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− | {{Build
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− | | profession = Necromancer
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− | | specialization = Scourge
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− | | designed for = Raid, Fractal
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− | | rating = Test
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− | | focus = Healing, Utility
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− | | xpac = pof
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− | | meta =
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− | }}
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− | ==Overview==
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− | A Scourge support build that brings easy full uptime {{tooltip|Alacrity}} and a very robust amount of {{tooltip|Might}} to its subgroup, high {{tooltip|Fury}} uptime, solid amounts of healing, and the signature support Scourge resurrectability. Most of the healing comes in the form of '''barrier''' and {{tooltip|Regeneration}}, and as such, this build isn't amazing at burst healing. This is not a problem most of the time as even should the combination of barrier and regen fail the ease of resurrection should make most things recoverable.
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− | This build also boasts a very solid amount of condition removal between {{Skill|Nefarious Favor}} and {{Trait|Abrasive Grit}} as well as the occasional {{tooltip|Protection}} from {{trait|Eternal Life}}.
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− | It's important to note that a solid chunk of the {{tooltip|Might}} comes from the application of barrier so any changes that reduce barrier generation will also necessarily reduce might generation.
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− | ==Template Code==
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− | {{TemplateCode|
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− | code = [&DQgTNTIdPD1+Fn4WbwFvAYAAgAAkF3ABlQCVAAAAAAAAAAAAAAAAAAAAAAADVgBmAFkAAA==]
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− | }}
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− | ==Skill Bar==
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− | {{Skill bar
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− | | profession = Necromancer
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− | | specialization = Scourge
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− | | weapon1 = Scepter
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− | | weapon2 = Torch
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− | | weapon3 = Staff
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− | | weapon4 =
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− | |healing = Sand Flare
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− | |utility1 = Signet of Undeath
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− | |utility2 = Blood Is Power
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− | |utility3 = Desiccate
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− | |elite = Summon Flesh Golem
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− | }}
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− | ===Weapon Variants===
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− | * 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.
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− | * Using a '''Warhorn''' instead of the '''Torch''' can be useful if you're hurting for CC.
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− | ===Skill Variants===
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− | '''Healing'''
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− | * {{Skill|Well of Blood}} replaces some of the barrier generation with more regen.
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− | '''Utility'''
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− | * {{Skill|Serpent Siphon}} for extra barrier and regen as well as {{tooltip|Aegis}} in case you're using this build to tank.
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− | * {{Skill|Well of Power}} for extra {{tooltip|Might}} generation.
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− | * {{Skill|Epidemic}} can be useful in certain specific encounters.
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− | ==Specializations==
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− | {{Specialization|Blood Magic|top|top|bot}}
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− | {{Specialization|Soul Reaping|top|bot|top}}
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− | {{Specialization|Scourge|top|bot|bot}}
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− | ===Trait Variants===
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− | * {{Trait|Soul Marks}} can be useful if you're hurting for life force generation.
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− | * {{Trait|Vital Persistence}} for some extra self-sustain especially if you're tanking.
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− | * {{Trait|Soul Barbs}} for a healthy amount of extra DPS in exchange for less life force generation.
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− | * '''Both''' {{Trait|Herald of Sorrow}} and {{trait|Desert Empowerment}} are necessary as they are the backbone of this build's {{tooltip|Alacrity}} generation. Never touch them.
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− | ==Equipment==
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− | {{PvE equipment
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− | | stats = Marshal
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− | | weight = Light
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− | | rune = Superior Rune of Altruism
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− | | rune-qt = 6
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− | | weapon1 = Scepter
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− | | weapon2 = Torch
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− | | sigil1 = Superior Sigil of Transference
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− | | sigil2 = Superior Sigil of Concentration
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− | | weapon3 = Staff
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− | | sigil3 = Superior Sigil of Transference
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− | | sigil4 = Superior Sigil of Concentration
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− | | infusion1 = Healing +9 Agony Infusion
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− | | infusion1-qt = 18
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− | <!-- Custom stats -->
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− | | head = Seraph
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− | | shoulders = Seraph
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− | | chest = Seraph
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− | | hands = Seraph
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− | | legs = Seraph
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− | | feet = Seraph
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− | | backpiece = Seraph
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− | | accessory1 = Seraph
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− | | accessory2 = Seraph
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− | | amulet = Seraph
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− | | ring1 = Seraph
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− | | ring2 = Seraph
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− | }}
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− | ===Equipment Variants===
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− | * {{Rune|Superior Rune of the Monk}} if you already have it and don't want to swap is fine, but the sixth rune bonus of +10% outgoing healing doesn't apply to barrier so it's less useful for this build.
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− | * 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.
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− | * {{Tooltip|Plaguedoctor}}'s provides a lot of vitality at the cost of some DPS.
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− | ==Consumables==
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− | '''Food'''
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− | * {{food|Bowl of Tropical Fruit Salad}}
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− | * {{food|Bowl of Poultry Satay}} if you want some extra Concentration.
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− | * {{food|Plate of Beef Rendang}} if you don't need to heal as much and want more DPS.
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− | '''Utility'''
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− | * {{utility|Peppermint Oil}}
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− | * {{utility|Bountiful Maintenance Oil}} if you need the extra healing but you might need to compensate elsewhere for the lost Concentration.
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− | ==Usage==
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− | ===Healing===
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− | * {{trait|Desert Empowerment}} gives barrier whenever you use {{Skill|Manifest Sand Shade}} so you probably want to use it pretty often. Don't sit on two unused charges of it.
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− | ** {{Skill|Sand Cascade}}, {{Skill|Sandstorm Shroud}}, and {{Skill|Sand Flare}} are your big sources of barrier and should be used off cooldown.
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− | ** {{Skill|Serpent Siphon}} is another good source of barrier if you take it.
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− | ** Do remember though that your allies can only get up to 50% of their total health in barrier.
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− | * {{Skill|Garish Pillar}} basically off cooldown for the pulsing healing to your allies.
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− | * {{Skill|Mark of Blood}} (and {{Skill|Serpent Siphon}} and/or {{Skill|Well of Blood}} if you take them) will be your main source(s) of {{tooltip|Regeneration}}.
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− | ** Dodge every now and then for the regen from {{trait|Mark of Evasion}}.
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− | ===Boons===
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− | * Using your barrier skills off cooldown will basically guarantee full {{tooltip|Alacrity}} uptime with a good fifteen or more seconds of leeway.
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− | * {{skill|Blood Is Power}}, {{skill|Desiccate}}, and {{Skill|Oppressive Collapse}} are your main sources of {{tooltip|Might}}; spam them.
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− | ** You get it from {{trait|Abrasive Grit}} whenever you apply barrier, too.
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− | * Using {{skill|Desiccate}} off-cooldown should guarantee full {{tooltip|Fury}} uptime, given its reduced recharge due to your permanent {{tooltip|Alacrity}}, but it'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.
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− | ===CC===
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− | * {{Skill|Charge (necromancer)}}
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− | * {{Skill|Oppressive Collapse}}
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− | * {{Skill|Garish Pillar}}
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− | * {{Skill|Reaper's Mark}}
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− | * {{Skill|Chillblains}}
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− | * {{Skill|Grasping Dead}}
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− | * {{Skill|Wail of Doom}} if using a Warhorn.
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− | * {{Skill|Dark Pact}} if using a Dagger.
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− | ===General Tips===
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− | * You should always have at least one Shade active from {{Skill|Manifest Sand Shade}} for the bonus Concentration and Expertise from {{Trait|Sand Sage}}.
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− | * If you're using the Scepter, try not to interrupt your auto-attack chain for the {{tooltip|Poison}} from {{skill|Putrid Curse}}.
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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.
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− | ** On the other hand, if you take a Dagger main hand you will never need to worry about life force ever, at the cost of needing to be in melee range of the boss.
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− | ===Notes on the upcoming patch===
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− | 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:
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− | * {{Skill|Manifest Sand Shade}} and {{Skill|Sand Cascade}} will generate a lot more barrier.
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− | * {{Skill|Sandstorm Shroud}} will provide some nice {{tooltip|Protection}} for more reduced incoming damage.
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− | * Base {{tooltip|Alacrity}} from {{trait|Desert Empowerment}} will be 50% higher, so it'll be even more comfortable.
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− | * {{Skill|Oppressive Collapse}} will be on lower CD and larger radius so {{tooltip|Might}} generation will be better.
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− | * {{trait|Sand Sage}} will give a lot more Expertise and Concentration.
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− | * Between the lower CD and higher actual recovery value, {{Skill|Harrowing Wave}} will be better at generating life force.
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− | * The major traits changed aren't ones we use for this build anyway.
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− | So overall the main differences will be that we'll need a lot less Concentration and even a little bit 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.
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