Difference between revisions of "Scourge - Alacrity Support Healer"
(changed default trait to Life from Death) |
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| profession = Necromancer | | profession = Necromancer | ||
| specialization = Scourge | | specialization = Scourge | ||
− | | designed for = Raid | + | | designed for = Raid, Fractal |
− | | rating = | + | | rating = Test |
| focus = Healing, Utility | | focus = Healing, Utility | ||
| xpac = pof | | xpac = pof | ||
| meta = | | meta = | ||
+ | | difficulty = 2 | ||
}} | }} | ||
==Overview== | ==Overview== | ||
− | A Scourge build that brings | + | 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. |
− | It | + | 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's important to note that a solid chunk of the {{tooltip|Might}} comes from the application of barrier so if you take any of the build alternatives that alter barrier generation that will also necessarily alter might generation. | ||
+ | |||
+ | |||
+ | |||
+ | ==Template Code== | ||
+ | {{TemplateCode| | ||
+ | code = [&DQgTNTIdPD0SAAAAAAAAAHgWAAAkFwAAlQAAAAAAAAAAAAAAAAAAAAAAAAACVgBmAAA=] | ||
+ | }} | ||
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| profession = Necromancer | | profession = Necromancer | ||
| specialization = Scourge | | specialization = Scourge | ||
− | | weapon1 = | + | | weapon1 = Scepter |
− | | weapon2 = | + | | weapon2 = Torch |
| weapon3 = Staff | | weapon3 = Staff | ||
− | | healing = Well of Blood | + | | weapon4 = |
− | | utility1 = | + | |healing = Well of Blood |
− | | utility2 = | + | |utility1 = |
− | | utility3 = | + | |utility2 = Serpent Siphon |
− | | elite = Summon Flesh Golem | + | |utility3 = Desiccate |
+ | |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. | |
− | * | + | * '''Warhorn''' can be very useful for some extra CC. |
− | |||
− | * | ||
===Skill Variants=== | ===Skill Variants=== | ||
− | |||
'''Healing''' | '''Healing''' | ||
− | * {{Skill|Sand Flare}} | + | * {{Skill|Sand Flare}} for extra AoE barrier generation and boon corruption at the cost of regen and ranged heals/rez. |
− | '''Utility''' | + | '''Utility''' |
− | + | * {{Skill|Signet of Undeath}} is good life force generation and a ranged rez. | |
− | * {{ | + | ** 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|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| | + | * {{Skill|Trail of Anguish}} for {{tooltip|Stability}}. |
− | * {{Skill| | + | * {{Skill|Blood Is Power}} for extra DPS and {{tooltip|Might}} generation. |
− | * {{Skill| | + | * {{Skill|Well of Power}} for condition cleanse and extra {{tooltip|Might}} generation. |
− | * {{Skill|Well of Power}} | + | * {{Skill|Epidemic}} can be useful in certain specific encounters. |
− | * {{Skill|Epidemic}} | + | * {{Skill|Corrosive Poison Cloud}} can be useful in certain specific encounters. |
− | * {{Skill| | + | * Note that {{Skill|Desiccate}} is the sole source of {{tooltip|Fury}} in this build so if you replace it you'll lose that. |
− | * {{ | ||
'''Elite''' | '''Elite''' | ||
− | * {{ | + | * {{skill|Plaguelands}} offers the most damage on encounters with no CC requirement. |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
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==Specializations== | ==Specializations== | ||
{{Specialization|Blood Magic|top|top|bot}} | {{Specialization|Blood Magic|top|top|bot}} | ||
− | {{Specialization|Soul Reaping| | + | {{Specialization|Soul Reaping|top|bot|top}} |
{{Specialization|Scourge|top|bot|bot}} | {{Specialization|Scourge|top|bot|bot}} | ||
===Trait Variants=== | ===Trait Variants=== | ||
− | * {{Trait|Vampiric Presence}} | + | * {{Trait|Vampiric Presence}} for some passive healing. |
− | * {{Trait| | + | * {{Trait|Soul Marks}} can be useful if you're hurting for life force generation. |
− | * {{Trait|Vital Persistence}} - if you need more | + | * {{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 = | + | | stats = Plaguedoctor |
| weight = Light | | weight = Light | ||
− | | rune = Superior Rune of | + | | rune = Superior Rune of Altruism |
| rune-qt = 6 | | rune-qt = 6 | ||
− | | weapon1 = | + | | weapon1 = Scepter |
− | | weapon2 = | + | | weapon2 = Torch |
− | | sigil1 = Superior Sigil of | + | | sigil1 = Superior Sigil of Transference |
− | | sigil2 = Superior Sigil of | + | | sigil2 = Superior Sigil of Concentration |
− | | weapon3 = | + | | weapon3 = Staff |
− | + | | sigil3 = Superior Sigil of Transference | |
− | | sigil3 = Superior Sigil of | + | | sigil4 = Superior Sigil of Concentration |
− | | sigil4 = Superior Sigil of | ||
| infusion1 = Healing +9 Agony Infusion | | infusion1 = Healing +9 Agony Infusion | ||
| infusion1-qt = 18 | | infusion1-qt = 18 | ||
+ | <!-- Custom stats --> | ||
+ | | head = Plaguedoctor | ||
+ | | shoulders = Plaguedoctor | ||
+ | | chest = Plaguedoctor | ||
+ | | hands = Plaguedoctor | ||
+ | | legs = Plaguedoctor | ||
+ | | feet = Plaguedoctor | ||
+ | | backpiece = Plaguedoctor | ||
+ | | accessory1 = Plaguedoctor | ||
+ | | accessory2 = Plaguedoctor | ||
+ | | amulet = Plaguedoctor | ||
+ | | ring1 = Plaguedoctor | ||
+ | | ring2 = Plaguedoctor | ||
}} | }} | ||
− | * {{Rune|Superior Rune of | + | |
+ | ===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 Rebirth}} can allow you to survive otherwise lethal mechanics and revive your entire squad, saving them from a wipe. | * {{Rune|Superior Rune of the Rebirth}} can allow you to survive otherwise lethal mechanics and revive your entire squad, saving them from a wipe. | ||
+ | * {{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. | ||
− | + | ===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 | ||
+ | | 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. | ||
+ | * You can swap in {{tooltip|Plaguedoctor}}'s stats if you need to get your toughness below a certain level to avoid tanking. | ||
+ | * {{rune|Superior Rune of the Tempest}} offers very similar damage, but more of every stat, which may be appealing. | ||
==Consumables== | ==Consumables== | ||
− | |||
'''Food''' | '''Food''' | ||
− | * {{food| | + | * {{food|Bowl of Tropical Fruit Salad}} |
+ | * {{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|Peppermint Oil}} | ||
+ | * {{utility|Bountiful Maintenance Oil}} if you need the extra healing. | ||
+ | * {{utility|Potent Master Tuning Crystal}} to go all in on DPS. | ||
− | |||
− | |||
− | |||
− | |||
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===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. |
− | + | ** 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 or for CC. |
− | * | + | * {{Skill|Serpent Siphon}} and {{Skill|Well of Blood}} will provide full {{tooltip|Regeneration}} uptime if used off cooldown. |
+ | ** {{Skill|Mark of Blood}} can also help with it. | ||
+ | ** 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. | ||
− | === | + | ===Boons=== |
− | * | + | * Using your barrier skills off cooldown will basically guarantee full {{tooltip|Alacrity}} uptime with a good fifteen or more seconds of leeway. |
− | + | * {{skill|Desiccate}}, {{Skill|Oppressive Collapse}}, and barrier application (via {{trait|Abrasive Grit}}) are your main sources of {{tooltip|Might}}; spam them. | |
+ | ** {{skill|Blood Is Power}} and/or {{skill|Well of Power}} are more sources of it if you take them. | ||
+ | * 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. 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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* {{Skill|Charge (necromancer)}} | * {{Skill|Charge (necromancer)}} | ||
* {{Skill|Oppressive Collapse}} | * {{Skill|Oppressive Collapse}} | ||
− | * {{Skill|Garish Pillar}} | + | * {{Skill|Garish Pillar}} |
* {{Skill|Reaper's Mark}} | * {{Skill|Reaper's Mark}} | ||
− | * {{Skill| | + | * {{Skill|Chillblains}} |
− | * {{Skill| | + | * {{Skill|Grasping Dead}} |
− | * {{Skill|Wail of Doom}} | + | * {{Skill|Spectral Grasp}} if you take it. |
+ | * {{Skill|Wail of Doom}} if using a Warhorn. | ||
+ | * {{Skill|Dark Pact}} if using a Dagger. | ||
===General Tips=== | ===General Tips=== | ||
− | * | + | * 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 | + | * 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. |
Revision as of 17:25, 6 August 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 that 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
- 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.
- 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.
- 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
- 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.
- can allow you to survive otherwise lethal mechanics and revive your entire squad, saving them from a wipe.
- 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
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.
, , 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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