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 Scourge heal support build with condi-based damage 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 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
- 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
- Might generation. for extra DPS and
- Might generation. for 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
- can be useful if you're hurting for life force generation.
- for some extra self-sustain especially if you're tanking.
- for extra life force generation from and .
- Protection. for extra passive life force generation and some
- Both Alacrity generation. Never touch them. and are necessary as they are the backbone of this build's
Equipment
Plaguedoctor
Plaguedoctor
Plaguedoctor
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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 about the same DPS and substantially lower Concentration but is easier to craft and the lower BD doesn't really impact this build very much.
- Seraph's increases DPS by a very minute amount (given that this is a Condi-based build) for a hefty loss in life force but for extreme optimisation it might be useful maybe.
- 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 but you might need to compensate elsewhere for the lost Concentration.
- 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 are your big sources of barrier and should be used 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.
- Regeneration uptime.
- (and if you take it) can also help with it.
- Dodge every now and then for the regen from .
can provide very high
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 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.
you might need to be a bit aggressive with life force generation. , , , and are your friends.
Ratings
Comments
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