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Hiin.5137

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  1. You can buy equipment pretty easily. If you Google you can reach information about current meta builds.
  2. I play Support Scourge so I should be in teamfight, but in this case perhaps I will go home to cap the node and hold/kite in case the opponents leave 1 mid to cap and send multiple players into home node.
  3. Try this.Might need some tweaking to perfect but should be in the right direction.http://gw2skills.net/editor/?PSwAs+ZlNwQYYsHmJWyWZvWA-zZwOlGFCZKCSYCExCwdDA
  4. Hi, Sharing my latest build for Reaper after the latest PvP patch.I tried to incorporate some of the new skills and traits - namely Dread and Well of Darkness into the build.Also tried to have something different than current meta so people can explore and discuss. The base of the build is Deathly Chill which will give Bleed when you Chill.Reaper got Shivers of Dread which will Chill when you Fear.So when you Fear, you also Bleed + Chill. I take Spite because this also synergizes well with Fear.You got the new Dread which will give Fury and Quickness when you Fear.You also can take Bitter Chill which will inflict Vulnerability when you Chill.So now when you Fear, not only you gain Fury and Quickness, but you will also Chill + Bleed + apply Vulnerability.When you combine this with Decimate Defenses in Reaper trait line, you can get pretty respectable Crit Chance. I take Blood Magic for more survivability and Blood Bond which will cast Lesser Signet of Vampirism whenever you apply 4 Bleed so you can life steal more. This complements our trait combination well. For weapon choice the obvious one is Staff.You will hit really hard with Staff, more than any Core Necro can with the same weapon because of above synergy - while life steal!I choose Axe + Focus to finish single target enemies after bombing them with Staff skill combo.Open with Focus 4 + 5 for Vulnerability + Bleed + Chill + Boon Rip and after that your Axe 2 should hit like a truck.If there is any survivor, you should have enough life force to enter Shroud or enter Lich Form to wreak more havoc. Start with Shroud 3 or Lich 3 to Fear and proc Dread and just go mad. Lich 2 applies more Vulnerability. Shroud 5 will Stun and Chill AND prepare Ice Field so you can use Shroud 4 to spin to glory - more Chill, more Bleed, more Crit + APPLY POISON. Super annoying but rather squishy with only one Stun Break.You have to rely on Rune of the Traveler for 25% Movement Speed, unlike those Rune of Speed Reaper who can just kite super fast. Well of Darkness is the ultimate AOE - giving Damage AND Condi Damage because the Chill will proc Bleed, while Blinding enemies. Spectral Ring for more Fear, but I can see people want to take something different for more survivability or Stun Break. I take Carrion but still testing what amulet will be the best.I can see Wizard working for even more damage, Sage for a bit more healing, and perhaps even Celestial for a bit of everything. Try it and let me know what you think, and perhaps even giving me more ideas on how to make this better. BUILD LINKhttp://gw2skills.net/editor/?PSwAYd3lVwUYdMP2JOuSvNXA-zZoOkGlA5rCSYIIvB
  5. Support Scourge is doing good. Lost Protection trait on Wells but Wells of Darkness buff is nice. The shade rework really helps with placement. I was playing more comfortable compared to yesterday before the patch - and I guess must be extremely annoying to my opponents. I find the new GM trait Blood Bank is actually quite useful, as you will usually overheal as Support Scourge - although I miss Transfusion revive-teleport. Signet of Locust is actually fun to use as second heal skill, and with Dagger 2 heal have good synergy with Blood Bank. The patch opens up a lot of build flavour for Support Scourge i.e. Staff vs Dagger - Blood Bank vs Transfusion - Utility choices etc.
  6. Support Scourge is doing good. Lost Protection trait on Wells but Wells of Darkness buff is nice. The shade rework really helps with placement. I was playing more comfortable compared to yesterday before the patch - and I guess must be extremely annoying to my opponents. I find the new GM trait Blood Bank is actually quite useful, as you will usually overheal as Support Scourge - although I miss Transfusion revive-teleport. Signet of Locust is actually fun to use as second heal skill, and with Dagger 2 heal have good synergy with Blood Bank. The patch opens up a lot of build flavour for Support Scourge i.e. Staff vs Dagger - Blood Bank vs Transfusion - Utility choices etc.
  7. Vallun is making a video of a pretty similar Heal Scourge. With planned balance patch this build might get more play and I am excited!
  8. INTRODUCTIONHi, just want to share my newest build so our Necros (esp Scourge in PvP) get more love from the community and hopefully discussing where I can improve the build. I have been playing this since last 3v3 Mini Season (a slightly different version with Mender's Amulet and Staff) when sometimes people laugh at my attempt to play Scourge in PvP and asked me to play Reaper or Core Necro instead. (I love Reaper also but want to try something new but not liking Core Necro. I feel so clunky...) I did get into top 250 for 3v3 and the title because of some luck at matchmaking RNG and still trying to get good with Conquest, but in the right hand and more tweaks hopefully this can be a more successful attempt to shower some love to Heal Scourge. THE BUILDhttp://gw2skills.net/editor/?PSABc2h/lNwkYRsHmJm6XbvOA-zZh8UaUBkpIIhJQGDBdMA WEAPON/SIGIL CHOICEAXE - FOCUSYour main ranged weapons. Picked for spike single target damage- boon corrupt/removals (Axe 2, Focus 5). LF generation too I guess but usually I get more than enough from Eternal Life. This is one of the main, important source of what chip damage you have using this build :) Sigil of Exposure and Sigil of Intelligence picked so you have better spike damage, especially because the amulet choice (Marshal) only give limited Precision. DAGGER - TORCHYour main melee weapons. I was playing with staff in 3v3 but has since taken a liking in dagger due to the extra sustain provided by Dagger 2 while standing in points in melee range (which was not a problem in 3v3, but in Conquest you will need to duel on points sometimes). Torch is taken for the Torch 5 CC. This is also good to help to cleave downed enemies (Torch 4 - Dagger 1). Sigil of Energy and Sigil of Purging picked so you have better survivability in this setup. AMULET/RUNE CHOICEMARSHAL AMULET - RUNE OF THE FLOCKI first started with Mender's which will give you the extra survivability but after some tries in Conquest, I decided to use Marshal to boost whatever chip damage we have in this build. That said, I find the extra Vitality and Health from Rune of The Flock is important to keep my LF bar threshold up so I can spam more heals/barriers. SPECIALIZATION CHOICEBLOOD MAGIC - SOUL REAPINGI find both are indispensable to this build. Blood Magic provides the bulk of Healing capabilities (Ritual of Life, Vampiric Presence, Last Rites, Transfusion). Life from Death might also be taken but I find Vampiric Presence is more stable. Vampiric Rituals might also works if you like Wells as utility skills. Soul Reaping is taken so you have enough LF to spam heals/barriers. This also will lower the cooldown of shades skills. Speed of Shadows is taken for occasional life-saving manoeuvre provided by Shade 5 (I find it useful when there are Rangers in enemies team so I can escape from Binding Roots + get extra barriers) and because we do not use Staff we have no use of Soul Marks. Vital Persistence because I need the extra Vitality but I guess Fear of Death might works too, especially if you have Spectral Ring as utility skill. Eternal Life is essential because you will need the LF to spam barriers/heals. With this, you will get 20% LF at the start of battle so you can begin with Shade 3 to give barriers in your surrounding allies or use Shade 5 freely to gain Swiftness needed to move around points when out of combat (due to Speed of Shadows trait). SCOURGEI take Herald of Sorrows because I like Harbinger Shroud as my Shade 5, which will provide massive amount of barriers every 25 secs. I usually bunk in points anyway with this build and use Shade 5 on melee range so the boom after 3 secs usually will catch my opponents in time if they keep contesting the points (instead of perhaps 1-2 pulses then evade from the usual Desert Shroud) Sand Savant, so you can share your barriers with more allies and have bigger Shade 5 to blast enemies. UTILITY SKILL CHOICEI find myself changing quite a bit depending on the opposite side composition, but generally, I like to take Serpent Siphon for extra barriers/Poison to weaken heal from enemy bunkers/boon corrupt. Especially good again Mesmers, which I hate because sometimes I get burst down without knowing. Sand Swell for the extra mobility in and out of points when in battle and extra barriers/boon corrupts. Trail of Anguish for Stun Break and Stability. Someone might want to take Wells if they liked them or Corrosive Poison Cloud if enemies have a lot of Thiefs/Rangers for the projectile hate or Spectral Ring for extra CC perhaps. CLOSINGThat's it! I hope you enjoyed reading the rationale to this build and perhaps try them in PvP to see how it works. Let me know your thought and perhaps give suggestion to help me improve this attempt to make Heal Scourge more viable in PvP.
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