GW2 Guild Chat PoF Elite Specializations Livestream Coverage

GW2 Guild Chat Path of Fire Elite Specializations Livestream Coverage

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  • Scrapper was a dirty tech. Holosmith is more of a clean tech. Scrapper was more charr tech based, Holosmith is more asuran with some overtunes of Zephyrite light magic.
  • Each vertical trait line in the Holosmith is a theme (as opposed horizontally with some other specs). Originally it was a build your own lightsaber theme but now it is a build your own forge theme with photon forge parts in each vertical trait line (projector, crystal, and the heat system).
  • The core gameplay pattern we worked into the Holosmith is the heat mechanic. When you are in your Photon Forge mode, you build heat and pretty much all of your non Photon Forge skills gain bonuses when you are above 50% heat. The general gameplay loop is that ou go into Photon Forge mode, fight for a while. The skills are very powerful but they generate heat so you don’t want to stay in it too long or you will blow up. Your then switch out of that mode and all your non Photon Forge skills gains bonus damage with the heat. Once you cool off a little, go back to the Photon Forge mode and start all over again.
  • The Holosmith does not have any traits that affect its weapon or utility skills because those are all built into the core mechanic heat system. You won’t find any 20% recharge on your sword skills or all your utility skills last 20% longer since they are all built in. For example, one of the utility skills is a stun break that has 50% faster recharge if you are above 50% heat.
  • Holosmith is designed heavily around this photon forge/heat mechanic. There isn’t a single trait that doesn’t affect the forge.
  • One of the grandmaster traits allow you to increase the max heat you can have, others change the functionalities on when you blow up. There is trait for example that allow you to intentionally blow up and deal damage to enemies. This trait will reduce the penalty you take from the explosion (otherwise the explosion would take away 50% of your base HP, you can run more vitality to counter this)
  • They are hoping players would come up with a cool AED build where they just blow themselves up constantly. They are pretty sure it is viable


  • They pick up tomes which replaces Virtues, and the Guardian gain access to a whole new set of skills with each of the Tomes (15 new tome skills). They can choose which role they want based on the tome they go into.
  • Along with Tomes, they gain mainhand axe and a set of mantra utility skills.
  • All of the Tome #1 skills target in a cone, #2 skills in an AoE, #3 skills in an AoE, #4 skills leave a field that affects allies/enemies and #5 skills all provide large AoE buffs to allies. So all the tome skills play similar mechanically
  • We tried to make the Firebrand Mantras to feel differently from the Mesmer Mantras which many players are familiar with. Guardian Mantras cast in a cone in front of yourself where Mesmer Mantras are more AoE around yourself or the enemy. All the guardian mantras are cones and this emphasize the Firebrand’s role as a melee character. Players may need to take a step back from melee and weave these mantras in to target their allies. These Mantras have longer cast times and very long cooldown if you use the last charge compared to the Mesmer mantras. However, they are all instant cast once charged up and recharge up quickly. Additionally Guardian Mantras have 3 charges as opposed to 2 with the mesmer.
  • Ammo system was built partly due to the mantras. With the old mantra system it was kind of bad as once you used a mantra charge and the fight ended, you can either waste the next charge and wait for it to be off cooldown or you can go into the fight with one less mantra charge. It give us an addition knob to tweak: initial cast time, recharge time, and cooldown if the last charge is used.


  • As opposed to the Berserker, Spellbreaker is a more calm and collected theme. It is more of a blademaster that has studied their arts all their life. It is a warrior/mesmer dual class from GW1. A mesmer through the lens of a warrior. Basically how a warrior would do a mesmer. Instead of creating illusions to deceive other people, the warrior is able to see through deception.
  • Warriors traditionally didn’t have that many ways with boons. Spellbreaker give them more options.
  • Their entire top line traits focus on removing enemy boons. The middle line is more a counter line while the last line is more a catch all line designed for slippery opponents like thieves and mesmers who try to run away from you.
  • Some of the themes for Spellbreaker came from GW1 Nightfall – Magehunter Strike and Magehunter Smash. You can tether enemies to you to prevent them from running away.
  • We went with Dagger/Dagger for Warrior because Warrior is a weapon master and one dagger was just not enough. It also allowed us to pull off some combos. The core dual dagger combo is using #2 to jump in which slow the enemy and then interrupt them with the #3 skill which if it interrupts a skill it will stun the target for a longer duration. While they are stunned you can use the #4 skill which does twice as much damage if they are not using any skills. Players can try to get out of this combo by dodging but this will cost resources and if you don’t dodge correctly you will start get hit by parts of the combo.
  • We expect to see Spellbreaker in WvW a lot. Their elite skill covers a large area and shuts off all boons and projectiles in that area. It is really good against zergs and can deny a large area from the enemy. There are traits that will make this elite skill do damage based on the number of boons removed/denied.


  • Scourge get a new set of abilities by trading off their Shroud. Typically Necros have been individuals that move around and deal significant amount of condition. Scourge allow Necros to become battlefield commanders to control different areas of the battlefield and not just near where they are but also at places where they put up Sand Shades. The F2/F3/F4/F5 skills will play off on locations where the Sand Shades are, giving the necro ranged control.
  • Scourge is also an extension of us into looking to give necro to give more support to their allies. Blood line has a few supportive abilities. Necros was more of a selfish class previously and we have been experimenting to add support abilities to them. They will need to trade off their personal defenses for group support to avoid power creep.
  • Barrier mechanic works well for the necromancer because it is kinda like giving shroud, a hitpoint buffer to allies.
  • Scourge Sand Shades used to be Bone Piles and that didn’t work well super well. Visualy it felt cluttered and it didn’t feel like something you were brewing. F4 skill still raises a disembodied skeleton that fear enemies around you and each of your Sand Shades.
  • Scourge utility skills used to be sacrifice skills that consumed your life force but we felt it wasn’t cohesive thematically since life force was typically consumed mostly by shroud skills. Instead we made them into Punishments that corrupt enemy boons into specific conditions (Torment and Cripple).
  • You can cover multiple group of allies with Sand Shades. You can be with the ranged group and place a Sand Shade down in melee group and support both groups.
  • If you place down multiple Sand Shades at the same place, the enemy will take damage from only one sand shade to avoid players putting down 3 Sand Shades in the same place and just standing there. There is a grandmaster trait that allow you to summon a much larger Sand Shade by combining the 3 smaller Sand Shades for a much area of control that can affect a max of 10 targets. The controlling component of Sand Shades will see action in PvP and WvW.
  • Each of the Shroud skill traits affect the Scourge Profession skills (F2/F3/F4/F5)
  • Scourge gain access to a portal skill. It creates a portal between you and the target location that other allies can use. When allies use it, they also gain a barrier. It doesn’t go as far as the mesmer portal and and act more as a incombat portal due to its quicker access (you leap to an area and it drops portals immediately). It is used to move your allies across more quickly.


  • Thief doesn’t really have a good long ranged option. Daredevil was up close and personal dodgy option. Deadeye is a very long range class that sacrifice some of the mobility. Usually ranged attacks deal less damage than melee attacks for balance purposes.
  • Deadeye can’t do as much damage at ranged as he does at melee range on some of the skills unless the Deadeye is kneeling on the rifle. The rifle #5 skill will put you in a combat stance that kneels you and prevent you from moving (you can still roll or cancel the skill). If you want extra dodges while kneeling you will need to spec into acrobatics.
  • Deadeye requires patience via new mechanic called Malice. Once you marked an enemy, you slowly generate Malice over time. Malice isn’t a resource. Some skills do benefit from Malice but you can’t really consume Malice. It is something that builds up over time and there are very few ways to increase its rate gain (one or two traits that increase your malice gain rate). The main way to gain malice is via attacking and this is designed to prevent you building malice in stealth and then pop out to obliterate someone. It takes 20s to build up the Malice but if you are attacking that time is cut in half. This is a build up that prevents you to unload your large packets right away.
  • There are rewards for being patient too. One of the minor traits give you 75% of the boons ingame if you build up 5 stacks of Malice.
  • The core gameplay is you mark your target, you use your other rifle skills to build up your stuff up (rifle skill that stacks vulnerability, build Might stacks) before using Death’s Judgement (#4 skill in the Kneeling stance) that deals a large amount of damage based on Malice stacks.
  • Deadeye works better on large single target enemies as you can get two or three Death’s Judgement off before the Mark falls off. For large zerg of enemies, Deadeye isn’t as effective and that is where Daredevil shines. There are traits that can refresh Marks if the target die. Since Mark refreshes your Steal, you can mark a guy, do all the steal stuff on him, kill him off and then change to the next guy to unload your Steal traits. If you have high APM and can switch targets quickly, Deadeye can be effective against large number of targets.
  • Deadeye also have cantrips that helps with positioning, setting up kills or when enemies get close to you. They still require patience as there is one cantrip which activates quickly but takes a few seconds to hit the enemy. Your heal cantrip also heals more with more malice stacks.
  • In WvW Deadeye is more viable as a scout/roamer or used to snipe people off gliders. It is a 1200 range weapon.


  • Legend is a badass female charr who united the legions in the fight against Flame Legion. She was an ambush commander and we bought that fighting style to the Revenant. She can fire into the mists and have portals appear in various places. You gain Kalla’s Favor when flanking or making a critical hit that increases your critical strike and condition damage and stacks intensity. It is possible to get 2 stacks of this buff with one hit if you crit a flanking hit. The #2 on the short bow helps with flanking as it fires arrows from different angles.
  • Seven Shot is a short bow skill that should favors players standing at ranged as this skill get more hits if the target is further away than melee ranged.
  • Renegades’ shortbow #5 skill is a cascading knockdown that allow it to keep enemies at ranged.
  • The Charr Warband summoned from the utility skills can be killed and they are like ranger spirits that are summoned to do a specific thing (no AI). Warbands are more of an offensive support for your allies as opposed to the Barrier mechanic for Scourge. Some of them buff allies while other disrupt your enemies.Warbands are more of an active support as opposed to the Glint passive support and require you to position them correct to get the most out of them.
  • Trait lines are based on Ash Legion (disabling), Blood Legion (upfront beat them up), and Iron Legion (more defensive, supportive). The adept traits all give you Kalla’s Favor but for different conditions: Ash legion give Favor for disabling enemy, Blood Legion give Favor for having Fury, Iron legion give Favor for evading an attack.
  • Each of the Renegade Grandmaster traits upgrade the F2/F3/F4 skills you get as a Renegade.
  • If you have a legendary weapon and use the Citadel Bombardment profession skill (F3), it will change its projectiles to the legendary ones (i.e. raining down ravens or tigers instead of arrows). The F3 skill basically opens a portal back to the time when the Charr legions were united in a massive army and bombarding its enemies and some of that bombardment passes through the portal you opened up.


  • Mirage is the first elite specialization we fleshed out for PoF. The name drove the development of the specialization. A lot of the specialization mechanics were built around the mirror, which can shatter.
  • Mirage should frustrate a lot of enemy players. You can retarget your illusions with a few of the Mirage skills (Axe #3 for example) and when this happens, you become untargetable briefly and enemy players lose you as a target.
  • Mirages get ambush skills for all mainhand weapons. They are themed after Thief ambush attacks. Everytime you blur, your #1 skill become a special Ambush attack. It allows them to avoid an attack and do a counter attack.
  • You lose a lot of mobility as Mirage since your dodge becomes a blur but what you lose in mobility you gain in flexibility.  It allow you to cast skills while dodging and dodge when you are incapacitated (i.e. knocked down). However it makes it harder to get out of large AoEs.
  • Elite is a multi (3) blink. It allow some interesting combos as you can use one of the utility skills that is a stun breaker that also dodge you back and leave a mirror behind. Then you use the elite to blink back, shattering the mirror and giving you a Mirage Cloak.


  • Back in Heart of Thorns we didn’t have the tech to get rid of your pet easily. Tech wise Soulbeast was the most difficult. Getting a lot of visual effects for pet fusing was very challenging from a tech perspective.
  • When you absorb your pet with F5, you get a couple of things. You get access to the two pet skills from that pet that you previously didn’t have access to (they become F1 and F2 in Soulbeast mode). You also gain a new skill (F3) based on the pet family (i.e. Feline) and a stat bonus based on the pet archetype (i.e. support, offensive). The stat bonus is to help you regain some of the damage you lose from not having your pet.
  • There are a lot of pet skills and a lot of pets so we had to translate them all to the player skills and made sure they matched the player animation.
  • Soulbeast mode is not to be camped. You are suppose to weave in and out of soulbeast mode and swap pets as using the absorbed pet abilities does not put your pet’s abilities on cooldown.
  • Utilities are stances based on animals much like martial art stances. These give you unique buffs based on the type of animal it is based on. The heal for example is the Bear Stance and can remove conditions from you since bear pets have the condition removal ability. If you trait for you, you can share these unique stance buffs with nearby allies for a brief amount of time.
  • The elite skill for Soulbeast was originally a spellbreaker ability but we ended up putting it on the Soulbeast as it made more sense for Soulbeast to double strike once they merged with their beast. This second strike will trigger procs and traits separately, benefiting the ranger more.


  • Weaver has been in the works forever. It is a concept that we started development pre-HoT. It was a contender for an elite specialization for HoT but the tech wasn’t quite there yet.
  • Weaver’s core mechanic is two elements with mainhand using one element and the offhand using the other element. Every two combination of elements have their own unique #3 weapon dual attack skill (the order of attunements doesn’t matter). The order you use the attunements matter for other skills since the first two weapon skills are your current attunement while the last two weapon skills are those of the previous attunement.
  • Your core utility skills like summoning elementals will be based on your mainhand element.
  • When you swap elements with Weaver, there is a cooldown on all the elements. You kinda have to know what skills you want and plan ahead. This is different from current elementalist that only have a cooldown on the previous attunement you switched from.
  • They recommend people to use Unravel utility when they try to get familiar with the Weaver mechanics. This basically allow you to lose the weaver mechanics temporarily and fully attune to the elements instead. It can be handy to get to a skill you need quickly without preplanning.
  • The elite skill reward players that can weave through all four attunements instead of sticking with two. Once you weave through al 4 attunements, you get a flip over skill that is a massive AoE CC.
  • Weaver is a true melee character with the sword skills. Players will need to beware of how squishy they are as they can get spiked quickly if not careful.
  • The #2 sword skill is a movement ability that allow you to gap close or retreat depending on the attunement. Fire/Lightning are more offensive gap closers while Water/Earth are more defensive retreats.
  • wQnxy

    Exactly what i expected from warrior leet spec =]
    And guardian spec is a joke; they jsut added tomes we once had =[

    • ZeKrioX

      You could say that, but then again, were the tomes back then really good? Of course not. And they had an insane cooldown timer. These tomes seem much more interesting than the past ones. Its good that they brought an improved version of them for PoF.

      • Trillium

        Mechanically? Probably not.
        Hearing a Charr snarl “You are weak and unworthy!” or “Feel my wrath!” while spamming bursts of holy fire from a huge magical tome? Priceless.

    • ShingYau Lau

      you are pretty much right, i think DH is still more viable than firebrand. Firebrand offers a lot better condi tho.

    • Trillium

      I disagree. From purely feel/visual point of view Firebrand is awesome.

  • Narth

    The PoF music is like 12/10. Fantastic, probably one of my favorite video game sound tracks ever!

    • wQnxy

      nightfall still better

  • commentor

    That Weaver doe….. Steep learning curve.

  • Daaw Daw

    im sorry for war players which dont play pvp/wvw,bcs spellbreaker will not offer anything in pve.

    • Kuma

      sooo it might be to early to judge but is that spellbreaker spec really
      not gonna do it for PvE? I don’t main warr so it’s hard for me to tell
      but the trais we’ve seen so far had atleast some potential except it was
      missing a good T3 damage trait. And by PvE i mean solo/small party

      • Daaw Daw

        well,he cant beat Cps in dmg thats for sure and if some future content bring some mobz with boons,you have necro which gona strip boons 10x faster than spellbreaker.

    • Makarôn

      You can’t say that yet. We don’t know what kind of ennemies we’ll encounter in PoF. I wouldnt be surprise that Spellbreaker com really handy against some champions and even in raids. Players are not the only ones to use skills and apply boons you know 😛

  • ShingYau Lau

    Holosmith seems giving engineer more flexibility to fight in different situation with same build.
    Weaver is offer an alternative choice than just being healer, finally!
    Scourge will be the new jumping puzzle king.
    Soulbeast is udyr, looks really lame. idk

  • Alot

    I was going to write a text wall on my opinions but this took priority. It looks like firing off the Renegade elite with the dreamer will bombard the area with a shower of unicorns. This is not meta. it is obligatory.

  • Gundam

    Only place that will be suitable to try elits in this format probably will be lobby. Deadeye can deal 15k dmg with sigle bullet when 20-22k hp is average hp pool. Seems history from HOT beta will repeat

    • wQnxy

      the correct word is “balanced” 😀

    • Alot

      I has sneaky WvW plans with the deadeye – which are oddly enough enabled by allowing easy coordination of delayed attacks rather then the deadeyes high ranged burst potential.

    • Braghez

      Well, consider that deadeye can pull that damage while being stationary and most of all with the marks at maximum…which takes time to build. That said if not taken care asap deadeye will prove inedeed lethal.
      Still it will probably cause problems to many players at begin, but with stuff like guardians, with also the new firebrand reflect, and spellbreakers, deadeyes will have an hard time in big skirmishies.

  • Scutilla

    Do people feel that the PoF elite specs are “bigger” / more complex than the HoT ones? Almost every profession gets new F skills, and those who don’t instead get additional weapon sets flat-out (Firebrand, Holosmith) or just a crapton of new weapon skills (Weaver). On the other hand something like Dragonhunter or Reaper doesn’t add any additional functionality, but just replaces existing skills with something somewhat different.

    I don’t know if this will make HoT elites less appealing because they don’t add as much “stuff” on top of their base profession mechanics, or make the PoF elites more intimidating because of how much steeper their learning curve is. As an example for the latter, the Soulbeast has eight potential loadouts at any given time, with the ability to swap weapon sets, swap pets, and enter / leave Beastmode.

    • Braghez

      Imo not for every spec.
      It’s certain that some HoT specs are more plain and just an “increase” for what a class can do, but imo they will still prove quite useful in many cases. Especially for PvP and WvW.
      Plus also said specs can give certain setups that those new ones can’t.
      Chrono will still be meta probably, cPS the same…probably spellbreaker can run a PS build too thanks to AA and the magebane tether, but you’re forced to stay in a certain melee range. Plus some people just prefer the condi variant.
      DH will still be a pretty strong DPS choice and solve many problems that guardian have in PvP.
      Druid…well, duh.
      The only ones that will really shine imo are:
      Scourge, will certainly overshadow reaper in PvE…unless they decide to really boost the raw dps of GS and RS, giving it more viability.
      Holosmith, because it seems like an easier dps version of engie…but could also work for condi engie and it’s not a “tank” spec like Scrapper, which is good only in PvP/WvW.
      Weaver, because with tempest’s nerfs to send it back in it’s original supporting role, weaver will probably be the new DPS choice.
      Soulbeast…it’s hard to tell. It’s really versatile, but we need to see how it ends up. Could work well for both DPSes, but the traits are really meant for something that play alone. All that quickness is useless in PvE, where chronos will fill you with it, but will certainly be loved in PvP and such. Still, we need to see if what the class gives is enough…but even so it’s impossible to overshadow druid, which is a totally opposite role.

    • Alot

      They are more complex – slightly because the team has more experience now with making elites, mostly because HoT was an extremely rushed job.

      There are two points to be said here.

      Firstly, there is nothing wrong with having complex and simple archetypes. There is a certain sense of accomplishment to be had in killing a rabbit with your weaver without injuring both your hands. On the flipside though, if you just like to mash things with your beserker every time the single bar of rage fills up, good for you.

      The other thing to understand is that there are two types of complexity in playing characters – complexity of control and complexity of use. The weaver will be a pain to control (and best of luck to anyone who wants to try) but that does not necessarily mean that you need to use your skills in a situationally complex way – you may just land up with a 25 skill rotation which is hard to type out but is optimal regardless of your situation. The dragonhunter on the other hand has fairly simply skills but there are potent combos which can be made with those simple skills (like dropping the wall of hurt trap, pulling an enemy through the wall of hurt and then knocking it back through the wall of hurt).

      The balancing point I find interesting is whether one decides to make complex classes stronger then simple classes if they played optimally. Very few people will be able to play the weaver to it’s full potential, do you thus make the weaver equal in efficiency to other classes if its played to 80% of its potential (and thus make it OP if its played to 100% of is potential) or do you balance the weaver to be equal to other classes only if its played to 100% of its potential (in which case, most people will actually do worse on it then simpler classes).

    • ShingYau Lau

      less complexity is not necessarily weaker tho. Consider how vulnerable will be if necro has no shroud. mirage cannot resummon phantom like chronomancer does, so you can’t spawn your F1-F4 like that way and stack up conditions and dazing that often. Thief will loss its triple long range dodge, guardians without bow skill 5 to lockup people. And warrior, guess i will just stick with berserker trait anyway. Ele’s new attuning mechanism makes it less viable to be a healer in wvw while ele is lack of survivability without tanky healer build, so weaver seems a roamer/pvp choice to me.

    • Trillium

      While I agree, I also suspect that some PoF elite specs will feel clunky.

      • U N C L E

        I have to agree. While many are excited about deadeye, I have strong feeling it is about to be the most useless spec.

        • Trillium

          I’m more concerned about Soulbeast, Weaver, Renegade and Mirage. So many tools, but will there be a decent order which to use when? Or it’ll devolve into random button mashing?

          • U N C L E

            IMO Soulbeast is decent if you can manage to loose your pet – I dont see myself doing it on pve. But I suspect the buff the class get is shared through the party, need more tests to confirm.
            I dueled 3 random Mirage roamers and the result was 0 x 3 for them 😛 I was with spellbreaker – that I think is only a situational build like the deadeye. Propably players will fill them in a specific raid or champ boss hunt only.
            Scourge: what i can say is Holy crap! Thoses are the ones clearing zergs in wvw :p

  • Ardenwolfe

    I’m so unimpressed with Soul Beast.

    • ShingYau Lau

      They just throw you a brunch of skills which comes with different effects and simplifies them into melee, people might make up some good builds from it but I don’t see the passion from soulbeast’s designers.

    • Emil33

      Oh gawd no! Im being held hostage at work so I havent been able to log on :O Please tell me you’ve had a change of heart!

    • Alot

      First rule of raiding: 25 stacks of might. You only have 25 stacks because that is the stack cap on might. The interesting thing about soul beast is that they seem capable of providing stat increases buffs to the group which don’t count towards the might cap. If this is the case, I’d expect soul beast be become very common if not generic meta addition to all raid bosses – as a buff to 5 players damage is usually better then a selfish high damage char.

  • Alot

    I’m maining scourge, so hopefully its nice.

    What changed between vanilla GW2 and HoT is that in vanilla GW2 boons and conditions were fairly rare (and conditions didnt stack) and when HoT launched, boons became plentiful to the point where you literally couldn’t strip the damn things off enemies without dedicating your entire build to it. Scourge is there to allow people to strip boons without dedicating their entire build to it (just 3 quarters) while getting the added benefit of stealing said boon – meaning you doing something more then negating other players.

    Scourge will be useful in WvW. Scourge will probably be useful in PvP. The only problem with scourges in pvp being that “kill-necro-first” is a thing that even pve plebs understand (as necros seriously lack self preservation) and removing the necro’s second health bar is going to cut down its innate survivability by an insane amount.

    What is interesting to note however is that there is a T4 fractal instability which now reads “Scourge is useful while under the effects of this instability”. Once you pass fractal lvl75, fractals no longer get harder. Instead the level of fractal you choose just changes the set of instabilities you afflicted with for the run (of which there are 3-4 sets and all are quite painful). One of those instabilities gives enemies 5 boons at fairly short intervals (which usually includes protection and fury) but if you run a scourge with any punishment skill you get to use the skills primary effect, are guaranteed to strip 5 boons on every cast (and steal them for your party) and effectively negate the instability without having to deal with a different negative effect in it’s place. So where 4 necro, 1 druid groups used to be popular for non-elite runs of T4 fractals, we very likely to see 5 necro runs taking this position where 3 necros are normal condi necros, 1 is a reaper with the shroud 1 and 4 heal traits and the 5th is a barrier scourge – cause class diversity for the win -.-

    What I was personally hoping to get out of scourge however was a druid-replacement-raid-healer which could optimally use condi/condi-duration/healing/vitality runes – which the scourge might be capable of doing but its had to tell from the current spec design. The druid gives very generic, constant, direct heals. I was hoping that the scourge would provide slow, long duration healing effects with bursts of high powered barriers – meaning that the raid party would be passively kept at full health as long as the scourge managed to shield the group before most of the raid bosses heavy hitting skills procced (meaning a high skill cap healer which would revolve around paying attention to enemy attacks instead of watching which party members had low health). This is almost what we’ve got except that I haven’t seen any reliable source of crowd healing built into the scourge besides for those barriers. To make a scourge healer work would require two new weapon sigils in my opinion. Sigil 1: All non-healing-skill healing which your character receives are instead received by nearby allies (10 max). Sigil 2: If at least 90% of the barriers you cast are destroyed in a single hit, heal the afflicted target for that amount.

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