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    Heal Alacrity Scourge
    February 2025

    Group PvE
    Defensive Support
    Weapon Mastery icon Weapon Mastery

    Traits

    Armor

     Helm
     Shoulders
     Chest
     Gloves
     Legs
     Boots

    Weapons & Sigils

     Pistol
     Torch
     Dagger
     Warhorn

    Trinkets

     Backpiece
     Accessory
     Accessory
     Amulet
     Ring
     Ring

    Food

    Weapon Skills

    Utility Skills

    copied

    Skill Priority

    Boons Uptime Loop

    1. (always have at least 1 active)
    2. for extra , and
    3. (delay a bit if target has no conditions for better generation)
    4. for and

    Condition Cleanses

    Remember each barrier you provide will cleanse 1 condition from an ally.

    1. (this is 5 pulses of barrier)
    2. if equipped

    Healing Loop

    Note: Precast barrier before incoming damage everytime is possible

    1. for 600 range healing over time.
    2. and for precasting and healing burst at the end
    3. for massive area healing
    4. for and

    Target Stats

    10001000100010000000
    1000159225%150%00%0%

    Introduction

    Heal Alacrity Scourge provides , , , , , , potential , massive crowd control, very powerful revive utility, solid healing, and unmatched application for your squad!

    Build Fundamentals

    Boon application for Heal Alacrity Scourge is straightforward. You are likely to end up overcapping on key boons such as and , allowing you to be flexible with your , and usage to protect your team!

    is generated by applying to your allies. Sources of include:

    • single very high application of .
    • pulsing and .
    • causes summoning a shade to apply a strong to five nearby targets when summoned.
    • strong utility skill that also applies and .

    Other important boons are generated relatively passively:

    • also applies thanks to
    • generates
    • , , and apply large amounts of .
    • applies to nearby allies.
    • provides and in 600 units range from your character.

    Most of the time and generation won’t be a problem as other builds will usually fill out any missing uptime. However, if you find that you are missing or , take and be sure to cast as often as possible.

    Build Specifics

    Heal Scourge excels at preventing damage with . As such, learning encounters and predicting damage will increase your effectiveness. Use and when you know damage is incoming to absorb it. will also remove a condition from affected targets thanks to , which combined with the very short cooldown of will be more than capable of handling even extreme condition pressure on your team!

    Have at least one active at all times, or you won’t fully apply and to your entire subgroup since each Shade (including yourself) only affects 3 targets. Having a Shade up also grants you a 15% damage reduction and 15% extra boon duration from and respectively. While you can’t maintain 3 Shades permanently, you can spike up to three for short periods of time. This means that you can occasionally apply massive to your entire squad if you manage your shade count carefully.

    Your key sources of healing are and . Use these carefully as they are also your highly potent revive abilities. Use them to heal allies when you do not expect anyone to enter downstate in the immediate future. While also consistently heals allies during your rotation, it heals on a delay after finishes which can make it difficult to use actively but will provide solid passive sustain regardless.

    You have nearly infinite Life Force thanks to . As such, you can use all Shade skills with complete freedom and never fear running out of fuel. If you somehow manage to run dry, both of your weapon-set auto attacks are powerful Life Force generators!

    This build can effectively sustain allies at range by placing a Shade on them and using . These two skills combined should very easily keep them alive!

    Important Note: each last 5 seconds! Make sure you precast it with the correct timing when you want to avoid player from taking damage.

    Revive Allies Concept

    is incredible for reviving allies. When activating you will slowly revive them, and in combination with you can revive entire squads! In addition, when you manually someone, you will summon a duo , increasing healing and ressing power of everyone inside it. Encounter knowledge and understanding when to use these abilities is key with Heal Scourge!

    is a ranged ability to revive one downed player, at the cost of 50% of your own life.

    Conditions Cleanse Concept

    Duo trait , everytime you give with any of your skills, you remove one condition. Providing multiple at once results in a bigger conditions cleanse. In addition to this, you can use to create a field in your target location, that will covert conditions into boons. converts one condition into a boon from nearby allies (counting shades location too). Here a few examples of how you can use them:

    • cast this when you’re about to cleanse multiple conditions if possible, since it will pulse barrier up to 5 times.
    • and skills that convert condition into boons. Prefer to use them first in those encounters where there’s a lot of conditions to deal with, and increasing your team boons uptime.
    • one of them should be always stay active to keep the uptime of , and you can use the rest for extra condi cleansing if needed.
    • can be used either as condition cleanse or for big provide. Unless you really need, use this skill for helping in condi cleansing.
    • and condi cleanse provider. Keep in mind this also gives and you might want to keep it for when it’s needed!
    • It’s a Light Field, meaning that everyone inside it will get condi cleanses upon using their Finishers. If you have equipped Staff, you can use inside this field while an enemy is in range, to cleanse one condition to nearby allies.

    Crowd Control

    • (if bringing Staff)

    Alternatives

    Utility Skills

    The order for swapping skills will somewhat depend on the encounter and what utility is required but in general the order is the following:

    You can swap any of those out for many skills depending on what you need:

    • and generation.
    • for extra CC power. Make sure you don’t pull targets you’re not supposed to pull like in Vale Guardian and Desmina raid encounters.
    • or for boon corruption.
    • projectile block.
    • mobility and a short-range portal for allies.
    • for converting conditions into boons and granting might.

    Gear

    You can tank on this build effectively by swapping Harrier’s gear for Giver’s gear instead. Celestial gear will also work just fine.

    Sigils

    Replace with for increased CC power.

    If you run full Minstrel’s gear, you need to reach 100% Boon Duration. Here’s two solutions:

    • Swap with if you want to keep on the other slot and if the fight doesn’t require extra healing.
    • If you don’t need extra CC Power, replace with .

    Weapons

    Many combinations of weapons can work with this build:

    • Consider bringing Staff for even more condition cleanse, , and generation.
    • You can switch the weapons to Dagger/Torch and Pistol/Warhorn if you are almost-always in melee range, and save Pistol/Warhorn for CC.

    Relic

    You can change  with one of the following Relics:

    •   for better coverage.
    • Relic of the Water for more conditions cleanse upon using Healing Skill.
    • for better general healing.
    • for extra Barrier upon using Healing Skill.

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