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Difference between revisions of "Scourge - Alacrity Support Healer"

m (Clarified some relic considerations)
 
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| profession = Necromancer
 
| profession = Necromancer
 
| specialization = Scourge
 
| specialization = Scourge
| designed for = Raid, Fractal
+
| designed for = Raid
 
| rating = Great
 
| rating = Great
 
| focus = Healing, Utility
 
| focus = Healing, Utility
| xpac = pof
+
| xpac = pof, soto
| meta =
+
| meta = y
 
| difficulty = 1
 
| 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 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}}.
  
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 = Staff
| weapon2 = Torch
+
| weapon2 =  
| weapon3 = Staff
+
| weapon3 = Pistol
| weapon4 =  
+
| weapon4 = Warhorn
|healing = Well of Blood
+
| healing = Well of Blood
|utility1 =  
+
| utility1 = Desiccate
|utility2 = Serpent Siphon
+
| utility2 = Serpent Siphon
|utility3 = Desiccate
+
| utility3 = Trail of Anguish
|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.
+
Unfortunately, it is awkward to cover healing, {{tooltip|Might}} and {{tooltip|Swiftness}} with one set of weapons:
* '''Warhorn''' can be very useful for some extra CC.
+
* '''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 '''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===
 
===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, but make sure {{tooltip|Might}} is covered before swapping out {{skill|Desiccate}}:
** 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  
* {{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.
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* {{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}}.
* {{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.
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* {{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.
 +
 
 +
 
 +
 
 +
==Template Code==
 +
{{TemplateCode|
 +
code = [&DQgTNTIePD0SABIAJBckFyEXbwFyFgAAlQCVAAAAAAAAAAAAAAAAAAAAAAADNgBnAFkAAA==]
 +
}}
  
  
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==Specializations==
 
==Specializations==
 
{{Specialization|Blood Magic|top|top|bot}}
 
{{Specialization|Blood Magic|top|top|bot}}
{{Specialization|Soul Reaping|top|bot|top}}
+
{{Specialization|Soul Reaping|mid|bot|top}}
 
{{Specialization|Scourge|top|bot|bot}}
 
{{Specialization|Scourge|top|bot|bot}}
  
  
 
===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 the Monk
 
| rune = Superior Rune of the Monk
| relic = Relic of Dwayna
 
 
| rune-qt = 6
 
| rune-qt = 6
| weapon1 = Scepter
+
| weapon1 = Staff
| weapon2 = Torch
+
| weapon2 =  
 +
| weapon3 = Pistol
 +
| weapon4 = Warhorn
 
| sigil1 = Superior Sigil of Transference
 
| sigil1 = Superior Sigil of Transference
| sigil2 = Superior Sigil of Concentration
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| sigil2 = Superior Sigil of Water
| weapon3 = Staff
 
 
| sigil3 = Superior Sigil of Transference
 
| sigil3 = Superior Sigil of Transference
| sigil4 = Superior Sigil of Concentration
+
| sigil4 = Superior Sigil of Water
 
| 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
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| relic = Relic of the Midnight King
| chest = Plaguedoctor
 
| hands = Plaguedoctor
 
| legs = Plaguedoctor
 
| feet = Plaguedoctor
 
| backpiece = Plaguedoctor
 
| accessory1 = Plaguedoctor
 
| accessory2 = Plaguedoctor
 
| amulet = Plaguedoctor
 
| ring1 = Plaguedoctor
 
| ring2 = Plaguedoctor
 
 
}}
 
}}
  
  
===Equipment Variants===
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'''Relics'''
* {{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.
 
* Relic considerations:
 
** {{Relic|Relic of Dwayna}} and {{Relic|Relic of the Monk}} are both good for shoring up your non-barrier healing, but neither of them touch barrier so it's often a matter of taste.
 
** {{Relic|Relic of Mercy}} makes you even more of a resurrecting powerhouse.
 
** {{Relic|Relic of the Herald}} could allow you to drop a lot of Concentration or even just make your uptime of side boons (like {{tooltip|Might}} and {{tooltip|Fury}}) ensured. Note that you need to apply boons to ''another'' ally, not just yourself, for the effect to be triggered.
 
** {{Relic|Relic of Antitoxin}} for encounters with many conditions where your normal condi cleanse isn't doing sufficiently well.
 
  
 +
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}}.
  
===Celestial Variant===
 
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.
 
{{PvE equipment
 
| stats = Celestial
 
| weight = Light
 
| rune = Superior Rune of the Nightmare
 
| relic = Relic of the Scourge
 
| 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.
+
'''Sigils'''
* You can swap in {{tooltip|Plaguedoctor}}'s stats if you need to get your toughness below a certain level to avoid tanking.
+
* {{Sigil|Superior Sigil of Water}} and {{Sigil|Superior Sigil of Transference}} only provide around 150 healing per second each.
* {{rune|Superior Rune of the Tempest}} offers very similar damage, but more of every stat, which may be appealing.
+
** 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.
  
  
  
 
==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==
 +
 
 +
{{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}}
  
  
==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.
 +
 
  
 
===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 spamming '''Staff''' marks (via {{trait|Transfusion}}).
** Do remember though that your allies can only get up to 50% of their total health in barrier.
+
* 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.
* {{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 when you're on stack, as {{trait|Transfusion}} causes it to drop a healing mark underneath you.
** {{Skill|Mark of Blood}} can also help with it.
+
* Use {{skill|Locust Swarm}} when on '''Warhorn''' 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.
+
* If using {{relic|Relic of the Midnight King}}, all your CC abilities also provide {{tooltip|Might}} (and {{tooltip|Fury}}).
** {{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.
+
* Always have your Sand Shade up to get the 225 bonus concentration from {{trait|Sand Sage}}.
* 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===
+
===Rotation example===
* {{Skill|Charge (necromancer)}}
+
We start on '''Pistol/Warhorn''' to provide initial {{tooltip|Swiftness}} and two CCs to stack up {{tooltip|Might}} a bit faster.
* {{Skill|Oppressive Collapse}}
+
# {{skill|Manifest Sand Shade}} - boon duration is important!
* {{Skill|Garish Pillar}}
+
# {{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|Reaper's Mark}}
+
# {{skill|Desiccate}} - the sooner the group gets {{tooltip|Might}}, the better
* {{Skill|Chillblains}}
+
# {{skill|Wail of Doom}} - second {{relic|Relic of the Midnight King}} trigger
* {{Skill|Grasping Dead}}
+
# {{skill|Locust Swarm}}
* {{Skill|Spectral Grasp}} if you take it.
+
# {{tooltip|Weapon Swap}}
* {{Skill|Wail of Doom}} if using a Warhorn.
 
* {{Skill|Dark Pact}} if using a Dagger.
 
  
  
===General Tips===
+
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.
* You should always have at least one Shade active from {{Skill|Manifest Sand Shade}} for the bonus Concentration and Expertise from {{Trait|Sand Sage}}.
 
* If you're using the Scepter, try not to interrupt your auto-attack chain for the high damage dealt by {{skill|Putrid Curse}}.
 
** Bunch uses of your other weaponskills and utility skills to use them all together so as to avoid interrupting the auto-attack chain.
 
* If you're not taking {{trait|Fear of Death}} 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.
 
  
 +
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.
  
==Encounter Specific Tips and Variants==
+
While on your other set, you can lean on your other big heals to sustain the team:
===Bastion of the Penitent===
+
* {{skill|Garish Pillar}} - drops a mark at your location thanks to {{trait|Transfusion}}
{{Collapse start|Hand Kiting}}
+
* {{skill|Well of Blood}} - pulses for five seconds
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|Serpent Siphon}}
{{Skill bar
+
* 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}}.
| 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.
+
===CC===
 +
* {{Skill|Charge (necromancer)}}
 +
* {{Skill|Garish Pillar}}
 +
* {{skill|Vile Blast}} (pistol)
 +
* {{Skill|Dark Pact}} (dagger)
 +
* {{Skill|Wail of Doom}} (warhorn)
 +
* {{Skill|Oppressive Collapse}} (torch)
 +
* {{Skill|Reaper's Mark}} (staff)
 +
* {{Skill|Chilblains}} (staff)
  
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.
+
===General Tips===
* 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.
+
* Try to place your shade on one side of the group, and stand on the other side - this will help spread barrier more evenly.
* 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 lots of boonstrip is needed, remember that {{Skill|Dark Pact}}, {{skill|Feast of Corruption}} and {{Skill|Unholy Feast}} strip boons as well.
* 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 20:19, 4 July 2025

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 BuildsSecrets of the Obscure builds

Difficulty:
Easy
This build was last updated on July 04, 2025 and is up to date for the June 24, 2025 patch.

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 Fury, Protection Protection, Swiftness Swiftness, Vigor Vigor and 25 Might Might to its subgroup, as well as a low-cooldown applications of Aegis Aegis and Stability Stability.

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
Staff
Pistol/Warhorn
Utility


Weapon Variants

Unfortunately, it is awkward to cover healing, Might Might and Swiftness Swiftness with one set of weapons:

  • Staff is a strong source of healing, as well on-demand Stability Stability and the only source of Vigor 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 Might to maintain 25 stacks without relying on a relic.
  • Warhorn is the only source that can maintain permanent Swiftness Swiftness, though Relic of Febe is near-permanent and can be topped up with 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 Swiftness Swiftness or some Might 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, Fear of Death and Eternal Life generate enough life force to use any weapon:

  • Pistol is chosen as standard as to interact with Relic of the Midnight King, 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

  • 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, but make sure Might Might is covered before swapping out Desiccate:

  • Blood Is Power for extra Might Might generation
  • 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.
  • 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. This is the recommended option when CC is not required.
  • Lich Form - for soloing Thaumanova heat room with your massive health pool.


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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
Staff
Harrier
Sigil
Sigil
Pistol
Harrier
Warhorn
Harrier
Sigil
Sigil
Rune
x6
Infusion
x15
Infusion
x3
Relic


Relics

There are four good relic options: Relic of the Flock, Relic of Febe, Relic of Altruism and Relic of the Midnight King:

  • Relic of the Flock is the strongest healing option, but you should only use it if boons are being covered elsewhere.
  • Relic of Febe (requires Secrets of the Obscure) can be used to cover Swiftness Swiftness
  • Relic of Altruism and Relic of the Midnight King both provide similar amounts of Might Might and Fury Fury.

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 of the Midnight King involves using Reaper's Mark off cooldown, which also limits your ability to use it reactively for Stability Stability.


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 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

Default setup explanation Toggle

As stated before, Heal Scourge struggles to provide Might Might and Swiftness 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 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 Well of Blood rather than needing to use it off cooldown for boons. This leaves Relic of the Midnight King as the best option and means we need to use Warhorn to cover Swiftness Swiftness.
    • If using 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 Swiftness Swiftness lasts for 30 seconds (with 100% boon duration). Not only that, but 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.
  • Swiftness 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 Might to the group, so it is unlikely to matter if your personal generation is reduced by the lack of Torch.


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 spamming Staff marks (via 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.
  • Use Garish Pillar off cooldown when you're on stack, as Transfusion causes it to drop a healing mark underneath you.
  • Use Locust Swarm when on Warhorn 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.
  • If using Relic of the Midnight King, all your CC abilities also provide Might Might (and Fury Fury).
  • Always have your Sand Shade up to get the 225 bonus concentration from Sand Sage.


Rotation example

We start on Pistol/Warhorn to provide initial Swiftness Swiftness and two CCs to stack up Might Might a bit faster.

  1. Manifest Sand Shade - boon duration is important!
  2. Vile Blast - Relic of the Midnight King has a one-second cooldown on triggers, which means we need to slightly spread out CC
  3. Desiccate - the sooner the group gets Might Might, the better
  4. Wail of Doom - second Relic of the Midnight King trigger
  5. Locust Swarm
  6. Weapon Swap 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:

  • Garish Pillar - drops a mark at your location thanks to Transfusion
  • Well of Blood - pulses for five seconds
  • Serpent Siphon
  • Dodging will drop a Lesser Mark of Blood at your final location, thanks to Mark of Evasion, and this version is also enhanced by Transfusion.


CC

  • Charge (necromancer)
  • Garish Pillar
  • Vile Blast (pistol)
  • 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.
Log in or register to rate this build.
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.

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