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Scourge - Support Scourge (WvW)

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Focused on: HealingBoon removal and Boon support

Designed for: WvW Zerg

Expansions required: Heart of Thorns buildsPath of Fire BuildsSecrets of the Obscure builds

Difficulty:
Easy

Overview

A build designed to strip boons and provide barrier


Skill Bar

Scourge-skillbar-bg.png
Staff
Greatsword
Utility


Variants

Utility
  • Swap out Desiccate
    • Signet of Undeath - Rez and Life Force
    • Serpent Siphon - Barrier Barrier
    • Trail of Anguish - extra Stunbreak


Template Code

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Copy Template Code


Specializations

Variants
  • Vampiric Presence


Equipment

Head
Minstrel
Shoulders
Minstrel
Chest
Minstrel
Hands
Minstrel
Legs
Minstrel
Feet
Minstrel
Backpiece
Minstrel
Accessory
Minstrel
Accessory
Minstrel
Amulet
Minstrel
Ring
Minstrel
Ring
Minstrel
Staff
Minstrel
Sigil
Sigil
Greatsword
Minstrel
Sigil
Sigil
Rune
x6
Infusion
x18
Relic


Equipment Variants

Relic
  • Relic of Cerus
  • Relic of Geysers
Sigils
  • Sigil of Superior Sigil of Frenzy
  • Sigil of Superior Sigil of Stamina
  • Sigil of Superior Sigil of Concentration


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 Well of Corruption together with other necros in squad on the commanders call to create an opportunity for your group to generate kills
  • Use Nightfall and Ghastly Breach like wells - at the same time as other necros on the commanders call
    • If you commander doesn't call Nightfall or Ghastly Breach, use them to punish the enemy group pushing into yours
  • Play in Staff until you need to cast Nightfall or Grasping Darkness
  • Use your Mark skills to heal allies via Transfusion, saving Putrid Mark to condition clear and Reaper's Mark for Stability Stability
  • Use Manifest Sand Shade before casting your other Shade skills
    • Sandstorm Shroud and Sand Cascade for Barrier Barrier
    • Nefarious Favor for condition clear
  • Save Grasping Darkness to Pull Pull enemies into your groups spikes or catch enemies when they try to kite your group
  • Dodge Dodge in downtime to proc Relic of Rivers and Mark of Evasion


Surviving

  • This build has high passive defense
  • This build has no mobility skill access
  • This build has low active defenses
Defensive Skill List
  • Don't use Sand Flare 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 Well of Corruption 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 Well of Corruption, 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

Boon Strip Skill List
  • Well of Corruption
  • Nightfall
  • Ghastly Breach
  • Sand Flare
  • Desiccate
  • Sandstorm Shroud
  • As with wells, use Ghastly Breach and Nightfall 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
  • Sand Flare 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 Desiccate frequently for the Might Might and Fury Fury it applies to allies, but be within 300 range of enemies when casting if possible to also strip boons


Heal/Cleanse Support

Healing Skill List
  • All Marks via Transfusion
    • Chillblains - More Healing than other Marks
    • Dodge Dodge activates Mark of Evasion
  • Sand Flare - Barrier Barrier
  • Sand Cascade - Barrier Barrier
  • Sandstorm Shroud - Barrier Barrier
Condition Clear Skill List
  • Nefarious Favor
  • Putrid Mark - Transfusion
  • Well of Power
  • All Barrier Barrier via Abrasive Grit
  • You should stay in Staff until Nightfall or Grasping Darkness are needed
  • All your Mark skills on Staff heal and give additional effects via Transfusion
    • Hit enemies with them when possible, but prioritize allies
    • Use Mark of Blood as often as possible for healing
    • Chillblains is also for healing, but with a bigger heal and longer CD, so save it for when more healing is needed
    • Putrid Mark should be saved for condition clear
    • Save Reaper's Mark for Stability Stability when it can't be covered by the main stability provider in your group
      • If possible hit enemies with Reaper's Mark in particular, since the Fear Fear is a useful CC
  • Your Shade skills proc on both your character's position and any Manifest Sand Shade you have on the ground, always use Manifest Sand Shade at least once before casting any Shade skill
  • Focus on hitting your own group with Manifest Sand Shade, but hit enemies as well if they're close enough
  • When possible, precast extra Manifest Sand Shade before using Sandstorm Shroud
  • Save your final charge of Manifest Sand Shade when there is 15 seconds or less left on Sandstorm Shroud's cooldown
  • Use Sand Flare and Sand Cascade as often as possible on pushes and during extended engages
  • Barrier lasts 5 seconds after application before decaying
  • Well of Power 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 Well of Power for condition clear, swap Desiccate for Trail of Anguish
  • Dodge Dodge whenever you have downtime and your Endurance would cap out to proc Mark of Evasion and Relic of Rivers


CC

CC Skill List
  • Grasping Darkness - Pull Pull
  • Garish Pillar - Fear Fear
  • Reaper's Mark - Fear Fear
  • Use Grasping Darkness 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 Grasping Darkness 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 Grasping Darkness and the pull will finish casting while you can immediately start casting other skills
  • It is sometimes worth casting one Manifest Sand Shade on the enemy group to land Garish Pillar 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
  • Reaper's Mark should be saved to hit allies, but hit enemies as well when possible


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