Scourge - Blood Magic Support

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The community gave this build a rating, making it second-tier: Good.

Focused on: HealingSupport.

Designed for:

Overview

This build focuses on full support, utilizing , Barrier Barrier and to provide constant sustain under AoE pressure.

Skill Bar

StaffHealingUtilityElite
Scepter/Torch

Skill Variants

Utility

Specializations



Variants

  • If Life Force generation is an issue.

Equipment

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PvE weapon swap.png
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6x
Superior Rune of the Monk
18x
Healing WvW Infusion

Consumables

Feast option with additional concentration

Variants

Stats

  • Shaman's for extra Vitality/Shroud at the cost of Healing Power and Toughness
  • Minstrel's for increased support and sustain at the cost of condi damage

Sigils

  • on Scepter

Runes

Usage

Elite especialization basics

  • This is how the shade mechanic works: if you have no active shade () in the world, all your F2-F5 skills will proc around you. If you do have an active shade, all your shade shade skills, and related traits, will only affect the active shade area, not you.
  • Therefore, depending on you group playstyle, you may not want to place a shade at all, and behave yourself like a mobile shade, supporting in melee, benefiting through the barrier and cleanse. However, you can place a shade to cover an area to support allies inside, which can be superior, also benefiting from the related traits, if knowing when and where to place your .

Shroud

  • Its recommended to have some shade skills available whenever melee pushing. Therefore, you can retain its support aspect for allies, while benefiting from its offensive functions.
  • All of your shade skills will proc the strike of and all your support through then affects 10 allies due to .
  • Shroud traits proc as if the shade skills counted as that shroud skill.
    • is activated by
    • proc on going in/out of .
    • procs on .
    • procs on .

General

  • will be used for the group barrier share before and during extended engages.
  • land it along your group bomb to maximize boonrips.
  • will be used to close the gap, so try to coordinate it with your group. Can also be used to reposition, bear in mind the cast time.
  • is the only stunbreak in the build. Don't waste if for the stability of the swiftness it gives. Can be also used when pushing melee for the boonrip trail it provides, but its not encouraged.
  • is going to be dropped if the enemy is hard commiting into a melee push, to panic disrupt then. Can also be used offensively on melee, to stack AoE fields on top of the enemy stack and lock then down through corrupts and conditions.
  • This build relies on in order to be effective, with the priority being on downed control and repositioning. Ensure good positioning where you are able to teleport allies to safety.
  • is tied to . Once activated it will heal players in a 600-radius around the player (not around the active shade) for ~1000 each pulse, and teleport any downed players to the scourge. This effect lasts for 9s on a 12s cooldown and should be prioritized for life force usage, as it is one of the most powerful healing abilities in the game.
1. to proc (repositioning allies)
2. Start hand rezzing to proc , receiving a
3. Use to proc .
  • Placing a Shade on your frontline will proc , and activating will give barrier to the players of the frontline near the shade.
  • Barrier should be used when expecting allies to take damage, it will mitigate critical strike damage, and provide some condition clear and Might Might through .
    • Shade support from range (with F1):
    • Shade support on melee (without F1):
    • Add and in the mix if you feel your group might need it.

Staff

  • Staff auto attacks are your best friend. They may not do much damage, but they maintain your life force.
  • Use , , and to generate additional life force, and pressure on the enemy.
  • usage should be more careful, try to save it to dump conditions if when you are under heavy condition pressure.
  • Interrupt key skills with the fear of .

Scepter/Torch

  • Is a single target condi spam to fill in dowtime on skills.
  • is your most important skill and one of the reasons why you run the Curses spec. Try to keep it on cooldown when you are in range. You can pre-cast it in 1,200-range, while moving towards the enemy, to avoid downtime.
    • Since it has a 10s cooldown, you should be able to cast it twice per weapon swap rotation, as your opener and finisher. It also is one of your main sources of life force in the build.
  • provides good AoE damage and should be used constantly to maintain AoE pressure.
  • generates significant life force, and is a great skill to use on downed players.
  • is an interrupt and knockdown. Use it to snare escaping players or interrupt channeled skills.

Videos

  • YouTube:
    [DUI] Rixzaw
  • YouTube:
    [DUI] Rixzaw (Cele / Cleric / Comp'd)
Build rating - 4 stars
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7 Ratings
3 stars
Kurnian gave this build 3 stars July 2019

In the current meta, with scrappers puking superspeed, scourges destroying enemies within melee range and mobile WoD this build is not optimal. Condi dmg is lackluster at the moment and the Tranfusion (F4) used to work greatly to pull allies caught in static winds, not anymore.

5 stars
InExtremo gave this build 5 stars April 2019

Works wonderfully in the Zerg and in the small group game, Acceptable Healing and also holds something. Condi damage could be better. Suitable for offensive play

4 stars
Xivor gave this build 4 stars September 2018

Excellent hybrid condi/support build. This build brings good support capabilities to the Scourge while maintaining moderate damage capabilities. This build fulfills a niche role in downstate control that shines quite well in the pirate ship meta. Moderate healing ability can provide some additional healing support during Firebrand Tome downtime, and barrier provides burst DPS mitigation. In addition to the support, this build still provides adequate condi pressure DPS that is moderately spammable and easily spread across the battlefield.

UPDATE

The condi DPS is much lower than when I originally voted. While still very useful for corruption, barrier, heal support, and downstate control, the lack of damage potential makes it less desireable to take now. Celestial Support Scourge with a power focus is a stronger option now. Because of its role and unique abilities, rating is at good, rather than basic.

4 More Ratings
3 stars
Freya gave this build 3 stars September 2018

If i rank necro builds it's celestial, power and than blood scourge. I just don't like resurection and support aspects of this build. You are sacrificing a spot for basicly what some specs can do along with it's primary role.

5 stars
Beornson gave this build 5 stars July 2018

I like this build quite alot i howe er run it with Marshal gear and iam curious wy it isnt mentioned here as an option, am i missing something? I find marshal to trade minimal heal capacity and damage resistance. I hope to see some opinions on this.

5 stars
Rixzaw gave this build 5 stars December 2017

I run this build with Cele and Cleric, using Axe and Death Perception. It is effective healer and effective DPS at the same time. I out heal guards and provide top 10 DPS for my squad. It takes judgement and skill to play three different roles at one time, healer, emergency res, and dps, but this is where Scourge shines in that its play is generally easiest to master of the new elite specs. Once you feel you are ready to step up to more challenging play, this build is ideal for skilled necromancers.

5 stars
The Blue Rangerr gave this build 5 stars December 2017

An effective support thanks to excellent utility and the ability to mitigate burst damage. Although healing output is low, barrier and transfusion make it a must have for any group playing against Winds of Disenchantment.

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