Difference between revisions of "Scourge - Condi Scourge"
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Condition Scourge is a slow and steady build that deals damage through {{Tooltip|Torment}}, {{Tooltip|Bleeding}}, and {{Tooltip|Burning}}. | Condition Scourge is a slow and steady build that deals damage through {{Tooltip|Torment}}, {{Tooltip|Bleeding}}, and {{Tooltip|Burning}}. | ||
− | Although it has | + | Although it has low burst damage, condi scourge is a great build for open world due to its simplicity, tankiness, and amazing damage over time, making it great for solo or group play. |
This build has access to barriers to absorb damage, passive defense from {{Trait|Blood as Sand}}, can remove boons from enemies with {{Skill|Feast of Corruption}} and Punishment skills such as {{Skill|Sand Flare}}, and can remove conditions from allies and itself with {{Skill|Nefarious Favor}}. | This build has access to barriers to absorb damage, passive defense from {{Trait|Blood as Sand}}, can remove boons from enemies with {{Skill|Feast of Corruption}} and Punishment skills such as {{Skill|Sand Flare}}, and can remove conditions from allies and itself with {{Skill|Nefarious Favor}}. | ||
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==Template Code== | ==Template Code== | ||
{{TemplateCode| | {{TemplateCode| | ||
− | code = [&DQgnNjI1PCp+ | + | code = [&DQgnNjI1PCp+Fn4WgACAAJkBmQFyFr0BkgCSAAAAAAAAAAAAAAAAAAAAAAADVgBmADYAAA==]}} |
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|weapon1 = Scepter | |weapon1 = Scepter | ||
|weapon2 = Torch | |weapon2 = Torch | ||
− | |weapon3 = | + | |weapon3 = Pistol |
− | |weapon4 = | + | |weapon4 = X |
|healing = Sand Flare | |healing = Sand Flare | ||
|utility1 = Blood Is Power | |utility1 = Blood Is Power | ||
− | |utility2 = | + | |utility2 = Epidemic |
|utility3 = Trail of Anguish | |utility3 = Trail of Anguish | ||
|elite = Plaguelands | |elite = Plaguelands | ||
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===Weapon Variants=== | ===Weapon Variants=== | ||
− | * | + | If you don't have access to Weaponmaster Training with Secrets of the Obscure, you will not be able to wield a pistol. Instead, use only scepter. |
− | + | * Your choice of second offhand weapon doesn't matter much. You can use warhorn for extra CC, focus if you need extra boon removal, or only use torch for easier access to its good damage skills. | |
===Skill Variants=== | ===Skill Variants=== | ||
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* {{Skill|Consume Conditions}} is great vs. enemies that inflict conditions (though beware the self-inflicted {{Tooltip|Blind}} from {{Trait|Master of Corruption}}). | * {{Skill|Consume Conditions}} is great vs. enemies that inflict conditions (though beware the self-inflicted {{Tooltip|Blind}} from {{Trait|Master of Corruption}}). | ||
====Utility Skills==== | ====Utility Skills==== | ||
− | {{Skill|Blood Is Power}} is taken for damage and boon generation and should never be replaced. {{Skill| | + | {{Skill|Blood Is Power}} is taken for damage and boon generation and should never be replaced. {{Skill|Epidemic}} is amazing for AoE damage by spreading the conditions on your enemy to other nearby enemies, but useless in single target fights. {{Skill|Trail of Anguish}} is a good stunbreak and provides {{Tooltip|Stability}}. You can consider other alternatives: |
* {{Skill|Corrosive Poison Cloud}} - destroys projectiles. | * {{Skill|Corrosive Poison Cloud}} - destroys projectiles. | ||
* {{Skill|Desiccate}} - boonstrip and damage. | * {{Skill|Desiccate}} - boonstrip and damage. | ||
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* {{Skill|Plague Signet}} - amazing condi transfer but beware of its passive when playing in groups. | * {{Skill|Plague Signet}} - amazing condi transfer but beware of its passive when playing in groups. | ||
+ | * {{Skill|Signet of Spite}} - single target damage. | ||
+ | * {{Skill|Signet of Undeath}} provides good life force generation in long fights and can be used to revive an ally | ||
* {{Skill|Serpent Siphon}} - if you need {{Tooltip|Aegis}} to block a predictable but dangerous attack. | * {{Skill|Serpent Siphon}} - if you need {{Tooltip|Aegis}} to block a predictable but dangerous attack. | ||
* {{Skill|Spectral Armor}} - can replace Trail of Anguish to give up the Stability for life force generation. | * {{Skill|Spectral Armor}} - can replace Trail of Anguish to give up the Stability for life force generation. | ||
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====Elite Skills==== | ====Elite Skills==== | ||
* {{Skill|Summon Flesh Golem}} - tanky CC buddy. | * {{Skill|Summon Flesh Golem}} - tanky CC buddy. | ||
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====Minions==== | ====Minions==== | ||
− | Minions provide extra bodies for defense but will drastically lower DPS. | + | Minions provide extra bodies for defense but will drastically lower DPS. Never use all minions, always keep {{Skill|Blood Is Power}}. |
* {{Skill|Summon Blood Fiend}} | * {{Skill|Summon Blood Fiend}} | ||
* {{Skill|Summon Shadow Fiend}} | * {{Skill|Summon Shadow Fiend}} | ||
+ | * {{Skill|Summon Bone Minions}} | ||
* {{Skill|Summon Flesh Golem}} | * {{Skill|Summon Flesh Golem}} | ||
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{{Specialization|Curses|mid|top|bot}} | {{Specialization|Curses|mid|top|bot}} | ||
{{Specialization|Scourge|mid|mid|mid}} | {{Specialization|Scourge|mid|mid|mid}} | ||
− | * {{Trait|Parasitic Contagion | + | * {{Trait|Parasitic Contagion}} - trades a large amount of damage for some sustain. |
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* {{Trait|Abrasive Grit}} - when you need more condition cleanse. | * {{Trait|Abrasive Grit}} - when you need more condition cleanse. | ||
* Don't use {{Trait|Desert Empowerment}} because it requires a lot of boon duration to be useful, which you do not have as a dps build. | * Don't use {{Trait|Desert Empowerment}} because it requires a lot of boon duration to be useful, which you do not have as a dps build. | ||
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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. | 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|top|variant=y}} | {{Specialization|Death Magic|top|top|top|variant=y}} | ||
− | * If you ever need a lot of defense, use Death Magic with {{Trait|Putrid Defense}} + {{Trait|Dark Defiance}} + {{Trait|Corrupter's Fervor}} for permanent {{tooltip|Protection}} and large increase to your toughness | + | * If you ever need a lot of defense, use Death Magic with {{Trait|Putrid Defense}} + {{Trait|Dark Defiance}} + {{Trait|Corrupter's Fervor}} for permanent {{tooltip|Protection}} and large increase to your toughness. This is normally not needed as scourge is already relatively tanky. |
===Blood Magic=== | ===Blood Magic=== | ||
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{{Specialization|Blood Magic|top|bot|bot|variant=y}} | {{Specialization|Blood Magic|top|bot|bot|variant=y}} | ||
* When doing this, change your healing skill to {{Skill|Well of Blood}}. | * When doing this, change your healing skill to {{Skill|Well of Blood}}. | ||
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==Equipment== | ==Equipment== | ||
Ascended gear is not required. You can use Exotic gear with the same stats.<br> | Ascended gear is not required. You can use Exotic gear with the same stats.<br> | ||
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| weight = Light | | weight = Light | ||
| stats = Viper | | stats = Viper | ||
− | | 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 Bursting |
− | | sigil2 = Superior Sigil of | + | | sigil2 = Superior Sigil of Torment |
− | | | + | | weapon3 = Pistol |
− | | | + | | sigil3 = Superior Sigil of Bursting |
+ | | relic = Relic of Akeem | ||
}} | }} | ||
+ | * {{relic|Relic of Akeem}} is by far the best option. You can trigger it easily with {{Skill|Vile Blast}}, {{Skill|Garish Pillar}}, or {{Skill|Oppressive Collapse}}. | ||
+ | ===Gear variants=== | ||
+ | * 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. | ||
+ | * {{Tooltip|Celestial}} provides 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. | ||
+ | * {{Sigil|Superior Sigil of Geomancy}} + {{Sigil|Superior Sigil of Earth}} budget options while you work on acquiring the very expensive but very strong Superior Sigil of Torment and Superior Sigil of Bursting. | ||
+ | * If you don't have access to {{relic|Relic of Akeem}}, you will have to resort to much weaker options such as {{Relic|Relic of the Cavalier}}, {{Relic|Relic of the Afflicted}}, or {{Relic|Relic of the Sunless}}. | ||
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==Consumables== | ==Consumables== | ||
Budget consumables are acceptable for use in open world. | Budget consumables are acceptable for use in open world. | ||
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===DPS=== | ===DPS=== | ||
* Prioritize '''Flatbread''' Ascended food. | * Prioritize '''Flatbread''' Ascended food. | ||
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* {{Food|Peppermint Omnomberry Bar}} | * {{Food|Peppermint Omnomberry Bar}} | ||
* {{Utility|Sharpening Skull}} (and variants) | * {{Utility|Sharpening Skull}} (and variants) | ||
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===Damage=== | ===Damage=== | ||
This build is extremely easy to deal damage with. Simply follow this priority list. | This build is extremely easy to deal damage with. Simply follow this priority list. | ||
− | # Always have at least one Shade manifested. This is extremely important, because you gain concentration and expertise from {{Trait|Sand Sage}} and defense from {{Trait|Blood as Sand}}, and inflict damage from {{Skill|Manifest Sand Shade}}. Using any Shade skill causes existing Sand Shades and yourself to strike nearby enemies with Manifest Sand Shade for free. Manifest Sand Shade doesn't reset your auto attack chain. | + | # Always have at least one Sand Shade manifested. This is extremely important, because you gain concentration and expertise from {{Trait|Sand Sage}} and defense from {{Trait|Blood as Sand}}, and inflict damage from {{Skill|Manifest Sand Shade}}. Using any Shade skill causes existing Sand Shades and yourself to strike nearby enemies with Manifest Sand Shade for free. Manifest Sand Shade doesn't reset your auto attack chain. |
# Use {{Skill|Nefarious Favor}} which deals great damage thanks to {{Trait|Sadistic Searing}}. | # Use {{Skill|Nefarious Favor}} which deals great damage thanks to {{Trait|Sadistic Searing}}. | ||
# 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}} at the same time to trigger {{Trait|Plague Sending}}, but any condi transfer will work. | # 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}} at the same time 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. | + | # 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. The same applies to {{Skill|Weeping Shots}} and {{Skill|Vile Blast}}. |
# 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. If you're near your target, Oppressive Collapse will also give you {{Tooltip|Might}}. | # 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. If you're near your target, Oppressive Collapse will also give you {{Tooltip|Might}}. | ||
* Cast {{Skill|Plaguelands}} off-cooldown. This is your highest damage skill, so position it carefully. | * Cast {{Skill|Plaguelands}} off-cooldown. This is your highest damage skill, so position it carefully. | ||
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# {{Skill|Plaguelands}} | # {{Skill|Plaguelands}} | ||
# {{Skill|Nefarious Favor}} | # {{Skill|Nefarious Favor}} | ||
− | # {{Skill|Blood Is Power}} | + | # {{Skill|Blood Is Power}} + {{Skill|Desert Shroud}} |
− | + | # {{Skill|Vile Blast}} + {{Skill|Weeping Shots}} | |
− | # {{Skill| | + | # {{Tooltip|weapon swap}} |
+ | # {{Skill|Devouring Darkness}} + {{Skill|Grasping Dead}} | ||
# {{Skill|Harrowing Wave}} + {{Skill|Oppressive Collapse}} | # {{Skill|Harrowing Wave}} + {{Skill|Oppressive Collapse}} | ||
− | + | * {{Skill|Nefarious Favor}} will transfer the self-inflicted {{Tooltip|Poison}} of {{Skill|Plaguelands}} (comes from {{Trait|Master of Corruption}}), while the {{Tooltip|Bleeding}} remains and gets added to {{Skill|Blood Is Power}}. Then, {{Skill|Desert Shroud}} triggers {{Trait|Plague Sending}} to transfer the self-inflicted 3{{Tooltip|Bleeding}} and the 2{{Tooltip|Torment}}. | |
+ | * In this opener, {{Skill|Vile Blast}} is the skill that activates {{Relic|Relic of Akeem}}. | ||
;Priority | ;Priority | ||
# Maintaining at least one Sand Shade up. | # Maintaining at least one Sand Shade up. | ||
+ | # Trigger {{Relic|Relic of Akeem}} (10 seconds internal cooldown) | ||
# {{Skill|Nefarious Favor}} | # {{Skill|Nefarious Favor}} | ||
− | # {{Skill|Devouring Darkness}} {{ | + | # {{Skill|Devouring Darkness}}, {{Skill|Grasping Dead}}, {{Skill|Weeping Shots}}, {{Skill|Vile Blast}} |
# {{Skill|Harrowing Wave}} | # {{Skill|Harrowing Wave}} | ||
# {{Skill|Oppressive Collapse}} | # {{Skill|Oppressive Collapse}} | ||
− | # | + | # auto attacks. |
Note that {{Skill|Devouring Darkness}} requires to enemy to aready be suffering from conditions to inflict {{Tooltip|Torment}}. If that is not the case, this skill does nothing and should be delayed. | Note that {{Skill|Devouring Darkness}} requires to enemy to aready be suffering from conditions to inflict {{Tooltip|Torment}}. If that is not the case, this skill does nothing and should be delayed. | ||
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* If you have trouble surviving, you can trait {{Trait|Parasitic Contagion}}. | * If you have trouble surviving, you can trait {{Trait|Parasitic Contagion}}. | ||
* If you are downed, don't give up. {{Skill|Life Leech}} might keep you alive while your conditions finish the enemy. {{Skill|Fetid Ground}} is also quite strong. | * If you are downed, don't give up. {{Skill|Life Leech}} might keep you alive while your conditions finish the enemy. {{Skill|Fetid Ground}} is also quite strong. | ||
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===Crowd Control=== | ===Crowd Control=== | ||
− | * {{Skill|Garish Pillar}} - 1 second of | + | * {{Skill|Vile Blast}} - 1 second of stun. |
+ | * {{Skill|Garish Pillar}} - 1 second of fear | ||
* {{Skill|Oppressive Collapse}} - 2 seconds of knockdown | * {{Skill|Oppressive Collapse}} - 2 seconds of knockdown | ||
* {{Skill|Charge (necromancer)}} - 1 second of knockdown, but hits multiple times against big enemies. (if using {{Skill|Summon Flesh Golem}} | * {{Skill|Charge (necromancer)}} - 1 second of knockdown, but hits multiple times against big enemies. (if using {{Skill|Summon Flesh Golem}} | ||
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Revision as of 16:34, 30 August 2023
The community gave this build a rating, making it top-tier: Great
Focused on: Condition damage
Designed for: Open World and Open World General
Overview
Condition Scourge is a slow and steady build that deals damage through Torment, Bleeding, and Burning.
Although it has low burst damage, condi scourge is a great build for open world due to its simplicity, tankiness, and amazing damage over time, making it great for solo or group play.
This build has access to barriers to absorb damage, passive defense from
, can remove boons from enemies with and Punishment skills such as , and can remove conditions from allies and itself with .
Template Code
Skill Bar
Weapon Variants
If you don't have access to Weaponmaster Training with Secrets of the Obscure, you will not be able to wield a pistol. Instead, use only scepter.
- Your choice of second offhand weapon doesn't matter much. You can use warhorn for extra CC, focus if you need extra boon removal, or only use torch for easier access to its good damage skills.
Skill Variants
Heal skill
provides a good mix of healing and barrier. You can consider other options:
- provides slightly higher raw healing.
- Blind from ). is great vs. enemies that inflict conditions (though beware the self-inflicted
Utility Skills
Stability. You can consider other alternatives:
is taken for damage and boon generation and should never be replaced. is amazing for AoE damage by spreading the conditions on your enemy to other nearby enemies, but useless in single target fights. is a good stunbreak and provides- - destroys projectiles.
- - boonstrip and damage.
- - amazing condi transfer but beware of its passive when playing in groups.
- - single target damage.
- provides good life force generation in long fights and can be used to revive an ally
- Aegis to block a predictable but dangerous attack. - if you need
- - can replace Trail of Anguish to give up the Stability for life force generation.
- - 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. Never use all minions, always keep
.This still provides 3 minions, one of which has extremely high health and is good for CC.
Specializations
- - trades a large amount of damage for some sustain.
- - when you need more condition cleanse.
- Don't use because it requires a lot of boon duration to be useful, which you do not have as a dps build.
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.
- If you ever need a lot of defense, use Death Magic with Protection and large increase to your toughness. This is normally not needed as scourge is already relatively tanky. + + for permanent
Blood Magic
Blood Magic can be used when playing in groups and doing very hard content. This massively lowers your damage, but makes you great at reviving downed players. Do not use this specialization when playing solo.
- When doing this, change your healing skill to .
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
- is by far the best option. You can trigger it easily with , , or .
Gear variants
- 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.
- Celestial provides 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.
- + budget options while you work on acquiring the very expensive but very strong Superior Sigil of Torment and Superior Sigil of Bursting.
- If you don't have access to , you will have to resort to much weaker options such as , , or .
Consumables
Budget consumables are acceptable for use in open world.
DPS
- Prioritize Flatbread Ascended food.
- /
- /
Defense
Farming
- Prioritize Flatbread Ascended food.
- /
- (and variants)
Usage
Damage
This build is extremely easy to deal damage with. Simply follow this priority list.
- Always have at least one Sand Shade manifested. This is extremely important, because you gain concentration and expertise from and defense from , and inflict damage from . Using any Shade skill causes existing Sand Shades and yourself to strike nearby enemies with Manifest Sand Shade for free. Manifest Sand Shade doesn't reset your auto attack chain.
- Use which deals great damage thanks to .
- Use anytime you can transfer the self-inflicted conditions. The easiest way to do this is to cast Blood is Power and at the same time 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. The same applies to and .
- Cast Might. and any time they're off CD. Preferably, use Harrowing Wave when not at full life force for more value. If you're near your target, Oppressive Collapse will also give you
- Cast off-cooldown. This is your highest damage skill, so position it carefully.
- Opener
- +
- +
- weapon swap
- +
- +
- Poison of (comes from ), while the Bleeding remains and gets added to . Then, triggers to transfer the self-inflicted 3 Bleeding and the 2 Torment. will transfer the self-inflicted
- In this opener, is the skill that activates .
- Priority
- Maintaining at least one Sand Shade up.
- Trigger (10 seconds internal cooldown)
- , , ,
- auto attacks.
Note that Torment. If that is not the case, this skill does nothing and should be delayed.
requires to enemy to aready be suffering from conditions to inflict
Sustain and defense
- You're a fully ranged build, so always stay on the move while attacking.
- converts your conditions into boons, and can be used to transfer them in emergencies.
- If you have trouble surviving, you can trait .
- If you are downed, don't give up. might keep you alive while your conditions finish the enemy. is also quite strong.
Crowd Control
- - 1 second of stun.
- - 1 second of fear
- - 2 seconds of knockdown
- - 1 second of knockdown, but hits multiple times against big enemies. (if using
Ratings
Comments
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