Difference between revisions of "Scourge - Blood Sage"
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* {{Skill|Spectral Armor}} - protects against strike damage, breaks stun, helps with resource management. | * {{Skill|Spectral Armor}} - protects against strike damage, breaks stun, helps with resource management. | ||
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+ | '''Heal''' | ||
+ | * {{Skill|Well of Blood}} - this focuses on restoring health for you and your allies rather than mitigating damage, but giving up barrier synergy is going to cost you some condition cleansing and {{Tooltip|Alacrity}}. Sometimes it's also harder to support allies with this because they might not stand in the ring for long. | ||
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{{Specialization|Soul Reaping|mid|mid|top}} | {{Specialization|Soul Reaping|mid|mid|top}} | ||
{{Specialization|Scourge|top|bot|bot}} | {{Specialization|Scourge|top|bot|bot}} | ||
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Revision as of 11:52, 29 November 2023
The community gave this build a rating, making it top-tier: Great
Focused on: Condition damage, Support and Boon removal
Designed for: PvP Conquest
Overview
A hybrid PvP bunker Scourge build with a mix of condition pressure, barrier sharing, Alacrity and exceptional rez power via Blood Magic.
Skill Bar
Slot Changes
Utility
There are plenty of viable options for the remaining slot:
- - lowest CD Punishment skill with boon corruption synergy, great at building Life Force even out of combat. Also has synergy with multiple traits such as or .
- - 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.
- Weakness while doing respectable damage. - great option against projectile-heavy comps, and it's even good in melee because it shuts down Power-based specs with
- - protects against strike damage, breaks stun, helps with resource management.
Heal
- Alacrity. Sometimes it's also harder to support allies with this because they might not stand in the ring for long. - this focuses on restoring health for you and your allies rather than mitigating damage, but giving up barrier synergy is going to cost you some condition cleansing and
Weapons
- Scepter over Pistol - Scepter remains a viable option especially for people who don't own the Secrets of the Obscure expansion. You lose a CC but gain a boon corrupt, however Scepter is a slower weapon and the damage requires some setup which makes it less ideal under pressure.
Template Code
Specializations
Equipment
Equipment Variants
Runes
Lynx is taken for its passive mobility which should make it easier for you to rotate around the map, especially if you and your team don't have a high Swiftness uptime. It could also help you kite enemies a bit better. If you don't need the mobility then there are other runes with better stats:
- - makes the build more tanky if you can afford to give up some passive mobility.
- - a solid choice if you want to focus more on damage.
Relics
- Poison you apply while adding more poison procs to the build. - improves the healing reduction effect of
- - makes your elite more threatening by adding even more AoE boon corruption to it.
- - boosts your condition removal.
Usage
Elite specialization basics
- 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).
- Alacrity that doesn't cost anything. adds a bit of range to the build and acts as a somewhat spammable source of barrier/cleansing/
- F2-5 skills go off around both the caster and active shades.
General
- Playstyle: your role is to aid your team in larger fights by providing barrier, cleansing and boons to allies while keeping the enemy team pressured through condition damage, CC and boon corruption.
- Do not spam your staff marks on the ground while out of combat, as a single dodge can undo them all. Placing on chokes to detect enemies crossing in stealth is fine however, as it's a rather short CD and weak one.
- Necromancer mobility is rather bad, so try to make use of the terrain with proper positioning. Make it hard for enemies to reach you especially ranged ones - pillars are your friend.
- The build only has 1 mass cleanse by default: .
- If you're at 3 available charges of Alacrity and speed up the recharge of some important CDs before next fight. while out of combat, consider dropping a shade or two on your location to gain
- Consider using Stability while under heavy pressure. before your heal for the
- is a rather powerful skill, but also easily avoidable. Don't just drop it randomly at the start of the fight, wait for the right moment - look for a situation where you can make your opponent overcommit. Place it on enemies trying to revive their downed teammate, or under yourself on low HP to scare them off.
- If taken Stability and Might stacks? Turn their boons against them, right into Fear and Weakness! It's also unblockable. is not only a great spike skill, but also a defensive one - thanks to the low cast time CB can be used to counterpressure targets. Someone's chasing you with
Support
- Blood Magic traits and Scourge mechanics make this build exceptionally good at reviving allies:
- triggers , which restores both normal and downed health for all allies around you. This will also teleport downed people to you. Channeling isn't interrupted when you begin to rez manually (pressing F by default), nor when you go into downed state - which means you could even rez yourself a little to help allies get you back up.
- procs a Well that heals and revives.
- cancels the regular downstate HP degeneration.
- Applying a barrier cleanses conditions and grants Alacrity.
- , , and are your main sources of barrier sharing.
- Protection to nearby allies for a couple of seconds, followed by a detonation that applies a larger amount of barrier while also corrupting boons on enemies. This skill only goes off around yourself and shades that were placed before the activation of this skill, so try to set up multiple shades in advance in order to cover a larger area. It's one of the strongest skills in the build both for defensive and offensive purposes so try to hit as many targets as possible, both friendly and hostile.
- Try to share as many pulses with allies as possible, but enemies only really need to be in range of this skill for the final detonation.
pulses barrier and
- adds yet another group cleanse to the build.
Life Force management
- As your shade skills cost LF, being efficient at managing this resource will be crucial for both your damage and sustain. We're going to list all the sources and provide a few tips for getting the most out of them.
- All staff skills generate life force:
- is a rather weak skill and there's no way you'll be able to use it much under any pressure. It does however generate 5% LF per target hit, and you should use it for the occasional ranged poking. Alternatively, right after you won a fight (and no enemies are nearby who could rez their downed allies) you can use the downed bodies as batteries and just spam staff autos at them for a substantial amount of free life force.
- Marks are unblockable and generate 3% LF each. and can be used freely for just pressure and LF building, while and are more powerful and should be kept for the proper occasion (Putrid for mass cleansing and Reaper's for interrupting).
- On scepter/torch you have 2 such skills:
- should be used with at least ~4 conditions on the target, both your burst damage and LF stacking benefits from the higher number of conditions on the target. Make sure that this skill lands by CCing the target with either or .
- is rather straightforward, just try to hit as many targets as possible including Ranger pets and Mesmer illusions.
- passively stacks LF for you up to the 10% threshold except for when is active.
- If taken should be used on CD even outside combat for free LF generation.
Related Builds
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