Difference between revisions of "Scourge - Blood Sage"
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| specialization = scourge | | specialization = scourge | ||
| designed for = Conquest | | designed for = Conquest | ||
− | | rating = | + | | rating = test |
− | | focus = condition damage, support | + | | focus = condition damage, support, boon removal |
+ | | difficulty = 1 | ||
}} | }} | ||
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==Overview== | ==Overview== | ||
− | A hybrid PvP Scourge build with a mix of condition pressure, | + | A hybrid PvP Scourge build with a mix of condition pressure, barrier sharing, {{Tooltip|Alacrity}} and exceptional rez power via Blood Magic. |
− | |||
==Skill Bar== | ==Skill Bar== | ||
Line 27: | Line 27: | ||
| weapon4 = torch | | weapon4 = torch | ||
| healing = Sand Flare | | healing = Sand Flare | ||
− | | utility1 = | + | | utility1 = Trail of Anguish |
− | | | + | | utility2 = Well of Corruption |
| elite = Ghastly Breach | | elite = Ghastly Breach | ||
}} | }} | ||
Line 34: | Line 34: | ||
===Slot Changes=== | ===Slot Changes=== | ||
− | |||
− | |||
− | |||
'''Utility''' | '''Utility''' | ||
There are plenty of viable options for the remaining slot: | There are plenty of viable options for the remaining slot: | ||
− | * {{Skill|Sand Swell}} - vertical mobility, | + | * {{Skill|Serpent Siphon}} - low CD barrier/boon application and damage. |
− | * {{Skill| | + | |
+ | * {{Skill|Sand Swell}} - vertical mobility, trait synergy. | ||
+ | |||
+ | * {{Skill|Spectral Walk}} - stun break, kiting potential, cleansing and LF generation. | ||
+ | |||
+ | * {{Skill|Summon Flesh Wurm}} - stun break and vertical mobility. | ||
+ | |||
+ | * {{Skill|Corrupt Boon}} - boon corruption/burst damage. | ||
+ | |||
* {{Skill|Spectral Armor}} - protects against direct damage, breaks stun, helps with resource management. | * {{Skill|Spectral Armor}} - protects against direct damage, breaks stun, helps with resource management. | ||
− | + | ||
+ | ==Template Code== | ||
{{TemplateCode| | {{TemplateCode| | ||
− | code = [& | + | code = [&DQgTPTIaPDV+FgAAchYAAHMBAAAhFwAAYBcAAAAAAAAAAAAAAAAAAAAAAAADVgBmAFkAAA==] |
− | }} | + | }} |
+ | |||
==Specializations== | ==Specializations== | ||
{{Specialization|Blood Magic|top|bot|bot}} | {{Specialization|Blood Magic|top|bot|bot}} | ||
− | {{Specialization|Soul Reaping|mid| | + | {{Specialization|Soul Reaping|mid|mid|top}} |
− | + | {{Specialization|Scourge|top|top|bot}} | |
− | |||
− | {{Specialization|Scourge|top| | ||
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| weapon4 = | | weapon4 = | ||
| sigil1 = Revocation | | sigil1 = Revocation | ||
− | | sigil2 = | + | | sigil2 = Doom |
− | | sigil3 = | + | | sigil3 = Energy |
| sigil4 = Escape | | sigil4 = Escape | ||
| rune = Traveler | | rune = Traveler | ||
Line 71: | Line 76: | ||
}} | }} | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
==Usage== | ==Usage== | ||
− | '''Elite specialization basics''' | + | To be added |
+ | <!--'''Elite specialization basics''' | ||
* {{Skill|Death Shroud}} is replaced by shade skills, but shroud related traits still work. Life force (LF) is no longer drained passively or upon taking damage, but instead serves as a resource used by F2-5 skills (F1, which places the shade, is free). | * {{Skill|Death Shroud}} is replaced by shade skills, but shroud related traits still work. Life force (LF) is no longer drained passively or upon taking damage, but instead serves as a resource used by F2-5 skills (F1, which places the shade, is free). | ||
* {{Skill|Manifest Sand Shade}} adds a bit of range to the build and acts as somewhat spammable source of damage especially with {{Trait|Sadistic Searing}}. | * {{Skill|Manifest Sand Shade}} adds a bit of range to the build and acts as somewhat spammable source of damage especially with {{Trait|Sadistic Searing}}. |
Revision as of 10:54, 30 June 2023
This is a test build. You may comment and rate it.
Focused on: Condition damage, Support and Boon removal
Designed for: PvP Conquest
Difficulty:
Easy
This build was last updated on June 30, 2023.
Overview
A hybrid PvP Scourge build with a mix of condition pressure, barrier sharing, Alacrity and exceptional rez power via Blood Magic.
Skill Bar
Staff
Scepter/Torch
Utility
Slot Changes
Utility
There are plenty of viable options for the remaining slot:
- - low CD barrier/boon application and damage.
- - vertical mobility, trait synergy.
- - stun break, kiting potential, cleansing and LF generation.
- - stun break and vertical mobility.
- - boon corruption/burst damage.
- - protects against direct damage, breaks stun, helps with resource management.
Template Code
[&DQgTPTIaPDV+FgAAchYAAHMBAAAhFwAAYBcAAAAAAAAAAAAAAAAAAAAAAAADVgBmAFkAAA==]
Specializations
Equipment
Scepter
Torch
Sigil
Sigil
Staff
Sigil
Sigil
Rune
Amulet
Usage
To be added
Ratings
It still works, transfusion nerfs definitely decreased it's strength though. If you really want to play scourge, this is the way to do it. Tanky as hell and respectable damage and boon corrupts. It works best in comps that have dedicated supports as it functions like a secondary support, kinda like condi tempest. Fun, but I think it's better to keep this in the back pocket for 3v3 seasons
Very easy to play and can be highly effective, especially during 2v2 and 3v3 seasons but of course it's fine in Conquest too. Nearly permanent alacrity uptime, lots of barrier sharing which also makes it nearly immune to conditions via trait synergy, decent pressure - but it can quickly go down if it's focused by high damage specs if there's no other support on the team. Not perfect but still quite strong.
This build is pure tilt with huge barrier and AoE condi. Amazing AoE boon rip with Ghastly Breach and strong condi pressure. For utilities I've settled on Desiccate, Serpent Siphon and Trail of Anguish. The advantage these skills have is that they have both offense and defense application, which is a theme that characterizes this build. It can be a bit of a bunker in 1v1s, support when necessary, extremely strong AoE condi removal (any barrier application), and always medium-strong condi pressure, which makes it among the most flexible and fun in the game. The one tip I'd recommend is to bind Profession Skill 1 (Manifest Sand Shade) to your mouse side button if you have it, and set ground targeting to instant cast. Personally I find staff rather weak and I hate getting trapped in it for 10 seconds, especially on the second rotation when the cooldowns are so long. Pistol/Torch main and Scepter/Torch secondary is stronger in my opinion, staying mostly in pistol. It is a really really strong build this way in gold-tier pvp, it rarely gets any top marks but the pure mix of support and condi damage is a major tilt in any fight. Not sure how well this would work in tourneys against high level players where necros run into a wall of CC, mobility and mitigation problems.
Idk if I'm not getting it but this build feels quite mediocre. You're sustain is dependent upon how bad your enemy is. If they suck and stand in your strips and corrupt fields youre unkillable but if they don't then youre just playing a necro build with bad damage, no mobility and no sustain. I'm still giving it 4 stars because it can be very tanky if played right but seems to be a FOTM build that is very overrated.
This build is still very strong in the current season. Just make sure to stick with your firebrand.
I highly recommend using well of corruption in the final empty utility slot because on many maps it covers the whole point and allows both you and your firebrand to bunker a point super effectively against an enemy scourge / firebrand.
I often cover downed players with ghastly breach to punish any sort of res attempts, bonus if it also is on the point.
Torment destroy people who are not watching their stacks. Torch 4 and 5 go a long way to stacking it high and torch 4 alone puts out serious numbers in a 3v3 fight on the point if you hit everyone.
Use the long range of staff to start harassing enemy players on their way into points and through chokes. The best map for this is probably skyhammer because of the middle point's elevation and the choke points into mid.
Swapping to staff, staff skill 5, and going for a rez has about 90% success rate if you dont waste time.
Remember to utilize staff 4 against the enemy firebrand / scourge combo to throw those conditions back at them.
Spam shades because they are overpowered, if you arent willing to learn the class, just piano the keys with 3 shades up on a point and blow everything up.
Still just plain better for many situations in ranked and can function in ats as well
Pretty much everything Xavoran already said before. I am loving the extras the Blood Line brings to the battlefield.
I can definitely recommend this build. It's great for playing solo ranked, lots of support, ability to solo some classes. Only thing the build really lacks is mobility (take Sand Swell if this is a big problem for you).
I know it's mentioned as a viable alternative in the post, but since the build is already very support-heavy, I really recommend going Desert Empowerment instead of Sadistic Searing in the Scourge trait tree. It's just an incredible extra amount of sustain and condition removal since you already run Abrasive Grit. If not running it all the time, at least consider swapping it in when against condition-heavy comps, it's really worth it!
Agreed with other commenters who find this build strong in the current metagame.
In some matches I even run desert empowerment alongside abrasive grit, which allows one move (the sand shade) to provide barrier, cleanse, and might to teammates (not to mention a token amount of burning for enemies). The constant sustain provided to self/allies, a similarly constant stream of condition pressure, superior boon corruption, and just not dying as easily as your opponents hoped make this a great build for scaring boon-heavy bruisers off point.
Excellent as a node holder and team support, just have to be careful to survive/negate some of the big bursts that come your way at the beginning of fights.
Agreed. Tested and confirmed. Lot more sustain and overall performance is better, as anet probably has planned to scourge.
With the recent nerfs to corruption from curses I'd argue that this should be the current meta build now. The increased utility is just more worth it.
I agree with what Baescons said, this build right here is the support oriented role that Arena-net wanted for scourge, but actually ended up displacing with the superior firepower of condi scourge.
Regardless, this build is quite potent, offering a respectable mix of condition damage, barriers for teammates, and substantial rez capability, as well as much higher personal sustain than shadefire.
I think in the January balance patch this build will be buffed somewhat, and the shadefire variant will be nerfed to, hopefully, bring the two builds closer to equality.
Comments
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