build provides sustained healing and extreme resurrecting ability. In addition, it provides permanent {{tooltip|Fury}}, {{tooltip|Protection}}, {{tooltip|Swiftness}} and 25 {{tooltip|Might}} to its subgroup, as well as a low-cooldown application of {{tooltip|Aegis}}.
  
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 should be noted that most of the healing is in the form of '''barrier''', which isn't reduced by {{tooltip|Agony}} (in fractals).
 
 
 
 
 
 
==Template Code==
 
{{TemplateCode|
 
code = [&DQgTNTIdPD0SAAAAAAAAAHgWAAAkFwAAlQAAAAAAAAAAAAAAAAAAAAAAAAACVgBmAAA=]
 
}}
 
  
  
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| profession = Necromancer
 
| profession = Necromancer
 
| specialization = Scourge
 
| specialization = Scourge
| weapon1 = Scepter
+
| weapon1 = Dagger
| weapon2 = Torch
+
| weapon2 = Warhorn
| weapon3 = Staff
+
| weapon3 = X
| weapon4 =  
+
| weapon4 = Torch
|healing = Well of Blood
+
| healing = Well of Blood
|utility1 =  
+
| utility1 = Desiccate
|utility2 = Serpent Siphon
+
| utility2 = Serpent Siphon
|utility3 = Desiccate
+
| utility3 =
|elite = Summon Flesh Golem
+
| elite = Summon Flesh Golem
 
}}
 
}}
  
  
 
===Weapon Variants===
 
===Weapon Variants===
* '''Dagger''' will make life force generation extremely comfortable at the cost of requiring you to be in melee range of the boss.
+
{{trait|Fear of Death}} and {{trait|Eternal Life}} generate enough life force to use any weapon:
* '''Warhorn''' can be very useful for some extra CC.
+
* Use '''Axe''' if vulnerability is lacking.
 +
* Use '''Scepter''' for range, and also has the most convenient boon removal.
 +
* Use '''Pistol''' for extra CC (requires Secrets of the Obscure).
 +
* '''Staff''' can be used to provide extra {{tooltip|Regeneration}} if you aren't running {{skill|Well of Blood}} or {{skill|Serpent Siphon}}.
 +
 
 +
Both '''Axe''' and '''Scepter''' also provide extra boon rip.
  
  
 
===Skill Variants===
 
===Skill Variants===
 +
 
'''Healing'''
 
'''Healing'''
* {{Skill|Sand Flare}} for extra AoE barrier generation and boon corruption at the cost of regen and ranged heals/rez.
+
* {{Skill|Sand Flare}} - Provides AoE barrier (and therefore more {{tooltip|Alacrity}}), but you lose out on a ranged res.
  
  
'''Utility'''
+
'''Utility'''<br>
* {{Skill|Signet of Undeath}} is good life force generation and a ranged rez.
+
Any of your utilities can be swapped out for extra utility:
** 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.
+
* {{skill|Blood Is Power}} for extra {{tooltip|Might}} generation (though this should never be needed)
* {{Skill|Blood Is Power}} for extra DPS and ''very good'' {{tooltip|Might}} generation.
+
* {{Skill|Corrosive Poison Cloud}} - destroys projectiles.
* {{Skill|Well of Power}} for condition cleanse and extra {{tooltip|Might}} generation (plus a stun break and a small amount of {{tooltip|Stability}}).
+
* {{Skill|Corrupt Boon}} - for extra boon rip.
* {{Skill|Trail of Anguish}} for {{tooltip|Stability}}.
+
* {{Skill|Sand Swell}} - 900 range portal, useful for mobility and skips.
* {{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.
+
* {{Skill|Summon Flesh Wurm}} - 1200 range teleport. Can also bodyblock certain projectiles (e.g. Old Tom's poison whirl).  
* {{Skill|Epidemic}} can be useful in certain specific encounters.
+
* {{Skill|Trail of Anguish}} - some {{tooltip|Swiftness}} and {{tooltip|Stability}}. More can be applied if you run back and forth over your group.
* {{Skill|Corrosive Poison Cloud}} can be useful in certain specific encounters.
+
* {{Skill|Epidemic}} - can be useful even in healing gear.
* Note that {{Skill|Desiccate}} is the sole source of {{tooltip|Fury}} in this build so if you replace it you'll lose that.
+
* {{Skill|Spectral Grasp}} - AoE pull.
 +
* {{skill|Signet of Undeath}} - a costly ranged res, but a complete one. Also a good choice if you feel you lack life force.
  
  
 
'''Elite'''
 
'''Elite'''
* {{skill|Plaguelands}} offers the most damage on encounters with no CC requirement.
+
* {{Skill|Ghastly Breach}} - if heavy AoE boonstrip is needed or for a little more {{tooltip|Might}}.
 +
* {{Skill|Lich Form}} - for soloing Thaumanova heat room with your massive health pool.
 +
 
 +
 
 +
 
 +
==Template Code==
 +
{{TemplateCode|
 +
code = [&DQgTNTIdPD0SABIAJBckFyEXbwEAAAAAlQCVAAAAAAAAAAAAAAAAAAAAAAA=]
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}}
  
  
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===Trait Variants===
 
===Trait Variants===
* {{Trait|Vampiric Presence}} for some passive healing.
+
* {{Trait|Vampiric Presence}} - trades healing for a tiny bit of extra damage.
* {{Trait|Soul Marks}} can be useful if you're hurting for life force generation.
+
* {{Trait|Vital Persistence}} - if you need more personal survivability.
* {{Trait|Vital Persistence}} for some extra self-sustain especially if you're tanking.
 
* {{Trait|Soul Barbs}} and {{Trait|Dhuumfire}} increase damage if you don't need the extra life force generation.
 
* '''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.'''
 
 
 
 
 
===Specialization Variants===
 
On many encounters {{skill|Signet of Undeath}} will allow you to use F3 and F5 off cooldown without the need for '''Soul Reaping'''.
 
{{Specialization|Curses|mid|top|bot|variant = y}}
 
 
 
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==
 
==Equipment==
 
{{PvE equipment
 
{{PvE equipment
| stats = Plaguedoctor
+
| stats = Harrier
 
| weight = Light
 
| weight = Light
| rune = Superior Rune of Altruism
+
| rune = Superior Rune of the Monk
 
| rune-qt = 6
 
| rune-qt = 6
| weapon1 = Scepter
+
| weapon1 = Dagger
| weapon2 = Torch
+
| weapon2 = Warhorn
 +
| weapon4 = Torch
 
| sigil1 = Superior Sigil of Transference
 
| sigil1 = Superior Sigil of Transference
| sigil2 = Superior Sigil of Concentration
+
| sigil2 = Superior Sigil of Water
| weapon3 = Staff
+
| sigil3 =  
| sigil3 = Superior Sigil of Transference
+
| sigil4 = Superior Sigil of Water
| sigil4 = Superior Sigil of Concentration
 
 
| infusion1 = Healing +9 Agony Infusion
 
| infusion1 = Healing +9 Agony Infusion
| infusion1-qt = 18
+
| infusion1-qt = 15
<!-- Custom stats -->
+
| infusion2 = Mystical +9 Agony Infusion
| head = Plaguedoctor
+
| infusion2-qt = 3
| shoulders = Plaguedoctor
+
| relic = Relic of the Flock
| chest = Plaguedoctor
 
| hands = Plaguedoctor
 
| legs = Plaguedoctor
 
| feet = Plaguedoctor
 
| backpiece = Plaguedoctor
 
| accessory1 = Plaguedoctor
 
| accessory2 = Plaguedoctor
 
| amulet = Plaguedoctor
 
| ring1 = Plaguedoctor
 
| ring2 = Plaguedoctor
 
 
}}
 
}}
  
  
===Equipment Variants===
+
'''Relics'''
* {{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.
+
* Your heal options do not have especially low cooldowns, so {{relic|Relic of the Flock}} is rather underwhelming even if it is the strongest option. Players that own Secrets of the Obscure could consider {{relic|Relic of the Midnight King}}, as this will allow you to cover {{tooltip|Fury}} without relying on {{skill|Desiccate}}.
* {{Rune|Superior Rune of the Rebirth}} can allow you to survive otherwise lethal mechanics and revive your entire squad, saving them from a wipe.
+
** In this case, it is strongly recommended to bring a pistol as this can provide extra triggers from {{skill|Vile Blast}}.
* {{Tooltip|Marshal}}'s is substantially lower Concentration but is easier to craft and the lower BD doesn't really impact this build very much.
 
* {{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.
 
* On the other hand, mixing in some {{Tooltip|Viper}}'s increases DPS by a very respectable amount. Play with what works best for you.
 
* {{Sigil|Superior Sigil of Water}} instead of Concentration. Will impact {{tooltip|Might}} generation, though.
 
  
  
===Celestial Variant===
+
'''Sigils'''
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.
+
* {{Sigil|Superior Sigil of Water}} and {{Sigil|Superior Sigil of Transference}} only provide around 150 healing per second each.
{{PvE equipment
+
** Note that {{Sigil|Superior Sigil of Transference}} increases your revive speed from {{Trait|Transfusion}} and {{Trait|Ritual of Life}}, so it has value beyond raw healing.
| stats = Celestial
+
* {{sigil|Superior Sigil of Concentration}} will allow you to swap some pieces out for {{tooltip|Minstrel stats}} or {{tooltip|Magi stats}}. {{tooltip|Minstrel stats}} provide more healing, but also add toughness, which may be undesirable in raids.
| weight = Light
 
| rune = Superior Rune of the Nightmare
 
| rune-qt = 6
 
| weapon1 = Scepter
 
| weapon2 = Torch
 
| sigil1 = Superior Sigil of Earth
 
| sigil2 = Superior Sigil of Torment
 
| weapon3 = Staff
 
| sigil3 = Superior Sigil of Earth
 
| sigil4 = Superior Sigil of Torment
 
| infusion1 = Malign +9 Agony Infusion
 
| infusion1-qt = 18
 
<!-- Custom stats -->
 
| head =
 
| shoulders =
 
| chest =
 
| hands =
 
| legs =
 
| feet =
 
| backpiece =
 
| accessory1 =
 
| accessory2 =
 
| amulet =
 
| ring1 =
 
| ring2 =
 
}}
 
  
* You could mix in {{tooltip|Seraph}}'s stats for more damage if the loss of life force from vitality won't be a problem.
 
* You can swap in {{tooltip|Plaguedoctor}}'s stats if you need to get your toughness below a certain level to avoid tanking.
 
* {{rune|Superior Rune of the Tempest}} offers very similar damage, but more of every stat, which may be appealing.
 
  
  
 +
==Consumables==
  
==Consumables==
 
 
'''Food'''
 
'''Food'''
* {{food|Bowl of Tropical Fruit Salad}}
+
* {{food|Delicious Rice Ball}} or ascended alternatives
* {{food|Bowl of Poultry Satay}} if you want some extra Concentration.
+
 
* {{food|Plate of Beef Rendang}} for extra DPS.
 
* {{food|Mint-Pear Cured Meat Flatbread}} offers high damage while still giving you a 10% healing modifier.
 
** 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.
 
  
 
'''Utility'''
 
'''Utility'''
* {{utility|Peppermint Oil}}
+
* {{utility|Bountiful Maintenance Oil}}
* {{utility|Bountiful Maintenance Oil}} if you need the extra healing.
+
** {{utility|Holographic Super Drumstick}} for a cheaper alternative
* {{utility|Potent Master Tuning Crystal}} to go all in on DPS.
+
* {{utility|Sharpening Skull}} 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==
  
 +
===Alacrity===
 +
Thanks to {{trait|Desert Empowerment}}, every barrier you provide also grants {{tooltip|Alacrity}}. This means using {{skill|Manifest Sand Shade}}, {{skill|Sand Cascade}} and {{skill|Sandstorm Shroud}} off cooldown on your group.
  
 +
Be aware that each of these skills applies barrier in a different way:
 +
* {{skill|Manifest Sand Shade}} provides barrier to five targets in a 300-unit radius of where you drop your shade.
 +
* {{skill|Sand Cascade}} provides barrier to three targets in a 180-unit radius around you and each of your shades.
 +
* {{skill|Sandstorm Shroud}} 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.
  
==Usage==
 
  
 
===Healing===
 
===Healing===
* {{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.
+
* Your healing is divided between refreshing barriers on your allies and slow healing over time.
** Do remember though that your allies can only get up to 50% of their total health in barrier.
+
* Switch to '''Staff''' if {{tooltip|Regeneration}} runs out and use {{Skill|Mark of Blood}} three times before swapping back. You can also dodge to trigger {{trait|Mark of Evasion}}.
* {{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.
+
* 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.
* {{Skill|Serpent Siphon}} and {{Skill|Well of Blood}} will provide full {{tooltip|Regeneration}} uptime if used off cooldown.
+
* Use {{Skill|Garish Pillar}} off cooldown for AoE pulsing heals. Delay it if you anticipate that you might need to vacuum up downed allies.
** {{Skill|Mark of Blood}} can also help with it.
+
* Use {{skill|Locust Swarm}} off cooldown to provide some minor healing.
** Dodge every now and then for the regen from {{trait|Mark of Evasion}}.
+
* {{skill|Well of Blood}} is a powerful pulsing heal that also provides {{tooltip|Regeneration}} and revives downed allies.
* If you're taking {{Trait|Life from Death}} then {{Skill|Sandstorm Shroud}} also does healing.
+
* Thanks to {{trait|Abrasive Grit}}, each application of barrier removes one condition.
 +
** Additional conditions can be removed with {{skill|Nefarious Favor}}.
  
  
===Boons===
+
===Might===
* Using your barrier skills off cooldown will basically guarantee full {{tooltip|Alacrity}} uptime with a good fifteen or more seconds of leeway.
+
* Use {{Skill|Sandstorm Shroud}}, {{Skill|Blood Is Power}}, {{Skill|Oppressive Collapse}}, {{Skill|Desiccate}}, and {{Skill|Sand Cascade}} off cooldown to provide might as required.
* {{skill|Desiccate}}, {{Skill|Oppressive Collapse}}, and barrier application (via {{trait|Abrasive Grit}}) are your main sources of {{tooltip|Might}}; spam them.
+
* Always have your Sand Shade up to get the 225 bonus concentration from {{trait|Sand Sage}}.
** {{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.
 
* 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.
 
  
  
 
===CC===
 
===CC===
 
* {{Skill|Charge (necromancer)}}
 
* {{Skill|Charge (necromancer)}}
* {{Skill|Oppressive Collapse}}
+
* {{Skill|Garish Pillar}} - note that this is also your primary sustained heal
* {{Skill|Garish Pillar}}
+
* {{Skill|Dark Pact}} (dagger)
* {{Skill|Reaper's Mark}}
+
* {{Skill|Wail of Doom}} (warhorn)
* {{Skill|Chillblains}}
+
* {{Skill|Oppressive Collapse}} (torch)
* {{Skill|Grasping Dead}}
+
* {{Skill|Reaper's Mark}} (staff)
* {{Skill|Spectral Grasp}} if you take it.
+
* {{Skill|Chilblains}} (staff)
* {{Skill|Wail of Doom}} if using a Warhorn.
 
* {{Skill|Dark Pact}} if using a Dagger.
 
  
  
 
===General Tips===
 
===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}}.
+
* 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 you're using the Scepter, try not to interrupt your auto-attack chain for the high damage dealt by {{skill|Putrid Curse}}.
+
* If lots of boonstrip is needed, remember that {{Skill|Dark Pact}}, {{skill|Feast of Corruption}} and {{Skill|Unholy Feast}} strip boons as well.
** 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}} 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.
 
** 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.
 
 
 
 
 
==Encounter Specific Tips and Variants==
 
===Bastion of the Penitent===
 
{{Collapse start|Hand Kiting}}
 
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.
 
{{Skill bar
 
| profession = Necromancer
 
| specialization = Scourge
 
| weapon1 = Staff
 
| weapon2 =
 
|healing = Well of Blood
 
|utility1 = Sand Swell
 
|utility2 = Serpent Siphon
 
|utility3 = Spectral Armor
 
|elite = Lich Form
 
}}
 
{{Specialization|Blood Magic|top|top|bot}}
 
{{Specialization|Soul Reaping|mid|mid|top}}
 
{{Specialization|Scourge||bot|bot}}
 
 
 
 
 
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.
 
 
 
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.
 
* 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.
 
* Use your barrier skills and {{skill|Garish Pillar}} off-cooldown.
 
* You can start casting {{skill|Sand Swell}} 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 {{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.
 
* 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.
 
* 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}}.
 
* 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.
 
** 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.
 
 
 
Some more general tips:
 
* 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.
 
* If you're finding yourself not needing so much pure healing, taking {{trait|Blood Bank}} can be a nice source of some extra barrier.
 
* 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.
 
{{Collapse end}}
 

Latest revision as of 01:20, 25 October 2024

Part of the current metagame

Our curator decided this build is in the current metagame regardless of rating. The community gave this build a rating, making it top-tier: Great

Focused on: Healing and Utility

Designed for: Raids

Expansions required: Path of Fire Builds

Difficulty:
Easy
This build was last updated on October 25, 2024 and is up to date for the October 8, 2024 patch.

Overview

A Scourge build that brings heavy support in raids. This build provides sustained healing and extreme resurrecting ability. In addition, it provides permanent Fury Fury, Protection Protection, Swiftness Swiftness and 25 Might Might to its subgroup, as well as a low-cooldown application of Aegis Aegis.

It should be noted that most of the healing is in the form of barrier, which isn't reduced by Agony Agony (in fractals).


Skill Bar

Scourge-skillbar-bg.png
Dagger/Warhorn
X/Torch
Utility


Weapon Variants

Fear of Death and Eternal Life generate enough life force to use any weapon:

  • Use Axe if vulnerability is lacking.
  • Use Scepter for range, and also has the most convenient boon removal.
  • Use Pistol for extra CC (requires Secrets of the Obscure).
  • Staff can be used to provide extra Regeneration Regeneration if you aren't running Well of Blood or Serpent Siphon.

Both Axe and Scepter also provide extra boon rip.


Skill Variants

Healing

  • Sand Flare - Provides AoE barrier (and therefore more Alacrity Alacrity), but you lose out on a ranged res.


Utility
Any of your utilities can be swapped out for extra utility:

  • Blood Is Power for extra Might Might generation (though this should never be needed)
  • Corrosive Poison Cloud - destroys projectiles.
  • Corrupt Boon - for extra boon rip.
  • Sand Swell - 900 range portal, useful for mobility and skips.
  • Summon Flesh Wurm - 1200 range teleport. Can also bodyblock certain projectiles (e.g. Old Tom's poison whirl).
  • Trail of Anguish - some Swiftness Swiftness and Stability Stability. More can be applied if you run back and forth over your group.
  • Epidemic - can be useful even in healing gear.
  • Spectral Grasp - AoE pull.
  • Signet of Undeath - a costly ranged res, but a complete one. Also a good choice if you feel you lack life force.


Elite

  • Ghastly Breach - if heavy AoE boonstrip is needed or for a little more Might Might.
  • Lich Form - for soloing Thaumanova heat room with your massive health pool.


Template Code

[&DQgTNTIdPD0SABIAJBckFyEXbwEAAAAAlQCVAAAAAAAAAAAAAAAAAAAAAAA=]
Copy Template Code


Specializations


Trait Variants

  • Vampiric Presence - trades healing for a tiny bit of extra damage.
  • Vital Persistence - if you need more personal survivability.


Equipment

Head
Harrier
Shoulders
Harrier
Chest
Harrier
Hands
Harrier
Legs
Harrier
Feet
Harrier
Backpiece
Harrier
Accessory
Harrier
Accessory
Harrier
Amulet
Harrier
Ring
Harrier
Ring
Harrier
Dagger
Harrier
Warhorn
Harrier
Sigil
Sigil
Torch
Harrier
Sigil
Rune
x6
Infusion
x15
Infusion
x3
Relic


Relics

  • Your heal options do not have especially low cooldowns, so Relic of the Flock is rather underwhelming even if it is the strongest option. Players that own Secrets of the Obscure could consider Relic of the Midnight King, as this will allow you to cover Fury Fury without relying on Desiccate.
    • In this case, it is strongly recommended to bring a pistol as this can provide extra triggers from Vile Blast.


Sigils

  • Sigil of Superior Sigil of Water and Sigil of Superior Sigil of Transference only provide around 150 healing per second each.
    • Note that Sigil of Superior Sigil of Transference increases your revive speed from Transfusion and Ritual of Life, so it has value beyond raw healing.
  • Sigil of Superior Sigil of Concentration will allow you to swap some pieces out for Minstrel stats Minstrel stats or Magi stats Magi stats. Minstrel stats Minstrel stats provide more healing, but also add toughness, which may be undesirable in raids.


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

Alacrity

Thanks to Desert Empowerment, every barrier you provide also grants Alacrity Alacrity. This means using Manifest Sand Shade, Sand Cascade and Sandstorm Shroud off cooldown on your group.

Be aware that each of these skills applies barrier in a different way:

  • Manifest Sand Shade provides barrier to five targets in a 300-unit radius of where you drop your shade.
  • Sand Cascade provides barrier to three targets in a 180-unit radius around you and each of your shades.
  • Sandstorm Shroud 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 slow healing over time.
  • Switch to Staff if Regeneration Regeneration runs out and use Mark of Blood three times before swapping back. You can also dodge to trigger Mark of Evasion.
  • 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 Garish Pillar off cooldown for AoE pulsing heals. Delay it if you anticipate that you might need to vacuum up downed allies.
  • Use Locust Swarm off cooldown to provide some minor healing.
  • Well of Blood is a powerful pulsing heal that also provides Regeneration Regeneration and revives downed allies.
  • Thanks to Abrasive Grit, each application of barrier removes one condition.
    • Additional conditions can be removed with Nefarious Favor.


Might

  • Use Sandstorm Shroud, Blood Is Power, Oppressive Collapse, Desiccate, and Sand Cascade off cooldown to provide might as required.
  • Always have your Sand Shade up to get the 225 bonus concentration from Sand Sage.


CC

  • Charge (necromancer)
  • Garish Pillar - note that this is also your primary sustained heal
  • Dark Pact (dagger)
  • Wail of Doom (warhorn)
  • Oppressive Collapse (torch)
  • Reaper's Mark (staff)
  • Chilblains (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 Dark Pact, Feast of Corruption and Unholy Feast strip boons as well.


Ratings

This build has a rating of 5 stars based on 2 votes.
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5 stars
OfficerAndyGentleman gave this build 5 stars • April 2024
Simple to play, but rewards encounter knowledge by timing barrier to negate incoming attacks. Struggles a bit when raw burst healing is required, but provides all the staple healer boons and the res power is a huge plus. Biggest drawback is the unreliable access to stability and swiftness.
5 stars
Doc Doom gave this build 5 stars • July 2023
This is an incredible support build currently. You can easily maintain perma alac, fury, 25 might, protection, and regen while preventing a ton of damage with barriers and condi cleanse. With the recent buffs to Well of Blood, the actual healing is much better now as well. You no longer need to spam your F4 for Transfusion, which means you can hold on to it for CC or to rez a player that is about to go down (since it only pulls a player in on the initial activation). The utilities are also pretty flexible, so you can adapt your build to focus on what is needed most for the encounter. The outdated overview for this build is not doing it justice. Also, I just want to clear up a misconception I often see real quick. The barrier granted by Manifest Sand Shade and Sandstorm Shroud have a radius of 300, not 180. I know some fans of the old noob rezzer bot don't like this new Heal Scourge, but it is honestly an incredible build with so much to offer.

Comments

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