Difference between revisions of "Scourge - Condi DPS"
Line 23: | Line 23: | ||
| weapon3 = Scepter | | weapon3 = Scepter | ||
| weapon4 = Warhorn | | weapon4 = Warhorn | ||
− | |healing = | + | |healing = Signet of Vampirism |
|utility1 = Blood Is Power | |utility1 = Blood Is Power | ||
|utility2 = Epidemic | |utility2 = Epidemic | ||
Line 33: | Line 33: | ||
===Skill Variants=== | ===Skill Variants=== | ||
'''Healing Skills''' | '''Healing Skills''' | ||
+ | * {{Skill|Signet of Vampirism}} is lower healing, but higher DPS than {{Skill|Summon Blood Fiend}}. Be aware that it will hit the closest enemy rather than your target, so in some encounters it might end up being unreliable. | ||
* {{Skill|Summon Blood Fiend}} can be taken for a minor personal DPS increase, but significantly lower sustain. The Blood Fiend can also be killed, leaving you without either. | * {{Skill|Summon Blood Fiend}} can be taken for a minor personal DPS increase, but significantly lower sustain. The Blood Fiend can also be killed, leaving you without either. | ||
− | * {{Skill| | + | * {{Skill|Well of Blood}} is the largest personal heal if you'd rather have safety than damage, and can heal allies without needing a target. |
+ | |||
'''Utility Skills''' | '''Utility Skills''' | ||
Line 57: | Line 59: | ||
{{Specialization|Curses|mid|top|bot}} | {{Specialization|Curses|mid|top|bot}} | ||
{{Specialization|Soul Reaping|top|top|bot}} | {{Specialization|Soul Reaping|top|top|bot}} | ||
− | {{Specialization|Scourge|mid| | + | {{Specialization|Scourge|mid|top|mid}} |
Revision as of 21:14, 3 March 2022
The community gave this build a rating, making it top-tier: Great
Focused on: Condition damage and Utility
Designed for: Raids and Fractals
Difficulty:
TBD
This build was last updated on March 03, 2022 and is up to date for the October 8, 2024 patch.
Overview
A condition DPS and utility build for Scourge. While not the highest DPS build, this build provides decent sustained DPS and ridiculously strong AoE cleave with Might, cleansing conditions, and overhealing allies with barriers.
. It also provides strong incidental support for its subgroup by generatingScourge is mainly a utility class and excels in encounters where it can play to its strengths, namely Might or healing, which makes it good for roles such as flak kiting at Sabetha.
and defensive support. It also deals relatively high ranged damage and isn't reliant on
Skill Bar
Scepter/Torch
Scepter/Warhorn
Utility
Skill Variants
Healing Skills
- is lower healing, but higher DPS than . Be aware that it will hit the closest enemy rather than your target, so in some encounters it might end up being unreliable.
- can be taken for a minor personal DPS increase, but significantly lower sustain. The Blood Fiend can also be killed, leaving you without either.
- is the largest personal heal if you'd rather have safety than damage, and can heal allies without needing a target.
Utility Skills
- if you don't need .
- Stability. If you need
- if projectile absorb is needed.
- - 900 range portal, useful for mobility on certain fights.
- is a 1200 range 5-target pull.
Never swap out
.Elite Skills
- for more CC. It's a fairly large DPS loss to bring, but can be helpful in particular on encounters where the boss is unlikely to stand still long enough for all your pulses of to hit.
Template Code
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Specializations
Specialization Variants
- Use for strong self heal at a ~15% DPS loss.
- If you are not running any Punishment skills, you might as well take .
Blood Magic Variant
- Taking Blood Magic instead of Soul Reaping is a major DPS loss, but provides more support through minor healing and . Should only be considered in training runs or struggling groups where you're desperate for the sustain.
Variants
- is higher DPS and offers a tiny bit of group sustain, but if you need Blood Magic you probably need .
- If taking , consider using as your healing skill.
Equipment
Head
Viper
Viper
Shoulders
Viper
Viper
Chest
Viper
Viper
Hands
Viper
Viper
Legs
Viper
Viper
Feet
Viper
Viper
Backpiece
Viper
Viper
Accessory
Viper
Viper
Accessory
Viper
Viper
Amulet
Viper
Viper
Ring
Viper
Viper
Ring
Viper
Viper
Scepter
Viper
Viper
Torch
Viper
Viper
Sigil
Sigil
Warhorn
Viper
Viper
Sigil
Rune
x6
x6
Infusion
x18
x18
Equipment Variants
- Only a single scepter is required.
- If you want to save gold, a can be used on the warhorn. This is a minor DPS loss provided you swap back to torch as soon as you can.
- A lot of different runes provide practically the same damage:
- gains extra damage in cases where there are additional sources of life force, thanks to the extra vitality. This allows you to spam shade skills more frequently.
- will do slightly more damage in long encounters, and on bosses that move frequently as the jagged horror from will struggle to keep up.
- Torment. with and will do more damage on low-armor bosses, but falls behind on bosses that move a lot as a greater portion of its damage comes from
- are lower DPS than the other options, but provide very high sustain which might be useful when kiting.
Consumables
Food:
Utility:
Usage
Opener
DPS Priority
After the opener, just use skills as they become available, with the following priority:
- (if using ) and off cooldown
- Scepter autoattack chain
General Tips
- Use ⇒ wherever possible to transfer the self-condis to your target via .
- Don't let reach maximum charges.
- Try to finish your autoattack chains.
- If using , use it whenever there are enemies near the main target.
- Feel free to use
- Be aware that in very low-pressure encounters, too much barrier can actually end up robbing the druid of CA generation, which in turn lowers group might uptime.
, , or if life force is over capping, or to support your teammates with cleanses, barriers, and CC.
- The cast time on is pretty long, so it is efficient to "precast" the skill just before the boss becomes vulnerable.
- On encounters where the boss becomes Exposed, you can do a huge amount of damage by lining this up with .
- Ideally you want to be finishing its 10th pulse as the boss becomes broken, which usually means casting it at the start of the phase, or as soon as you see the defiance bar appears.
- For some reason the presence of Bleeding instead of Poison. Alternatively, will transfer one extra condition, allowing you to do your opening as normal. changes which condis are transferred via . If you don't have this buff, use after in the opener so that you transfer
Breakbar
- Your best option without losing DPS are soft CCs such as cripple, blindness, and fear from .
- is one of the strongest crowd control skills the necromancer has, but you give up by taking it.
- In emergencies, you can swap to warhorn for .
Ratings
One of the slowest ramping DPS builds in the game, and long-term damage isn't that high either. But it makes up for it by being fully ranged and so being easy to maintain high DPS uptime on, and bringing a good level of QoL from shades and utility skills.
With the recent changes to Torment, it has gained quite a bit of boost in DPS as many bosses do not move. This boost has brought Condi Scourge on par with many other builds. While it is still on the lower end of the damage, it is a more viable build to run now. It is easy to run for beginners and gives them an opportunity to experience condition damage playstyle, without lacking far behind. In proper statics, other condi's such as Renegade still outperform by a mile in terms of damage.
Additionally, it has a nice utility built-in. Players can provide a barrier to ease a little load off of druids during various high damage pressure such as Gorseval's Ghastly Rampage.
A great condition DPS build. In disorganized groups the utility brought by this build is often life-saving and worth more than other, higher DPS classes. Meanwhile, Scourge brings enough unique utility with barriers and Epidemic that it can even be of use to highly experienced groups.
I've been using this build for quite some time now. I find that the DPS and survivability while using this build have been really good. I mainly use this for fractals and I tend to be one of the harder hitters as well as one who can stay alive longer than others on my team. Even if I do get downed, because of the good and sustained condition damage, I can bounce back up a couple times. This build also works well for dungeons.
Underwater does not work as well with this build since your utility skills are limited. Instead, you may want to use a reaper build for more difficult underwater content.
The necromancer is my favorite class now, influenced by the Scrouge specialization itself as well as this build
Survivability and dps are both great with this build
Now with my gear set and some comparison run through on-paper damage calculation I'm really enjoying this build and dealing amazing damage with it. It really works well in raid and fractals even with several scourges in the group. The condition conversion is helpful in many cases open world, fractals (especially afflicted ones) or several raid bosses like slothasor or xera.
The ability to choose healing makes it easier if you have no druid in group or for harder or solo (open world) content.
A down side is underwater fighting, reaper makes much more sense there, though there's only one underwater boss and hardly any underwater content.
Overall great build :)
Comments
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