Logo Albion iconAlbion Online Deadlock iconDeadlock GW2 iconGuild Wars 2 TL iconThrone & Liberty

Difference between revisions of "Specter - Alacrity Support Condi DPS"

 
(35 intermediate revisions by 2 users not shown)
Line 5: Line 5:
 
| rating = Great
 
| rating = Great
 
| focus = Condition Damage, Support
 
| focus = Condition Damage, Support
 +
| xpac = eod
 
| meta =  
 
| meta =  
 +
| difficulty = 1
 
}}
 
}}
  
 
==Overview==
 
==Overview==
A condition boon support build for Specter. Provides permanent {{tooltip|Alacrity}}, {{tooltip|Fury}}, {{tooltip|Swiftness}} and {{tooltip|Vigor}}. The healing variant of this build has a lot of overlap with the [[Build:Specter_-_Support_Healer|Support Healer]], so you can mix and match options between these to suit your group.
+
A condition boon support build for Specter. Provides permanent {{tooltip|Alacrity}}, {{tooltip|Fury}}, {{tooltip|Swiftness}} and {{tooltip|Vigor}}, and up to ~15 stacks of {{tooltip|Might}}. Specter also provide some healing when it exits shroud and with each well, making it an effective choice for groups that want more support without committing to a full healer. In an emergency, specter is also able to tether to a single target to provide barrier.
 +
 
 +
The healing variant of this build has a lot of overlap with the [[Build:Specter_-_Support_Healer|Support Healer]], so you can mix and match options between these to suit your group.
 +
 
  
  
Line 22: Line 27:
 
| healing = Well of Gloom
 
| healing = Well of Gloom
 
| utility1 = Spider Venom
 
| utility1 = Spider Venom
| utility2 = Well of Bounty
+
| utility2 = Skale Venom
 
| utility3 = Well of Sorrow
 
| utility3 = Well of Sorrow
| elite = Shadowfall
+
| elite = Thieves Guild
 
| pet1 =  
 
| pet1 =  
 
| pet2 =  
 
| pet2 =  
 
}}
 
}}
 +
 +
 +
===Weapon Variants===
 +
You can bring an offhand '''Pistol''' in addition to the dagger to have more CC available on swap. As entering and exiting '''Shadow Shroud''' counts as a weapon swap, you will still gain the benefits of {{Sigil|Superior Sigil of Doom}}.
 +
 +
 +
'''Dagger/Dagger''' is a higher DPS variant, but has forced movement and is melee-focussed rather than the fully ranged playstyle that '''Scepter''' allows. It additionally removes the option to use '''Scepter''' skills for their supportive effects during downtime/emergencies.
 +
* This build prioritises {{tooltip|Bleeding}} over {{tooltip|Torment}}, so it is better to run a {{sigil|Superior Sigil of Agony}} instead of a {{sigil|Superior Sigil of Demons}}, {{food|Plate of Kimchi Pancakes}} instead of {{food|Meaty Asparagus Skewer}}, and you should replace {{skill|Skale Venom}} with one of the other skill options below.
 +
 +
 +
===Skill Variants===
 +
{{skill|Skale Venom}} and {{skill|Well of Sorrow}} deal similar damage ({{skill|Well of Sorrow}} is slightly ahead), but which performs better will vary from encounter to encounter. The main disadvantage of {{skill|Well of Sorrow}} is that it requires your target to sit inside it for five seconds. The boonstrip present at the start of many encounters removes venom stacks, but they can be precast during split phases as long as your allies don't waste them attacking an invulnerable boss. The instant cast time of {{skill|Skale Venom}} and fact that it has the same cooldown as {{skill|Spider Venom}} also makes it much less disruptive to your rotation than other options. This is especially valuable for a boon build that relies on regularly entering '''Shadow Shroud'''.
 +
 +
Ultimately it comes down to personal preference and either could be replaced with:
 +
* {{skill|Caltrops}} - Has high theoretical DPS, but requires the target to remain inside the AoE for 10 seconds, and ramps slowerly. It also becomes less efficient in phased encounters, unlike some other options.
 +
* {{skill|Prepare Thousand Needles}} - The cooldown starts as soon as the trap is placed, allowing it to be precast before the fight or new phase, though the arming time makes it vulnerable to your target moving away from it.
 +
* {{skill|Well of Bounty}} should always be considered as an alternative to provide extra {{tooltip|Might}} or {{tooltip|Stability}}.
 +
  
  
 
==Template Code==
 
==Template Code==
 
{{TemplateCode|
 
{{TemplateCode|
code = [&DQUcGywXRx8VGwwBCBs+AS8BLwEGG1UBERsoAAAAAAAAAAAAAAAAAAAAAAA=]
+
code = [&DQUcGyw3RzUVGwwBPgE+AS8BLwEGG1UBKAAoAAAAAAAAAAAAAAAAAAAAAAA=]
 
}}
 
}}
 +
  
  
 
==Specializations==
 
==Specializations==
 
{{Specialization|Deadly Arts|bot|mid|top|}}
 
{{Specialization|Deadly Arts|bot|mid|top|}}
{{Specialization|Trickery|bot|top|top|}}
+
{{Specialization|Trickery|bot|top|bot|}}
{{Specialization|Specter|bot|bot|top|}}
+
{{Specialization|Specter|top|top|bot|}}
 +
 
 +
* {{trait|Pressure Striking}} is a little more DPS in cases where boonrip or {{tooltip|Vigor}} aren't useful.
 +
* For a ~4% DPS loss, you can take {{trait|Consume Shadows}} to offer some extra healing/barrier to your subgroup.
 +
* {{trait|Traversing Dusk}} or {{trait|Amplified Siphoning}} provide additional support for a minor DPS loss, particularly on the '''Dagger/Dagger''' build where {{tooltip|Torment}} is less prevalent.
 +
 
  
  
Line 46: Line 75:
 
| weight = Medium
 
| weight = Medium
 
| stats = Ritualist
 
| stats = Ritualist
| rune = Superior Rune of Scavenging
+
| rune = Superior Rune of the Trapper
 
| rune-qt = 6
 
| rune-qt = 6
 
| weapon1 = Scepter
 
| weapon1 = Scepter
 
| weapon2 =  
 
| weapon2 =  
| sigil1 = Superior Sigil of Doom
+
| sigil1 = Superior Sigil of Demons
 
| weapon1-stats =  
 
| weapon1-stats =  
 
| weapon2-stats =  
 
| weapon2-stats =  
 
| weapon3 =  
 
| weapon3 =  
 
| weapon4 = Dagger
 
| weapon4 = Dagger
| sigil4 = Superior Sigil of Bursting
+
| sigil4 = Superior Sigil of Doom
 
| weapon3-stats =  
 
| weapon3-stats =  
 
| weapon4-stats =  
 
| weapon4-stats =  
 
| infusion1 = Malign +9 Agony Infusion
 
| infusion1 = Malign +9 Agony Infusion
 
| infusion1-qt = 18
 
| infusion1-qt = 18
 +
| relic = Relic of the Fractal
 
| head =  
 
| head =  
 
| shoulders =  
 
| shoulders =  
Line 74: Line 104:
 
}}
 
}}
  
* {{Rune|Superior Rune of Scavenging}} deals practically identical damage to {{Rune|Superior Rune of the Renegade}}, but the extra vitality is of benefit to your '''Shadow Shroud'''.
+
* This setup provides ~42% boon duration.
 +
 
 +
 
 +
===Non-SotO Relics===
 +
{{relic|Relic of the Aristocracy}} is the best relic for players that don't own Secrets of the Obscure.
 +
* Replace the {{sigil|Superior Sigil of Demons}} with a {{sigil|Superior Sigil of Torment}} in this case.
 +
 
  
  
 
===Healing Variant===
 
===Healing Variant===
For an ~8% DPS loss, you can significantly increase your healing.
+
For an ~8% DPS loss, you can increase the healing done by your wells.
 
{{PvE equipment
 
{{PvE equipment
 
| weight = Medium
 
| weight = Medium
Line 86: Line 122:
 
| weapon1 = Scepter
 
| weapon1 = Scepter
 
| weapon2 =  
 
| weapon2 =  
| sigil1 = Superior Sigil of Doom
+
| sigil1 = Superior Sigil of Demons
 
| weapon1-stats =  
 
| weapon1-stats =  
 
| weapon2-stats =  
 
| weapon2-stats =  
 
| weapon3 =  
 
| weapon3 =  
 
| weapon4 = Dagger
 
| weapon4 = Dagger
| sigil4 = Superior Sigil of Bursting
+
| sigil4 = Superior Sigil of Doom
 
| weapon3-stats =  
 
| weapon3-stats =  
 
| weapon4-stats =  
 
| weapon4-stats =  
 
| infusion1 = Malign +9 Agony Infusion
 
| infusion1 = Malign +9 Agony Infusion
 
| infusion1-qt = 18
 
| infusion1-qt = 18
 +
| relic = Relic of the Fractal
 +
| variant = y
 
| head =  
 
| head =  
| shoulders =  
+
| shoulders = Plaguedoctor
 
| chest =  
 
| chest =  
 
| hands =  
 
| hands =  
 
| legs =  
 
| legs =  
 
| feet =  
 
| feet =  
| backpiece = Seraph
+
| backpiece =  
 
| accessory1 =  
 
| accessory1 =  
| accessory2 = Seraph
+
| accessory2 =  
| amulet = Seraph
+
| amulet =  
| ring1 = Seraph
+
| ring1 =  
| ring2 = Seraph
+
| ring2 =  
 
}}
 
}}
  
* If the extra +375 toughness from the celestial gear is interfering with tanking, you can lower it by swapping in {{tooltip|plaguedoctor stats}} instead. Full {{tooltip|plaguedoctor stats}} gear is a ~6% DPS loss from the optimal healing variant.
+
* If the extra +617 toughness from the celestial gear is interfering with tanking, you can lower it by swapping in {{tooltip|plaguedoctor stats}} instead. Full {{tooltip|plaguedoctor stats}} gear is a ~12% DPS loss from the optimal healing variant.
 +
* It is strongly recommended to use the mint versions of ascended food for the +10% healing modifier as it will affect the healing from {{trait|Consume Shadows}}.
 +
 
  
  
 
==Consumables==
 
==Consumables==
'''Food:'''
+
 
* {{food|Meaty Asparagus Skewer}}  
+
'''Food'''
** {{food|Salsa Eggs Benedict}}, {{food|Dragon's Revelry Starcake}} or ascended versions, if more boon duration is required.
+
* {{food|Meaty Asparagus Skewer}}
*** If using boon duration food, you should swap the {{sigil|Superior Sigil of Bursting}} for a {{sigil|Superior Sigil of Demons}}.
+
 
  
  
'''Utility:'''
+
'''Utility'''
* {{Utility|Toxic Maintenance Oil}}
+
* {{Utility|Magnanimous Tuning Crystal}}
** {{utility|Master Tuning Crystal}} if you're really confident in your boon uptime or have an additional alacrity source.
+
* {{utility|Toxic Maintenance Oil}} if you have any doubts about your boon uptimes
  
  
  
 
==Usage==
 
==Usage==
 +
Before the fight starts, select an allied player and {{skill|Siphon}} them. When you use shroud skills, {{tooltip|Alacrity}} will be applied around this player, so make sure it is someone you trust to be on stack (the tank is often a good choice). As long as you don't siphon from another player, this will remain your target throughout the fight. You may also lose target if the ally moves too far away (or dies).
  
  
 
===Rotation===
 
===Rotation===
 
If you're using a pistol offhand, ignore any weapon swaps below. It is also optimal to skip the '''Post-Shroud''' section in this case.
 
If you're using a pistol offhand, ignore any weapon swaps below. It is also optimal to skip the '''Post-Shroud''' section in this case.
 +
  
 
<big>'''Opener'''</big>
 
<big>'''Opener'''</big>
# {{Skill|Well of Gloom}}, {{Skill|Well of Bounty}}, {{Skill|Well of Sorrow}} and {{Skill|Shadowfall}} - You can delay {{Skill|Shadowfall}} if there will be a breakbar soon.
+
# If possible, precast {{Skill|Prepare Thousand Needles}} (if using) such that you can immediately trigger it and place it a second time.
 +
# {{skill|Well of Sorrow}}
 
# {{Skill|Twilight Combo}}
 
# {{Skill|Twilight Combo}}
# {{Skill|Spider Venom}}. This is instant cast, so can be used during the cast time of step 2. Make sure you're within range of allies!
+
# {{Skill|Spider Venom}}, {{Skill|Skale Venom}} and {{Skill|Thousand Needles}}. These are all instant cast, so can be used during the cast time of step 2. Make sure you're within range of allies for the venoms!
# {{Skill|Siphon}}
+
# {{Skill|Prepare Thousand Needles}} if it's available.
# {{Skill|Twilight Combo}} x2
+
# {{Skill|Enter Shadow Shroud}} to start applying {{tooltip|Alacrity}} nice and early
# {{tooltip|Weapon Swap}}
 
# {{Skill|Twilight Combo}}
 
# {{Skill|Enter Shadow Shroud}}
 
  
  
<big>'''Opening Shroud Loop'''</big>
+
<big>'''Normal Shroud Loop'''</big>
  
The first two uses of '''Shadow Shroud''' are slightly longer than during the rest of your rotation. This makes cooldowns line up better, as well as optimising {{Sigil|Superior Sigil of Doom}} triggers.
+
Most of the time when you enter shroud, you want to do the following loop:
 
# {{Tooltip|Grasping Shadows}}
 
# {{Tooltip|Grasping Shadows}}
# {{tooltip|Mind Shock}}
 
 
# {{tooltip|Eternal Night}}
 
# {{tooltip|Eternal Night}}
# {{tooltip|Haunt Shot}} until {{Tooltip|Grasping Shadows}} is off cooldown
 
# {{Tooltip|Grasping Shadows}}
 
 
# {{tooltip|Haunt Shot}} until {{Tooltip|Grasping Shadows}} is off cooldown
 
# {{tooltip|Haunt Shot}} until {{Tooltip|Grasping Shadows}} is off cooldown
 
# {{Tooltip|Grasping Shadows}}
 
# {{Tooltip|Grasping Shadows}}
 
# {{Skill|Exit Shadow Shroud}}
 
# {{Skill|Exit Shadow Shroud}}
  
 +
Use {{Skill|Siphon}} if it comes off cooldown between steps 1 and 4.
  
<big>'''Post-Shroud'''</big>
+
It can be very useful to throw in an extra use or two of {{tooltip|Haunt Shot}} to pad your {{tooltip|Alacrity}}.
# {{Skill|Twilight Combo}} x3
 
# {{tooltip|Weapon Swap}}
 
# {{Skill|Twilight Combo}}
 
# {{Skill|Siphon}}
 
# {{Skill|Twilight Combo}}
 
# {{Skill|Well of Gloom}}, {{Skill|Well of Bounty}} and {{Skill|Well of Sorrow}}
 
# repeat '''Opening Shroud Loop'''
 
  
  
Line 169: Line 200:
  
 
The rest of the rotation has no strict skill order:
 
The rest of the rotation has no strict skill order:
* You should enter '''Shadow Shroud''' as soon as it becomes available, and use one of the shroud loops below.
+
* You should {{skill|Enter Shadow Shroud}} as soon as it becomes available, and use the shroud loop.
* Use {{Skill|Siphon}}, {{Skill|Spider Venom}} and your '''Wells''' off cooldown.
+
* Use {{Skill|Siphon}}, {{Skill|Spider Venom}}, {{Skill|Skale Venom}}, {{Skill|Well of Sorrow}} and {{Skill|Thieves Guild}} off cooldown.
 +
** Triggering {{Skill|Thousand Needles}} (if using) can be delayed if necessary, as the cooldown is only gated by preparing it.
 +
** As {{Skill|Thieves Guild}} lasts for 24 seconds, it may be worth saving until the next phase of a boss if the current phase is about to end.
 
* Spam {{Skill|Twilight Combo}} to use up all your initiative.
 
* Spam {{Skill|Twilight Combo}} to use up all your initiative.
 
* Try to finish autoattack chains if possible. Unusually, you have a lot of grace time between the chain skills to use other skills without cancelling the chain.
 
* Try to finish autoattack chains if possible. Unusually, you have a lot of grace time between the chain skills to use other skills without cancelling the chain.
* {{Tooltip|Weapon Swap}}, {{Skill|Enter Shadow Shroud}} and {{Skill|Exit Shadow Shroud}} will all trigger {{Sigil|Superior Sigil of Doom}} and {{Trait|Quick Pockets}}. These have a 9- and an 8-second internal cooldown respectively, so if you are able to track these cooldowns you can squeeze extra damage out of the rotation.  
+
* {{Tooltip|Weapon Swap}}, {{Skill|Enter Shadow Shroud}} and {{Skill|Exit Shadow Shroud}} will all trigger {{Sigil|Superior Sigil of Doom}}. This has a 9-second internal cooldown, so if you are able to track this you can squeeze extra damage out of the rotation.  
** Otherwise just {{tooltip|Weapon Swap}} off cooldown and hope for the best, being sure that you have less than 9 initiative to prevent wasting the effect of {{trait|Quick Pockets}} in case it triggers.
+
** Otherwise just {{tooltip|Weapon Swap}} off cooldown and hope for the best.
  
  
<big>'''Normal Shroud Loop'''</big>
+
<big>'''Short Shroud Loop'''</big>
  
Most of the time when you enter shroud, you want to do the following loop:
+
Sometimes you will end up going into shroud just before your utility skills come off cooldown. In this case, do a much shorter loop:
 
# {{Tooltip|Grasping Shadows}}
 
# {{Tooltip|Grasping Shadows}}
 
# {{tooltip|Eternal Night}}
 
# {{tooltip|Eternal Night}}
# {{tooltip|Haunt Shot}} until {{Tooltip|Grasping Shadows}} is off cooldown
 
# {{Tooltip|Grasping Shadows}}
 
 
# {{Skill|Exit Shadow Shroud}}
 
# {{Skill|Exit Shadow Shroud}}
  
Use {{tooltip|Mind Shock}} if it comes off cooldown between steps 1 and 4. The same applies to {{Skill|Siphon}}.
+
* Make sure you have enough {{tooltip|Alacrity}} before exiting - maintaining boons is more important than your damage.
  
  
<big>'''Short Shroud Loop'''</big>
+
[https://youtu.be/oQZsfCBACsQ Video example]
  
Sometimes you will end up going into shroud just before your utility skills come off cooldown. In this case, do a much shorter loop:
+
[https://youtu.be/xh8okFdFLhU Video example (fractal relic)]
# {{Tooltip|Grasping Shadows}}
 
# {{tooltip|Mind Shock}}, if available
 
# {{tooltip|Eternal Night}}
 
# {{Skill|Exit Shadow Shroud}}
 
  
  
[https://youtu.be/UrME30R3Ju8 Video example (no weapon swap)]
+
===Utility===
 
 
  
===Utility===
 
 
'''CC'''
 
'''CC'''
 
* {{Skill|Basilisk Venom}}
 
* {{Skill|Basilisk Venom}}
Line 217: Line 242:
 
* Almost all your damage can be done at range, but {{tooltip|Eternal Night}} and {{tooltip|Mind Shock}} are both melee range. If you are not in range to use them, either delay or skip them during the shroud loop.
 
* Almost all your damage can be done at range, but {{tooltip|Eternal Night}} and {{tooltip|Mind Shock}} are both melee range. If you are not in range to use them, either delay or skip them during the shroud loop.
 
* While in '''Shadow Shroud''', incoming damage is absorbed by your Shadow Force rather than your health. If you believe an incoming attack will kick you out before finishing the full Shroud loop, it may be worth doing a shorter one instead.
 
* While in '''Shadow Shroud''', incoming damage is absorbed by your Shadow Force rather than your health. If you believe an incoming attack will kick you out before finishing the full Shroud loop, it may be worth doing a shorter one instead.
 +
* Avoid staying for too long in '''Shadow Shroud''' as the DPS from {{tooltip|Haunt Shot}} is worse than that of Scepter, and you need to spend initiative to maintain stacks of {{trait|Lead Attacks}}.
 +
* If there is nothing to attack, you can target allies with Scepter skills to buff them with barrier, and apply stacks of venom via {{trait|Dark Sentry}} just before a new phase starts.
 +
* You can mitigate certain mechanics through the {{tooltip|Stability}} from {{skill|Well of Bounty}} or {{skill|Mind Shock}}, but you may wish to bring more boon duration if you need to delay it, to make up for the lower {{tooltip|Alacrity}} provision.
 +
* If using {{trait|Consume Shadows}}:
 
** If you have more than 2 stacks of {{Trait|Consume Shadows}} when you exit, the group healing you provide will exceed the personal damage mitigation you would have had. You're helping!
 
** If you have more than 2 stacks of {{Trait|Consume Shadows}} when you exit, the group healing you provide will exceed the personal damage mitigation you would have had. You're helping!
 
** Alternatively, if there are no allies within range, you can use '''Shadow Shroud''' defensively to absorb incoming damage, as you lose your Shadow Force on Shroud exit regardless.
 
** Alternatively, if there are no allies within range, you can use '''Shadow Shroud''' defensively to absorb incoming damage, as you lose your Shadow Force on Shroud exit regardless.
* Avoid staying for too long in '''Shadow Shroud''' as the DPS from {{tooltip|Haunt Shot}} is worse than that of Scepter, and you need to spend initiative to maintain stacks of {{trait|Lead Attacks}}.
 
* If there is nothing to attack, you can target allies with Scepter skills to buff them with barrier, and apply stacks of venom via {{trait|Dark Sentry}} just before a new phase starts.
 

Latest revision as of 20:28, 20 October 2024

The community gave this build a rating, making it top-tier: Great

Focused on: Condition damage and Support

Designed for: Raids and Fractals

Expansions required: End of Dragons builds

Difficulty:
Easy
This build was last updated on October 20, 2024 and is up to date for the October 8, 2024 patch.

Overview

A condition boon support build for Specter. Provides permanent Alacrity Alacrity, Fury Fury, Swiftness Swiftness and Vigor Vigor, and up to ~15 stacks of Might Might. Specter also provide some healing when it exits shroud and with each well, making it an effective choice for groups that want more support without committing to a full healer. In an emergency, specter is also able to tether to a single target to provide barrier.

The healing variant of this build has a lot of overlap with the Support Healer, so you can mix and match options between these to suit your group.


Skill Bar

Scepter/Dagger
Utility


Weapon Variants

You can bring an offhand Pistol in addition to the dagger to have more CC available on swap. As entering and exiting Shadow Shroud counts as a weapon swap, you will still gain the benefits of Sigil of Superior Sigil of Doom.


Dagger/Dagger is a higher DPS variant, but has forced movement and is melee-focussed rather than the fully ranged playstyle that Scepter allows. It additionally removes the option to use Scepter skills for their supportive effects during downtime/emergencies.

  • This build prioritises Bleeding Bleeding over Torment Torment, so it is better to run a Sigil of Superior Sigil of Agony instead of a Sigil of Superior Sigil of Demons, instead of , and you should replace Skale Venom with one of the other skill options below.


Skill Variants

Skale Venom and Well of Sorrow deal similar damage (Well of Sorrow is slightly ahead), but which performs better will vary from encounter to encounter. The main disadvantage of Well of Sorrow is that it requires your target to sit inside it for five seconds. The boonstrip present at the start of many encounters removes venom stacks, but they can be precast during split phases as long as your allies don't waste them attacking an invulnerable boss. The instant cast time of Skale Venom and fact that it has the same cooldown as Spider Venom also makes it much less disruptive to your rotation than other options. This is especially valuable for a boon build that relies on regularly entering Shadow Shroud.

Ultimately it comes down to personal preference and either could be replaced with:

  • Caltrops - Has high theoretical DPS, but requires the target to remain inside the AoE for 10 seconds, and ramps slowerly. It also becomes less efficient in phased encounters, unlike some other options.
  • Prepare Thousand Needles - The cooldown starts as soon as the trap is placed, allowing it to be precast before the fight or new phase, though the arming time makes it vulnerable to your target moving away from it.
  • Well of Bounty should always be considered as an alternative to provide extra Might Might or Stability Stability.


Template Code

[&DQUcGyw3RzUVGwwBPgE+AS8BLwEGG1UBKAAoAAAAAAAAAAAAAAAAAAAAAAA=]
Copy Template Code


Specializations

  • Pressure Striking is a little more DPS in cases where boonrip or Vigor Vigor aren't useful.
  • For a ~4% DPS loss, you can take Consume Shadows to offer some extra healing/barrier to your subgroup.
  • Traversing Dusk or Amplified Siphoning provide additional support for a minor DPS loss, particularly on the Dagger/Dagger build where Torment Torment is less prevalent.


Equipment

Head
Ritualist
Shoulders
Ritualist
Chest
Ritualist
Hands
Ritualist
Legs
Ritualist
Feet
Ritualist
Backpiece
Ritualist
Accessory
Ritualist
Accessory
Ritualist
Amulet
Ritualist
Ring
Ritualist
Ring
Ritualist
Scepter
Ritualist
Sigil
Dagger
Ritualist
Sigil
Rune
x6
Infusion
x18
Relic
  • This setup provides ~42% boon duration.


Non-SotO Relics

Relic of the Aristocracy is the best relic for players that don't own Secrets of the Obscure.

  • Replace the Sigil of Superior Sigil of Demons with a Sigil of Superior Sigil of Torment in this case.


Healing Variant

For an ~8% DPS loss, you can increase the healing done by your wells.

Head
Celestial
Shoulders
Plaguedoctor
Chest
Celestial
Hands
Celestial
Legs
Celestial
Feet
Celestial
Backpiece
Celestial
Accessory
Celestial
Accessory
Celestial
Amulet
Celestial
Ring
Celestial
Ring
Celestial
Scepter
Celestial
Sigil
Dagger
Celestial
Sigil
Rune
x6
Infusion
x18
Relic
  • If the extra +617 toughness from the celestial gear is interfering with tanking, you can lower it by swapping in plaguedoctor stats plaguedoctor stats instead. Full plaguedoctor stats plaguedoctor stats gear is a ~12% DPS loss from the optimal healing variant.
  • It is strongly recommended to use the mint versions of ascended food for the +10% healing modifier as it will affect the healing from Consume Shadows.


Consumables

Food


Utility

  • if you have any doubts about your boon uptimes


Usage

Before the fight starts, select an allied player and Siphon them. When you use shroud skills, Alacrity Alacrity will be applied around this player, so make sure it is someone you trust to be on stack (the tank is often a good choice). As long as you don't siphon from another player, this will remain your target throughout the fight. You may also lose target if the ally moves too far away (or dies).


Rotation

If you're using a pistol offhand, ignore any weapon swaps below. It is also optimal to skip the Post-Shroud section in this case.


Opener

  1. If possible, precast Prepare Thousand Needles (if using) such that you can immediately trigger it and place it a second time.
  2. Well of Sorrow
  3. Twilight Combo
  4. Spider Venom, Skale Venom and Thousand Needles. These are all instant cast, so can be used during the cast time of step 2. Make sure you're within range of allies for the venoms!
  5. Prepare Thousand Needles if it's available.
  6. Enter Shadow Shroud to start applying Alacrity Alacrity nice and early


Normal Shroud Loop

Most of the time when you enter shroud, you want to do the following loop:

  1. Grasping Shadows Grasping Shadows
  2. Eternal Night Eternal Night
  3. Haunt Shot Haunt Shot until Grasping Shadows Grasping Shadows is off cooldown
  4. Grasping Shadows Grasping Shadows
  5. Exit Shadow Shroud

Use Siphon if it comes off cooldown between steps 1 and 4.

It can be very useful to throw in an extra use or two of Haunt Shot Haunt Shot to pad your Alacrity Alacrity.


Rest of the Rotation

The rest of the rotation has no strict skill order:

  • You should Enter Shadow Shroud as soon as it becomes available, and use the shroud loop.
  • Use Siphon, Spider Venom, Skale Venom, Well of Sorrow and Thieves Guild off cooldown.
    • Triggering Thousand Needles (if using) can be delayed if necessary, as the cooldown is only gated by preparing it.
    • As Thieves Guild lasts for 24 seconds, it may be worth saving until the next phase of a boss if the current phase is about to end.
  • Spam Twilight Combo to use up all your initiative.
  • Try to finish autoattack chains if possible. Unusually, you have a lot of grace time between the chain skills to use other skills without cancelling the chain.
  • Weapon Swap Weapon Swap, Enter Shadow Shroud and Exit Shadow Shroud will all trigger Sigil of Superior Sigil of Doom. This has a 9-second internal cooldown, so if you are able to track this you can squeeze extra damage out of the rotation.
    • Otherwise just Weapon Swap Weapon Swap off cooldown and hope for the best.


Short Shroud Loop

Sometimes you will end up going into shroud just before your utility skills come off cooldown. In this case, do a much shorter loop:

  1. Grasping Shadows Grasping Shadows
  2. Eternal Night Eternal Night
  3. Exit Shadow Shroud
  • Make sure you have enough Alacrity Alacrity before exiting - maintaining boons is more important than your damage.


Video example

Video example (fractal relic)


Utility

CC

  • Basilisk Venom
  • Shadowfall can provide more reliable CC on encounters with extra targets (equivalent to 3 basilisk venom hits), or you want to pull targets together
  • Mind Shock Mind Shock
  • Headshot, if bringing offhand pistol


Support

All your Scepter skills and Siphon can be used with an allied target to provide them barrier and Dark Sentry. This is a DPS loss, but can be used to save people if a healer isn't going to (particularly helpful on the tank).


General Tips

  • Almost all your damage can be done at range, but Eternal Night Eternal Night and Mind Shock Mind Shock are both melee range. If you are not in range to use them, either delay or skip them during the shroud loop.
  • While in Shadow Shroud, incoming damage is absorbed by your Shadow Force rather than your health. If you believe an incoming attack will kick you out before finishing the full Shroud loop, it may be worth doing a shorter one instead.
  • Avoid staying for too long in Shadow Shroud as the DPS from Haunt Shot Haunt Shot is worse than that of Scepter, and you need to spend initiative to maintain stacks of Lead Attacks.
  • If there is nothing to attack, you can target allies with Scepter skills to buff them with barrier, and apply stacks of venom via Dark Sentry just before a new phase starts.
  • You can mitigate certain mechanics through the Stability Stability from Well of Bounty or Mind Shock, but you may wish to bring more boon duration if you need to delay it, to make up for the lower Alacrity Alacrity provision.
  • If using Consume Shadows:
    • If you have more than 2 stacks of Consume Shadows when you exit, the group healing you provide will exceed the personal damage mitigation you would have had. You're helping!
    • Alternatively, if there are no allies within range, you can use Shadow Shroud defensively to absorb incoming damage, as you lose your Shadow Force on Shroud exit regardless.


Ratings

This build has a rating of 5 stars based on 6 votes.
Log in or register to rate this build.
4 stars
OfficerAndyGentleman gave this build 4 stars • November 2022
A strong support option that provides a decent amount of barrier and an easy path to providing more direct healing if needed. Does ok damage, but is somewhat weak in the boon-provision department as it can't maintain might, which is usually the alacrity's job. Despite that, the versatility in builds makes it an interesting choice, and if you can convince your group to share alacrity between two players so you can drop Well of Bounty its value skyrockets.
5 stars
Kisyana gave this build 5 stars • August 2022
An absolutely great build, decent at carrying underperforming groups, performing sweetly in open world due to high sustain.
5 stars
Primeauxvera gave this build 5 stars • March 2022
Great build, I'm running half plaguedoctor half celestial because it was convinient to gear and it has so much utility / heals with a fair amount of damage it's just fantastic. Pair it up with a cele quickbrand or condi quickbrand with advanced on. The stability and aegis will flatter it so perfectly
5 stars
Rip cel gave this build 5 stars • March 2022
I would recommend the celestial build as a solo healer for its subgroup on many low pressure encounters. On golem w/o allies it does about 22k dps, and has the benefit of massive healing output being part of its rotation. It does however need might to be covered by other sources(quickness harb, might warrior, condition tempest)
4 stars
Lucinellia gave this build 4 stars • March 2022
A very reasonable build that could be better tweaked and optimised. A safer setup for raids and strikes, in terms of boon duration and damage output, involves full Ritualist with Renegade runes, Demon and Doom sigils on Scepter and Dagger and Peppercorn-Spiced Eggs Benedict alongside Toxic Maintenance Oil. Use with Sc/P for CC. With this setup, Specter can do very reasonable DPS, full alacrity, additional supplementary boons and good sustain via barrier and healing from Consume Shadows. The crowd control output is also very strong via an Sc/P offset and this pairs well with a Firebrand that covers might and quickness. There is additional scope for utility via boon rip (via Bountiful Theft) and also by replacing Spider Venom with Prepare Shadow Portal, Seal Area and Smokescreen. The most glaring place where alacrity Specter lacks is might output, which is far stronger on alacrity condition Renegade, alacrity condition Mechanist and alacrity condition Mirage. The biggest advantages offered by Specter, relative to these other (generally better) options, is in healing and CC but the need for this in most groups will be somewhat niche and Renegade, Mechanist and Mirage are stronger options for both boons and DPS. Alacrity Specter would need higher sustained might output to be rated 5 stars. As is, it is a bit more of a niche option that will shine where the additional sustain and heavy CC can be utilised and the group setup can support it.
4 stars
Sootser gave this build 4 stars • March 2022
You can swap the elite for whatever is needed. You get permanent alacrity from the 3 other wells. I run this build with scavenging runes (dps is about the same) and basilisk venom/thieves. Just did a strike with my guild where everything was optimal and I gave 100% uptime on all boons, solid healing and 25k dps (lack a few pieces of ritualist).

Comments

Get MetaBattle Premium
Enjoy an ad-free experience & support the website, for less than $1 per month! Upgrade to Premium
Split Metabattle Logo