GW2. Raid Build. Condition Scourge DPS. Condition Scourge Alacrity DPS. Necromancer PvE.
Last Update: April 2024
DPS Variant
Role: DPS or Kiter
The Condition Scourge DPS is a necromancer build with ranged damage potential and support for allies with barrier sharing. There is an option to provide alacrity or go for a full damage playstyle. It can maintain its damage while under pressure which makes it great for kiting mechanics as well.
Always place Manifest Sand Shade (F1) on top of the boss and on party members to spread the support to allies and to hit targets with your shade skills. You want to have at least one shade out at all times to get the condition duration bonus. Your character also counts as a shade, so you can support nearby allies by standing near them and put a shade on top of the boss to damage it.
Blood is Power applies long duration conditions on your target and yourself, but Desert Shroud (F5) with the Plague Sending trait will transfer those conditions to the target.
Dhuumfire will burn enemies that are hit with any of the F1-5 skills, but the burning has an internal cooldown (1 second). Time the shade skills to give out burning but do not deplete your life force low enough that you cannot use the F5 and F2 off cooldown. Besides the F1, the shade skills have no cast time so use them during the cast of your weapon skills.
Skill Priority:
- F1 (maintain permanently)
- F2 (off cooldown)
- Blood is Power + F5
- Plaguelands
- Pistol 3 > 2
- Torch 4 > 5
- Swap
- Scepter 3 > 2
Never use Blood Is Power without using your F5 along with it, but it is fine to use F5 by itself if Blood Is Power is not off cooldown yet. The transfer from F5 allows a 6 second window to use Blood Is Power afterwards. Use excess life force for F3 and F4 to activate Dhuumfire each second. Explode Bone Minions when in need of life force.
CC – Crowd Control Skills:
- Torch 5, F4, Pistol 3, Spectral Grasp (Optional), Summon Flesh Golem (Optional)
Equipment
Item | Stat | Rune / Sigil |
---|---|---|
Helm Viper | ||
Shoulders Viper | ||
Coat Viper | ||
Gloves Viper | ||
Leggings Viper | ||
Boots Viper |
Primary Weapon Set
Scepter Viper | ||
Torch Viper |
Secondary Weapon Set
Pistol Viper | ||
Off-hand Empty |
Item | Stat |
---|---|
Amulet Viper | |
Ring Viper | |
Ring Viper | |
Accessory Viper | |
Accessory Viper | |
Backpiece Viper |
Relic
Consumables
Infusions
Fractal x18 | |
Optional x18 |
Skills
Scepter / Torch | Heal / Utility / Elite |
Pistol / Torch | |
Alternatives
- Utility: instead of Bone Minions for stunbreak
- Utility: instead of Bone Minions to spread conditions
- Utility: instead of Bone Minions for more CC
- Utility: instead of Bone Minions for projectile block
- Elite: for more CC
Traits
Alternatives
- Curses: for greater self sustain and kiting
- Scourge: for cleanse if necessary
Build Template
Chat Code: (copy/paste into in-game chat)
[&DQgnNjI1PCp+FhIAgAB3AW8B9QDkAL0BkgCVAAAAAAAAAAAAAAAAAAAAAAA=]
Gameplay
Alacrity Variant
The Condition Scourge DPS can also provide Alacrity to its group with a few changes to the equipment to gain extra boon duration and two traits. The alacrity is tied to the barrier application so the skill priority changes towards the use of Sand Cascade (F3) off cooldown instead of F2.
Always place Manifest Sand Shade (F1) on top of the boss and on party members to spread the support to allies and to hit targets with your shade skills. You want to have at least one shade out at all times to get the condition duration bonus. Your character also counts as a shade, so you can support nearby allies by standing near them and put a shade on top of the boss to damage it.
Skill Priority:
- F1 (maintain permanently)
- F3 (off cooldown)
- Blood is Power + F5
- Plaguelands
- Pistol 3 > 2
- Torch 4 > 5
- Swap
- Scepter 3 > 2
Use excess life force for F2 and F4 to activate Dhuumfire each second. Don’t delay the F5 to use with Blood Is Power because it is necessary for Alacrity, but wait to use Blood Is Power with your next F5.
CC – Crowd Control Skills:
- Torch 5, F4, Pistol 3, Spectral Grasp (Optional), Summon Flesh Golem (Optional)
Equipment
Item | Stat | Rune / Sigil |
---|---|---|
Helm Viper | ||
Shoulders Viper | ||
Coat Viper | ||
Gloves Viper | ||
Leggings Viper | ||
Boots Viper |
Primary Weapon Set
Scepter Viper | ||
Torch Viper |
Secondary Weapon Set
Pistol Viper | ||
Off-hand Empty |
Item | Stat |
---|---|
Amulet Ritualist | |
Ring Ritualist | |
Ring Ritualist | |
Accessory Ritualist | |
Accessory Ritualist | |
Backpiece Ritualist |
Relic
Consumables
Infusions
Fractal x18 | |
Optional x18 |
Skills
Scepter / Torch | Heal / Utility / Elite |
Pistol / Torch | |
Alternatives
- Utility: instead of Trail of Anguish to spread conditions
- Utility: instead of Trail of Anguish for more CC
- Utility: instead of Trail of Anguish for projectile block
- Elite: for more CC
Traits
Alternatives
- Curses: for greater self sustain and kiting
- Scourge: for cleanse if necessary
Build Template
Chat Code: (copy/paste into in-game chat)
[&DQgnNjI1PD5+FhIAgAB3AW8B9QByFr0BkgCVAAAAAAAAAAAAAAAAAAAAAAA=]
Why is secondary main hand empty?
Because you don’t need to repeat the same weapon, when you weapon swap the main hand stays and only offhand swaps
im confuse with its survivability by using its condition damage to the enemies. can anyone explain?
This is outdated, now with weapon expertise, the pistol in main hand is overpowered