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General Gameplay Tips

General Scourge Tips

Try to avoid cancelling casts for your important combo skills:

  • Punishment Skills to trigger
  • to transfer the two self inflicted conditions, Bleeding and Torment to your target with .

Combo:

  • With Dagger removed from the build, Condition Scourge uses the Curses minor trait to transfer the self-inflicted conditions from to a target without having to wait for a length transfer via .
  • While and have slighlty different cooldowns, allow them both to come off cooldown before using either.
Finally, be aware that will potentially transfer the less harmful self-inflicted conditions from and , so be sure to avoid using these immediately before using the combo. If necessary, try to cleanse them with or wait for them to expire or be cleansed by an ally before using the combo.

Keep in mind that you don’t need to keep your on your primary target if you’re stacking on it, try to be dynamic with your placement of shades to maximise the number of targets affected by your shade skills.

Your Warhorn, in your second set, can provide additional CC.

Scourge Specific Mechanics

Life Force

Life Force is used to spawn your and it is used for any of the shade skills.

You gain Life Force through the death of enemies or allies that surround you. You can also gain Life Force through a selection of different skills:

Your biggest sources of Life Force are: and .

Your Life Force reduces for every sand shade skill that you use.

You have two traits that help you with Life Force generation and size:

  • increases the amount of Life Force you gain from skills by 10%.
  • increases your maximum Life Force pool by 15%. This means that your Life Force total pool will be ~79% of your total health.

Life Force issues are reduced on encounters with adds or split phases. These breaks or adds will help you top up your Life Force.

Shade Skills

has three charges with a 12 second cooldown for a new charge. Each lasts 20 seconds and will give you a bonus 5% Condition Duration and 5% Boon Duration per shade. Using will trigger and . Always use a punishment skill before placing your to get the benefits from .

Shade skills only affect one ally/enemy per cast. If an ally/enemy is close to multiple shades it will not receive damage/buffs multiple times.

will convert a single condition on allies into a boon.

will grant Barrier to allies that are close to you or close to any shades.

will give Fear to enemies around you or your shades.

will give you Barrier and pulse Torment around you for seven pulses.

Sand Shades & Punishment Skills

Why are Shades so important?

With the amount of Condition Duration you get from your build, you need to maintain two to ensure your conditions exceed 100% bonus duration. As such, a major part of playing Condition Scourge is maintaining two shades as much as possible.

Alacrity changes have made this more difficult to do due to the expected amount of time spent with two (10 seconds, half of the total duration of 1 shade) no longer synchronizing with the recharge rate for shade charges (12 seconds with Alacrity). This leads to one of two outcomes (with perfect Alacrity and Shade placement timing):

  1. After 120 seconds in a fight of creating a new shade as the oldest one expires you run out of shades to cast, leading to a drop from two shades up at all times to one.
  2. You create a new shade everytime you return to two charges of , leading to a downtime where you only have one shade for four seconds out of every 12, leading to a 1.6 shade uptime average over the course of a fight.

Punishment Skills

Somewhat directly linked to usage, you should aim to always have a punishment skill up when you need to place a new shade to ensure you trigger on each placed shade. As such, avoid using your punishment skills unless your team requires the Barrier from .

These are all the punishment skills that you will likely see:

Utility Skills & Variations

Utility Skills

provides you with a decent heal and gives Barrier to your subgroup. It will also corrupt any boons on nearby foes into Torment and Cripple. is your highest DPS heal but offers much more team support and overall value.

applies four stacks of Bleeding to your target, two stacks of Bleeding to you and two stacks of Torment to you. These self-conditions can be instantly transferred to your target by trigger the trait .

check the section below to see more about this utility.

check the section below to see more about this utility.

provides a large amount of pulsing conditions. It also applies Bleeding and Poison to you due to .

Trail of Anguish vs Shadow Fiend

These two skills are remarkebly close in damage output and as such the decision to take either depends on what is required on an encounter by encounter basis.

pulls slighlty ahead in potential damage, but only if you can utilize how it works properly. If you begin casting whilst on top of a target, move off of the target and then move back on them you will apply double the "effect" of . This also works this way for applying extra Swiftness and Stability to allies. As such, you want to use when you are able to constantly be in melee range and also can pull off the stacking effect.

Additionally, also offers the utility benefits of a Stun Break. Finally, should an encounter have a boon corrupt mechanic you should never run due to the Stability it offers being prone to corruption into Fear.

is slightly behind in damage potential, but only if you're in melee all the time. Should you take on a role that requires you stay at range for a singificant period of time will pull ahead in damage potential.

Note that this is partly due to not being able to hit with from range, but also due to granting extra Life Force; which in turn translates into being able to use more sand shade skills to trigger .

Of course, if you don't need to take for an encounter you would just take both.

Utility Skill Variations

If you need to take a different utility skill from the standard setup will mostly likely be the best option. Check the section above to see the argument between dropping and .

check the section below to see more about this utility.

is a strong choice if you need additional mob cleave or are planning on bouncing with another Condition Scourge or Condition Reaper.

can be taken at a moderate DPS loss in exchange for a large amount of CC depending on hitbox size.

Corrosive Poison Cloud

is typically taken by the person who is using from the boss out to the mobs.

We recommend this utility as usually you are already capped on Burning so there is no need to take .

will help you cap out on Poison which will in turn increase your squads DPS from .

If you notice that you are still not capping out on Poison then you could get another Condition Scourge to take over .

Traits & Variations

Traits in the Curses Trait Line

causes your critical hits to give Bleeding and that your Bleeding has a 20% longer duration.

causes you to transfer two condition with your next attack after you exit . This is used to transfer the self-inflicted conditions from .

gives you + 180 Precision which will help push you towards 100% Critical Chance.

reduces the cooldown on your and . It also causes your Corruption skills to give you conditions which can then be transferred via .

gives you a massive 20% Critical Chance, if you assume an average of 10 conditions. It also converts a percentage of your Precision into Condition Damage.

is a game changer. This trait changes your Scepter Skill #3 into . It also causes you to have increased Condition Damage while on your Scepter set. Finally, any conditions that are applied by your Scepter skills have 50% more Condition Duration. provides more Life Force than if there are multiple enemies around.

Traits in the Soul Reaping Trait Line

increases the amount of Life Force you get from skills by 10%. This is an amazing trait that will help you to survive the boss auras that tick away at your Life Force.

causes your sand shade skills to have a lower cooldown. This will allow you to spam them more freely.

increases your Life Force to ~79% of your health pool. Again, this will help you maintain high Life Force. This trait is also the reason for wanting to maintain a good amount of Life Force. It increases your damage by 10% while about 50% Life Force.

causes you to give Burning whenever you use . If you have a shade placed and use any shade skill it will trigger . This trait has a one second cooldown when playing with the Scourge Trait Line and will not constantly trigger with the pulses from .

Traits in the Scourge Trait Line

reduces the cooldown of your Torch skills and gives you additional Condition Duration based on your Condition Damage.

causes you to gain 5% Condition Duration and 5% Boon Duration per shade.

causes your punishment skills to have reduced cooldown and for your to cause Burning when used after a punishment skill.

causes your Torment to do additional damage and to also cause Burning. Check the section below on "Boons & Conditions" to see your sources of Torment.

Trait Variations

Should you ever need to run , keep in mind it is a 10 - 15% dps loss on average.

Running for the personal survivability will result in a 15% dps loss on average.

Boons & Conditions

You provide permanent Bleeding through , , , , , and .

You provide permanent Burning from , , , , and .

You provide permanent Poison from , and . You can also provide Poison through .

You provide permanent Torment from , , , , , and . You can also provide Torment by corrupting boons with and .

You provide roughly 40% Chill uptime from and .

You provide roughly 70% Cripple uptime through , and . You can also provide Cripple by corrupting boons with and .

You provide roughly 50% Blind uptime through and .

You provide roughly 50% Weakness uptime through and .

You can provide 10 - 12 stacks of Vulnerability through and .

You provide minor amounts of Fear through .

You can provide Might to your subgroup through and .

You can provide Swiftness and Stability to your subgroup through .

You can gain personal Might from . You will only gain Might once from until you Weapon Swap or get out of combat.

You can gain personal Protection from .

You gain personal Fury when entering due to .

Breakbars


Spirit Vale

Vale Guardian 22,021,440 687 140 2,000

General Scourge Tips

is useful here both to put conditions on most of the Seekers and to help keep them off of the group. The Seekers constant presence means that they are perfect targets for .

Be sure to take advantage of any Seekers that are close to the group to gain additional Life Force from hitting them with .

Also keep in mind that when the Seekers reset, they “die”, so you will constantly be getting Life Force throughout the fight. Spam those shroud skills accordingly!

Shades can be effectively placed here to help Fear away the Seekers before they get too close with . This assumes that you don't have a Druid to use .

You can use for green damage mitigation but keep in mind that the cooldown is too long to barrier every green. If you have enough Life Force you can use as well.

Split Phase

off of the Blue Guardian as soon as the Green Guardian is in range.

Be sure to utilize Fear from and the Knockdown from to help speed up breaking the guardians. You can also take Warhorn as your other offhand, so you don't need to waste Life Force by using .

Gorseval the Multifarious 21,628,200 1,374 250 4,500

General Scourge Tips

is effective for dealing with the Spirits that Gorseval summons after he uses , the Charged Souls during the split phase (to spread around extra damage and additional Chilled and Immobilize) and the Spectral Orbs that spawn around the fight area. Furthermore, all of these can play a part in Epi-bouncing as well.

is a great way to provide Stability for your subgroup for if your Support Chronomancers fail to do the job.

Be aware that if you get hit by the “egg” attack, , all of your active minions will immediately die, so be careful.

If your group’s DPS is fine but is lacking in CC, you can swap out for .

Try to place your on nearby Spectral Orbs that can’t quite reach to help out your team with orb clearing.

Breakbar Phase

Try to use or , if you have enough Life Force, before his retaliation phase if your breaks are not instantaneous to help mitigate the damage.

Sabetha the Saboteur 34,015,256 1,374 48

General Scourge Tips

Never immediately attempt a bounce as a sapper spawns as you don't want to kill it before it can throw a sapper bomb. Give it a few seconds or so, assuming you need to do the next cannon.

Sabetha returns once you phase a champion to 25%, use on the champion to essentially “Epi bounce” with yourself.

You will be in charge of kiting. Make use of to kill the adds but only after they've thrown a sapper bomb.

When kiting, try to make sure you’re the one kicking bombs. If you’re having issues with Swiftness and mobility in general AND your team has enough Vulnerability output you can swap out for for almost permanent Swiftness.

If you are doing cannons you will need to remind the Druid to take over as kiter. The follow combo can be used to kill the cannons:

  • combo for when you go up
  • Trigger as much as possible with your other shroud abilities.


Salvation Pass

Slothasor 18,973,828 1,374 360 4,000

General Scourge Tips

You can use as an extra safety net to deal with the Fear after the Breakbar Phases.

While you can use to deal with the Slublings that spawn, be VERY careful that you do not accidentally on to the player slubling. Keep in mind will only bounce to 5 targets and only the 5 closest targets to Slothasor will be affected. To Clarify - If there are 5 enemy Slublings closer to Slothasor than the player Slubling you can without having to worry.

Be sure to place on where your Support Chronomancers plan to pull Slublings to be able to DPS them down easily, should you be unable to use at the time.

Should you be doing mushrooms, keep in mind that your minions will die, so try to do either the first or the last mushroom to avoid this being an issue (that or just don’t use any minions).

While not impossible to hit, can be tricky to make use of in its entirety here; if you’re having problems swap it out for for a more consistent (though smaller) level of damage as well as better CC.

Bandit Trio

General Scourge Tips

Spam . Win Life.

By running here, you can use it to grab aggro of the Snipers at the start of the encounter so you can bring them to the door for “door strat”.

  • Stand in the blindspot in the corner between the stairs and the ledge, target the snipers and spam auto attack.
  • Your Flesh Golem will run over to the sniper and hit it, thereby getting it to aggro on you.
  • This can also be done with other Necromancer minions and in the case of or would be more efficient due to them having a ranged attack.
  • These utilities are, however, less efficient than running other more beneficial utility skills for the rest of the encounter.

Matthias Gabrel 25,953,840 1,374 140 2,500

General Scourge Tips

To assist with condition cleansing for allies, it can be useful to run both and here to maximise Life Force gain during this fight.

If you are struggling during the Downpour phase then you could swap in to help with Stability uptime.

Keep in mind that as of the recent changes, cleansing Chilled from allies gives them Alacrity!

You can place on any outlying Icy Patch to kill it with

You can place barrier on allies that are about to be sacrificed to give them an even larger health bonus whilst transformed. This is because barrier will dynamically change depending on your maximum health, so a minor barrier can increase enormously once a player “transforms” into the sacrifice and “gains” their 100k HP.


Stronghold of the Faithful

Escort

General Scourge Tips

bouncing is very effective for applying conditions from the Warg to the surrounding White Mantle.

Condition Scourge can also permanently Cripple the Back Warg by utilizing the passive effect of should you require a backup person to deal with them.

During the attuned phantasm phases of the Escort fight, if you the phantasm you are NOT attuned to it will still transfer conditions to the one you are attuned to for a one-man bounce.

Keep Construct 55,053,600 687 200 3,500

General Scourge Tips

is your primary tool here, used to ensure the safety of the middle strategy to quickly take out the approaching Phantasms.

While you can precast during the orb phase, try to save your and combo for when Keep Construct appears during burn phases. Additionally, try to save up your Life Force and use your shroud skills for extra procs of , as you’ll have plenty of time to build up Life Force again between burn phases.

Be careful if you have any shades placed anywhere that might cause you to hit the orb, remain observant and check carefully before using any shroud skills during the orb phase.

On a similar note, if you are using any minions be very careful to make sure they do not attack the orb during the orb phase.

Be sure to delay usage of when a Breakbar is close to spawning.

Save your for the burn phase. If your group is particularly high in DPS it may even be prudent to pre-cast it slightly to ensure the damage from it scales up fast enough.

Alternatively, if your group is exceedingly high in DPS it may be better to bring for the extra CC.

Xera 22,611,300 1,374 48 2,000

General Scourge Tips

You can use on the first of the two “pre-event” islands and have it back up in time for the start of the fight proper. You will only cast once per phase, so if it is not back up in time it is not an issue.

Note: Barrier mitigates the insta-kill from the pre-event pressure pads.

can be used to clear shards during the second phase.

Be careful using here, while it is extremely useful for shard clear if you cast it on mobs standing in shards they will become fully buffed. Much like Xera all adds standing in shards have their conditions converted into boons, so please use with caution.

Keep in mind that the white mantle that spawn in via the orb are "there" but Invulnerable and will eat projectiles.


Bastion of the Penitent

Cairn the Indomitable 19,999,998 1,374 200

General Scourge Tips

Run instead of here due to this being an entirely single target fight.

can provide some useful Stability to avoid having to go to the circles. You can also use to give your Support Chronomancers more Stability to share.

can be taken to destroy the projectiles from ! This may help with squad survivability.

Your barriers can be handy in an emergency; for instance if players with go to the same green circle as the rest of the group.

Considering the majority of your rotation can be done from range and you are fairly defensible with your barriers, consider intentionally taking to make life easier for your more melee oriented allies.

Mursaat Overseer 22,021,440 1,374 160

General Scourge Tips

Using here makes dealing with the Jade Scouts and Soldiers a very safe affair. Be sure to time it to get the best ratio of earliest possible cast to most targets hit. Also be aware that the bounce window is very small so be sure to communicate accordingly.

You can make use of your to further apply damage to the Jade Scouts. Use this to damage the furthest Jade Scouts, as the center two will be killed by .

To elaborate on good timing for , assuming Mursaat Overseer is kept very slightly off center you will be able to hit three of the Jade Scouts at any given time. Typically you will have five strategic casts of in an optimal scenario.

Note: This assumes little to no movement of Mursaat Overseer at all

  • When the Jade Scouts approach your group for the first time, cast just before the Jade Scouts cross the line between the first and second row of panels.
  • Cast again as the northernmost Jade Scout is about to cross the line between the second and third row of panels.
  • Cast for a third time as the first Jade Soldier (created by the southernmost Jade Scout) approaches the group. This is not applicable if your group dedicates DPS to deal with it.
  • Cast for a forth time as the center two Jade Scouts become active again.
  • Cast for a fifth time as the northernmost Jade Scout becomes active again.

Use when Jade Soldiers some to the group to clear Slow off your squad members. If you have the spare Life Force you can use to alleviate any incoming damage pressure.

Samarog 29,493,000 1,374 420 4,500

General Scourge Tips

makes dealing with Spears easy, provided they are within the required 900 units of Samarog.

If you’re running for the CC, do your best to avoid becoming Fixated. This is because when Samarog uses his CC attack, , you will lose all your current minions.

Samarog does not take any conditions during his Breakbar Phase, so save your cooldowns for once he is broken. This also means that you cannot apply Fear to his bar, so try to time right before he enters his CC animation.

During the split phases there is a “sweet spot” where you can stack Rigom where he is both outside of Samarog’s hitbox but close enough to affect Samarog with his shield detonating. Taking advantage of this can allow you to from Rigom to Guldhem continuously which will either make Guldhem die faster or do a 1-man bounce due to all of the conditions immediately being transferred back to Rigom.

You can also drop on and apply Fear to Rigom to help keep him in position and kill him faster.

If you’re targeted with the larger of the two AoEs from you can mitigate the damage with a well timed barrier from or so the other player can stay on Samarog.

Deimos 35,981,456 1,374 140

General Scourge Tips

You can take advantage of the Prides, Greeds and “fake” Sauls here for bouncing. Just keep in mind that pretty much everything in this fight can “eat” projectiles. The hand AoEs, the black oil AoEs, even the statues on the outside of the area can be targeted by despite not being “valid” targets.

Be sure to place your accordingly to help kill the Prides as they approach Saul.


Hall of Chains

Soulless Horror 35,391,600 1,374 160 3,000

General Scourge Tips

You can take Warhorn on your offhand set if your team is really slacking on CC. You can also swap out for if you still need more!

Take care when using as the Stability you give to allies can be corrupted into Fear.

bouncing is a vital skill to have here and requires impeccable timing due to the small window that the Tormented Dead and Flesh Wurms stay alive after being hit by it.

If your group is using knockout strat for the Tormented Dead, try to use as soon as it is parallel to the group to both ensure it hits and also to give time for your allies to reposition to knock it away and off the platform.

Dhuum 32,000,000 1,374 400

General Scourge Tips

Unless you’re doing the Challenge Mote, has little to no use here.

You can also take to make it easier to deal with and . If you take you can bait out by standing inside Dhuum’s hitbox. As it leaves a portal behind you can near instantly be in and out of the group to break the shackles allowing the other player to continue DPS

can be helpful for ensuring Torment stacks are removed from your allies during . In the event an ally is hit by the fissures attack and are feared off in a random direction, you can “rescue” them by placing a shade on them and cleansing the Fear.

also means you can afford to be out of position before due to being able to cleanse the Torment off of yourself.

Take if you have no one else to deal with the boon strip after . Swap out for if this is the case. will end up being worth more due to the frequent mechanics that you will force you to move away from Dhuum.

During the final 10% try to stack up shades on your group to provide some extra barrier to allies before moving out of the bubble to “push the buttons”. Dhuum will still take damage during the final 10%, even when he is untargetable.

Kiting Tips

Should you be kiting, you can use to help mitigate the damage from the bombs, . You can also use a combination of Scepter auto-attacks and Shade placement to grab aggro of the Messengers without a problem.

If you’re having issues with Swiftness whilst kiting and your team has enough Vulnerability output you can swap out the Soul Reaping trait for . This as well as will provide near permanent Swiftness.


Mythwright Gambit

Conjured Amalgamate

General Scourge Tips

Use to spread soft CC to the shields to help break their bars. should be able to break all of the shields. Obviously, you can also use to clear the Swords as well.

You can share Stability with before Conjured Amalgamate smashes his arm into the ground.

If you have poorly placed protective Shields or a lack of shields during Conjured Amalgamate's Clap attack or wall of doom, you can use Barrier to help your subgroup survive.

During the final phase you can place a on the other arm so you can DPS both at the same time.

Twin Largos

General Scourge Tips

Kenut will gain boons when it hits a squad member with . You can take to deal with this and also use to finish clearing all of its boons.

During the final 50%, when the team splits, you will want to go to Kenut as it moves a lot. This help your Torment to tick for more.

Take Warhorn if you're lacking CC. If you still need more CC then you can take instead of .

Use to remove conditions if your party members are hit by a water twister.

You can use and to provide Barrier to your subgroup if they are taking too much ticking damage from . This will only occur on the final platform.

Qadim

General Scourge Tips

Use to stop the Lava Elementals from reaching Qadim.

Spread out your so you can cover more of the Lava Elemental spawns.

If you have to clear Lava Elementals for a second time in one phase you can use to Fear the Magma Elementals. This will stop them from protecting the Lava Elementals.

Take Warhorn offhand if you need more CC.

Use to help remove Retaliation from the Pyre during the split phase.

You can use on the Destroyer to help cleave the adds. Just be a little bit careful as it might kill the lamp.

You can use between the Matriarch and the Patriarch if they are on platforms next to each other.

Use and when you are jumping from platform to platform during the final phase. This will help mitigate some of the incoming damage.


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