Fladmast.6021 Posted July 21, 2021 Posted July 21, 2021 How does each specialization operate in a fight? - What are they focusing on in regards to they utility skills? - Are they equally offensive? - How much time is spent doing damage and supporting the group?
Infusion.7149 Posted July 21, 2021 Posted July 21, 2021 Unless you are playing heal scourge you basically just do your damage "rotation" on scourges. Heal scourge is only used to carry situations where people die a lot such as on the Boneskinner strike mission or in Matthias now that resistance doesn't affect condition damage, elsewhere it is rather pointless and people would be better off just running a condition scourge with blood magic for transfusion. The manifest sand shades providing barrier is already something that supports the group and no added time is spent to do so (you don't even need to run blood magic) ; so is Sand Cascade which is a part of all scourges. For firebrands your main job is to upkeep quickness unless you are playing heal firebrand then you need to focus on healing as well and try to time aegis to block large attacks. Due to mantras not having a cast time, it is concurrent in terms of time. Firebrands are more universal in usage because they are the only class that can reliably apply party quickness besides chronomancer and scrapper. The difference is chronomancer and scrapper don't apply much might or fury so in 5 man scenarios (fractals, DRMs) they are significantly weaker when the DPS classes don't supply might or fury themselves. Firebrands are also typically used as a full support healbrand in WvW. In both cases, a heal firebrand is focused on supporting the group exclusively. I would suggest you read the following resources:https://discretize.eu/buildshttps://snowcrows.com/builds/guardian/firebrand/condition-quickness-firebrandhttps://snowcrows.com/builds/necromancer/scourge/condition-scourgehttps://lucky-noobs.com/builds/condi-quickness-firebrandhttps://lucky-noobs.com/builds/condition-scourge
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