The Condi Scourge is an easy build to learn and provides access to good off-support tools (large amounts of passive barrier from ) and can be augmented to provide the means of a safety net at an acceptable amount of DPS loss with the Blood Magic trait line (without any stat changes).
The build can place lots of conditions and crowd control on multiple targets simultaneously with its shades. Due to large amounts of self-produced Vulnerability and Might in combination with its other tools, it is quite self-substantial.
Additionally it can also corrupt boons when Mistlock Instability: No Pain, No Gain is active and has a large supportive toolkit with lots of CC and utility skills like and , which can be invaluable on some T4 Fractals.
To provide Alacrity, your gear and traits remain mostly the same. Make sure to play with using it during downtimes.
If you are still struggling to maintain Alacrity or have low Agony Resistance, you may want to use it more frequently during the combat or simply take some Ritualist gear for some extra Boon Duration.
Unlike a full dps Scourge, you are supposed to use off cooldown. You will want to play or as your third utility choice, for additional Life Force generation.
is an alternative if your group lacks Fury or will benefit from th 8 stacks of Might and provides Life Force as well.
The final change is to take the following traits in the Scourge traitline:
Scourge
Situational Traits
Insidious Disruption
On 99CM there is no need to play any Life Force generating utility skill.
Therefore take in combination with instead of , to gain a significant dps gain.
Blood Magic
Running Blood Magic instead of Soul Reaping can be an option if you need more team revival power via and and more sustain in general. It will cause a personal damage loss but it can be helpful if your party is having trouble staying alive.
Blood Magic
Taking will bring some more CC via the warhorn skill .
A useful 1200 range 5 target Pull that provides an extra 15% Life Force per hit and 150 defiance bar damage per hit, up to five times if you cast it inside a foe with other targets within range.
Can be taken if your group needs additional CC at the cost of a small DPS loss.
Useful to provide permanent Fury and additional 8x Might, as well as personal Life Force.
A go-to stunbreak skill for Scourge, that can also provide some decent conditions if you step in and out of your targets hitbox to proc it multiple times. On T4 fractals with Mistlock Instability: No Pain, No Gain it can provide large amounts of passive barrier from .
A useful skill for mitigating projectiles.
A 1200 range teleport skill that can also work as a projectile blocker for fights like Old Tom in the Uncategorized fractal.
A secondary teleport skill that allows one to solo the turret room in the Thaumanova fractal. Also great for consuming conditions on consoles in the Aetherblade fractal.
A useful skill that allows you to double up on blinks.
Only use this skill in organised groups at the dark Phase of theSunqa Peak Challenge Mode. Copying all slow CC conditions like Immobile and Slow onto the Sorrows, which requires certain classes like a Specter to become an alternative of Spectral Grasp .
General Info
Shade Skills
In order to utilise shade-skills you either place a shade onto your target or stay within 180 range yourself.
Maintain at least 1 shade at all times.
Using your shade skills will add additional applications of Burning (from ), Torment and Vulnerability (from ).
Make sure to cast and on cooldown.
Any excess Life Force can be used on , as long as you are not delaying your priority shade skills.
Your trait has an internal cooldown of one second. Be sure to space out your and ) instead of blindly spamming them off cooldown.
Casting your on the group will provide large amounts of barrier passively through your rotation. They can also be used on other significant targets such as the Anomalies in the Shattered Observatory fractal. A Scourge counts as a shade activator itself and will also hit any targets within the range of your shade abilities.
Additionally shade effects do not stack, they only expand the area in which they get applied.
Notes
You want to combo and together to take advantage of . Use as you cast to ensure you transfer the right conditions (the self caused Bleeding and Torment from specifically).
has a 6s effect duration after using , transfering the next conditions you'll get within that window.
If your group has multiple Scourges, you can all take and to replace with a different utility skill of choice (provided all Scourges use their skill off cooldown and during downtimes).
If you're using , you should use off cooldown as it has no cast time.
Rotation
Opener
(ideally precasted)
during cast and
Weapon swap
Loop
Filler Skills + Auto Attack Chains
Weapon Swap
Filler Skills + Auto Attacks
Filler Skills + Auto Attacks
Weapon Swap
Precast (at Singularity)
Use any heal skill while having Relic of Vass equipped to apply additional Poisoned.
Situationally Staff Marks can be precasted as well.
Use right before taking the Mistlock Singularity to pulse conditons for 6s and precast for 6s.
Filler Priority
(at 0/3 shades)
Shorter Phases/Exposed
The Opener/Golem Rotation above is not taking in account Exposed and can be adjusted to shorter "burst" windows.
To do so start on Scepter, eventually utilising a double Opener e.g. at Dark Ai with side CC, to ramp up group Might and a early stacking conditions based on their durations.
This allows you to delay your Pistol and Torch skills up to right before getting your 10s of Exposed.