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* {{Rune|Superior Rune of the Monk}} if you already have it and don't want to swap is fine, but the sixth rune bonus of +10% outgoing healing doesn't apply to barrier so it's less useful for this build.
 
* {{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.
 
* You can make the weapons {{Tooltip|Seraph}} instead if you want to sacrifice some DPS for full uptime of 25 stacks of {{tooltip|Might}}. The extra concentration is definitely unnecessary for the {{tooltip|Alacrity}}, though, as this build has more than enough Boon Duration for that.
 
* You can make the weapons {{Tooltip|Seraph}} instead if you want to sacrifice some DPS for full uptime of 25 stacks of {{tooltip|Might}}. The extra concentration is definitely unnecessary for the {{tooltip|Alacrity}}, though, as this build has more than enough Boon Duration for that.
* {{Tooltip|Plaguedoctor}} provides a lot of vitality at the cost of some DPS.
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* {{Tooltip|Plaguedoctor}}'s provides a lot of vitality at the cost of some DPS.
  
  
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* If you're not taking {{trait|Fear of Death}} you might need to be a bit more aggressive in life force generation. {{skill|Feast of Corruption}}, {{skill|Harrowing Wave}}, and {{skill|Necrotic Grasp}} are your friends. {{trait|Soul Marks}} might help, too.
 
* If you're not taking {{trait|Fear of Death}} you might need to be a bit more aggressive in life force generation. {{skill|Feast of Corruption}}, {{skill|Harrowing Wave}}, and {{skill|Necrotic Grasp}} are your friends. {{trait|Soul Marks}} might help, too.
 
** 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.
 
** On the other hand, if you take a Dagger main hand you will never need to worry about life force ever, at the cost of needing to be in melee range of the boss.
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 +
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===Notes on the upcoming patch===
 +
With the July 18th patch some of the numbers will change, but they'll all be to this build's benefit. According to the previews:
 +
* {{Skill|Manifest Sand Shade}} and {{Skill|Sand Cascade}} will generate a lot more barrier.
 +
* {{Skill|Sandstorm Shroud}} will provide some nice {{tooltip|Protection}} for more reduced incoming damage.
 +
* Base {{tooltip|Alacrity}} from {{trait|Desert Empowerment}} will be 50% higher, so it'll be even more comfortable.
 +
* {{Skill|Oppressive Collapse}} will be on lower CD and larger radius so {{tooltip|Might}} generation will be better.
 +
* {{trait|Sand Sage}} will give a lot more Expertise and Concentration.
 +
* Between the lower CD and higher actual recovery value, {{Skill|Harrowing Wave}} will be better at generating life force.
 +
* The major traits changed aren't ones we use for this build anyway.
 +
 +
So overall the main differences will be that we'll need a lot less Concentration and even less Healing Power, allowing us to take more {{tooltip|Marshal}}'s pieces and maybe even a couple {{tooltip|Viper}}'s ones depending on how stuff shakes out. I'll test it all when that happens but until then this is available if anyone's interested in trying it out.

Revision as of 19:39, 4 July 2023

This is a test build. You may comment and rate it.

Focused on: Healing and Utility

Designed for: Raids and Fractals

Expansions required: Path of Fire Builds

Difficulty:
TBD

Overview

A Scourge support build that brings easy full uptime Alacrity Alacrity and a very robust amount of Might Might to its subgroup, high Fury Fury uptime, solid amounts of healing, and the signature support Scourge resurrectability. Most of the healing comes in the form of barrier and Regeneration 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.

This build also boasts a very solid amount of condition removal between Nefarious Favor and Abrasive Grit as well as the occasional Protection Protection from Eternal Life.

It's important to note that a solid chunk of the Might Might comes from the application of barrier so any changes that reduce barrier generation will also necessarily reduce might generation.


Template Code

[&DQgTNTIdPD1+Fn4WbwFvAYAAgAAkF3ABlQCVAAAAAAAAAAAAAAAAAAAAAAADVgBmAFkAAA==]
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Skill Bar

Scourge-skillbar-bg.png
Scepter/Torch
Staff
Utility


Weapon Variants

  • Replacing the Scepter with a Dagger will make life force generation extremely comfortable. If you're struggling with it, it's a very valid choice.
  • Using a Warhorn instead of the Torch can be useful if you're hurting for CC.

Skill Variants

Healing

  • Well of Blood replaces some of the barrier generation with more regen.


Utility

  • Serpent Siphon for extra barrier and regen as well as Aegis Aegis in case you're using this build to tank.
  • Well of Power for extra Might Might generation.
  • Epidemic can be useful in certain specific encounters.


Specializations


Trait Variants

  • Soul Marks can be useful if you're hurting for life force generation.
  • Vital Persistence for some extra self-sustain especially if you're tanking.
  • Soul Barbs for a healthy amount of extra DPS in exchange for less life force generation.
  • Both Herald of Sorrow and Desert Empowerment are necessary as they are the backbone of this build's Alacrity Alacrity generation. Never touch them.


Equipment

Head
Seraph
Shoulders
Seraph
Chest
Seraph
Hands
Seraph
Legs
Seraph
Feet
Seraph
Backpiece
Seraph
Accessory
Seraph
Accessory
Seraph
Amulet
Seraph
Ring
Seraph
Ring
Seraph
Scepter
Marshal
Torch
Marshal
Sigil
Sigil
Staff
Marshal
Sigil
Sigil
Rune
x6
Infusion
x18


Equipment Variants

  • Rune of 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.
  • You can make the weapons Seraph Seraph instead if you want to sacrifice some DPS for full uptime of 25 stacks of Might Might. The extra concentration is definitely unnecessary for the Alacrity Alacrity, though, as this build has more than enough Boon Duration for that.
  • Plaguedoctor Plaguedoctor's provides a lot of vitality at the cost of some DPS.


Consumables

Food

  • if you want some extra Concentration.
  • if you don't need to heal as much and want more DPS.


Utility

  • if you need the extra healing but you might need to compensate elsewhere for the lost Concentration.


Usage

Healing

  • Desert Empowerment gives barrier whenever you use Manifest Sand Shade so you probably want to use it pretty often. Don't sit on two unused charges of it.
    • Sand Cascade, Sandstorm Shroud, and Sand Flare are your big sources of barrier and should be used off cooldown.
    • Serpent Siphon is another good source of barrier if you take it.
    • Do remember though that your allies can only get up to 50% of their total health in barrier.
  • Garish Pillar basically off cooldown for the pulsing healing to your allies.
  • Mark of Blood (and Serpent Siphon and/or Well of Blood if you take them) will be your main source(s) of Regeneration Regeneration.
    • Dodge every now and then for the regen from Mark of Evasion.


Boons

  • Using your barrier skills off cooldown will basically guarantee full Alacrity Alacrity uptime with a good fifteen or more seconds of leeway.
  • Blood Is Power, Desiccate, and Oppressive Collapse are your main sources of Might Might; spam them.
    • You get it from Abrasive Grit whenever you apply barrier, too.
  • Using Desiccate off-cooldown should guarantee full Fury Fury uptime, given its reduced recharge due to your permanent Alacrity Alacrity, but it's very tight. Even without being very dedicated to it, though, it does provide high amounts of it, and if someone else is generating a little bit too it should be comfortable.


CC

  • Charge (necromancer)
  • Oppressive Collapse
  • Garish Pillar
  • Reaper's Mark
  • Chillblains
  • Grasping Dead
  • Wail of Doom if using a Warhorn.
  • Dark Pact if using a Dagger.


General Tips

  • You should always have at least one Shade active from Manifest Sand Shade for the bonus Concentration and Expertise from Sand Sage.
  • If you're using the Scepter, try not to interrupt your auto-attack chain for the Poison Poison from Putrid Curse.
  • If you're not taking Fear of Death you might need to be a bit more aggressive in life force generation. Feast of Corruption, Harrowing Wave, and Necrotic Grasp are your friends. Soul Marks might help, too.
    • 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.


Notes on the upcoming patch

With the July 18th patch some of the numbers will change, but they'll all be to this build's benefit. According to the previews:

  • Manifest Sand Shade and Sand Cascade will generate a lot more barrier.
  • Sandstorm Shroud will provide some nice Protection Protection for more reduced incoming damage.
  • Base Alacrity Alacrity from Desert Empowerment will be 50% higher, so it'll be even more comfortable.
  • Oppressive Collapse will be on lower CD and larger radius so Might Might generation will be better.
  • Sand Sage will give a lot more Expertise and Concentration.
  • Between the lower CD and higher actual recovery value, Harrowing Wave will be better at generating life force.
  • The major traits changed aren't ones we use for this build anyway.

So overall the main differences will be that we'll need a lot less Concentration and even less Healing Power, allowing us to take more Marshal Marshal's pieces and maybe even a couple Viper Viper's ones depending on how stuff shakes out. I'll test it all when that happens but until then this is available if anyone's interested in trying it out.

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