Difference between revisions of "Scourge - Pyrophobia"
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− | * Do not take any heal besides {{Skill|Sand Flare}}. Only swap off {{Skill|Ghastly Breach}} if you want to combo {{Skill|Summon Flesh Golem}} with {{Relic|Nightmare}}. | + | * Do not take any heal besides {{Skill|Sand Flare}}. Only swap off {{Skill|Ghastly Breach}} if you want to combo {{Skill|Summon Flesh Golem}} with {{Relic|Relic of the Nightmare}}. |
'''Utility Skill Variants''' | '''Utility Skill Variants''' | ||
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'''Amulet''' | '''Amulet''' | ||
− | * {{ | + | * {{Amulet|Carrion}} can be taken in Condition-heavy matchups. |
'''Rune''' | '''Rune''' | ||
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'''Relic''' | '''Relic''' | ||
− | * {{Relic|Nightmare}} for less overall damage but a stronger combo in teamfights. | + | * {{Relic|Relic of the Nightmare}} for less overall damage but a stronger combo in teamfights. |
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* Always open with {{Skill|Manifest Sand Shade}}, even if you need to place it before combat, to benefit from {{Trait|Sand Sage}} and {{Trait|Blood as Sand}} from the beginning of combat. Make sure there is always at least 1 shade active.# | * Always open with {{Skill|Manifest Sand Shade}}, even if you need to place it before combat, to benefit from {{Trait|Sand Sage}} and {{Trait|Blood as Sand}} from the beginning of combat. Make sure there is always at least 1 shade active.# | ||
− | * Try to proc {{Relic|Akeem}} off cooldown. This should be relatively easy to do, as you have many ways to disable opponents and many sources of {{Tooltip|Torment}}. | + | * Try to proc {{Relic|Relic of Akeem}} off cooldown. This should be relatively easy to do, as you have many ways to disable opponents and many sources of {{Tooltip|Torment}}. |
* Use {{Skill|Garish Pillar}} carefully but as often as possible. As a source of {{Tooltip|Fear}} it will CC and deal damage, but it will also trigger {{Trait|Transfusion}} for sustain and to rez allies (or at least save them from being stomped.) | * Use {{Skill|Garish Pillar}} carefully but as often as possible. As a source of {{Tooltip|Fear}} it will CC and deal damage, but it will also trigger {{Trait|Transfusion}} for sustain and to rez allies (or at least save them from being stomped.) |
Revision as of 17:08, 3 September 2023
This is a test build. You may comment and rate it.
Focused on: Condition damage and Boon removal
Designed for: PvP Conquest
Difficulty:
TBD
This build was last updated on September 03, 2023.
Overview
A high condition damage PvP Scourge build made to win teamfights and smaller skirmishes.
Skill Bar
Pistol/Torch
Scepter/Warhorn
Utility
- Do not take any heal besides . Only swap off if you want to combo with .
Utility Skill Variants
- - great for punishing builds that earn many boons at once (such as enemy Harbingers using ), can sometimes act as unblockable CC (depending on which boons are corrupted.)
- - missile block and weakness application.
- - Necro's "Get out of jail free card" for when under heavy pressure.
- - defensive cleanse, stunbreak, and life force generation.
- - excellent dueling/sidenoding skills, or for burning down high-value targets.
Template Code
[&DQgTOSc9PCV+FgAAbAEAAHMBAAByFgAAYBcAAAAAAAAAAAAAAAAAAAAAAAAEVgBnADYAZgAA]
Specializations
Variants
- can be taken for some additional cleanse at the cost of sustain and rez power.
Variants
- if an additional boon corruption is valued over raw burst.
- can be taken in Power-heavy matchups.
- can be taken for general sustain.
Variants
- Alacrity, but you lose a significant amount of damage. Better in other builds, such as Scourge - Blood Sage. can be taken for more sustain and
Equipment
Pistol
Torch
Sigil
Sigil
Scepter
Warhorn
Sigil
Sigil
Rune
Amulet
Relic
Amulet
- can be taken in Condition-heavy matchups.
Rune
- - for particularly Condition-heavy matchups.
- - can be taken vs. Power-heavy matchups.
Relic
- for less overall damage but a stronger combo in teamfights.
Usage
Elite specialization basics
- is replaced by the Sand Shade mechanic. Effects that trigger on entering, while in, or while leaving shroud can be used with the new Shroud 5 skill: .
General
- Might and cleanses a condition for any ally (yourself included) that you grant barrier to via any Scourge skills. Thanks to , this triggers on you whenever you remove or corrupt a boon on an enemy (with a 1-second internal cooldown.) provides
- Always open with , even if you need to place it before combat, to benefit from and from the beginning of combat. Make sure there is always at least 1 shade active.#
- Try to proc Torment. off cooldown. This should be relatively easy to do, as you have many ways to disable opponents and many sources of
- Use Fear it will CC and deal damage, but it will also trigger for sustain and to rez allies (or at least save them from being stomped.) carefully but as often as possible. As a source of
- Do not cast unless you have excess Life Force and/or the rest of your Shade skills are on cooldown, as the others are much more important.
- Use Swiftness. to rotate between points. With and you can get permanent
- Switch to Warhorn and use to interrupt enemies that are blocking.
- Stability) if you know you won't need it for combat soon. can be used to safestomp enemies (thanks to the
Ratings
0 sustain build and the damage isn't enough to justify it. Trades OP traits like Desert Empowerment for marginal DPS increases that in the end just aren't worth it since Anet gutted Scourge DPS traits in PvP years ago.
One of my new favorite builds to come out of Secrets of the Obscure! Extremely high damage, lots of CC, good range, loads of boon corruption, and decent survivability. Reasonably simple to learn and to play, though pulling off some of the combos requires practice and experience. Absolute blast to play, as well. Would much rather have one of these on my team than a Blood Sage at this point in the meta.
Lowkey stupid amounts of damage, gives some support via minor boon gen, barriers and cleanses as well as crowd control and boonstrip, but it can get deleted really quickly by bursty enemies, so much so that a support is basically mandatory
Comments
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