Difference between revisions of "Scourge - Condi Scourge"
(updating) |
|||
Line 9: | Line 9: | ||
==Overview== | ==Overview== | ||
− | + | Condition Scourge is a slow and steady build that deals damage mainly through {{Tooltip|Torment}} and {{Tooltip|Bleeding}}. It is very sturdy thanks to its barriers and condition cleanses, and is extremely easy to play. The build can also have high sustain. | |
+ | |||
==Template Code== | ==Template Code== | ||
{{TemplateCode| | {{TemplateCode| | ||
− | code = [&DQgnNjI1PCZ+ | + | code = [&DQgnNjI1PCZ+FqIAgACZAXIWvQFvAYAAkgCSAAAAAAAAAAAAAAAAAAAAAAA=]}} |
− | }} | ||
Line 32: | Line 32: | ||
|elite = Plaguelands | |elite = Plaguelands | ||
}} | }} | ||
− | |||
===Weapon Variants=== | ===Weapon Variants=== | ||
− | * | + | * Staff - low damage but can be taken instead of Warhorn to sacrifice CC for its utility. |
− | |||
===Skill Variants=== | ===Skill Variants=== | ||
====Healing Skills==== | ====Healing Skills==== | ||
− | + | * {{Skill|Well of Blood}} - strong group support if running Blood Magic, but less barriers. | |
− | * {{Skill|Well of Blood}} - strong group support if running Blood Magic. | ||
− | |||
====Utility Skills==== | ====Utility Skills==== | ||
− | * {{Skill|Epidemic}} - | + | * {{Skill|Epidemic}} - even after several nerfs, it remains a really good option to do AoE damage. |
− | |||
* {{Skill|Corrosive Poison Cloud}} - destroys projectiles. | * {{Skill|Corrosive Poison Cloud}} - destroys projectiles. | ||
− | * {{Skill|Spectral Armor}} - can replace Trail | + | * {{Skill|Spectral Armor}} - can replace Trail of Anguish to give up the Stability for life force generation. |
* {{Skill|Desiccate}} - boonstrip and damage | * {{Skill|Desiccate}} - boonstrip and damage | ||
− | * {{Skill|Plague Signet}} - | + | * {{Skill|Plague Signet}} - amazing condi transfer but beware of its passive when playing in groups. |
− | * {{Skill| | + | * {{Skill|Spectral Grasp}} - great CC or pull to cleave trash mobs. |
− | |||
====Elite Skills==== | ====Elite Skills==== | ||
− | * {{Skill|Summon Flesh Golem}} - tanky CC buddy | + | * {{Skill|Summon Flesh Golem}} - tanky CC buddy. |
Line 72: | Line 66: | ||
{{Specialization|Curses|mid|top|bot}} | {{Specialization|Curses|mid|top|bot}} | ||
{{Specialization|Scourge|mid|top|mid}} | {{Specialization|Scourge|mid|top|mid}} | ||
− | * {{Trait| | + | * {{Trait|Eternal Life}} - trades a bit of damage for superb life force generation. |
− | * {{Trait|Parasitic Contagion}} - | + | * {{Trait|Parasitic Contagion}} - greatly nerfed with End of Dragons, but still provides decent sustain. |
− | |||
===Death Magic=== | ===Death Magic=== | ||
− | Death Magic can be taken if using the minion variant for an increase to minion | + | Death Magic can be taken if using the minion variant to trade a large amount of damage for an increase to minion health and personal defense. |
{{Specialization|Death Magic|top|top|mid|variant=y}} | {{Specialization|Death Magic|top|top|mid|variant=y}} | ||
Line 99: | Line 92: | ||
===Variant Equipment=== | ===Variant Equipment=== | ||
+ | * If you can afford the luxury of a gear set tailored for open world, use full {{Tooltip|Trailblazer}}. This trades 10-15% DPS for a massive increase to health and defense. You can also consider {{Rune|Superior Rune of the Undead}} for even more defense at a slight damage loss. | ||
'''Gear''' | '''Gear''' | ||
− | * {{Tooltip| | + | * {{Tooltip|Celestial}} - lower damage than Viper's and Trailblazer's, less defense than Trailblazer's, but in exchange the healing power makes your barriers bigger. Generally not recommended as the points into ferocity are completely wasted, and the points into boon duration won't be doing much either since this build has very little access to boons, only a bit of fury and might. This set is also not useful for most content outside of open world. |
− | |||
'''Runes''' | '''Runes''' | ||
− | * {{Rune|Superior Rune of the Trapper}} - use 5 of these + 1 black diamond to very closely mimic {{Rune|Superior Rune of the Nightmare}} | + | * {{Rune|Superior Rune of the Trapper}} - use 5 of these + 1 black diamond to very closely mimic {{Rune|Superior Rune of the Nightmare}} while you work on getting Nightmare runes. |
− | * {{Rune|Superior Rune of the Lich}} - | + | * {{Rune|Superior Rune of the Lich}} - less damage but more defense plus a pet. |
− | * {{Rune|Superior Rune of Tormenting}} - | + | * {{Rune|Superior Rune of Tormenting}} - slightly less DPS than Nighmare runes but permanent {{Tooltip|Regeneration}}. |
− | * {{Rune|Superior Rune of the Renegade}} - | + | * {{Rune|Superior Rune of the Renegade}} - increase the power of {{Skill|Epidemic}} due to the higher condition damage, but has no condition duration. |
'''Sigils''' | '''Sigils''' | ||
Line 128: | Line 121: | ||
==Usage== | ==Usage== | ||
===Damage=== | ===Damage=== | ||
− | This build is extremely easy to deal damage with | + | This build is extremely easy to deal damage with. Simply follow this priority list. |
− | + | # Maintain 3 Sand Shades. They deal damage when cast with F1, and that same damage anytime you cast any F2-F5. Try to spread them around. You also gain | |
− | + | concentration and expertise from {{Trait|Sand Sage}} and defense from {{Trait|Blood as Sand}}. F1 doesn't reset your auto attack chain. | |
− | + | # Use {{Skill|Blood Is Power}} anytime you can transfer the self-inflicted conditions. The easiest way to do this is to cast Blood is Power and {{Skill|Desert Shroud}} during its cast, to trigger {{Trait|Plague Sending}}, but any condi transfer will work. | |
− | + | # Use {{Skill|Grasping Dead}} and {{Skill|Devouring Darkness}} off cooldown; try to use them together as they have the same cooldown. Interrupt your auto attack chain to cast them. | |
− | + | # Cast {{Skill|Oppressive Collapse}} and {{Skill|Harrowing Wave}} any time they're off CD. Preferably, use Harrowing Wave when not at full life force for more value. | |
− | * | + | * Cast {{Skill|Plaguelands}} off-cooldown. This is your highest damage skill, so position it carefully. Don't overlap it with the Blood is Power and Desert Shroud combo, because Plague Sending only transfers 2 conditions. |
− | |||
A simple opener is as follows: | A simple opener is as follows: | ||
+ | # {{Skill|Manifest Sand Shade}} | ||
+ | # {{Skill|Blood Is Power}} | ||
+ | # {{Skill|Manifest Sand Shade}} | ||
# {{Skill|Blood Is Power}} | # {{Skill|Blood Is Power}} | ||
+ | # {{Skill|Desert Shroud}} (triggers {{Trait|Plague Sending}} to transfer the self-inflicted conditions from the 2 Blood is Power.) | ||
# {{Skill|Plaguelands}} | # {{Skill|Plaguelands}} | ||
− | # {{Skill| | + | # {{Skill|Grasping Dead}} + {{Skill|Devouring Darkness}} |
− | + | # {{Skill|Oppressive Collapse}} + {{Skill|Harrowing Wave}} | |
− | # {{Skill|Oppressive Collapse}} + | ||
− | |||
− | From there, just | + | From there, just use all your skills off cooldown following the priority. When using {{Trait|Dhuumfire}}, liberally cast your F1-F5 skills for more damage (1 second cooldown). |
===Sustain=== | ===Sustain=== | ||
Line 154: | Line 148: | ||
===Crowd Control=== | ===Crowd Control=== | ||
− | * {{Skill|Garish Pillar}} | + | * {{Skill|Garish Pillar}} - 1 second of Fear |
− | * {{Skill|Oppressive Collapse}} | + | * {{Skill|Oppressive Collapse}} - 2 seconds of knockdown |
− | * {{Skill|Charge (necromancer)}} | + | * {{Skill|Charge (necromancer)}} - 1 second of knockdown, but hits multiple times against big enemies. |
==Video Examples== | ==Video Examples== | ||
− | [https://youtu.be/ | + | * [https://youtu.be/-BT-w1nDki4 vs. Champion Avatar of Balthazar.] |
− | * | + | * [https://youtu.be/FlWZdbqx2fk vs. Champion Mushroom Queen Newborn Mushrooms hero challenge in Rata Novus.] |
Revision as of 19:13, 22 June 2022
The community gave this build a rating, making it top-tier: Great
Focused on: Condition damage
Designed for: Open World, Open World General and [[|]]
Overview
Condition Scourge is a slow and steady build that deals damage mainly through Torment and Bleeding. It is very sturdy thanks to its barriers and condition cleanses, and is extremely easy to play. The build can also have high sustain.
Template Code
Skill Bar
Weapon Variants
- Staff - low damage but can be taken instead of Warhorn to sacrifice CC for its utility.
Skill Variants
Healing Skills
- - strong group support if running Blood Magic, but less barriers.
Utility Skills
- - even after several nerfs, it remains a really good option to do AoE damage.
- - destroys projectiles.
- - can replace Trail of Anguish to give up the Stability for life force generation.
- - boonstrip and damage
- - amazing condi transfer but beware of its passive when playing in groups.
- - great CC or pull to cleave trash mobs.
Elite Skills
- - tanky CC buddy.
Minions
Minions provide extra bodies for defense but will drastically lower DPS. If taking minions, it is advised to keep
and .This still provides 3 minions, one of which has extremely high health and is good for CC.
Specializations
- - trades a bit of damage for superb life force generation.
- - greatly nerfed with End of Dragons, but still provides decent sustain.
Death Magic
Death Magic can be taken if using the minion variant to trade a large amount of damage for an increase to minion health and personal defense.
Equipment
Ascended gear is not required. You can use Exotic gear with the same stats.
This set uses gear that is similar to Build:Scourge_-_Utility_Condi_DPS, which makes it a great option for general PVE
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
x6
Variant Equipment
- If you can afford the luxury of a gear set tailored for open world, use full Trailblazer. This trades 10-15% DPS for a massive increase to health and defense. You can also consider for even more defense at a slight damage loss.
Gear
- Celestial - lower damage than Viper's and Trailblazer's, less defense than Trailblazer's, but in exchange the healing power makes your barriers bigger. Generally not recommended as the points into ferocity are completely wasted, and the points into boon duration won't be doing much either since this build has very little access to boons, only a bit of fury and might. This set is also not useful for most content outside of open world.
Runes
- - use 5 of these + 1 black diamond to very closely mimic while you work on getting Nightmare runes.
- - less damage but more defense plus a pet.
- Regeneration. - slightly less DPS than Nighmare runes but permanent
- - increase the power of due to the higher condition damage, but has no condition duration.
Sigils
- - defense
Consumables
- Food
- Any ascended food is superior to any other food you could use. Steak for power, flatbread for conditions. Budget versions of these foods exist and are acceptable.
- - farming
- - DPS
- - defense
- Utility
- (and variants) - farming
- , - dps
- - dps if using gear with high toughness
Usage
Damage
This build is extremely easy to deal damage with. Simply follow this priority list.
- Maintain 3 Sand Shades. They deal damage when cast with F1, and that same damage anytime you cast any F2-F5. Try to spread them around. You also gain
concentration and expertise from
and defense from . F1 doesn't reset your auto attack chain.- Use anytime you can transfer the self-inflicted conditions. The easiest way to do this is to cast Blood is Power and during its cast, to trigger , but any condi transfer will work.
- Use and off cooldown; try to use them together as they have the same cooldown. Interrupt your auto attack chain to cast them.
- Cast and any time they're off CD. Preferably, use Harrowing Wave when not at full life force for more value.
- Cast off-cooldown. This is your highest damage skill, so position it carefully. Don't overlap it with the Blood is Power and Desert Shroud combo, because Plague Sending only transfers 2 conditions.
A simple opener is as follows:
- (triggers to transfer the self-inflicted conditions from the 2 Blood is Power.)
- +
- +
From there, just use all your skills off cooldown following the priority. When using
, liberally cast your F1-F5 skills for more damage (1 second cooldown).Sustain
- , , and can be used to cleanse conditions.
- If you have trouble surviving, you can trait .
- If you go down just use to get back up.
Crowd Control
- - 1 second of Fear
- - 2 seconds of knockdown
- - 1 second of knockdown, but hits multiple times against big enemies.
Video Examples
Ratings
Comments
Enjoy an ad-free experience & support the website, for less than $1 per month! Upgrade to Premium