GW2. Raid Build. Condition Scourge DPS. Condition Scourge Alacrity DPS. Necromancer PvE. Group PvE Build.
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 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 party members to spread support to allies and 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 putting 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 afterward. Use excess life force for F3 and F4 to activate Dhuumfire each second. Explode Bone Minions when in need of life force.
When providing Alacrity to the group with a change to two traits and Ritualist trinkets, focus on applying barriers to allies. 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.
CC – Crowd Control Skills:
- Torch 5, F4, Pistol 3, Spectral Grasp (Optional), Summon Flesh Golem (Optional)
Item | Stat | Rune / Sigil |
---|---|---|
Helm Viper | ||
Shoulders Viper | ||
Coat Viper | ||
Gloves Viper | ||
Leggings Viper | ||
Boots Viper |
Scepter Viper | ||
Torch Viper |
Pistol Viper | ||
Off-hand Empty |
Item | Stat |
---|---|
Amulet Viper | |
Ring Viper | |
Ring Viper | |
Accessory Viper | |
Accessory Viper | |
Backpiece Viper |
Fractal x18 | |
Optional x18 |
Alternatives
- Stats: Use Ritualist Trinkets when providing Alacrity to allies. (Amulet, Rings, Accessories, Backpack)
Scepter / Torch | Heal / Utility / Elite |
Pistol / Torch | |
Alternatives
- Utility: instead of Trail of Anguish for more CC
- Utility: instead of Trail of Anguish for projectile block
- Elite: for more CC
Variants
- Alacrity Variant requires the following Scourge traits
Alternatives
- Curses: for greater self sustain and kiting
DPS Variant
Chat Code: (copy/paste into in-game chat)
[&DQgnNjI1PCp+FhIAgAB3AW8B9QByFr0BkgCVAAAAAAAAAAAAAAAAAAAAAAA=]
Alacrity Variant
Chat Code: (copy/paste into in-game chat)
[&DQgnNjI1PD5+FhIAgAB3AW8B9QByFr0BkgCVAAAAAAAAAAAAAAAAAAAAAAA=]
Gameplay:
4 Comments
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