Difference between revisions of "Scourge - Condi DPS"
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| specialization = Scourge | | specialization = Scourge | ||
| designed for = Raid, Fractal | | designed for = Raid, Fractal | ||
− | | rating = | + | | rating = Great |
| focus = Condition Damage, Utility | | focus = Condition Damage, Utility | ||
| xpac = pof | | xpac = pof | ||
− | | meta = | + | | meta = |
+ | | difficulty = 1 | ||
}} | }} | ||
==Overview== | ==Overview== | ||
− | A condition DPS and utility build for Scourge. | + | A condition DPS and utility build for Scourge. This build provides strong sustained DPS and bonus AoE cleave with {{skill|Epidemic}}. It also provides incidental support for its subgroup by generating {{tooltip|Might}}, cleansing conditions, and overhealing allies with barrier. |
− | Scourge | + | Scourge excels in encounters where it can play to its strengths, namely {{skill|Epidemic}} and defensive support. It also deals all its damage from range and isn't too reliant on {{tooltip|Might}} or healing, which makes it good for roles such as flak kiting at Sabetha. |
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| weapon1 = Scepter | | weapon1 = Scepter | ||
| weapon2 = Torch | | weapon2 = Torch | ||
− | | weapon3 = | + | | weapon3 = Pistol |
− | | weapon4 = | + | | weapon4 = X |
|healing = Signet of Vampirism | |healing = Signet of Vampirism | ||
|utility1 = Blood Is Power | |utility1 = Blood Is Power | ||
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|elite = Plaguelands | |elite = Plaguelands | ||
}} | }} | ||
+ | |||
+ | |||
+ | ===Non-SotO Weapons=== | ||
+ | Players without Secrets of the Obscure cannot run '''Pistol''', therefore they should just leave the second mainhand slot empty, and can take a utility offhand weapon such as '''Warhorn'''. | ||
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− | '''Utility''' | + | '''Utility'''<br> |
+ | If using '''Pistol''' then swap out {{skill|Signet of Undeath}}, otherwise swap out {{skill|Summon Shadow Fiend}} | ||
+ | * In fights with shorter phases, or with extra sources of life force, you will do more damage with {{skill|Signet of Spite}} (use off cooldown). | ||
* {{Skill|Epidemic}} if you need cleave. Even post-nerf it is a strong skill. | * {{Skill|Epidemic}} if you need cleave. Even post-nerf it is a strong skill. | ||
* {{Skill|Trail of Anguish}} If you need {{tooltip|Stability}}. | * {{Skill|Trail of Anguish}} If you need {{tooltip|Stability}}. | ||
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==Template Code== | ==Template Code== | ||
{{TemplateCode| | {{TemplateCode| | ||
− | code = [& | + | code = [&DQgnNjI1PCooDygPgACAAHABcAFvAW8BkgCSAAAAAAAAAAAAAAAAAAAAAAA=] |
}} | }} | ||
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{{Specialization|Curses|mid|top|bot}} | {{Specialization|Curses|mid|top|bot}} | ||
{{Specialization|Soul Reaping|top|top|bot}} | {{Specialization|Soul Reaping|top|top|bot}} | ||
− | {{Specialization|Scourge|mid| | + | {{Specialization|Scourge|mid|mid|mid}} |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
===Specialization Variants=== | ===Specialization Variants=== | ||
Line 84: | Line 85: | ||
| stats = Viper | | stats = Viper | ||
| weight = Light | | weight = Light | ||
− | | rune = Superior Rune of the | + | | rune = Superior Rune of the Trapper |
| rune-qt = 6 | | rune-qt = 6 | ||
| weapon1 = Scepter | | weapon1 = Scepter | ||
| weapon2 = Torch | | weapon2 = Torch | ||
− | | sigil1 = Superior Sigil of | + | | sigil1 = Superior Sigil of Earth |
− | | sigil2 = Superior Sigil of | + | | sigil2 = Superior Sigil of Bursting |
− | | | + | | weapon3 = Pistol |
− | | | + | | sigil3 = Superior Sigil of Torment |
| infusion1 = Malign +9 Agony Infusion | | infusion1 = Malign +9 Agony Infusion | ||
− | | infusion1-qt = | + | | infusion1-qt = 17 |
+ | | infusion2 = Spiteful +9 Agony Infusion | ||
+ | | infusion2-qt = 1 | ||
+ | | relic = Relic of Akeem | ||
<!-- Custom stats --> | <!-- Custom stats --> | ||
| head = | | head = | ||
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− | === | + | ===Relic Variants=== |
− | * {{ | + | * {{relic|Relic of the Fractal}} is nearly identical damage and is easier to trigger, though Akeem is AoE. |
− | ** | + | * {{relic|Relic of the Aristocracy}} is the best option for players that don't own Secrets of the Obscure. |
+ | ** In this case, you should use {{food|Plate of Beef Rendang}} (or ascended alternatives) as your food. | ||
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'''Food''' | '''Food''' | ||
− | * {{food|Meaty Asparagus Skewer}} | + | * {{food|Meaty Asparagus Skewer}} if using {{relic|Relic of Akeem}} |
− | * | + | * {{food|Plate of Beef Rendang}} (or ascended alternatives) if using {{relic|Relic of the Aristocracy}}. |
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==Usage== | ==Usage== | ||
− | ===Rotation=== | + | ===Rotation Fundamentals=== |
+ | Unlike other Necromancer specialisations, its shroud skills are always available. This means you will be using your skills off cooldown according to a priority list. The rotation becomes more structured for players that own Secrets of the Obscure, as pistol becomes a strong choice due to its ability to trigger {{relic|Relic of Akeem}} practically off cooldown, introducing a weapon swap into the rotation. | ||
+ | |||
+ | |||
+ | <big>'''Shades'''</big><br> | ||
+ | Your first shroud ability is {{skill|Manifest Sand Shade}}. This drops a short-duration Sand Shade at the target location. For as long as a shade is active, your other shroud abilities will happen around your shade as well as you (an enemy can only be hit once if both you and your shade are in range). You want to maintain a shade on top of your target at all times, both to activate {{trait|Sand Sage}} and to maintain damage if you have to move out of melee range. | ||
+ | |||
+ | All your shroud skills deal damage when activated, but {{skill|Desert Shroud}} and {{skill|Nefarious Favor}} deal more (the latter via {{trait|Sadistic Searing}}). Your other two shades can be used for utility: {{skill|Sand Cascade}} provides AoE Barrier to nearby allies, and {{skill|Garish Pillar}} inflicts {{tooltip|Fear}} on nearby enemies. | ||
+ | |||
+ | All shroud skills consume life force to use. In general you will only have enough to use {{skill|Desert Shroud}} and {{skill|Nefarious Favor}} off cooldown, but some encounters will have extra sources of life force that allow you to spam the other abilities for more damage. | ||
+ | |||
+ | |||
+ | <big>'''Life Force'''</big><br> | ||
+ | Life force is a resource based upon your max health. Each shroud skill consumes a fixed amount to use, while certain skills generate an amount based on a percentage of max life force. A huge amount of your damage comes from your shroud abilities, so using such skills frequently is essential. | ||
+ | |||
+ | There are four skills that generate life force: | ||
+ | * {{skill|Devouring Darkness}}, {{skill|Weeping Shots}}, {{skill|Vile Blast}} {{skill|Harrowing Wave}} - weapon skills that are also used for damage. | ||
+ | * {{skill|Haunt}} - the active ability of your Shadow Fiend (if using). The skill has no cast time, but your Shadow Fiend will take a moment to respond. | ||
+ | * {{skill|Signet of Undeath}} - kept passive, this skill generates life force every three seconds. | ||
+ | |||
+ | |||
+ | ===Simplified Rotations=== | ||
+ | While scourge is conceptually simple, its damage isn't really concentrated on a small number of abilities, so it remains quite fast-paced even when simplified. Fortunately, dropping one or other of the mainhand weapons isn't a huge DPS loss. The higher damage option will be to camp '''Pistol/Torch'''. | ||
+ | |||
+ | |||
+ | '''Opener'''<br> | ||
+ | # {{Skill|Manifest Sand Shade}} Have 1 down before the fight starts | ||
+ | # {{Skill|Blood Is Power}} and {{Skill|Desert Shroud}} | ||
+ | # {{Skill|Plaguelands}} and {{Skill|Nefarious Favor}} to cleanse one of the conditions | ||
+ | # {{skill|Weeping Shots}} | ||
+ | # {{skill|Vile Blast}} | ||
+ | # {{Skill|Harrowing Wave}} | ||
+ | # {{Skill|Oppressive Collapse}} | ||
+ | |||
+ | |||
+ | '''Rest of the Rotation'''<br> | ||
+ | Building to the full rotation is just a matter of adding in more skills according to the priority list below. The first six items in the list are particularly important. | ||
+ | # Maintain a single shade | ||
+ | # {{skill|Desert Shroud}} and combine with {{skill|Blood Is Power}} | ||
+ | # {{skill|Weeping Shots}} (and {{skill|Vile Blast}} if using {{relic|Relic of Akeem}}) | ||
+ | # {{skill|Nefarious Favor}} | ||
+ | # {{skill|Plaguelands}} | ||
+ | # All other weapon skills | ||
+ | # {{skill|Haunt}} or {{skill|Signet of Spite}} (whichever you're using) | ||
+ | #* You could bring {{skill|Summon Flesh Golem}} and leave {{skill|Summon Shadow Fiend}} passive for a simpler rotation, but this would be a fairly large DPS loss | ||
+ | |||
+ | |||
+ | [https://youtu.be/XNm9UGbMy4s Video guide (by Masel)] | ||
+ | |||
+ | |||
+ | ===Scepter-only Rotation=== | ||
+ | Players without Secrets of the Obscure are not able to use '''Pistol''', so the rotation is inherently simplified. | ||
+ | |||
<big>'''Opener'''</big> | <big>'''Opener'''</big> | ||
− | # {{Skill|Manifest Sand Shade}} Have | + | # {{Skill|Manifest Sand Shade}} Have 1 down before the fight starts |
− | # {{Skill| | + | # {{Skill|Plaguelands}} and {{Skill|Nefarious Favor}} to cleanse one of the conditions |
− | + | # {{Skill|Blood Is Power}} and {{Skill|Desert Shroud}} | |
− | # {{Skill|Blood Is Power}} | + | * There is a 1/2 chance that you will not cleanse the self-{{tooltip|Poison}} from '''Plaguelands''', which in turn means that there is a 2/3 chance that you will not transfer either the powerful {{tooltip|Bleeding}} or {{tooltip|Torment}} from '''Blood Is Power'''. This is annoying, but there's a good chance your support will cleanse the conditions for you, and if you can pre-cast the skill before the phase starts the expected DPS will be higher regardless. |
− | |||
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After the opener, just use skills as they become available, with the following priority: | After the opener, just use skills as they become available, with the following priority: | ||
# {{Skill|Desert Shroud}} off cooldown with {{Skill|Blood Is Power}} after | # {{Skill|Desert Shroud}} off cooldown with {{Skill|Blood Is Power}} after | ||
+ | # {{Skill|Nefarious Favor}} off cooldown | ||
# {{Skill|Devouring Darkness}} | # {{Skill|Devouring Darkness}} | ||
+ | # {{Skill|Manifest Sand Shade}} making sure to keep 1 shade up | ||
# {{Skill|Harrowing Wave}} | # {{Skill|Harrowing Wave}} | ||
+ | # {{Skill|Haunt}} and {{Skill|Plaguelands}} off cooldown | ||
# {{Skill|Oppressive Collapse}} | # {{Skill|Oppressive Collapse}} | ||
# {{Skill|Grasping Dead}} | # {{Skill|Grasping Dead}} | ||
− | |||
− | |||
# Scepter autoattack chain, making sure to get the 3rd attack | # Scepter autoattack chain, making sure to get the 3rd attack | ||
− | [https://youtu.be/ | + | [https://youtu.be/DoyjcbA_ELc Video example] |
+ | |||
+ | |||
+ | ===Rotation=== | ||
+ | With weapon swapping, it becomes more of a standard rotation than a priority list: | ||
+ | |||
+ | <big>'''Opener'''</big> | ||
+ | |||
+ | Start on '''Pistol''' | ||
+ | # {{Skill|Manifest Sand Shade}} Have 1 down before the fight starts | ||
+ | # {{Skill|Plaguelands}} and {{Skill|Nefarious Favor}} to cleanse one of the conditions | ||
+ | # {{Skill|Blood Is Power}} and {{Skill|Desert Shroud}} | ||
+ | # {{skill|Weeping Shots}} | ||
+ | # {{skill|Vile Blast}} - '''Weeping Shots''' means that there will be enough {{tooltip|Torment}} on your target to trigger {{relic|Relic of Akeem}} | ||
+ | # {{tooltip|Weapon swap}} | ||
+ | * There is a 1/2 chance that you will not cleanse the self-{{tooltip|Poison}} from '''Plaguelands''', which in turn means that there is a 2/3 chance that you will not transfer either the powerful {{tooltip|Bleeding}} or {{tooltip|Torment}} from '''Blood Is Power'''. This is annoying, but there's a good chance your support will cleanse the conditions for you, and if you can pre-cast the skill before the phase starts the expected DPS will be higher regardless. | ||
+ | |||
+ | |||
+ | <big>'''Sceptre Loop'''</big> | ||
+ | # {{skill|Devouring Darkness}} and {{skill|Grasping Dead}} | ||
+ | # Autoattack and use '''Torch''' skills off cooldown | ||
+ | # {{skill|Devouring Darkness}} and {{skill|Grasping Dead}} | ||
+ | # {{tooltip|Weapon swap}} | ||
+ | |||
+ | |||
+ | <big>'''Pistol Loop'''</big> | ||
+ | |||
+ | Open and close this loop with {{skill|Weeping Shots}}, and use {{skill|Vile Blast}} twice to trigger {{relic|Relic of Akeem}} | ||
+ | # {{skill|Weeping Shots}} | ||
+ | # {{skill|Vile Blast}} | ||
+ | # Autoattack and use {{skill|Weeping Shots}} and '''Torch''' skills off cooldown | ||
+ | # {{skill|Vile Blast}} | ||
+ | # {{skill|Weeping Shots}} | ||
+ | # {{tooltip|Weapon swap}} | ||
+ | |||
+ | |||
+ | * Use {{Skill|Nefarious Favor}} and {{Skill|Desert Shroud}} off cooldown - make sure to combine {{Skill|Desert Shroud}} with {{skill|Blood Is Power}} to transfer the self-conditions. | ||
+ | * Use '''Torch''' skills and utility skills off cooldown, though they are lower priority than weapon skills 2 and 3 (both weapons). | ||
+ | |||
+ | |||
+ | [https://youtu.be/mI7ky1a2-eQ Video example] | ||
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* The cast time on {{Skill|Plaguelands}} is pretty long, so it is efficient to "precast" the skill just before the boss becomes vulnerable. | * The cast time on {{Skill|Plaguelands}} is pretty long, so it is efficient to "precast" the skill just before the boss becomes vulnerable. | ||
* On encounters where the boss becomes {{tooltip|Exposed}}, you can do a huge amount of damage by lining this up with {{Skill|Plaguelands}}. | * On encounters where the boss becomes {{tooltip|Exposed}}, you can do a huge amount of damage by lining this up with {{Skill|Plaguelands}}. | ||
− | **Ideally you want {{Skill|Plaguelands}} 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. | + | ** Ideally you want {{Skill|Plaguelands}} 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 {{Trait|Plague Sending}} | + | * Changes in attributes such as condi damage can change which condis are transferred first via {{Trait|Plague Sending}}. |
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− | + | ==Pylon Kiting== | |
Scourge is one of the classes best suited to Pylon Kiting at the Qadim the Peerless encounter. You should make the following modifications to the build: | Scourge is one of the classes best suited to Pylon Kiting at the Qadim the Peerless encounter. You should make the following modifications to the build: | ||
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− | '''Traits''' | + | '''Traits'''<br> |
− | + | Trait options will depend on the amount of sustain you feel you need to keep yourself alive: | |
− | |||
− | |||
* The most aggressive option is to run the '''Blood Magic''' specialization as described above. Using {{skill|Garish Pillar}} off cooldown should be enough to keep you alive if no orbs are dropped. | * The most aggressive option is to run the '''Blood Magic''' specialization as described above. Using {{skill|Garish Pillar}} off cooldown should be enough to keep you alive if no orbs are dropped. | ||
* Alternatively (or perhaps in addition to, if you really need the healing), taking {{trait|Parasitic Contagion}} in '''Curses''' provides a good amount of sustain provided you are able to maintain damage on Qadim. | * Alternatively (or perhaps in addition to, if you really need the healing), taking {{trait|Parasitic Contagion}} in '''Curses''' provides a good amount of sustain provided you are able to maintain damage on Qadim. | ||
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'''Gear''' | '''Gear''' | ||
− | * If you are running '''Blood Magic''', you may find that you struggle with life force. In this case it might be advisable to have a '''Focus''' | + | * Due to a quirk of how the pylon's boons work, it won't provide {{tooltip|Might}} if you already have it - which you will, thanks to {{skill|Blood Is Power}} and {{skill|Oppressive Collapse}}. This will actually leave your {{tooltip|Might}} lower than on other classes, so replacing the {{sigil|Superior Sigil of Bursting}} with a {{sigil|Superior Sigil of Strength}} can make up for it. |
− | + | * If you are running '''Blood Magic''', you may find that you struggle with life force. In this case it might be advisable to have a '''Focus''' as well as a '''Torch''' so that you can hit the boss with {{skill|Soul Grasp}}. | |
Latest revision as of 17:25, 20 June 2024
The community gave this build a rating, making it top-tier: Great
Focused on: Condition damage and Utility
Designed for: Raids and Fractals
Overview
A condition DPS and utility build for Scourge. This build provides strong sustained DPS and bonus AoE cleave with Might, cleansing conditions, and overhealing allies with barrier.
. It also provides incidental support for its subgroup by generatingScourge excels in encounters where it can play to its strengths, namely Might or healing, which makes it good for roles such as flak kiting at Sabetha.
and defensive support. It also deals all its damage from range and isn't too reliant on
Skill Bar
Non-SotO Weapons
Players without Secrets of the Obscure cannot run Pistol, therefore they should just leave the second mainhand slot empty, and can take a utility offhand weapon such as Warhorn.
Skill Variants
Healing
- 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.
Utility
If using Pistol then swap out , otherwise swap out
- In fights with shorter phases, or with extra sources of life force, you will do more damage with (use off cooldown).
- if you need cleave. Even post-nerf it is a strong skill.
- Stability. If you need
- if projectile absorb is needed.
- - 900 range portal, useful for mobility on certain fights.
- is a 1200 range 5-target pull.
Never swap out
.
Elite
- 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.
Template Code
Specializations
Specialization Variants
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.
Equipment
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
x6
x17
x1
Relic Variants
- is nearly identical damage and is easier to trigger, though Akeem is AoE.
- In this case, you should use (or ascended alternatives) as your food.
is the best option for players that don't own Secrets of the Obscure.
Consumables
Food
- if using
- (or ascended alternatives) if using .
Utility
- or
Usage
Rotation Fundamentals
Unlike other Necromancer specialisations, its shroud skills are always available. This means you will be using your skills off cooldown according to a priority list. The rotation becomes more structured for players that own Secrets of the Obscure, as pistol becomes a strong choice due to its ability to trigger
practically off cooldown, introducing a weapon swap into the rotation.
Shades
Your first shroud ability is . This drops a short-duration Sand Shade at the target location. For as long as a shade is active, your other shroud abilities will happen around your shade as well as you (an enemy can only be hit once if both you and your shade are in range). You want to maintain a shade on top of your target at all times, both to activate and to maintain damage if you have to move out of melee range.
All your shroud skills deal damage when activated, but Fear on nearby enemies.
and deal more (the latter via ). Your other two shades can be used for utility: provides AoE Barrier to nearby allies, and inflictsAll shroud skills consume life force to use. In general you will only have enough to use
and off cooldown, but some encounters will have extra sources of life force that allow you to spam the other abilities for more damage.
Life Force
Life force is a resource based upon your max health. Each shroud skill consumes a fixed amount to use, while certain skills generate an amount based on a percentage of max life force. A huge amount of your damage comes from your shroud abilities, so using such skills frequently is essential.
There are four skills that generate life force:
- , , - weapon skills that are also used for damage.
- - the active ability of your Shadow Fiend (if using). The skill has no cast time, but your Shadow Fiend will take a moment to respond.
- - kept passive, this skill generates life force every three seconds.
Simplified Rotations
While scourge is conceptually simple, its damage isn't really concentrated on a small number of abilities, so it remains quite fast-paced even when simplified. Fortunately, dropping one or other of the mainhand weapons isn't a huge DPS loss. The higher damage option will be to camp Pistol/Torch.
Opener
- Have 1 down before the fight starts
- and
- and to cleanse one of the conditions
Rest of the Rotation
Building to the full rotation is just a matter of adding in more skills according to the priority list below. The first six items in the list are particularly important.
- Maintain a single shade
- and combine with
- (and if using )
- All other weapon skills
- You could bring and leave passive for a simpler rotation, but this would be a fairly large DPS loss
or (whichever you're using)
Scepter-only Rotation
Players without Secrets of the Obscure are not able to use Pistol, so the rotation is inherently simplified.
Opener
- Have 1 down before the fight starts
- and to cleanse one of the conditions
- and
- There is a 1/2 chance that you will not cleanse the self- Poison from Plaguelands, which in turn means that there is a 2/3 chance that you will not transfer either the powerful Bleeding or Torment from Blood Is Power. This is annoying, but there's a good chance your support will cleanse the conditions for you, and if you can pre-cast the skill before the phase starts the expected DPS will be higher regardless.
DPS Priority
After the opener, just use skills as they become available, with the following priority:
- off cooldown with after
- off cooldown
- making sure to keep 1 shade up
- and off cooldown
- Scepter autoattack chain, making sure to get the 3rd attack
Rotation
With weapon swapping, it becomes more of a standard rotation than a priority list:
Opener
Start on Pistol
- Have 1 down before the fight starts
- and to cleanse one of the conditions
- and
- Torment on your target to trigger - Weeping Shots means that there will be enough
- Weapon swap
- There is a 1/2 chance that you will not cleanse the self- Poison from Plaguelands, which in turn means that there is a 2/3 chance that you will not transfer either the powerful Bleeding or Torment from Blood Is Power. This is annoying, but there's a good chance your support will cleanse the conditions for you, and if you can pre-cast the skill before the phase starts the expected DPS will be higher regardless.
Sceptre Loop
- and
- Autoattack and use Torch skills off cooldown
- and
- Weapon swap
Pistol Loop
Open and close this loop with
, and use twice to trigger- Autoattack and use and Torch skills off cooldown
- Weapon swap
- Use and off cooldown - make sure to combine with to transfer the self-conditions.
- Use Torch skills and utility skills off cooldown, though they are lower priority than weapon skills 2 and 3 (both weapons).
General Tips
- 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
- Be aware that in very low-pressure encounters, too much barrier can actually end up robbing druids of CA generation.
, , or if life force is over capping, or to support your teammates with cleanses, barriers, and CC.
- 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 .
Breakbar
- 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 .
Pylon Kiting
Scourge is one of the classes best suited to Pylon Kiting at the Qadim the Peerless encounter. You should make the following modifications to the build:
Skills
- You probably want to change the healing skill to something such as as Qadim will be out of range of the passive lifesteal of .
- Replace with so that you can reach orbs quickly.
- is nice to have as you will rarely be in range to use . This allows you to help CC your pylon, as well as any distortions that aren't taken care of.
Traits
Trait options will depend on the amount of sustain you feel you need to keep yourself alive:
- The most aggressive option is to run the Blood Magic specialization as described above. Using off cooldown should be enough to keep you alive if no orbs are dropped.
- Alternatively (or perhaps in addition to, if you really need the healing), taking in Curses provides a good amount of sustain provided you are able to maintain damage on Qadim.
Gear
- Due to a quirk of how the pylon's boons work, it won't provide Might if you already have it - which you will, thanks to and . This will actually leave your Might lower than on other classes, so replacing the with a can make up for it.
- If you are running Blood Magic, you may find that you struggle with life force. In this case it might be advisable to have a Focus as well as a Torch so that you can hit the boss with .
Encounter-specific Tips
Spirit Vale
- You can use to allow greens to teleport to it.
- If skipping greens, you can help the group by providing barrier with and just before the green hits.
- Chill, Cripple or Immobilize to nearby Seekers, keeping them away from the group. With multiple necros you can also "bounce" the conditions from the boss with one , then having another use it on the seeker, copying them back to the boss for big damage.
- If you use Fear keeping the seekers away for even longer. in the middle of the cast, you can also copy
can be used to copy
For more information, see our Vale Guardian Guide.
- Abuse the Adrenaline Mushrooms as much as possible.
- You can use to allow fast traveling for you and your group.
- Stability. might be useful if your supports aren't providing
For more information, see our Spirit Woods Guide.
- Use
- You can use to clear orbs as well.
for the adds.
- Use if cc is needed.
- Use your barrier abilities in the cc phase to support the healers.
For more information, see our Gorseval the Multifarious Guide.
- can be pretty useful here.
- Stability. might be useful if your supports aren't providing
- If you save it when the minibosses are active, you can immediately use to copy conditions to Sabetha when the minibosses reach 25% health.
is extremely useful against the turrets and adds.
For more information, see our Sabetha the Saboteur Guide.
Salvation Pass
- Feared. converts conditions to boons on an extremely low cd - useful for if you get
- Take advantage of to kill the Slublings. Pay attention to not kill your teammate who is clearing the mushrooms!
- You can place slightly on the boss and to the center of the room.
For more information, see our Slothasor Guide.
- As a fully ranged class, you are an ideal candidate to throw kegs when Narella spawns.
For more information, see our Bandit Trio Guide.
- converts conditions to boons on an extremely low cd.
- You can use to teleport out for poison or corruption.
- Poison stacks onto you, which you can then transfer to Matthias for extra damage. is a stunbreak, but more importantly it can pull a huge number of
- is very handy if you are struggling with cc - if you stand inside the sacrifice's hitbox then the skill will multihit them.
is not needed, so you could take one of the following:
- Matthias will be moving about constantly, which can make unreliable. Given the importance of breaking the sacrifice, may be the better option.
For more information, see our Matthias Gabrel Guide.
Stronghold of the Faithful
For more information, see our Escort Guide.
Keep Construct takes extra power damage, so Scourge is very suboptimal here, however:
- makes killing projections a breeze.
For more information, see our Keep Construct Guide.
- is worth taking to reduce general annoyance from the various White Mantle CCs.
For more information, see our Twisted Castle Guide.
- If you are at full health, then barrier will prevent you from being downed while standing on the buttons on the "puzzle towers".
- converts conditions to boons on an extremely low cd.
- Use to kill adds and shards.
- If Xera is not close enough to shards for
- In an emergency, you can also off one shard to others once you've build up some conditions with and other shade abilities.
to hit, then drop a on each one you want to clear and use .
For more information, see our Xera Guide.
Bastion of the Peninent
- can be positioned such that it hits the boss while blocking (some) projectiles.
- You could also bring Stability to prevent the float from missing a green. to provide some
For more information, see our Cairn the Indomitable Guide.
- Use to kill the scouts as they move in - make sure they are in range. If you will not be able to kill a scout before it turns into a soldier, hold for when the soldier moves into the group.
For more information, see our Mursaat Overseer Guide.
- Spears can be killed with or by dropping your shades on them.
For more information, see our Samarog Guide.
- You can drop a shade on the hand kiter to provide some barrier if you are worried about them.
- When returning from split phases, the dark Sauls do not clear conditions so you can immediately use
- If they are taking a long time to die, you can then back off Deimos. This can be particularly useful when the second miniboss splits in four.
on them to copy conditions to Deimos.
- Otherwise, can be used to kill Prides and Greeds. Be aware that there are a lot of valid targets for epidemic to hit, so you may wish to wait until the Prides are fairly close in the hopes they are prioritised.
For more information, see our Deimos Guide.
Hall of Chains
- Coordinate with the player knocking the Tormented Dead away regarding when they want you to use . Being too early or too late can be a disaster.
- You can use at the start to kill wurms, but make sure you have it ready for when the first Tormented Dead spawns.
- If you use Fear to the Tormented Dead, keeping them away from the group and giving the knocker more time. as you cast it will copy
- can be very useful in the challenge mode, as wurms will constantly respawn and their projectile attacks are very painful - as wurms will be constantly dying your life force shouldn't suffer from dropping either.
- Spam to clear condis from the group.
- Wall RNG means that the boss may be constantly moved out of . Given that failing the CC is an instant wipe, is quite useful here (as long as your knocker doesn't mistake it for a Tormented Dead}}.
For more information, see our Soulless Horror Guide.
- You won't be able to contribute much damage on the river, so taking Blood Magic might be helpful to pick up anyone who gets downed.
For more information, see our River of Souls Guide.
- Barrier is handy to prevent damage from taking greens at the Broken King. You can drop your shades on distant players to provide support without endangering yourself.
- Keep using at the Eater of Souls encounter - the spirit horde hurts more than you'd expect.
- DO NOT use Fear on the eyes, as they will overwrite the Daze from orb detonations. Basically just avoid all your CC. , , or
For more information, see our Statues of Grenth Guide.
- You can use Torment. at every Greater Death Mark to convert the
- Before shackles begin appearing at 60%, you can also use to help with bombs - either by using it yourself or providing a portal for the player with the bomb. This will allow the bomb player to greed for DPS by staying on the boss for longer without endangering the group. If you are providing the portal for another player, make sure you quickly take the portal back so you aren't standing next to the bomb when it explodes.
can allow you to break shackles very quickly by teleporting away from the group - you can even try to pick up the mechanic deliberately by staying as close to the middle of Dhuum's hitbox as you can (without ending up in front of him).
- If Greater Death Mark is about to happen, you can delay to immediately start stripping boons from Dhuum.
For more information, see our Dhuum Guide.
Mythwright Gambit
For more information, see our Conjured Amalgamate Guide.
For more information, see our Sorting and Appraisal Guide.
- A lot of attacks apply Chill and Slow at Largos, so make liberal use of
- Both bosses like to move about a lot, making Unreliable, so may be the better option.
For more information, see our Largos Assassins Guide.
- You can use Fear any lava elementals that get too close to Qadim in the burn phases. to
- is useful not just for clearing elementals, but for dealing with the additional destroyers that spawn in the second phase, and can even be used to epi between the two wyverns once they on adjacent platforms.
For more information, see our Qadim Guide.
The Key of Ahdashim
- is useless in the normal mode of this fight, but incredible in the challenge mode for clearing the wisps that spawn on the platform.
- could be taken to provide some extra safety once wisps start spawning below 40%.
- While you could bring to skip the shockwaves, the DPS gain from retaining your Violent Currents is usually outweighed by missing the extra DPS from .
For more information, see our Cardinal Sabir Guide.
- could be used to protect your group from the hands in the split phase.
For more information, see our Cardinal Adina Guide.
- could be taken if you are having trouble with the distortions in the final phases.
- If you don't trust your group to provide Stability, do it yourself with
If you are pylon kiting:
- You will need to take
- The range feels very short when there is magma between you and the drop location - you will probably need to step outside your pylon slightly to ensure your safety, so don't be too slow.
to pick up orbs.
- As you can't reach Qadim with while at the pylon, you could take offhand focus instead of warhorn to generate some extra life force with
- Make sure to keep a shade on Qadim at all times as your shade abilities won't hit him otherwise.
- If you do this, be sure to also use once Qadim starts eating pylons, to keep stripping his boons.
- You have a few options to sustain yourself - what works best will depend upon you and the speed of your group:
- You can run .
- You can take .
- You can run Blood Magic and spam on yourself.
For more information, see our Qadim the Peerless Guide.
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