Try to avoid cancelling casts for your important combo skills:
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.
Take Warhorn in your second set if you think you will need the additional CC.
Life Force is a second health pool that you can dip into when you want to gain access to your .
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:
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.
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):
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:
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.
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.
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 arguement between dropping and .
check the section below to see more about this utility.
can be taken at a moderate DPS loss in exchange for a large amount of CC depending on hitbox size.
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 .
causes you to transfer two condition with your next attack after you exit . This is used to transfer the self-inflicted conditions from .
reduces the cooldown on your and . It also causes your Corruption skills to give you conditions which can then be transferred via .
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.
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 .
causes your punishment skills to have reduced cooldown and for your to cause Burning when used after a punishment skill.
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.
You provide permanent Bleeding through , , , , , and .
You provide permanent Burning from , , , , and .
You provide roughly 40% Chill uptime from 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 gain personal Protection from .
You gain personal Fury when entering due to .
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.
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.
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.
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.
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:
You can use as an extra safety net to deal with the Fear after the break bars.
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.
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.
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”.
To assist with condition cleansing for allies, it can be useful to run both and here to maximise Life Force gain during this fight.
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.
bouncing is very effective for applying conditions from the Warg to the surrounding White Mantle.
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.
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.
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.
Run instead of here due to this being an entirely single target fight.
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.
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.
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
makes dealing with Spears easy, provided they are within the required 900 units of Samarog.
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.
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.
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!
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.
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.
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.
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.
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.
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.
Spread out your so you can cover more of the Lava Elemental spawns.
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.
Use and when you are jumping from platform to platform during the final phase. This will help mitigate some of the incoming damage.