Life Force is used to spawn your and it is used for any of the shade skills.
Your Life Force reduces for every sand shade skill that you use.
You have three traits that help you with Life Force generation and size:
Minions have high base health and will not easily die, unless specifically targeted by an enemy.
Once a minion is summoned, you will gain access to a secondary skill. This skill will vary depending on which minion was summoned.
You will encounter two minions with the Heal Scourge builds:
will convert a single condition on allies into a boon.
will grant Barrier to allies that are close to any shades.
You can have ~90% uptime on this skill which, surely, is proof that you never need to delay it as the uptime is almsot permanent
It is your main source of healing and will constantly tick. Having this skill permanently on Cooldown will help to buffer against lots of the passive tick damage in raids.
You do need to be careful that you don't pull Downed allies into stupid locations. This relies on you always having good positioning!
Barrier can be considered as a second health bar. The Barrier that you produce will be displayed as a yellow number above your health value. Regardless of how much Barrier you apply, it will dissipate after five seconds. Barrier is also capped at 50% of the recipients health.
and are your "big" Barriers. Try not to waste them on something insignificant. covers your squad and covers your subgroup.
Your Might comes from three sources:
Whenever you give Barrier you will also give Might thanks to , a trait in the Scourge Trait Line. In addition to granting Might, this trait will also remove a condition whenever Barrier is given. See the section above about Barrier to see its sources.
Important: This build does not produce any boons apart from Might and some Regeneration. Make sure you have another support class in your subgroup that can produce Fury and / or Protection. You also offer no offensive buffs.
You lack direct heals when playing Heal Scourge, in fact the only source of direct healing you have is . This heals due to the trait which you can find in the Blood Magic trait line. This skill will also teleport Downed players to you when used. You also have a small amount of healing from . This will heal your subgroup and revive Downed players by 10% when you exit .
Finally, you have . This trait will cause you to cast when you revive a fallen ally and it will speed up revival and heal nearby allies.
Obviously, you do have a small amount of healing coming from the sixth bonus of . This will trigger whenever you use .
is pretty vital to this build so you should always keep this skill. If for some reason you need more direct healing, you can run instead.
should be run if you can use it to cleave down mobs. This will hit pretty hard when you are running a hybrid build.
is an irreplaceable utility skill. This can be used to resurrect a squad member, at range, assuming you don't have access to . Using will also trigger ! It also helps you maintain high levels of Life Force which lets you spam your shade skills more!
is a great elite that offers you passive DPS and Breakbar damage on demand.
will help you to maintain a high level of Life Force which, in turn, will let you spam your shade skills.
can help out during events or at any encounter which requires good mobility.
or can be used if boon strip is required.
can come in useful at encounters with large amounts of conditions.
will cause you to heal your subgroup when you exit .
is amazing. This trait improves your Life Force gain from all sources by 10%.
causes your sand shade skills to have a lower Cooldown. This will allow you to spam them more freely.
increases your Life Force by 20%. This will help you spam your shade skills more.
causes your skills that grant Barrier to remove a single condition and grant Might. This means that your , and will be affected by this trait.
causes your to provide Barrier to your subgroup.
allows you to summon one, large sand shade which affects your entire subgroup. It also has a 33% reduced Recharge.
Use off Cooldown to help heal up your squad against the constant damage they receive.
You can use every other and every time. Using these two skills correctly will take massive pressure off your squad.
will only affect your subgroup, but will provide Barrier to your entire squad.
If somebody in your squad gets teleported by , you can always place a on them as they run back to the group to provide a bit of Barrier.
Use to help quickly CC the Vale Guardian. You can also use and to help out as well.
You have a fair amount of Condition Damage through , and .
Help out with CC'ing the Red Guardian by using . If you still need to CC more, you can use and .
You can spam your Barrier, with and , to prevent your subgroup and squad from taking damage during .
Use to cleanse any Vulnerability that your squad receives during .
During the second and third phase you can use to clear the orbs.
When you get the third and final Charged Souls, you can use to bounce some conditions between them.
You can use , , and for each Breakbar.
You can help top up Might, in between each , by using when you are in the stack.
You can use to clean up the adds that spawn every thirty seconds. Make sure you wait until a Sapper bomb has spawned before you use .
You can use and to help CC Knuckles.
Use to kill the turrets that Karde spawns.
Your should always be on Cooldown to help heal up your squad from the ticking damage they receive when standing on the poisoned ground.
If you're in a power based team composition and don't have enough conditions for to be worthwhile, you can drop it and take instead. This can be used to clease conditions and, more importantly, cleanse the Fear after each Breakbar Phase.
Spam and win at life.
Use to Pull in adds.
You can CC the saboteurs with , and .
can be used while you are Feared to cleanse it.
Save your and to help mitigate some damage from while fighting Zane.
Use during to mitigate some damage.
Use as the adds walk towards Keep Construct. This will help to cleave them down quickly.
If you see that people are not moving out when they are subject to , you can also spam some Barrier to help prevent too much damage when the circles explode.
You can use , , and for each Breakbar.
Use to help cleave down adds. This can also be used to clear shards.
Spam as much as possible to cleanse the conditions off your subgroup.
You can use to help Pull in adds and then or to CC them.
As you will most likely be kiting a at some point you should consider taking Staff - Scepter / Torch. This will allow you to keep up DPS when at range and maintain Life Force with and .
Use as soon as you land. This will destroy the projectiles from and allow your squad to safely get inside the Green.
After the first time you use , you can use it to make your life easier when kiting . If you notice that a squad member is getting smashed to pieces by , then you can cast it on them.
While you are kiting, make sure that you still have a on the main group. This will allow you to spam Barrier from range with .
If you are forced to share a Green with someone else whilst you have , then you should spam some Barrier with and .
Use immediately at the start of the encounter to build up Might quickly.
You can swap out for if you see that your squad likes to get knocked around. is only taken to clear the spears during the second and third phase.
Use and whenever you see Samarog use and . This will help mitigate some damage if anyone gets hit.
You can use to apply Cripple to the Prides and Greeds during the pre-event to slow them down.
When Prides and Greeds begin to spawn, after 40%, you can use to help slow them and cleave them down.
Cycle between , , and to CC all of the Sauls during each split phase.
You can break all of them during each split phase and you should prioritize doing this.
When you get back from each split phase you can use from Deimos to Saul. Wait a little bit to allow conditions to accumulate before doing so.
You will need to change a few things in your build for this to work:
Make sure you keep up and at all times to ensure that you have constant healing.
Using , and will allow you to give yourself enough Barrier to stack five hands.
will save you from each . It will leave you on low health so make sure you can use after each .
Use at the beginning of the encounter to kill off the Wurms that surround the arena. Depending on your DPS, you might be able to get off twice before you need to save it for the Tormented Dead.
Spam to keep conditions cleansed. There are a lot of sources of conditions at this encounter, so make sure that is used off cooldown.
Save for and for and .
If you play Heal Scourge on Dhuum you should be kiting the Messengers. You can easily spam Barrier on yourself to mitigate any incoming damage and easily aggro them with . This means you should run Staff - Dagger / Torch on this encounter.
You can use on the Enforcers to give them Cripple. This will help to slow them down as they approach the Reapers.
Use to get to your Greens quickly and easily. You can also use to move out if you have mechanics.
You can remove all the boons from Dhuum with after each .
During the final 10% phase you can stack up some Barrier on your squad with before they run out to the seals. You can use to get to and from the seal quickly.
Save and for . This will help mitigate some damage if your subgroup and squad don't Dodge.
Use to help pull in Swords.
Use to help melt the Breakbars on the Shields. Delay your a little bit in order to allow more Shields to spawn.
Individual Shields can be broken with and / or if it is back off Cooldown.
During the burst phase you should keep up as much Barrier as possible on your group. This is because your squad will undoubtedly take damage from the purple orbs.
Use to cleave down the Lava Elementals.
Save for when Qadim uses .
You can use , , and for each Breakbar.
Save , , and for each Breakbar. You will probably only be able to use two or three of them per Breakbar at the Hydra and Destroyer as it is very fast. You should be able to use all your Breakbar skills at the Patriarch.
Take care when using if you need to ressurect the tank as this will cause the creature to turn towards your group.
Use at the Destroyer to help kill the adds quickly.
Use to destroy the projectiles that Immobilize you during the final phase.
Be careful when using to avoid moving Downed players into sticky situations. Make sure you always pull them to the opposite side of the Tornado of Death.
Spam as much as possible to help cleanse conditions that the adds give.
You will need boon strip in the final phase, so the easiest way to do this is to run Scepter and use .
Your can Pull people out of the Pylon without breaking the tether while resurrecting.
Help CC the pylons in each phase with , and .
Use off Cooldown in the later fight to remove Boons consistently.
You can help break the Anomalies when they are in the fire fields: