• Take Epidemic if you want to Epi bounce with another Necromancer or if cleave is needed.
  • Swap
    for
    for bosses that are constantly moving (like Soulless Horror) or bosses that have a high requirement for CC (Soulless, Samarog, Sloth, etc.)

  • Take
    :
    • If you can’t stay in melee all the time or need to constantly stay ranged.
    • If you need the extra Life Force generation for extra damage/condi cleanse.

  • Take
    :
    • If you can stay in melee and reposition whilst using it to get the extra burning.
    • If you need the Stability/ Swiftness/stun break/extra boon clear for utility.


Thanks to Lucky Noobs - Farbstoff for allowing us to use their video.

If you have any question about the rotation, feel free to message:
Necrojinn - Amerikajinn.4635 or Farbstoff Ne - sOn.4098






Thanks to Lucky Noobs - Farbstoff for allowing us to use their video.

If you have any question about the rotation, feel free to message:
Necrojinn - Amerikajinn.4635 or Farbstoff Ne - sOn.4098


Tips for each encounter - Click on each section below to expand

This guide is made exclusively for Condition Scourge

Scourge Condition
  • While we have written guides here for all encounters, please refer to our recommended team comps.
  • You can also run
    instead of
    as it is fairly cheap.
  • Try to avoid cancelling casts for your important combo skills: Punishment Skills ->
    to proc your
    trait; and
    ->
    to transfer the two self inflicted conditions (Bleeding and Torment) to your target with the
    trait.
  • For the
    ->
    combo, avoid using it immediately before/after using another corruption skill to avoid sending the wrong conditions to your target, as you can only send two conditions with this trait. If necessary try to cleanse them with
    or wait for them to expire/be cleansed by an ally before using the combo.
  • Keep in mind that you don’t need to keep your shades 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 Shroud skills.
  • Should you ever need to run
    , keep in mind it is a 10-15% dps loss on average.
  • Should you ever need to run
    , keep in mind that it is a 15% dps loss on average.
Epi Bouncing
  • If you are bouncing with
    from a mob to the boss you can minmax your gear a little more.
  • You can swap out
    for
    and also run full
    .



Scourge Condition
Regardless of Strategy

  • is useful here both to put conditions on most (if not all) of the seekers to help keep them off of the group, as well as being effective for
    Bouncing (Epi-bouncing) due to constant seeker presence.
  • Additionally, if you have enough Condi builds in your group you can elect to stay at blue during the 2nd and 4th phase to
    from Blue Guardian to Green Guardian.
  • Try to avoid attempting an Epi-bounce just before the seekers are set to despawn/respawn, which is every 20 seconds.
  • Seekers can also take the conditions you might be trying to transfer to the Vale/Colored Guardians with
    so keep an eye on them.
  • 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
    .
  • You can also strategically place shades as VG phases to help assist allies with killing their respective guardians more quickly.

Outhealing Green AoEs


  • If your group is attempting the “No Greens” strategy make sure you save your
    ability (and other barrier applying skills) for when the greens occur.
  • Keep in mind that even with permanent Alacrity you will be unable to barrier every green, so try to alternate between using
    and
    to give your healer/s more breathing room.

Running to Green AoEs


  • If you’re assigned to green circle team, you will most likely be better off running
    which will grant you extra CC that can be used from afar, instead of
    due to not being able to consistently land
    as both you and Vale Guardian are always moving.
  • If your group is running greens, you can take
    to help the rest of the “green team” to get to/back from the greens quickly should they spawn far away/in a different triad of the arena.


Scourge Condition

  • is effective for dealing with the Spirits that Gorseval summons, the Charged Souls during the split phase (to spread around extra damage and additional Chill and Immobilize), and the Ghostly 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 shades on nearby orbs that
    can’t quite reach to help out your team with orb clearing.

Scourge Condition
Regardless of Role

  • can be used here both to clear the adds that spawn during the fight, and to bounce conditions from Sabetha’s Champions back to Sabetha herself when she returns to the platform.
  • This also includes eliminating the turrets that Karde spawns, saving your Berserker the trouble of repositioning to hit them with their
    .

If doing Cannons

  • It is exceedingly rare to be required to do cannons, but should the situation call for it just save your
    /
    combo for when you go up, and proc
    as much as you can with your other shroud abilities.

If kiting


  • You can take
    if you’re struggling with getting Alacrity or maintaining shades as the fight progresses so that your shade average is more consistent.
  • 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 perma swiftness (when combined with
    .
  • While you can still duck into melee range between flak shots and during flame walls, your window to do so is small due to lacking a spammable mobility skill, so be careful.
  • Take
    if you’re having issues with getting the flux bomb to your teammates that are doing cannons. Make sure you kite near where the next cannon is set to spawn.
  • If possible try to make sure you’re the one kicking bombs, this is due to being able to hit the vast majority of your rotation from range (and by merit of being the kiter).



Scourge Condition

  • Swap out
    for
    /
    (
    if doing a mushroom,
    if not to avoid minion despawn) here, as the Stability granted by
    can be corrupted by the slublings into Fear (which can be detrimental).
  • 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 in, 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 (so if there are 5 enemy Slublings closer to Slothasor than the player Slubling you can
    without worry.
  • Be sure to place shades on where your Mesmers 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.


Scourge Condition

  • 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 Blood/Bone Fiend would be more efficient due to them having a ranged attack (but are less efficient that running other more beneficial utility skills for the rest of the encounter).


Scourge Condition

  • To assist with condi cleansing for allies, it can be useful to run both
    and
    here to maximise Life Force gain during this fight.
  • Keep in mind that as of the recent changes, cleansing chill from allies gives them Alacrity!
  • You can place shades on any outlying icy patches to kill them with the
    procs.
  • You can place barriers 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 by enormously once a player “transforms” into the sacrifice and “gains” their 100k HP.




Scourge Condition

  • Epi-bouncing is very effective for applying conditions from the frequent Wargs to the surrounding White Mantle.
  • Scourge can also permanently Cripple the Warg by utilizing the passive effect of
    should you require a backup person to deal with them.
  • During the attuned phantasm phases of the Mcleod 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 Epi bounce.


Scourge Condition

  • is your primary tool here, used to ensure the safety of the Mid strat to quickly take out the approaching Phantasms.
  • While you can precast shades during the orb phase, try to save your
    /
    combo for when KC 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 break bar 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.


Scourge Condition

  • is effective for both clearing out the ads that spawn in during the fight, and also for clearing the Bloodstone Shards on the outer edge of the area, with some provisions.
    • All surrounding ads need to be slain before you attempt to clear the crystals.
    • You need to do so before the “orb” heralding the arrival of more White Mantle adds appears.
    • The tank needs to position Xera to be closer to the shards you need cleared than any of the others. This can be done without leaving the center, as she only needs to move a small distance to be considered closer.
  • If you do all of the above, you can clear up to 4 shards with one
    (one less per nearby mob, and automatically one less than 5 due to the invisible hitbox in the center that counts as a “valid” target for
    .
  • When using
    to kill adds try to wait until they have been pulled on to the group if they’re inside of the AoEs created by the bloodstone shards to avoid them being loaded up with boons, most notably of which being stability which stops them being able to be pulled in.
  • For any shards you miss/are unable to hit you can place shades on them to assist killing them from afar.
  • You can use
    on the first of the two “pre-event” Bloodstone Crystals 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.



Scourge Condition

  • Run
    instead of
    here due to this being an entirely single target fight.
  • can provide some useful Stability if you need to rez an ally.
  • Your barriers can be handy in an emergency; for instance if players with agony 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 the agony aggro to make life easier for your more melee oriented allies.


Scourge Condition

  • Using
    here makes dealing with the Jade Scouts/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 Epi-Bounce window is very small so be sure to communicate accordingly.
  • You can make use of your shades to further apply damage to the Jade Scouts (just try to avoid damaging the center two Scouts at all as it is simpler to
    them if they are kept in “sync”).
  • To elaborate on good timing for
    , assuming MO is kept very slightly off center you will be able to hit 3 of the Jade Scouts at any given time. Typically you will have 5 strategic casts of
    in an optimal scenario (Note: this assumes little to no movement of MO at all):
    • When the Scouts approach your group for the first time, cast
      just before the Scouts cross the line between the first and second row of Panels.
    • Cast again as the northernmost 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 (not applicable if your group dedicates dps to deal with it).
    • Cast as the center two Scouts become active again
    • Cast as the northernmost Scout becomes again.


Scourge Condition

  • 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 fixation due to Samarog’s pummel break bar attack killing any minion you have equipped when it hits you.
  • During the Prisoner 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 Epi-Bounce due to all of the conditions immediately being transferred back to rigom.
  • You can also drop shades 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 the “Friends” mechanic here you can mitigate the damage with a well timed barrier from
    or
    to other player to stay on stack for damage/CC.


Scourge Condition

  • 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.
  • Barrier will only mitigate the lethal damage from the Mind Crush attack if you running the Death Magic trait
    , and only if you have enough Life Force to activate
    .
  • Be sure to place your shades accordingly to help kill the Prides as they approach Saul.




Scourge Condition

  • You can swap out
    for
    if your team is really slacking on CC.
  • Take care when using
    as the Stability you give to allies can be corrupted into Fear.
  • Epi-Bouncing is a vital skill to have here, and requires impeccable timing due to the small window that the Tormented Dead/Flesh Wurms stay alive after being hit by it. As such it is important to establish how you will communicate Epi-Bouncing with your other Scourge, be it just calling it out or doing a countdown to help sync up the timing.
  • If your group is using knockout strat for the Deads, try to use
    as soon as the Dead 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. This is a bit trickier to Epi-Bounce for as it relies on your allies syncing their knockbacks with your Epi bounces.


Scourge Condition

  • Unless you’re doing CM,
    has little to no use here.
  • Should you be kiting, you can use
    to help mitigate the damage from the bombs from Afflicted players. You can also use a combination of Scepter auto-attacks and Shade placement to grab their aggro without much worry.
  • 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
    , as well as run
    for near perma Swiftness.
  • could be taken instead of
    . This could be an option if party members are being hit by the Lesser Death Mark as
    will not be ready if you have to use it before the Soul Split.
  • Our
    can be helpful for ensuring Torment stacks are removed from your allies during the Soul Split attack. Also, 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 the Soul Split attack due to being able to cleanse the Torment off of yourself.
  • 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”.



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