Scourge - Support Scourge (WvW)
This is a placeholder build that was useful in the past. Click here to view current builds.
Focused on: Healing, Boon removal and Boon support
Designed for: WvW Zerg
Difficulty:
Easy
Overview
A build designed to strip boons and provide barrier
Skill Bar
Staff
Greatsword
Utility
Variants
- Utility
- Swap out
- - Rez and Life Force
- -
Barrier - - extra Stunbreak
Template Code
[&DQgTNTIbPD1+FgAAchYAAHMBAAAkFwAAYBcAAAAAAAAAAAAAAAAAAAAAAAA=]
Specializations
- Variants
Equipment
Head
Minstrel
Minstrel
Shoulders
Minstrel
Minstrel
Chest
Minstrel
Minstrel
Hands
Minstrel
Minstrel
Legs
Minstrel
Minstrel
Feet
Minstrel
Minstrel
Backpiece
Minstrel
Minstrel
Accessory
Minstrel
Minstrel
Accessory
Minstrel
Minstrel
Amulet
Minstrel
Minstrel
Ring
Minstrel
Minstrel
Ring
Minstrel
Minstrel
Staff
Minstrel
Minstrel
Sigil
Sigil
Greatsword
Minstrel
Minstrel
Sigil
Sigil
Rune
x6
x6
Infusion
x18
x18
Relic
Equipment Variants
- Relic
- Sigils
Consumables
-
- Alternatives: or
Usage
Quick Guide
- Support Scourge is a utility Support that sets up its group with boon corruption
- Your highest priority is using your together with other necros in squad on the commanders call to create an opportunity for your group to generate kills
- Use and like wells - at the same time as other necros on the commanders call
- If you commander doesn't call or , use them to punish the enemy group pushing into yours
- Play in Staff until you need to cast or
- Use your Mark skills to heal allies via , saving to condition clear and for
Stability - Use before casting your other Shade skills
- and for
Barrier - for condition clear
- and for
- Save to
Pull enemies into your groups spikes or catch enemies when they try to kite your group
Dodge in downtime to proc and
Surviving
- This build has high passive defense
- This build has no mobility skill access
- This build has low active defenses
- Don't use if the cast is likely to be interrupted
Overall Priorities
- High
- Wells
- Moderate
- Boon Strip
- Heal/Cleanse Support
- Low
- CC
Detailed Explanations
Wells
- Save your for the commanders call
- If you aren't using voice communication, use your wells at the same time as the other Necromancers in your group
- When using pulsing ground AoEs like , try to place them so that one edge is on the enemy group and the other edge is in the direction they are moving to
Boon Strip
|
- As with wells, use and on your commanders call
- If you commander isn't calling them instead use them when the enemy group is pushing towards you or your group is in melee
- only removes boons in 240 radius, don't prioritize it over other skills and make sure your group is in melee if you're using it offensively
- Use frequently for the
Might and
Fury it applies to allies, but be within 300 range of enemies when casting if possible to also strip boons
Heal/Cleanse Support
|
- You should stay in Staff until or are needed
- All your Mark skills on Staff heal and give additional effects via
- Hit enemies with them when possible, but prioritize allies
- Use as often as possible for healing
- is also for healing, but with a bigger heal and longer CD, so save it for when more healing is needed
- should be saved for condition clear
- Save for
Stability when it can't be covered by the main stability provider in your group
- If possible hit enemies with in particular, since the
Fear is a useful CC
- If possible hit enemies with in particular, since the
- Your Shade skills proc on both your character's position and any you have on the ground, always use at least once before casting any Shade skill
- Focus on hitting your own group with , but hit enemies as well if they're close enough
- When possible, precast extra before using
- Save your final charge of when there is 15 seconds or less left on 's cooldown
- Use and as often as possible on pushes and during extended engages
- Barrier lasts 5 seconds after application before decaying
- is your most powerful condition clear skill use it any time your group is trading hits with the enemy in close range
- If you find it difficult to survive when using for condition clear, swap for
Dodge whenever you have downtime and your Endurance would cap out to proc and
CC
- Use when:
- Your group calls a spike such as Wells
- Your group is range spiking the enemy
- Enemy groups move defensively while your group is pushing
- Do not use when:
- Your group is pushing and the enemy group is pushing
- Your group is moving away from the enemy
- It would pull the enemy group out of your groups spike (except for range spikes)
- You can use a Stow Weapon keybind halfway through the cast of and the pull will finish casting while you can immediately start casting other skills
- It is sometimes worth casting one on the enemy group to land when your group is spiking, but generally save it for when both groups are clashing and you're already hitting allies and enemies with your Shade skills
- should be saved to hit allies, but hit enemies as well when possible
Ratings
Comments
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