Difference between revisions of "Scourge - Alacrity Support Healer"
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| profession = Necromancer | | profession = Necromancer | ||
| specialization = Scourge | | specialization = Scourge | ||
− | | designed for = Raid | + | | designed for = Raid |
| rating = Great | | rating = Great | ||
| focus = Healing, Utility | | focus = Healing, Utility | ||
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==Overview== | ==Overview== | ||
− | A Scourge | + | A Scourge build that brings heavy support in raids. This build provides sustained healing and extreme resurrecting ability. In addition, it provides permanent {{tooltip|Fury}}, {{tooltip|Protection}} and 25 {{tooltip|Might}} to its subgroup, as well as a low-cooldown application of {{tooltip|Aegis}}. |
− | + | It should be noted that most of the healing is in the form of '''barrier''', which isn't reduced by {{tooltip|Agony}} (in fractals) and makes it easier to maintain {{Rune|Superior Rune of the Scholar}} uptime. | |
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| profession = Necromancer | | profession = Necromancer | ||
| specialization = Scourge | | specialization = Scourge | ||
− | | weapon1 = | + | | weapon1 = Dagger |
− | | weapon2 = | + | | weapon2 = Warhorn |
− | | weapon3 = | + | | weapon3 = X |
− | | weapon4 = | + | | weapon4 = Torch |
− | |healing = Well of Blood | + | | healing = Well of Blood |
− | |utility1 = | + | | utility1 = Blood Is Power |
− | |utility2 = | + | | utility2 = Desiccate |
− | |utility3 = | + | | utility3 = Serpent Siphon |
− | |elite = Summon Flesh Golem | + | | elite = Summon Flesh Golem |
}} | }} | ||
===Weapon Variants=== | ===Weapon Variants=== | ||
− | * ''' | + | {{trait|Fear of Death}} and {{trait|Eternal Life}} generate enough life force to use any weapon: |
− | * ''' | + | * Use '''Axe''' if vulnerability is lacking. |
+ | * Use '''Scepter''' for range. | ||
+ | |||
+ | Both options also provide extra boon rip. | ||
===Skill Variants=== | ===Skill Variants=== | ||
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'''Healing''' | '''Healing''' | ||
− | * {{Skill|Sand Flare}} | + | * {{Skill|Sand Flare}} - Provides AoE barrier (and therefore more {{tooltip|Alacrity}}), but you lose out on a ranged res. |
− | '''Utility''' | + | '''Utility'''<br> |
− | + | Any of your utilities can be swapped out, with {{skill|Blood Is Power}} being the first choice | |
− | + | * {{Skill|Corrosive Poison Cloud}} - destroys projectiles. | |
− | * {{Skill| | + | * {{Skill|Corrupt Boon}} - for extra boon rip. |
− | * {{Skill| | + | * {{Skill|Sand Swell}} - 900 range portal, useful for mobility and skips. |
− | * {{Skill|Trail of Anguish}} | + | * {{Skill|Summon Flesh Wurm}} - 1200 range teleport. Can also bodyblock certain projectiles (e.g. Old Tom's poison whirl). |
− | + | * {{Skill|Trail of Anguish}} - some {{tooltip|Swiftness}} and {{tooltip|Stability}}, but applying it requires you to run back and forth over your group. | |
− | * {{Skill|Epidemic}} can be useful in | + | * {{Skill|Epidemic}} - can be useful even in healing gear. |
− | * {{Skill| | + | * {{Skill|Spectral Grasp}} - AoE pull. |
− | * | + | * {{skill|Signet of Undeath}} - a costly ranged res, but a complete one. Also a good choice if you feel you lack life force. |
'''Elite''' | '''Elite''' | ||
− | * {{ | + | * {{Skill|Ghastly Breach}} - if heavy AoE boonstrip is needed or for a little more {{tooltip|Might}}. |
+ | * {{Skill|Lich Form}} - for soloing Thaumanova heat room with your massive health pool. | ||
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+ | ==Template Code== | ||
+ | {{TemplateCode| | ||
+ | code = [&DQgTNTIePD0SABIAgACAACQXJBchF28BlQCVAAAAAAAAAAAAAAAAAAAAAAA=] | ||
+ | }} | ||
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===Trait Variants=== | ===Trait Variants=== | ||
− | * {{Trait|Vampiric Presence}} | + | * {{Trait|Vampiric Presence}} - trades healing for a tiny bit of extra damage. |
− | + | * {{Trait|Vital Persistence}} - if you need more personal survivability. | |
− | * {{Trait|Vital Persistence}} | ||
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==Equipment== | ==Equipment== | ||
{{PvE equipment | {{PvE equipment | ||
− | | stats = | + | | stats = Harrier |
| weight = Light | | weight = Light | ||
| rune = Superior Rune of the Monk | | rune = Superior Rune of the Monk | ||
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| rune-qt = 6 | | rune-qt = 6 | ||
− | | weapon1 = | + | | weapon1 = Dagger |
− | | weapon2 = Torch | + | | weapon2 = Warhorn |
+ | | weapon4 = Torch | ||
| sigil1 = Superior Sigil of Transference | | sigil1 = Superior Sigil of Transference | ||
− | | sigil2 = Superior Sigil of | + | | sigil2 = Superior Sigil of Water |
− | + | | sigil3 = | |
− | | sigil3 = | + | | sigil4 = Superior Sigil of Water |
− | | sigil4 = Superior Sigil of | ||
| infusion1 = Healing +9 Agony Infusion | | infusion1 = Healing +9 Agony Infusion | ||
− | | infusion1-qt = | + | | infusion1-qt = 15 |
− | + | | infusion2 = Mystical +9 Agony Infusion | |
− | | | + | | infusion2-qt = 3 |
− | | | + | | relic = Relic of the Monk |
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}} | }} | ||
− | + | '''Sigils''' | |
− | + | * {{Sigil|Superior Sigil of Water}} and {{Sigil|Superior Sigil of Transference}} only provide around 100 healing per second each. | |
− | + | ** Note that {{Sigil|Superior Sigil of Transference}} increases your revive speed from {{Trait|Transfusion}} and {{Trait|Ritual of Life}}, so it has value beyond raw healing. | |
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− | * {{Sigil|Superior Sigil of Water | ||
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− | ** {{ | ||
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− | + | ==Consumables== | |
− | + | ||
− | * {{ | + | '''Food''' |
+ | * {{food|Delicious Rice Ball}} or ascended alternatives | ||
+ | '''Utility''' | ||
+ | * {{utility|Bountiful Maintenance Oil}} | ||
+ | ** {{utility|Holographic Super Drumstick}} for a cheaper alternative | ||
+ | * {{utility|Sharpening Skull}} can be used if you find yourself often reviving. Note that this does grant 75 toughness, which may interfere with boss aggro in rare cases - eat different food if this is going to be an issue. | ||
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− | + | ==Usage== | |
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+ | ===Alacrity=== | ||
+ | Thanks to {{trait|Desert Empowerment}}, every barrier you provide also grants {{tooltip|Alacrity}}. This means using {{skill|Manifest Sand Shade}}, {{skill|Sand Cascade}} and {{skill|Sandstorm Shroud}} off cooldown on your group. | ||
+ | Be aware that each of these skills applies barrier in a different way: | ||
+ | * {{skill|Manifest Sand Shade}} provides barrier to five targets in a 300-unit radius of where you drop your shade. | ||
+ | * {{skill|Sand Cascade}} provides barrier to three targets in a 180-unit radius around you and each of your shades. | ||
+ | * {{skill|Sandstorm Shroud}} pulses barrier three times to five targets in a 300-unit radius around you, THEN a final pulse to three targets in a 180-unit radius around you and each of your shades. | ||
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===Healing=== | ===Healing=== | ||
− | * {{ | + | * Your healing is divided between refreshing barriers on your allies and slow healing over time. |
− | * | + | * Switch to '''Staff''' if {{tooltip|Regeneration}} runs out and use {{Skill|Mark of Blood}} three times before swapping back. You can also dodge to trigger {{trait|Mark of Evasion}}. |
− | * {{Skill|Garish Pillar}} | + | * You can stack multiple barriers to preempt heavy damage, but keep in mind that barriers are capped at 50% of your ally's maximum health. |
− | * {{ | + | * Use {{Skill|Garish Pillar}} off cooldown for AoE pulsing heals. Delay it if you anticipate that you might need to vacuum up downed allies. |
− | * | + | * Use {{skill|Locust Swarm}} off cooldown to provide some minor healing. |
− | ** | + | * {{skill|Well of Blood}} is a powerful pulsing heal that also provides {{tooltip|Regeneration}} and revives downed allies. |
− | + | * Thanks to {{trait|Abrasive Grit}}, each application of barrier removes one condition. | |
+ | ** Additional conditions can be removed with {{skill|Nefarious Favor}}. | ||
− | === | + | ===Might=== |
− | * | + | * Use {{Skill|Sandstorm Shroud}}, {{Skill|Blood Is Power}}, {{Skill|Oppressive Collapse}}, {{Skill|Desiccate}}, and {{Skill|Sand Cascade}} off cooldown to provide might as required. |
− | + | * Always have your Sand Shade up to get the 225 bonus concentration from {{trait|Sand Sage}}. | |
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− | * | ||
===CC=== | ===CC=== | ||
* {{Skill|Charge (necromancer)}} | * {{Skill|Charge (necromancer)}} | ||
− | + | * {{Skill|Garish Pillar}} - note that this is also your primary sustained heal | |
− | * {{Skill|Garish Pillar}} | + | * {{Skill|Dark Pact}} (dagger) |
− | * {{Skill| | + | * {{Skill|Wail of Doom}} (warhorn) |
− | * {{Skill| | + | * {{Skill|Oppressive Collapse}} (torch) |
− | * {{Skill| | + | * {{Skill|Reaper's Mark}} (staff) |
− | * {{Skill| | + | * {{Skill|Chilblains}} (staff) |
− | * {{Skill| | ||
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===General Tips=== | ===General Tips=== | ||
− | * | + | * Try to place your shade on one side of the group, and stand on the other side - this will help spread barrier more evenly. |
− | + | * If lots of boonstrip is needed, remember that {{Skill|Dark Pact}}, {{skill|Feast of Corruption}} and {{Skill|Unholy Feast}} strip boons as well. | |
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Revision as of 22:02, 3 September 2023
The community gave this build a rating, making it top-tier: Great
Focused on: Healing and Utility
Designed for: Raids
Overview
A Scourge build that brings heavy support in raids. This build provides sustained healing and extreme resurrecting ability. In addition, it provides permanent Fury, Protection and 25 Might to its subgroup, as well as a low-cooldown application of Aegis.
It should be noted that most of the healing is in the form of barrier, which isn't reduced by Agony (in fractals) and makes it easier to maintain uptime.
Skill Bar
Weapon Variants
and generate enough life force to use any weapon:
- Use Axe if vulnerability is lacking.
- Use Scepter for range.
Both options also provide extra boon rip.
Skill Variants
Healing
- Alacrity), but you lose out on a ranged res. - Provides AoE barrier (and therefore more
Utility
Any of your utilities can be swapped out, with being the first choice
- - destroys projectiles.
- - for extra boon rip.
- - 900 range portal, useful for mobility and skips.
- - 1200 range teleport. Can also bodyblock certain projectiles (e.g. Old Tom's poison whirl).
- Swiftness and Stability, but applying it requires you to run back and forth over your group. - some
- - can be useful even in healing gear.
- - AoE pull.
- - a costly ranged res, but a complete one. Also a good choice if you feel you lack life force.
Elite
- Might. - if heavy AoE boonstrip is needed or for a little more
- - for soloing Thaumanova heat room with your massive health pool.
Template Code
Specializations
Trait Variants
- - trades healing for a tiny bit of extra damage.
- - if you need more personal survivability.
Equipment
Harrier
Harrier
Harrier
Harrier
Harrier
Harrier
Harrier
Harrier
Harrier
Harrier
Harrier
Harrier
Harrier
Harrier
Harrier
x6
x15
x3
Sigils
- Note that increases your revive speed from and , so it has value beyond raw healing.
and only provide around 100 healing per second each.
Consumables
Food
- or ascended alternatives
Utility
-
- for a cheaper alternative
- can be used if you find yourself often reviving. Note that this does grant 75 toughness, which may interfere with boss aggro in rare cases - eat different food if this is going to be an issue.
Usage
Alacrity
Thanks to Alacrity. This means using , and off cooldown on your group.
, every barrier you provide also grantsBe aware that each of these skills applies barrier in a different way:
- provides barrier to five targets in a 300-unit radius of where you drop your shade.
- provides barrier to three targets in a 180-unit radius around you and each of your shades.
- pulses barrier three times to five targets in a 300-unit radius around you, THEN a final pulse to three targets in a 180-unit radius around you and each of your shades.
Healing
- Your healing is divided between refreshing barriers on your allies and slow healing over time.
- Switch to Staff if Regeneration runs out and use three times before swapping back. You can also dodge to trigger .
- You can stack multiple barriers to preempt heavy damage, but keep in mind that barriers are capped at 50% of your ally's maximum health.
- Use off cooldown for AoE pulsing heals. Delay it if you anticipate that you might need to vacuum up downed allies.
- Use off cooldown to provide some minor healing.
- Regeneration and revives downed allies. is a powerful pulsing heal that also provides
- Thanks to
- Additional conditions can be removed with .
, each application of barrier removes one condition.
Might
- Use , , , , and off cooldown to provide might as required.
- Always have your Sand Shade up to get the 225 bonus concentration from .
CC
- - note that this is also your primary sustained heal
- (dagger)
- (warhorn)
- (torch)
- (staff)
- (staff)
General Tips
- Try to place your shade on one side of the group, and stand on the other side - this will help spread barrier more evenly.
- If lots of boonstrip is needed, remember that , and strip boons as well.
Ratings
Comments
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