Difference between revisions of "Scourge - Alacrity Support Condi Healer"
m (Added a tentative difficulty rating) |
(Added some more details on variants and usage and clarified various things.) |
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==Overview== | ==Overview== | ||
− | A Scourge heal support build | + | A Scourge heal support build that brings easy full {{tooltip|Alacrity}} uptime, high {{tooltip|Fury}} uptime, and decently good {{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. |
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}}. | 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}}. | ||
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==Template Code== | ==Template Code== | ||
{{TemplateCode| | {{TemplateCode| | ||
− | code = [& | + | code = [&DQgTNTIdPD0SAH4WbwFvASEXgAAkFyQXlQCVAAAAAAAAAAAAAAAAAAAAAAADVgBmAFkAAA==] |
}} | }} | ||
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| weapon3 = Staff | | weapon3 = Staff | ||
| weapon4 = | | weapon4 = | ||
− | |healing = | + | |healing = Well of Blood |
|utility1 = Signet of Undeath | |utility1 = Signet of Undeath | ||
|utility2 = Serpent Siphon | |utility2 = Serpent Siphon | ||
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===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. |
− | * | + | * '''Warhorn''' can be very useful for some extra CC. |
===Skill Variants=== | ===Skill Variants=== | ||
'''Healing''' | '''Healing''' | ||
− | * {{Skill| | + | * {{Skill|Sand Flare}} for extra AoE barrier generation and boon corruption at the cost of regen and ranged heals/rez. |
'''Utility''' | '''Utility''' | ||
+ | * If you're taking 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|Spectral Grasp}} is amazing for CC, especially for any fights with adds because you can do it inside the boss's hitbox to hit it five times. | ||
+ | * {{Skill|Trail of Anguish}} for {{tooltip|Stability}}. | ||
* {{Skill|Blood Is Power}} for extra DPS and {{tooltip|Might}} generation. | * {{Skill|Blood Is Power}} for extra DPS and {{tooltip|Might}} generation. | ||
− | * {{Skill|Well of Power}} for extra {{tooltip|Might}} generation. | + | * {{Skill|Well of Power}} for condition cleanse and extra {{tooltip|Might}} generation. |
* {{Skill|Epidemic}} can be useful in certain specific encounters. | * {{Skill|Epidemic}} can be useful in certain specific encounters. | ||
* Note that {{Skill|Desiccate}} is the sole source of {{tooltip|Fury}} in this build so if you replace it you'll lose that. | * Note that {{Skill|Desiccate}} is the sole source of {{tooltip|Fury}} in this build so if you replace it you'll lose that. | ||
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==Specializations== | ==Specializations== | ||
{{Specialization|Blood Magic|top|top|bot}} | {{Specialization|Blood Magic|top|top|bot}} | ||
− | {{Specialization|Soul Reaping|top|top | + | {{Specialization|Soul Reaping|top|bot|top}} |
{{Specialization|Scourge|top|bot|bot}} | {{Specialization|Scourge|top|bot|bot}} | ||
===Trait Variants=== | ===Trait Variants=== | ||
+ | * {{Trait|Vampiric Presence}} for some passive healing. | ||
* {{Trait|Soul Marks}} can be useful if you're hurting for life force generation. | * {{Trait|Soul Marks}} can be useful if you're hurting for life force generation. | ||
* {{Trait|Vital Persistence}} for some extra self-sustain especially if you're tanking. | * {{Trait|Vital Persistence}} for some extra self-sustain especially if you're tanking. | ||
− | * {{Trait| | + | * {{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.''' | * '''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 Variants=== | ===Equipment Variants=== | ||
* {{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. | ||
− | * {{Tooltip|Marshal}}'s is | + | * {{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| | + | * {{Tooltip|Harrier}}'s on the other hand gives you an insane amount of Concentration and allows you to swap your {{Sigil|Superior Sigil of Concentration}} for something like a {{Sigil|Superior Sigil of Water}} |
* On the other hand, mixing in some {{Tooltip|Viper}}'s increases DPS by a very respectable amount. Play with what works best for you. | * On the other hand, mixing in some {{Tooltip|Viper}}'s increases DPS by a very respectable amount. Play with what works best for you. | ||
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'''Utility''' | '''Utility''' | ||
* {{utility|Peppermint Oil}} | * {{utility|Peppermint Oil}} | ||
− | * {{utility|Bountiful Maintenance Oil}} if you need the extra healing | + | * {{utility|Bountiful Maintenance Oil}} if you need the extra healing. |
* {{utility|Potent Master Tuning Crystal}} to go all in on DPS. | * {{utility|Potent Master Tuning Crystal}} to go all in on DPS. | ||
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==Usage== | ==Usage== | ||
===Healing=== | ===Healing=== | ||
− | * {{Skill|Manifest Sand Shade}}, {{Skill|Sand Cascade}}, {{Skill|Sandstorm Shroud}}, {{Skill| | + | * {{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. |
** Do remember though that your allies can only get up to 50% of their total health in barrier. | ** Do remember though that your allies can only get up to 50% of their total health in barrier. | ||
− | * {{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. | + | * {{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. |
− | * {{Skill|Serpent Siphon}} | + | * {{Skill|Serpent Siphon}} and {{Skill|Well of Blood}} will provide full {{tooltip|Regeneration}} uptime if used off cooldown. |
− | ** {{Skill|Mark of Blood}} | + | ** {{Skill|Mark of Blood}} can also help with it. |
** Dodge every now and then for the regen from {{trait|Mark of Evasion}}. | ** Dodge every now and then for the regen from {{trait|Mark of Evasion}}. | ||
+ | * If you're taking {{Trait|Life from Death}} then {{Skill|Sandstorm Shroud}} also does healing. | ||
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* {{Skill|Chillblains}} | * {{Skill|Chillblains}} | ||
* {{Skill|Grasping Dead}} | * {{Skill|Grasping Dead}} | ||
+ | * {{Skill|Spectral Grasp}} if you take it. | ||
* {{Skill|Wail of Doom}} if using a Warhorn. | * {{Skill|Wail of Doom}} if using a Warhorn. | ||
* {{Skill|Dark Pact}} if using a Dagger. | * {{Skill|Dark Pact}} if using a Dagger. | ||
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* If you're using the Scepter, try not to interrupt your auto-attack chain for the high damage dealt by {{skill|Putrid Curse}}. | * 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. | ** 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}} 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. | + | * 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. | ** 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. |
Revision as of 19:12, 29 July 2023
This is a test build. You may comment and rate it.
Focused on: Healing and Utility
Designed for: Raids and Fractals
Overview
A Scourge heal support build that brings easy full Alacrity uptime, high Fury uptime, and decently good 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 uptime and doesn't get reduced by Agony—and 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 Protection from .
and as well as decentIt's important to note that a solid chunk of the Might comes from the application of barrier so if you take any of the build alternatives that alter barrier generation will also necessarily alter might generation.
Template Code
Skill Bar
Weapon Variants
- Dagger will make life force generation extremely comfortable at the cost of requiring you to be in melee range of the boss.
- Warhorn can be very useful for some extra CC.
Skill Variants
Healing
- for extra AoE barrier generation and boon corruption at the cost of regen and ranged heals/rez.
Utility
- If you're taking the + combo you probably don't need . You definitely don't need it if you take a Dagger. You do lose out on a potent (if costly) ranged rez, though.
- 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.
- Stability. for
- Might generation. for extra DPS and
- Might generation. for condition cleanse and extra
- can be useful in certain specific encounters.
- Note that Fury in this build so if you replace it you'll lose that. is the sole source of
Specializations
Trait Variants
- for some passive healing.
- can be useful if you're hurting for life force generation.
- for some extra self-sustain especially if you're tanking.
- and increase damage if you don't need the extra life force generation.
- Both Alacrity generation. Never touch them. and are necessary as they are the backbone of this build's
Equipment
Plaguedoctor
Plaguedoctor
Plaguedoctor
Plaguedoctor
Plaguedoctor
Plaguedoctor
Plaguedoctor
Plaguedoctor
Plaguedoctor
Plaguedoctor
Plaguedoctor
Plaguedoctor
Plaguedoctor
Plaguedoctor
Plaguedoctor
x6
x18
Equipment Variants
- 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.
- Marshal's is substantially lower Concentration but is easier to craft and the lower BD doesn't really impact this build very much.
- Harrier's on the other hand gives you an insane amount of Concentration and allows you to swap your for something like a
- On the other hand, mixing in some Viper's increases DPS by a very respectable amount. Play with what works best for you.
Consumables
Food
- if you want some extra Concentration.
- for extra DPS.
Utility
- if you need the extra healing.
- to go all in on DPS.
Usage
Healing
- Do remember though that your allies can only get up to 50% of their total health in barrier.
, , , and (plus if you take it) are your big sources of barrier and should be used roughly off cooldown.
- 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.
- Regeneration uptime if used off cooldown.
- can also help with it.
- Dodge every now and then for the regen from .
and will provide full - If you're taking then also does healing.
Boons
- Using your barrier skills off cooldown will basically guarantee full Alacrity uptime with a good fifteen or more seconds of leeway.
- Might; spam them.
- and/or are more sources of it if you take them.
, , and barrier application (via ) are your main sources of - Using Fury uptime, given its reduced recharge due to your permanent Alacrity, but it can get 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. off-cooldown should guarantee full
CC
- if you take it.
- if using a Warhorn.
- if using a Dagger.
General Tips
- You should always have at least one Shade active from for the bonus Concentration and Expertise from .
- If you're using the Scepter, try not to interrupt your auto-attack chain for the high damage dealt by
- 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
- 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.
and you might need to be a bit aggressive with life force generation. , , , and are your friends.
Ratings
Comments
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