Scourge - Condi DPS
The community gave this build a rating, making it second-tier: Good
A condition DPS and utility build for Scourge. While not the highest DPS build, this build provides decent sustained DPS and bonus AoE cleave with . It also provides incidental support for its subgroup by generating Might, cleansing conditions, and overhealing allies with barrier.
Scourge is mainly a utility class and excels in encounters where it can play to its strengths, namely and defensive support. It also deals relatively high ranged damage and isn't reliant on Might or healing, which makes it good for roles such as flak kiting at Sabetha.
- is lower healing, but higher DPS than . Be aware that it will hit the closest enemy rather than your target, so in some encounters it might end up being unreliable.
- is the largest personal heal if you'd rather have safety than damage, and can heal allies without needing a target.
- if you need cleave. Even post-nerf it is a strong skill.
- If you need Stability.
- if projectile absorb is needed.
- - 900 range portal, useful for mobility on certain fights.
- is a 1200 range 5-target pull.
Never swap out .
- for more CC. It's a fairly large DPS loss to bring, but can be helpful in particular on encounters where the boss is unlikely to stand still long enough for all your pulses of to hit.
- Use for self heal at a ~15% DPS loss.
- Take if you are running any Punishment skills.
Taking Blood Magic instead of Soul Reaping is a major DPS loss, but provides more support through minor healing and . Should only be considered in training runs or struggling groups where you're desperate for the sustain.
- is higher DPS and offers a tiny bit of group sustain, but if you need Blood Magic you probably need .
- If taking , consider using as your healing skill.
- gains extra damage in cases where there are additional sources of life force, thanks to the extra vitality. This allows you to spam shade skills more frequently, and it is also easier to obtain that .
- If using you should use (or ascended versions).
- Using (or similar) would be a small DPS loss, but allow you to benefit from the ascended food buffs.
- Have 3 before the fight starts
- Optional extra cast, may get cleansed by allies
After the opener, just use skills as they become available, with the following priority:
- off cooldown with after
- and off cooldown
- making sure to keep 3 shades up
- Scepter autoattack chain, making sure to get the 3rd attack
- Use ⇒ wherever possible to transfer the self-condis to your target via .
- Don't let reach maximum charges.
- Try to finish your autoattack chains.
- If using , use it whenever there are enemies near the main target.
- Feel free to use , , or if life force is over capping, or to support your teammates with cleanses, barriers, and CC.
- Be aware that in very low-pressure encounters, too much barrier can actually end up robbing druids of CA generation.
- The cast time on is pretty long, so it is efficient to "precast" the skill just before the boss becomes vulnerable.
- On encounters where the boss becomes Exposed, you can do a huge amount of damage by lining this up with .
- Ideally you want to be finishing its 10th pulse as the boss becomes broken, which usually means casting it at the start of the phase, or as soon as you see the defiance bar appears.
- Changes in attributes such as condi damage can change which condis are transferred first via . This is usually not an issue those, since will transfer one extra condition, allowing you to do your opening as normal.
- Your best option without losing DPS are soft CCs such as cripple, blindness, and fear from .
- is one of the strongest crowd control skills the necromancer has, but you give up by taking it.
- In emergencies, you can swap to warhorn for .
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