Difference between revisions of "Scourge - Alacrity Support Healer"
(32 intermediate revisions by 2 users not shown) | |||
Line 3: | Line 3: | ||
| specialization = Scourge | | specialization = Scourge | ||
| designed for = Raid | | designed for = Raid | ||
− | | rating = | + | | rating = Great |
| focus = Healing, Utility | | focus = Healing, Utility | ||
− | | xpac = pof | + | | xpac = pof, soto |
− | | meta = | + | | meta = y |
+ | | difficulty = 1 | ||
}} | }} | ||
==Overview== | ==Overview== | ||
− | A Scourge build that brings heavy support in raids. This build provides sustained healing and | + | A Scourge build that brings heavy support in raids. This build provides sustained healing and strong resurrecting ability. In addition, it provides permanent {{tooltip|Fury}}, {{tooltip|Protection}}, {{tooltip|Swiftness}}, {{tooltip|Vigor}} and 25 {{tooltip|Might}} to its subgroup, as well as a low-cooldown applications of {{tooltip|Aegis}} and {{tooltip|Stability}}. |
− | It should be noted that most of the healing is in the form of '''barrier''', which isn't reduced by {{tooltip|Agony}} (in fractals) | + | It should be noted that most of the healing is in the form of '''barrier''', which isn't reduced by {{tooltip|Agony}} (in fractals). |
Line 20: | Line 21: | ||
| profession = Necromancer | | profession = Necromancer | ||
| specialization = Scourge | | specialization = Scourge | ||
− | | weapon1 = | + | | weapon1 = Staff |
− | | weapon2 = | + | | weapon2 = |
− | | weapon3 = | + | | weapon3 = Pistol |
+ | | weapon4 = Warhorn | ||
| healing = Well of Blood | | healing = Well of Blood | ||
− | | utility1 = | + | | utility1 = Desiccate |
− | | utility2 = | + | | utility2 = Serpent Siphon |
− | | utility3 = | + | | utility3 = Trail of Anguish |
| elite = Summon Flesh Golem | | elite = Summon Flesh Golem | ||
}} | }} | ||
Line 32: | Line 34: | ||
===Weapon Variants=== | ===Weapon Variants=== | ||
− | {{trait|Fear of Death}} and {{trait|Eternal Life}} generate enough life force to use any weapon: | + | Unfortunately, it is awkward to cover healing, {{tooltip|Might}} and {{tooltip|Swiftness}} with one set of weapons: |
+ | * '''Staff''' is a strong source of healing, as well on-demand {{tooltip|Stability}} and the only source of {{tooltip|Vigor}}. The healing is strong enough that it's better to use our relic to cover missing boons rather than replace staff. | ||
+ | * '''Torch''' can provide enough {{tooltip|Might}} to maintain 25 stacks without relying on a relic. | ||
+ | * '''Warhorn''' is the only source that can maintain permanent {{tooltip|Swiftness}}, though {{relic|Relic of Febe}} is near-permanent and can be topped up with {{skill|Trail of Anguish}}. | ||
+ | |||
+ | On low-damage encounters, it is fine to skip '''Staff''' in favour of covering boons more easily. And if your quickness provider is covering {{tooltip|Swiftness}} or some {{tooltip|Might}}, you can skip '''Warhorn''' and '''Torch''', respectively. | ||
+ | |||
+ | A full explanation of why the recommended setup was chosen can be found in the ''Usage'' section. | ||
+ | |||
+ | |||
+ | For the mainhand slot, {{trait|Fear of Death}} and {{trait|Eternal Life}} generate enough life force to use any weapon: | ||
+ | * '''Pistol''' is chosen as standard as to interact with {{relic|Relic of the Midnight King}}, and hence it also has the strongest CC. | ||
* Use '''Axe''' if vulnerability is lacking. | * Use '''Axe''' if vulnerability is lacking. | ||
− | * Use '''Scepter''' for range. | + | * Use '''Dagger''' for extra CC (requires Secrets of the Obscure). |
− | + | * Use '''Scepter''' for range, and also has the most convenient boon removal. | |
+ | |||
+ | '''Axe''', '''Dagger''' and '''Scepter''' also provide extra boon rip. | ||
Line 45: | Line 60: | ||
'''Utility'''<br> | '''Utility'''<br> | ||
− | Any of your utilities can be swapped out, | + | Any of your utilities can be swapped out for extra utility, but make sure {{tooltip|Might}} is covered before swapping out {{skill|Desiccate}}: |
+ | * {{skill|Blood Is Power}} for extra {{tooltip|Might}} generation | ||
* {{Skill|Corrosive Poison Cloud}} - destroys projectiles. | * {{Skill|Corrosive Poison Cloud}} - destroys projectiles. | ||
− | * {{Skill|Corrupt Boon}} - for extra boon rip | + | * {{Skill|Corrupt Boon}} - for extra boon rip. |
* {{Skill|Sand Swell}} - 900 range portal, useful for mobility and skips. | * {{Skill|Sand Swell}} - 900 range portal, useful for mobility and skips. | ||
* {{Skill|Summon Flesh Wurm}} - 1200 range teleport. Can also bodyblock certain projectiles (e.g. Old Tom's poison whirl). | * {{Skill|Summon Flesh Wurm}} - 1200 range teleport. Can also bodyblock certain projectiles (e.g. Old Tom's poison whirl). | ||
− | * {{Skill|Trail of Anguish}} - | + | * {{Skill|Trail of Anguish}} - some {{tooltip|Swiftness}} and {{tooltip|Stability}}. |
− | + | * {{Skill|Epidemic}} - can be useful even in healing gear. | |
− | * {{Skill|Epidemic}} - | ||
* {{Skill|Spectral Grasp}} - AoE pull. | * {{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. | * {{skill|Signet of Undeath}} - a costly ranged res, but a complete one. Also a good choice if you feel you lack life force. | ||
Line 58: | Line 73: | ||
'''Elite''' | '''Elite''' | ||
− | * {{Skill|Ghastly Breach}} - if heavy AoE boonstrip is needed or for a little more {{tooltip|Might}}. | + | * {{Skill|Ghastly Breach}} - if heavy AoE boonstrip is needed or for a little more {{tooltip|Might}}. This is the recommended option when CC is not required. |
* {{Skill|Lich Form}} - for soloing Thaumanova heat room with your massive health pool. | * {{Skill|Lich Form}} - for soloing Thaumanova heat room with your massive health pool. | ||
Line 65: | Line 80: | ||
==Template Code== | ==Template Code== | ||
{{TemplateCode| | {{TemplateCode| | ||
− | code = [& | + | code = [&DQgTNTIePD0SABIAJBckFyEXbwFyFgAAlQCVAAAAAAAAAAAAAAAAAAAAAAADNgBnAFkAAA==] |
}} | }} | ||
Line 71: | Line 86: | ||
==Specializations== | ==Specializations== | ||
− | {{Specialization|Blood Magic|top| | + | {{Specialization|Blood Magic|top|top|bot}} |
{{Specialization|Soul Reaping|mid|bot|top}} | {{Specialization|Soul Reaping|mid|bot|top}} | ||
{{Specialization|Scourge|top|bot|bot}} | {{Specialization|Scourge|top|bot|bot}} | ||
Line 77: | Line 92: | ||
===Trait Variants=== | ===Trait Variants=== | ||
− | * {{Trait| | + | * {{Trait|Vampiric Presence}} - trades healing for a tiny bit of extra damage. |
− | |||
* {{Trait|Vital Persistence}} - if you need more personal survivability. | * {{Trait|Vital Persistence}} - if you need more personal survivability. | ||
Line 84: | Line 98: | ||
==Equipment== | ==Equipment== | ||
− | |||
− | |||
− | |||
{{PvE equipment | {{PvE equipment | ||
| stats = Harrier | | stats = Harrier | ||
Line 94: | Line 105: | ||
| weapon1 = Staff | | weapon1 = Staff | ||
| weapon2 = | | weapon2 = | ||
− | + | | weapon3 = Pistol | |
− | |||
− | | weapon3 = | ||
| weapon4 = Warhorn | | weapon4 = Warhorn | ||
− | | sigil3 = Superior Sigil of | + | | sigil1 = Superior Sigil of Transference |
− | | sigil4 = Superior Sigil of | + | | sigil2 = Superior Sigil of Water |
+ | | sigil3 = Superior Sigil of Transference | ||
+ | | sigil4 = Superior Sigil of Water | ||
| infusion1 = Healing +9 Agony Infusion | | infusion1 = Healing +9 Agony Infusion | ||
− | | infusion1-qt = | + | | infusion1-qt = 15 |
+ | | infusion2 = Mystical +9 Agony Infusion | ||
+ | | infusion2-qt = 3 | ||
+ | | relic = Relic of the Midnight King | ||
}} | }} | ||
− | * {{ | + | |
− | + | '''Relics''' | |
+ | |||
+ | There are four good relic options: {{relic|Relic of the Flock}}, {{relic|Relic of Febe}}, {{relic|Relic of Altruism}} and {{relic|Relic of the Midnight King}}: | ||
+ | * {{relic|Relic of the Flock}} is the strongest healing option, but you should only use it if boons are being covered elsewhere. | ||
+ | * {{relic|Relic of Febe}} (requires Secrets of the Obscure) can be used to cover {{tooltip|Swiftness}} | ||
+ | * {{relic|Relic of Altruism}} and {{relic|Relic of the Midnight King}} both provide similar amounts of {{tooltip|Might}} and {{tooltip|Fury}}. | ||
+ | |||
+ | {{relic|Relic of the Midnight King}} is chosen as the default because the others all rely on using your healing skill, which limits your ability to use it reactively. Though getting good use out of {{relic|Relic of the Midnight King}} involves using {{skill|Reaper's Mark}} off cooldown, which also limits your ability to use it reactively for {{tooltip|Stability}}. | ||
'''Sigils''' | '''Sigils''' | ||
− | * {{Sigil|Superior Sigil of Water}} and {{Sigil|Superior Sigil of Transference}} only provide around | + | * {{Sigil|Superior Sigil of Water}} and {{Sigil|Superior Sigil of Transference}} only provide around 150 healing per second each. |
− | ** Note that {{Sigil|Superior Sigil of Transference}} increases your revive speed from | + | ** Note that {{Sigil|Superior Sigil of Transference}} increases your revive speed from {{Trait|Ritual of Life}}, so it has value beyond raw healing. |
+ | * {{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. | ||
Line 117: | Line 139: | ||
'''Food''' | '''Food''' | ||
− | * {{food|Delicious Rice Ball}} | + | * {{food|Delicious Rice Ball}} or ascended alternatives |
Line 127: | Line 149: | ||
==Usage== | ==Usage== | ||
+ | |||
+ | {{collapse start|Default setup explanation}} | ||
+ | As stated before, Heal Scourge struggles to provide {{tooltip|Might}} and {{tooltip|Swiftness}} at the same time. We don't really want to drop '''Staff''', as it offers way more healing than we'd get from {{relic|Relic of the Flock}}, so it's better to use our relic to provide one of the boons we lack. The other boon will be provided by our choice of oddhand weapon on the second set. | ||
+ | |||
+ | No setup is clearly better than the others, and the best option will depend on group and encounter. The reasons for the default setup here are as follows: | ||
+ | * Given that it is one of your few burst heals and a resurrect, it is very helpful to be able to hold on to {{skill|Well of Blood}} rather than needing to use it off cooldown for boons. This leaves {{relic|Relic of the Midnight King}} as the best option and means we need to use '''Warhorn''' to cover {{tooltip|Swiftness}}. | ||
+ | ** If using {{relic|Relic of the Midnight King}}, the only mainhand weapon that can trigger it is '''Pistol'''. | ||
+ | * As healing is reduced significantly when not on '''Staff''', it greatly improves our flexibility to be able to camp it for longer periods. '''Torch''' requires swapping nearly off-cooldown to really benefit from the boons it provides, but '''Warhorn's''' {{tooltip|Swiftness}} lasts for 30 seconds (with 100% boon duration). Not only that, but {{skill|Trail of Anguish}} can be used to top up the duration so that you can maintain it for over 60 seconds before needing to swap. | ||
+ | * {{tooltip|Swiftness}} is a relatively uncommon boon, especially from non-healers (which you presumably will be paired with). Meanwhile, it is uncommon to find a quickness support that doesn't provide any {{tooltip|Might}} to the group, so it is unlikely to matter if your personal generation is reduced by the lack of '''Torch'''. | ||
+ | |||
+ | {{collapse end}} | ||
+ | |||
+ | |||
+ | ===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. | ||
+ | |||
===Healing=== | ===Healing=== | ||
− | * Your healing is divided between refreshing barriers on your allies and | + | * Your healing is divided between refreshing barriers on your allies and spamming '''Staff''' marks (via {{trait|Transfusion}}). |
− | + | * You lose a lot of your reactive healing when you switch off of '''Staff''', so this is only really done to top up boons - try to have this coincide with moments of low pressure. | |
* 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. | * 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 {{Skill|Garish Pillar}} off cooldown | + | * Use {{Skill|Garish Pillar}} off cooldown when you're on stack, as {{trait|Transfusion}} causes it to drop a healing mark underneath you. |
+ | * Use {{skill|Locust Swarm}} when on '''Warhorn''' to provide some minor healing. | ||
+ | * {{skill|Well of Blood}} is a powerful pulsing heal that also provides {{tooltip|Regeneration}} and revives downed allies. | ||
+ | * Thanks to {{trait|Abrasive Grit}}, each application of barrier removes one condition. | ||
+ | ** Additional conditions can be removed with {{skill|Nefarious Favor}}. | ||
===Might=== | ===Might=== | ||
* Use {{Skill|Sandstorm Shroud}}, {{Skill|Blood Is Power}}, {{Skill|Oppressive Collapse}}, {{Skill|Desiccate}}, and {{Skill|Sand Cascade}} off cooldown to provide might as required. | * Use {{Skill|Sandstorm Shroud}}, {{Skill|Blood Is Power}}, {{Skill|Oppressive Collapse}}, {{Skill|Desiccate}}, and {{Skill|Sand Cascade}} off cooldown to provide might as required. | ||
+ | * If using {{relic|Relic of the Midnight King}}, all your CC abilities also provide {{tooltip|Might}} (and {{tooltip|Fury}}). | ||
* Always have your Sand Shade up to get the 225 bonus concentration from {{trait|Sand Sage}}. | * Always have your Sand Shade up to get the 225 bonus concentration from {{trait|Sand Sage}}. | ||
+ | |||
+ | |||
+ | ===Rotation example=== | ||
+ | We start on '''Pistol/Warhorn''' to provide initial {{tooltip|Swiftness}} and two CCs to stack up {{tooltip|Might}} a bit faster. | ||
+ | # {{skill|Manifest Sand Shade}} - boon duration is important! | ||
+ | # {{skill|Vile Blast}} - {{relic|Relic of the Midnight King}} has a one-second cooldown on triggers, which means we need to slightly spread out CC | ||
+ | # {{skill|Desiccate}} - the sooner the group gets {{tooltip|Might}}, the better | ||
+ | # {{skill|Wail of Doom}} - second {{relic|Relic of the Midnight King}} trigger | ||
+ | # {{skill|Locust Swarm}} | ||
+ | # {{tooltip|Weapon Swap}} | ||
+ | |||
+ | |||
+ | After this, the goal is to stay on staff for heals, spamming marks, shroud skills and utilities. Being familiar with what each skill does will help greatly, as many of them will be good for dealing with mechanics. | ||
+ | |||
+ | Look for opportunities to swap back to your other set when healing won't be as required - encounter knowledge is helpful to identify times when there won't be much pressure. Split phases are also an excellent time to swap and repeat the opener at the start of the next phase. It can also be very helpful to swap for extra CC. | ||
+ | |||
+ | While on your other set, you can lean on your other big heals to sustain the team: | ||
+ | * {{skill|Garish Pillar}} - drops a mark at your location thanks to {{trait|Transfusion}} | ||
+ | * {{skill|Well of Blood}} - pulses for five seconds | ||
+ | * {{skill|Serpent Siphon}} | ||
+ | * Dodging will drop a {{skill|Lesser Mark of Blood}} at your final location, thanks to {{trait|Mark of Evasion}}, and this version is also enhanced by {{trait|Transfusion}}. | ||
===CC=== | ===CC=== | ||
* {{Skill|Charge (necromancer)}} | * {{Skill|Charge (necromancer)}} | ||
− | * {{Skill| | + | * {{Skill|Garish Pillar}} |
− | * {{Skill| | + | * {{skill|Vile Blast}} (pistol) |
− | * {{Skill| | + | * {{Skill|Dark Pact}} (dagger) |
− | * {{Skill| | + | * {{Skill|Wail of Doom}} (warhorn) |
− | * {{Skill| | + | * {{Skill|Oppressive Collapse}} (torch) |
− | * {{Skill| | + | * {{Skill|Reaper's Mark}} (staff) |
+ | * {{Skill|Chilblains}} (staff) | ||
===General Tips=== | ===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. | * 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 {{Skill|Dark Pact}} and {{Skill|Unholy Feast}} strip boons as well | + | * If lots of boonstrip is needed, remember that {{Skill|Dark Pact}}, {{skill|Feast of Corruption}} and {{Skill|Unholy Feast}} strip boons as well. |
− |
Latest revision as of 20:19, 4 July 2025
Overview
A Scourge build that brings heavy support in raids. This build provides sustained healing and strong resurrecting ability. In addition, it provides permanent Fury,
Protection,
Swiftness,
Vigor and 25
Might to its subgroup, as well as a low-cooldown applications of
Aegis and
Stability.
It should be noted that most of the healing is in the form of barrier, which isn't reduced by Agony (in fractals).
Skill Bar
Weapon Variants
Unfortunately, it is awkward to cover healing, Might and
Swiftness with one set of weapons:
- Staff is a strong source of healing, as well on-demand
Stability and the only source of
Vigor. The healing is strong enough that it's better to use our relic to cover missing boons rather than replace staff.
- Torch can provide enough
Might to maintain 25 stacks without relying on a relic.
- Warhorn is the only source that can maintain permanent
Swiftness, though is near-permanent and can be topped up with .
On low-damage encounters, it is fine to skip Staff in favour of covering boons more easily. And if your quickness provider is covering Swiftness or some
Might, you can skip Warhorn and Torch, respectively.
A full explanation of why the recommended setup was chosen can be found in the Usage section.
For the mainhand slot, and generate enough life force to use any weapon:
- Pistol is chosen as standard as to interact with , and hence it also has the strongest CC.
- Use Axe if vulnerability is lacking.
- Use Dagger for extra CC (requires Secrets of the Obscure).
- Use Scepter for range, and also has the most convenient boon removal.
Axe, Dagger and Scepter also provide extra boon rip.
Skill Variants
Healing
Alacrity), but you lose out on a ranged res.
- Provides AoE barrier (and therefore more
Utility
Any of your utilities can be swapped out for extra utility, but make sure Might is covered before swapping out :
Might generation
for extra - - destroys projectiles.
- - for extra boon rip.
- - 900 range portal, useful for mobility and skips.
- - 1200 range teleport. Can also bodyblock certain projectiles (e.g. Old Tom's poison whirl).
Swiftness and
Stability.
- some - - can be useful even in healing gear.
- - AoE pull.
- - a costly ranged res, but a complete one. Also a good choice if you feel you lack life force.
Elite
Might. This is the recommended option when CC is not required.
- if heavy AoE boonstrip is needed or for a little more - - for soloing Thaumanova heat room with your massive health pool.
Template Code
Specializations
Trait Variants
- - trades healing for a tiny bit of extra damage.
- - if you need more personal survivability.
Equipment
Harrier
Harrier
Harrier
Harrier
Harrier
Harrier
Harrier
Harrier
Harrier
Harrier
Harrier
Harrier
Harrier
Harrier
Harrier
x6
x15
x3
Relics
There are four good relic options:
, , and :- is the strongest healing option, but you should only use it if boons are being covered elsewhere.
Swiftness
(requires Secrets of the Obscure) can be used to cover Might and
Fury.
and both provide similar amounts of
Sigils
- Note that increases your revive speed from , so it has value beyond raw healing.
and only provide around 150 healing per second each.
Minstrel stats or
Magi stats.
Minstrel stats provide more healing, but also add toughness, which may be undesirable in raids.
will allow you to swap some pieces out for
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

As stated before, Heal Scourge struggles to provide Might and
Swiftness at the same time. We don't really want to drop Staff, as it offers way more healing than we'd get from , so it's better to use our relic to provide one of the boons we lack. The other boon will be provided by our choice of oddhand weapon on the second set.
No setup is clearly better than the others, and the best option will depend on group and encounter. The reasons for the default setup here are as follows:
- Given that it is one of your few burst heals and a resurrect, it is very helpful to be able to hold on to
Swiftness.
- If using , the only mainhand weapon that can trigger it is Pistol.
rather than needing to use it off cooldown for boons. This leaves as the best option and means we need to use Warhorn to cover - As healing is reduced significantly when not on Staff, it greatly improves our flexibility to be able to camp it for longer periods. Torch requires swapping nearly off-cooldown to really benefit from the boons it provides, but Warhorn's
Swiftness lasts for 30 seconds (with 100% boon duration). Not only that, but can be used to top up the duration so that you can maintain it for over 60 seconds before needing to swap.
Swiftness is a relatively uncommon boon, especially from non-healers (which you presumably will be paired with). Meanwhile, it is uncommon to find a quickness support that doesn't provide any
Might to the group, so it is unlikely to matter if your personal generation is reduced by the lack of Torch.
Alacrity
Thanks to Alacrity. This means using , and off cooldown on your group.
Be aware that each of these skills applies barrier in a different way:
- provides barrier to five targets in a 300-unit radius of where you drop your shade.
- provides barrier to three targets in a 180-unit radius around you and each of your shades.
- 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 spamming Staff marks (via ).
- You lose a lot of your reactive healing when you switch off of Staff, so this is only really done to top up boons - try to have this coincide with moments of low pressure.
- 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 off cooldown when you're on stack, as causes it to drop a healing mark underneath you.
- Use when on Warhorn to provide some minor healing.
Regeneration and revives downed allies.
is a powerful pulsing heal that also provides - Thanks to
- Additional conditions can be removed with .
, each application of barrier removes one condition.
Might
- Use , , , , and off cooldown to provide might as required.
- If using
Might (and
Fury).
, all your CC abilities also provide - Always have your Sand Shade up to get the 225 bonus concentration from .
Rotation example
We start on Pistol/Warhorn to provide initial Swiftness and two CCs to stack up
Might a bit faster.
- - boon duration is important!
- - has a one-second cooldown on triggers, which means we need to slightly spread out CC
Might, the better
- the sooner the group gets - - second trigger
Weapon Swap
After this, the goal is to stay on staff for heals, spamming marks, shroud skills and utilities. Being familiar with what each skill does will help greatly, as many of them will be good for dealing with mechanics.
Look for opportunities to swap back to your other set when healing won't be as required - encounter knowledge is helpful to identify times when there won't be much pressure. Split phases are also an excellent time to swap and repeat the opener at the start of the next phase. It can also be very helpful to swap for extra CC.
While on your other set, you can lean on your other big heals to sustain the team:
- - drops a mark at your location thanks to
- - pulses for five seconds
- Dodging will drop a at your final location, thanks to , and this version is also enhanced by .
CC
- (pistol)
- (dagger)
- (warhorn)
- (torch)
- (staff)
- (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 , and strip boons as well.
Ratings


Comments
Enjoy an ad-free experience & support the website, for only $1 per month! Upgrade to Premium

