Heal Alacrity Scourge
Traits
Armor
Weapons & Sigils
Trinkets
Food
Weapon Skills
Utility Skills
Skill Priority
Boons Uptime Loop
(always have at least 1 active) for extra , and (delay a bit if target has no conditions for better generation) for and
Condition Cleanses
Remember each barrier you provide will cleanse 1 condition from an ally.
(this is 5 pulses of barrier) if equipped
Healing Loop
Note: Precast barrier before incoming damage everytime is possible
for 600 range healing over time. and for precasting and healing burst at the end for massive area healing for and
Target Stats















Introduction
Heal Alacrity Scourge provides
Build Fundamentals
Boon application for Heal Alacrity Scourge is straightforward. You are likely to end up overcapping on key boons such as
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
Build Specifics
Heal Scourge excels at preventing damage with
Have at least one
Your key sources of healing are
You have nearly infinite Life Force thanks to
This build can effectively sustain allies at range by placing a Shade on them and using
Important Note: each
Revive Allies Concept
Conditions Cleanse Concept
Duo trait
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
If you run full Minstrel’s gear, you need
- 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
-
for better coverage. for more conditions cleanse upon using Healing Skill.Relic of the Water
for better general healing. for extra Barrier upon using Healing Skill.