Difference between revisions of "Scourge - Alacrity Support Healer"
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Revision as of 17:55, 2 September 2023
The community gave this build a rating, making it top-tier: Great
Focused on: Healing and Utility
Designed for: Raids and Fractals
Overview
A Scourge heal support build that brings easy full Alacrity uptime, very high Fury uptime, and high (with the possibility of full) 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 decent
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
- That said, with 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 good life force generation and a ranged rez.
- Might generation. for extra DPS and very good
- Might generation (plus a stun break and a small amount of Stability). for condition cleanse and extra
- Stability. for
- 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.
- can be useful in certain specific encounters.
- 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
Elite
- offers the most damage on encounters with no CC requirement.
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
Specialization Variants
On many encounters
will allow you to use F3 and F5 off cooldown without the need for Soul Reaping.In combination with
, , and more aggressive gear (see below), you can double the damage of this build without significantly reducing the healing capability.
Equipment
Plaguedoctor
Plaguedoctor
Plaguedoctor
Plaguedoctor
Plaguedoctor
Plaguedoctor
Plaguedoctor
Plaguedoctor
Plaguedoctor
Plaguedoctor
Plaguedoctor
Plaguedoctor
Plaguedoctor
Plaguedoctor
Plaguedoctor
x6
x18
Equipment Variants
- 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. 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 Viper's increases DPS by a very respectable amount. Play with what works best for you.
- Might generation, though. instead of Concentration. Will impact
- Relic considerations:
- and are both good for shoring up your non-barrier healing, but neither of them touch barrier so it's often a matter of taste.
- makes you even more of a resurrecting powerhouse.
- Might and Fury) ensured. Note that you need to apply boons to another ally, not just yourself, for the effect to be triggered. could allow you to drop a lot of Concentration or even just make your uptime of side boons (like
- for encounters with many conditions where your normal condi cleanse isn't doing sufficiently well.
Celestial Variant
Scourge allows you to run a wide range of prefixes, but if you can afford to run toughness then Celestial stats offer the highest damage while still bringing healing power, concentration and vitality.
Celestial
Celestial
Celestial
Celestial
Celestial
Celestial
Celestial
Celestial
Celestial
Celestial
Celestial
Celestial
Celestial
Celestial
Celestial
x6
x18
- You could mix in Seraph's stats for more damage if the loss of life force from vitality won't be a problem.
- You can swap in Plaguedoctor's stats if you need to get your toughness below a certain level to avoid tanking.
- offers very similar damage, but more of every stat, which may be appealing.
Consumables
Food
- if you want some extra Concentration.
- for extra DPS.
- offers high damage while still giving you a 10% healing modifier.
- The same is true of , though it trades a little damage in return for more of every stat.
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. BIP in particular will almost guarantee 25 stacks.
, , 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 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. 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.
Encounter Specific Tips and Variants
Bastion of the Penitent
This build can be modified to kite hands for Deimos while still using the default Plaguedoctor's stats, making it possible for the tank to run very low toughness.
Life force generation will be mostly handled by , , , 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.
For the hands themselves, you can very comfortably stack five of them; between the insane amounts of barrier and Regeneration you can generate and , the damage from them is just actually not a problem.
- Try to always use Protection and life force generation. just as the hands are spawning to get the full benefit of the
- Use your barrier skills and off-cooldown.
- You can start casting 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 Aegis from . 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.
- With the Alacrity this build provides you have two s per Mind Crush cycle, so use one to tank the Mind Crush and then the next one for some extra barrier and regeneration.
- 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 Protection. is your best healing tool for the heavy damage so stay in it for the full heal. will also heal you due to , as will because of .
- If you can run 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 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.
, that will give you some more breathing room to mess
Some more general tips:
- You can use and your staff's 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 can be a nice source of some extra barrier.
- You can also use 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.
Ratings
Comments
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