Scourge - Alacrity Support Condi Healer
This is a test build. You may comment and rate it.
Focused on: Healing and Utility
Designed for: Raids and Fractals
Overview
A condi damage-based Scourge support build that brings easy full Alacrity uptime, a very robust amount of Might, and high Fury uptime to its subgroup, solid amounts of healing, and the signature support Scourge resurrectability. Most of the healing comes in the form of barrier 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 the occasionalIt'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
- 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.
- Using a Warhorn instead of the Torch can be useful if you're hurting for CC.
Skill Variants
Healing
- replaces some of the barrier generation with more regen.
Utility
- Aegis in case you're using this build to tank. for extra barrier and regen as well as
- Might generation. for extra
- can be useful in certain specific encounters.
Specializations
Trait Variants
- can be useful if you're hurting for life force generation.
- for some extra self-sustain especially if you're tanking.
- for a healthy amount of extra DPS in exchange for less life force generation.
- Both Alacrity generation. Never touch them. and are necessary as they are the backbone of this build's
Equipment
Seraph
Seraph
Seraph
Seraph
Seraph
Seraph
Seraph
Seraph
Seraph
Seraph
Seraph
Seraph
Marshal
Marshal
Marshal
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.
- You can make the weapons Seraph instead if you want to sacrifice some DPS for full uptime of 25 stacks of Might. The extra concentration is definitely unnecessary for the Alacrity, though, as this build has more than enough Boon Duration for that.
- Plaguedoctor's provides a lot of vitality at the cost of some DPS.
Consumables
Food
- if you want some extra Concentration.
- if you don't need to heal as much and want more DPS.
Utility
- if you need the extra healing but you might need to compensate elsewhere for the lost Concentration.
Usage
Healing
- , , and are your big sources of barrier and should be used off cooldown.
- is another good source of barrier if you take it.
- Do remember though that your allies can only get up to 50% of their total health in barrier.
gives barrier whenever you use so you probably want to use it pretty often. Don't sit on two unused charges of it.
- basically off cooldown for the pulsing healing to your allies.
- Regeneration.
- Dodge every now and then for the regen from .
(and and/or if you take them) will be your main source(s) of
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.
- You get it from whenever you apply barrier, too.
, , and are your main sources of - Using Fury uptime, given its reduced recharge due to your permanent 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. off-cooldown should guarantee full
CC
- 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 Poison from .
- 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.
you might need to be a bit more aggressive in life force generation. , , , and are your friends. might help, too.
Notes on the upcoming patch
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:
- and will generate a lot more barrier.
- Protection for more reduced incoming damage. will provide some nice
- Base Alacrity from will be 50% higher, so it'll be even more comfortable.
- Might generation will be better. will be on lower CD and larger radius so
- will give a lot more Expertise and Concentration.
- Between the lower CD and higher actual recovery value, will be better at generating life force.
- The major traits changed aren't ones we use for this build anyway.
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 Marshal's pieces and maybe even a couple 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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