Scourge - Blood Support
The community gave this build a rating, making it second-tier: Good
Designed for: PvP Conquest
A tanky PvP Scourge build made to support the team while keeping enemies pressured via constant boon removal. Usually seen in comps along with another dedicated support.
Viable choices for the optional slot include:
- - excellent AoE pressure.
- - mobility, escape tool, and minor source of Life Force gain.
- - one of the few sources of Stability Necromancers have access to, this is a strong stun breaker that could also help you get an important cast off right after.
- with its synergy offers more group support if you don't mind giving up some extra AoE pressure on by dropping .
Elite specialization basics
- is replaced by shade skills, but shroud related traits still work. Life force (LF) is no longer drained passively or upon taking damage, but instead serves as a resource used by F2-5 skills (F1, which places the shade, is free).
- adds a bit of range to the build and acts as somewhat spammable source of damage especially with .
- F2-5 skills go off around both the caster and the active shades.
- Playstyle: your role is to aid your team in larger fights by constantly corrupting boons on enemies, sharing barrier with allies, and reviving the downed. Avoid 1v1s whenever possible.
- The build has a lot of barrier applications. Keep in mind that you can't have an active barrier higher than 50% of your maximum health, although reaching the cap should be more than rare.
- Do not spam your staff marks on the ground while out of combat, as a single dodge can undo them all. Placing on chokes to detect enemies crossing in stealth is fine however, as it's a rather short CD and weak one.
- The build only has 1 mass cleanse by default: . Hold onto it as long as you can.
- is a rather powerful skill, but also easily avoidable. Don't just drop it randomly at the start of the fight, wait for the right moment - look for a situation where you can make your opponent overcommit. Place it on enemies trying to revive their downed teammate, or under yourself on low HP to scare them off.
- turns every form of boon removal into a potential source of self sustain.
- is excellent at shutting down both ranged and direct damage based specs in general, including elite skills such as . Meanwhile the Poison helps at wearing out enemy bunkers and denying rez attempts by reducing healing received.
- adds a bit of burst damage to the build. It's best used with and the detonation of .
- If taken Consider using before your heal for the Stability while under heavy pressure.
- Blood Magic traits and Scourge mechanics make this build exceptionally good at reviving allies:
- triggers , which restores both normal and downed health for all allies around you. This will also teleport downed people to the very first time they come in range of the skill. Channeling isn't interrupted when you begin to rez manually (pressing F by default), nor when you go into downed state, which means even if it won't fully revive you, it can still make it easier for allies to do so.
- procs a Well that heals and revives.
- cancels the regular downstate HP degeneration.
- Try to share the barrier from , , and the final detonation of plus the condition conversion of with as many allies as possible. They'll have to be in range of either you, or your shade for the latter three.
- causes your barriers to cleanse 1 condition from allies.
Life force management
- As your shade skills cost LF, being efficient at managing this resource will be crucial for both your damage and sustain.
- All staff skills generate life force:
- is a rather weak skill and there's no way you'll be able to use it much under any pressure. It does however generate 5% LF per target hit, and you should use it for the occasional ranged poking. Alternatively, right after you won a fight (and no enemies are nearby who could rez their downed allies) you can use the downed bodies as batteries and just spam staff autos at them for a substantial amount of free life force.
- Marks are unblockable and generate 3% LF each. and can be used freely for just pressure and LF building, while and are more powerful and should be kept for the proper occasion (Putrid for mass cleansing and Reaper's for interrupting).
- helps with recovery after you hit rockbottom.
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