Difference between revisions of "Scourge - Alacrity Support Healer"

(changed default trait to Life from Death)
(Merged from "Scourge - Alacrity Support Condi Healer", which had the previous version of this page as a variant)
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| profession = Necromancer
 
| profession = Necromancer
 
| specialization = Scourge
 
| specialization = Scourge
| designed for = Raid
+
| designed for = Raid, Fractal
| rating = Draft
+
| rating = Test
 
| focus = Healing, Utility
 
| focus = Healing, Utility
 
| xpac = pof
 
| xpac = pof
 
| meta =
 
| meta =
 +
| difficulty = 2
 
}}
 
}}
  
 
==Overview==
 
==Overview==
A Scourge build that brings heavy support in raids. This build provides sustained healing and extreme resurrecting ability. In addition, it can provide some {{tooltip|Might}} to its subgroup.
+
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 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.
+
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 = Dagger
+
| weapon1 = Scepter
| weapon2 = Warhorn
+
| weapon2 = Torch
 
| weapon3 = Staff
 
| weapon3 = Staff
| healing = Well of Blood
+
| weapon4 =
| utility1 = Blood Is Power
+
|healing = Well of Blood
| utility2 = Desiccate
+
|utility1 =  
| utility3 = Serpent Siphon
+
|utility2 = Serpent Siphon
| elite = Summon Flesh Golem
+
|utility3 = Desiccate
 +
|elite = Summon Flesh Golem
 
}}
 
}}
  
  
 
===Weapon Variants===
 
===Weapon Variants===
{{trait|Fear of Death}} and {{trait|Eternal Life}} generate enough life force to use any weapon:
+
* '''Dagger''' will make life force generation extremely comfortable at the cost of requiring you to be in melee range of the boss.
* Use '''Axe''' if vulnerability is lacking.
+
* '''Warhorn''' can be very useful for some extra CC.
* Use '''Scepter''' for range.
 
* Use '''Torch''' over '''Warhorn''' if you find you need more {{tooltip|Might}} generation.
 
  
  
 
===Skill Variants===
 
===Skill Variants===
 
 
'''Healing'''
 
'''Healing'''
* {{Skill|Sand Flare}} - Provides AoE barrier (and therefore more {{tooltip|Alacrity}}), but you lose out on a ranged res.
+
* {{Skill|Sand Flare}} for extra AoE barrier generation and boon corruption at the cost of regen and ranged heals/rez.
  
  
'''Utility'''<br>
+
'''Utility'''
Any of your utilities can be swapped out, with {{skill|Blood Is Power}} being the first choice
+
* {{Skill|Signet of Undeath}} is good life force generation and a ranged rez.
* {{Skill|Corrosive Poison Cloud}} - destroys projectiles.
+
** 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|Corrupt Boon}} - for extra boon rip if {{skill|Feast of Corruption}} is not enough.
+
* {{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|Sand Swell}} - 900 range portal, useful for mobility and skips.
+
* {{Skill|Trail of Anguish}} for {{tooltip|Stability}}.
* {{Skill|Summon Flesh Wurm}} - 1200 range teleport. Can also bodyblock certain projectiles (e.g. Old Tom's poison whirl).  
+
* {{Skill|Blood Is Power}} for extra DPS and {{tooltip|Might}} generation.
* {{Skill|Trail of Anguish}} - AoE swiftness and stability.
+
* {{Skill|Well of Power}} for condition cleanse and extra {{tooltip|Might}} generation.
* {{Skill|Well of Power}} - if stability and condition cleanse are needed.
+
* {{Skill|Epidemic}} can be useful in certain specific encounters.
* {{Skill|Epidemic}} - excellent cleave damage if using the Hybrid DPS variant, and can be useful even in magi gear.
+
* {{Skill|Corrosive Poison Cloud}} can be useful in certain specific encounters.
* {{Skill|Spectral Grasp}} - AoE pull.
+
* Note that {{Skill|Desiccate}} is the sole source of {{tooltip|Fury}} in this build so if you replace it you'll lose that.
* {{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|Plaguelands}} offers the most damage on encounters with no CC requirement.
* {{Skill|Lich Form}} - for soloing Thaumanova heat room with your massive health pool.
 
 
 
 
 
 
 
==Template Code==
 
{{TemplateCode|
 
code = [&DQgTNTIePD0SABIAgACAACQXJBchF28BlQCVAAAAAAAAAAAAAAAAAAAAAAA=]
 
}}
 
  
  
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==Specializations==
 
==Specializations==
 
{{Specialization|Blood Magic|top|top|bot}}
 
{{Specialization|Blood Magic|top|top|bot}}
{{Specialization|Soul Reaping|mid|bot|top}}
+
{{Specialization|Soul Reaping|top|bot|top}}
 
{{Specialization|Scourge|top|bot|bot}}
 
{{Specialization|Scourge|top|bot|bot}}
  
  
 
===Trait Variants===
 
===Trait Variants===
* {{Trait|Vampiric Presence}} - trades healing for a tiny bit of extra damage.
+
* {{Trait|Vampiric Presence}} for some passive healing.
* {{Trait|Unyielding Blast}} - if not running staff.
+
* {{Trait|Soul Marks}} can be useful if you're hurting for life force generation.
* {{Trait|Vital Persistence}} - if you need more personal survivability.
+
* {{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 = Harrier
+
| stats = Plaguedoctor
 
| weight = Light
 
| weight = Light
| rune = Superior Rune of the Monk
+
| rune = Superior Rune of Altruism
 
| rune-qt = 6
 
| rune-qt = 6
| weapon1 = Staff
+
| weapon1 = Scepter
| weapon2 =  
+
| weapon2 = Torch
| sigil1 = Superior Sigil of Water
+
| sigil1 = Superior Sigil of Transference
| sigil2 = Superior Sigil of Transference
+
| sigil2 = Superior Sigil of Concentration
| weapon3 = Dagger
+
| weapon3 = Staff
| weapon4 = Warhorn
+
| sigil3 = Superior Sigil of Transference
| sigil3 = Superior Sigil of Water
+
| sigil4 = Superior Sigil of Concentration
| sigil4 = Superior Sigil of Transference
 
 
| 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 Mercy}} if you find yourself often reviving - it will proc off {{Trait|Ritual of Life}} and {{Trait|Transfusion}}.
+
 
 +
===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.
  
  
'''Sigils'''
+
===Celestial Variant===
* {{Sigil|Superior Sigil of Water}} and {{Sigil|Superior Sigil of Transference}} only provide around 100 healing per second each.
+
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.
** 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.
+
{{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|Delicious Rice Ball}} or ascended alternatives
+
* {{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.
  
'''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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===Healing===
 
===Healing===
* Your healing is divided between refreshing barriers on your allies and slow healing over time.
+
* {{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.
* Switch to staff whenever {{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}}.
+
** Do remember though that your allies can only get up to 50% of their total health in barrier.
* 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.
+
* {{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.
* Use {{Skill|Garish Pillar}} off cooldown for AoE pulsing heals. Delay it if you anticipate that you might need to vacuum up downed allies.
+
* {{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.
  
  
===Might===
+
===Boons===
* Use {{Skill|Sandstorm Shroud}}, {{Skill|Blood Is Power}}, {{Skill|Oppressive Collapse}}, {{Skill|Desiccate}}, and {{Skill|Sand Cascade}} off cooldown to provide might as required.
+
* Using your barrier skills off cooldown will basically guarantee full {{tooltip|Alacrity}} uptime with a good fifteen or more seconds of leeway.
* Always have your Sand Shade up to get the 225 bonus concentration from {{trait|Sand Sage}}.
+
* {{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}} - note that this is also your primary sustained heal
+
* {{Skill|Garish Pillar}}
 
* {{Skill|Reaper's Mark}}
 
* {{Skill|Reaper's Mark}}
* {{Skill|Dark Pact}}
+
* {{Skill|Chillblains}}
* {{Skill|Chilblains}}
+
* {{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===
* Try to place your shade on one side of the group, and stand on the other side - this will help spread barrier more evenly.
+
* 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 lots of boonstrip is needed, remember that {{Skill|Dark Pact}} and {{Skill|Unholy Feast}} strip boons as well.
+
* If you're using the Scepter, try not to interrupt your auto-attack chain for the high damage dealt by {{skill|Putrid Curse}}.
* {{Skill|Necrotic Grasp}} pierces; if there are multiple enemies, hit as many targets as possible to keep your life force up.
+
** 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

Expansions required: Path of Fire Builds

Difficulty:
Normal

Overview

A Scourge heal support build that brings easy full Alacrity Alacrity uptime, high Fury Fury uptime, and decently good Might 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 of Superior Rune of the Scholar uptime and doesn't get reduced by Agony Agony—and Regeneration 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 Nefarious Favor and Abrasive Grit as well as decent Protection Protection from Herald of Sorrow.

It's important to note that a solid chunk of the Might 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

[&DQgTNTIdPD0SAAAAAAAAAHgWAAAkFwAAlQAAAAAAAAAAAAAAAAAAAAAAAAACVgBmAAA=]
Copy Template Code


Skill Bar

Scourge-skillbar-bg.png
Scepter/Torch
Staff
Utility


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

  • Sand Flare for extra AoE barrier generation and boon corruption at the cost of regen and ranged heals/rez.


Utility

  • Signet of Undeath is good life force generation and a ranged rez.
    • That said, with the Fear of Death + Eternal Life combo you probably don't need 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.
  • 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.
  • Trail of Anguish for Stability Stability.
  • Blood Is Power for extra DPS and Might Might generation.
  • Well of Power for condition cleanse and extra Might Might generation.
  • Epidemic can be useful in certain specific encounters.
  • Corrosive Poison Cloud can be useful in certain specific encounters.
  • Note that Desiccate is the sole source of Fury Fury in this build so if you replace it you'll lose that.


Elite

  • Plaguelands offers the most damage on encounters with no CC requirement.


Specializations


Trait Variants

  • Vampiric Presence for some passive healing.
  • Soul Marks can be useful if you're hurting for life force generation.
  • Vital Persistence for some extra self-sustain especially if you're tanking.
  • Soul Barbs and Dhuumfire increase damage if you don't need the extra life force generation.
  • Both Herald of Sorrow and Desert Empowerment are necessary as they are the backbone of this build's Alacrity Alacrity generation. Never touch them.


Specialization Variants

On many encounters Signet of Undeath will allow you to use F3 and F5 off cooldown without the need for Soul Reaping.

In combination with Blood Is Power, Plaguelands, Fell Beacon and more aggressive gear (see below), you can double the damage of this build without significantly reducing the healing capability.


Equipment

Head
Plaguedoctor
Shoulders
Plaguedoctor
Chest
Plaguedoctor
Hands
Plaguedoctor
Legs
Plaguedoctor
Feet
Plaguedoctor
Backpiece
Plaguedoctor
Accessory
Plaguedoctor
Accessory
Plaguedoctor
Amulet
Plaguedoctor
Ring
Plaguedoctor
Ring
Plaguedoctor
Scepter
Plaguedoctor
Torch
Plaguedoctor
Sigil
Sigil
Staff
Plaguedoctor
Sigil
Sigil
Rune
x6
Infusion
x18


Equipment Variants

  • Rune of 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 of Superior Rune of the Rebirth can allow you to survive otherwise lethal mechanics and revive your entire squad, saving them from a wipe.
  • Marshal Marshal's is substantially lower Concentration but is easier to craft and the lower BD doesn't really impact this build very much.
  • Harrier 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 Viper's increases DPS by a very respectable amount. Play with what works best for you.
  • Sigil of Superior Sigil of Water instead of Concentration. Will impact Might Might generation, though.


Celestial Variant

Scourge allows you to run a wide range of prefixes, but if you can afford to run toughness then Celestial stats Celestial stats offer the highest damage while still bringing healing power, concentration and vitality.

Head
Celestial
Shoulders
Celestial
Chest
Celestial
Hands
Celestial
Legs
Celestial
Feet
Celestial
Backpiece
Celestial
Accessory
Celestial
Accessory
Celestial
Amulet
Celestial
Ring
Celestial
Ring
Celestial
Scepter
Celestial
Torch
Celestial
Sigil
Sigil
Staff
Celestial
Sigil
Sigil
Rune
x6
Infusion
x18
  • You could mix in Seraph Seraph's stats for more damage if the loss of life force from vitality won't be a problem.
  • You can swap in Plaguedoctor Plaguedoctor's stats if you need to get your toughness below a certain level to avoid tanking.
  • Rune of Superior Rune of the Tempest 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

  • Manifest Sand Shade, Sand Cascade, Sandstorm Shroud, and Serpent Siphon (plus 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.
  • 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.
  • Serpent Siphon and Well of Blood will provide full Regeneration Regeneration uptime if used off cooldown.
    • Mark of Blood can also help with it.
    • Dodge every now and then for the regen from Mark of Evasion.
  • If you're taking Life from Death then Sandstorm Shroud also does healing.


Boons

  • Using your barrier skills off cooldown will basically guarantee full Alacrity Alacrity uptime with a good fifteen or more seconds of leeway.
  • Desiccate, Oppressive Collapse, and barrier application (via Abrasive Grit) are your main sources of Might Might; spam them.
    • Blood Is Power and/or Well of Power are more sources of it if you take them.
  • Using Desiccate off-cooldown should guarantee full Fury Fury uptime, given its reduced recharge due to your permanent Alacrity 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.


CC

  • Charge (necromancer)
  • Oppressive Collapse
  • Garish Pillar
  • Reaper's Mark
  • Chillblains
  • Grasping Dead
  • Spectral Grasp if you take it.
  • Wail of Doom if using a Warhorn.
  • Dark Pact if using a Dagger.


General Tips

  • You should always have at least one Shade active from Manifest Sand Shade for the bonus Concentration and Expertise from Sand Sage.
  • If you're using the Scepter, try not to interrupt your auto-attack chain for the high damage dealt by 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 Fear of Death and Eternal Life you might need to be a bit aggressive with life force generation. Feast of Corruption, Harrowing Wave, Desiccate, and 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.


Ratings

This build has a rating of 5 stars based on 2 votes.
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5 stars
OfficerAndyGentleman gave this build 5 stars • April 2024
Simple to play, but rewards encounter knowledge by timing barrier to negate incoming attacks. Struggles a bit when raw burst healing is required, but provides all the staple healer boons and the res power is a huge plus. Biggest drawback is the unreliable access to stability and swiftness.
5 stars
Doc Doom gave this build 5 stars • July 2023
This is an incredible support build currently. You can easily maintain perma alac, fury, 25 might, protection, and regen while preventing a ton of damage with barriers and condi cleanse. With the recent buffs to Well of Blood, the actual healing is much better now as well. You no longer need to spam your F4 for Transfusion, which means you can hold on to it for CC or to rez a player that is about to go down (since it only pulls a player in on the initial activation). The utilities are also pretty flexible, so you can adapt your build to focus on what is needed most for the encounter. The outdated overview for this build is not doing it justice. Also, I just want to clear up a misconception I often see real quick. The barrier granted by Manifest Sand Shade and Sandstorm Shroud have a radius of 300, not 180. I know some fans of the old noob rezzer bot don't like this new Heal Scourge, but it is honestly an incredible build with so much to offer.

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