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Difference between revisions of "Specter - A/D Rending Shade"

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==Overview==
 
==Overview==
A tanky and versatile Specter build that aims to land a large number of {{Skill|Cunning Salvo}}'s to both generate initiative and proc {{Trait|Rending Shade}}, ideally stealing {{Tooltip|Stability}} to enable CC to land for {{Trait|Pressure Striking}}. With strong sustain and mobility it can duel, +1 or teamfight relatively well.
+
A Specter build focused on throwing and recalling {{Skill|Cunning Salvo}} to proc numerous traits, such as the namesake {{Trait|Rending Shade}}. {{Skill|Harrowing Storm}} also gets a lot of use, evading and repositioning the Specter for {{Skill|Cloak and Dagger}} and shadow shroud abilities. Can duel, +1, and teamfight relatively well, but has lower roaming mobility than other thief builds due to lacking {{Skill|Steal}} and shortbow.
  
  
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| healing = Hide in Shadows
 
| healing = Hide in Shadows
 
| utility1 = Shadowstep
 
| utility1 = Shadowstep
 +
| utility2 =
 +
| utility3 = Blinding Powder
 +
| elite = Dagger Storm
 
}}
 
}}
  
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===Skill Variants===
 
===Skill Variants===
 
'''Heal'''
 
'''Heal'''
* {{Skill|Well of Gloom}} - higher mobility, trait synergy and group utility, but worse access to stealth and less condition cleansing.
+
* {{Skill|Withdraw}} - if you want to run {{Trait|Trickster}}, a trait which can be good against teams with a lot of reveal
  
  
 
'''Utility'''
 
'''Utility'''
  
Viable utility choices (for skills that aren't {{Skill|Shadowstep}}):
+
Considerable utility skills for the open slot, in no particular order:
* {{Skill|Infiltrator's Signet}} - low cooldown stunbreak (28s) which procs a number of traits with its shadowstep. Great for landing {{Skill|Cloak and Dagger}}, overall a good defensive & offensive pick.
+
* {{Skill|Well of Silence}} - author's preference. pulsing condi cleanse, a shadowstep and a 2s {{Tooltip|Daze}} on a 30s cooldown. Gives {{Tooltip|Resistance}} if {{Trait|Traversing Dusk}} is taken. great for both offense and defense.
  
* {{Skill|Blinding Powder}} - easy access to stealth, but lacks the mobility given by other available skills. Great for getting a {{Skill|Cunning Salvo}} out in a pinch.
+
* {{Skill|Infiltrator's Signet}} - low cooldown stunbreak (28s) that also sets you up for {{Skill|Cloak and Dagger}}. Overall a good defensive & offensive pick.
  
* {{Skill|Well of Silence}} - a shadowstep, daze and AoE condition cleanse all in one.
+
* {{Skill|Thousand Needles}} - heavy, unblockable pulsing damage and an {{Tooltip|Immobilize}}. Fairly easy to set up with {{Skill|Harrowing Storm}} and forces opponents to respect space. The duration of the trap needs to be kept in mind as the pulsing damage will break stealth.
  
* {{Skill|Roll for Initiative}} - a stunbreak with evasion. Gives you 4 initiative as well upon use, which is nearly enough for another {{Skill|Harrowing Storm}} or {{Skill|Cloak and Dagger}}. Somewhat difficult to use properly as stunbreaking with it prevents you from going in any direction but backwards, which is counterproductive if you need to {{Skill|Cloak and Dagger}}.
+
* {{Skill|Shadow Portal}} - good for quickly repositioning in a fight. an ally can also go through the portal too, but the visual effect is quite small and easy to miss. has a huge range and causes you to arrive with stealth. can be used while stunned.
  
* {{Skill|Shadow Portal}} - anti-roam, can teleport you and an ally extremely far (and causes you to arrive with stealth). Stunbreak.
+
* {{Skill|Smoke Screen}} - good for teamfights or to stop projectile-based bursts. Gives access to stealth without having to swap weapons, granted you have shroud available.
  
* {{Skill|Seal Area}} - good for teamfights or against projectile-heavy duelists. Somewhat low cooldown for what it does.
+
* {{Skill|Seal Area}} - great if you're taking {{Trait|Pressure Striking}}. Creates a long lasting dark field which you can leap/blast for {{Tooltip|Dark Aura}}. Surprisingly good.
  
* {{Skill|Well of Bounty}} - another good pick for teamfights, gives a number of helpful boons to yourself and any nearby allies. lots of trait synergies.
+
* {{Skill|Skale Venom}} - Pure damage with zero utility. If applied to the maximum number of targets this can deal up to 21840 damage, or 16800 against moving targets.
 
 
* {{Skill|Scorpion Wire}} - if you're up against low amounts of projectile hate and stability, this can be excellent at proccing {{Trait|Pressure Striking}} and being generally annoying.
 
  
  
 
'''Elite'''
 
'''Elite'''
  
Viable elite choices:
+
Viable elites:
* {{Skill|Dagger Storm}} - the defensive option. 90s cooldown, but allows you to dodge burst or correct mistakes. Pick this if you intend to duel a lot.
+
* {{Skill|Shadowfall}} - the lockdown option. {{Trait|Traversing Dusk}} gives you ever-needed {{Tooltip|Resistance when jumping in. Remove boons first with {{Trait|Rending Shade}} if possible. You can use this skill while in {{Tooltip|Stealth}} and very quickly {{Skill|Cunning Salvo}} before the first tick of damage breaks you out of it.
  
* {{Skill|Shadowfall}} - the teamfight/lockdown option. Thanks to {{Trait|Traversing Dusk}}'s {{Tooltip|Resistance}} this ability will consistently land and generally lead to the death of anyone who doesn't have {{Tooltip|Stability}} or a stunbreak. Remove boons first with {{Trait|Rending Shade}} if possible.
+
* {{Skill|Dagger Storm}} - the default option after the axe nerfs. 90s cooldown, but allows you to dodge burst, correct mistakes, or counterplay projectiles. More beginner friendly since you don't have to watch for {{Tooltip|Stability}} or keep track of opposing stunbreaks.
  
  
 
==Template Code==
 
==Template Code==
 
{{TemplateCode|
 
{{TemplateCode|
code = [&DQUsLxQ6Rx0MAQAAWAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAADBQAvADYAAA==]
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code = [&DQUsNxQ6Rx4MAQwBWAAZAQcbNAE0AVsBnwEoAAAAAAAAAAAAAAAAAAAAAAADLwA2AAUAAA==]
 
}}
 
}}
  
  
 
==Specializations==
 
==Specializations==
{{Specialization|Trickery|bot|bot|mid}}
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{{Specialization|Trickery|bot|top|bot}}
{{Specialization|Shadow Arts|mid|mid|bot}}
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{{Specialization|Shadow Arts|bot|mid|bot}}
{{Specialization|Specter|top|bot|top}}
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{{Specialization|Specter|mid|bot|top}}
 
'''Variants'''
 
'''Variants'''
* {{Trait|Hidden Thief}} is a strong pick vs. power builds in duels or if you are confident in dodging condi builds.
+
* Take {{Trait|Pressure Striking}} if you're confident you won't need the additional boonrip & can land CC
 +
* Take {{Trait| Shadow's Embrace}} against condition-heavy comps.
 +
* Take {{Trait|Hidden Thief}} against power-focused comps.
  
  
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| weapon2 = Dagger
 
| weapon2 = Dagger
 
| sigil1 = Misery
 
| sigil1 = Misery
| sigil2 = Intelligence
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| sigil2 = Agony
 
| weapon3 = Dagger
 
| weapon3 = Dagger
 
| weapon4 = Pistol
 
| weapon4 = Pistol
 
| sigil3 = Energy
 
| sigil3 = Energy
| sigil4 = Cleansing
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| sigil4 = Escape
 
| rune = Necromancer
 
| rune = Necromancer
 
| amulet = Carrion
 
| amulet = Carrion
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{{Relic|Relic of Peitha}} is very strong since the build is constantly shadowstepping. However, it can be swapped out for better utility:
 
{{Relic|Relic of Peitha}} is very strong since the build is constantly shadowstepping. However, it can be swapped out for better utility:
  
* {{Relic|Relic of Cerus}} - boon corruption for {{Trait|Rending Shade}}, great synergy with {{Skill|Shadowfall}}, generally a monster in teamfights. Weaker in duels.
+
* {{Relic|Relic of Cerus}} - boon corruption for {{Trait|Rending Shade}}, great synergy with {{Skill|Shadowfall}}, generally a monster in teamfights.
  
* {{Relic|Relic of the Citadel}} - a lot of fun and solid cover paired with {{Skill|Dagger Storm}}.
+
* {{Relic|Relic of Akeem}} - fantastic burst damage and a source of {{Tooltip|Confusion}}. Less consistent damage than Peitha.
  
  
 
'''Runes'''
 
'''Runes'''
* {{Rune|Lynx}} - trades damage and ~1000 health for more consistent mobility
+
* {{Rune|Lynx}} - trades damage and 1000 health for more consistent mobility. as of Febuary 2025, {{Skill|Siphon}} being usable on allies to trigger {{Trait|Thrill of the Crime}} makes Lynx mostly unnecessary, but it could be good for learning the build.
  
  
 
'''Sigils'''
 
'''Sigils'''
* {{Sigil|Escape}} over {{Sigil|Cleansing}} - if you need a more specific type of cleanse
+
* {{Sigil|Cleansing}} over {{Sigil|Escape}} - if you better need better cleansing against damaging conditions rather than roots.
  
  
 
==Usage==
 
==Usage==
 
'''Basics'''
 
'''Basics'''
* Use {{Skill|Spinning Axe}}, {{Skill|Venomous Volley}}, and {{Skill|Cunning Salvo}} until you have 5 or 6 axes, then recall them with {{Skill|Harrowing Storm}}. Axes recalled deal {{Tooltip|Torment}} damage, so hitting enemies with the recall will deal substantially more damage than normal.
+
* Axe skills 1 and 2, {{Skill|Spinning Axe}} and {{Skill|Venomous Volley}}, leave axes behind whether they hit or not so long as they weren't blocked, dodged or evaded. Axe skill 3, {{Skill|Harrowing Storm}}, recalls all of your axes onto your target, dealing the full damage of each axe again as well as additional {{Tooltip|Torment}}. This is the primary source of damage in this build.
  
* Use {{Skill|Cloak and Dagger}} once {{Tooltip|Revealed}} falls off to enter {{Tooltip|Stealth}}. Use {{Skill|Cunning Salvo}} before stealth fades.
+
* Open with {{Skill|Cunning Salvo}} whenever possible on a target ''you know it will land on'', whether or not it's your primary target. It will not leave an axe if it doesn't hit and is extremely important to recall later. Use {{Skill|Spinning Axe}} until you have 5 or 6 axes, then recall them with {{Skill|Harrowing Storm}}. If you need more axes in a pinch, use {{Skill|Venomous Volley}}.
 +
** if a target is hit by 5 or more axes, they will become {{Tooltip|Immobilize}}d for 2s, which has the added bonus of increasing the damage {{Tooltip|Torment}} does.
  
* Use {{Skill|Siphon}} to daze targets who do not have {{Tooltip|Stability}}.
+
* Use {{Skill|Cloak and Dagger}} if you aren't {{Tooltip|Revealed}} to enter {{Tooltip|Stealth}}. Use {{Skill|Cunning Salvo}} before stealth fades.
  
* Watch your target's buffs; if they have {{Tooltip|Magnetic Aura}}, {{Tooltip|Distortion}} or some other reflect, stop attacking; reflected/blocked/evaded projectiles don't count as "your" axes for the sake of recalling them later.
+
* Use {{Skill|Siphon}} on targets with high amounts of {{Tooltip|Stability}}, {{Tooltip|Might}}, or {{Tooltip|Protection}} to soften them up while buffing yourself. If {{Skill|Siphon}} is dodged or evaded, it will not build shadow force.
  
* Try to time your {{Skill|Harrowing Storm}} to dodge an enemy's big attack; it provides 1/2s of evasion.
+
* Watch your target's buffs; if they have {{Tooltip|Magnetic Aura}}, {{Skill|Distortion}} or some other reflect, stop throwing axes, use the time to reposition, or {{Skill|Enter Shadow Shroud}} if the situation calls for it. Blocked, evaded, invulned, whatever'd axes will not leave recallable axes.
  
 
* When the opportunity presents itself (e.g. you are low on initiative, just used {{Skill|Harrowing Storm}}, or you want to burst), {{Skill|Enter Shadow Shroud}}.
 
* When the opportunity presents itself (e.g. you are low on initiative, just used {{Skill|Harrowing Storm}}, or you want to burst), {{Skill|Enter Shadow Shroud}}.
  
 
'''Elite specialization basics'''
 
'''Elite specialization basics'''
* Specters gain access to their own version of {{Skill|Death Shroud}} called {{Skill|Enter Shadow Shroud}}, at the cost of less total initiative. Mechanically they are the same, replacing your skill bar while active. Damage taken while in Shroud drains Shadow Force instead of HP. You lose access to your utility skills while in shroud.
+
* Specters gain access to their own version of {{Skill|Death Shroud}} called {{Skill|Enter Shadow Shroud}}. Mechanically they are the same, replacing your skill bar while active. Damage taken while in Shroud drains Shadow Force instead of HP. You lose access to your utility skills while in shroud.
  
* Using {{Skill|Siphon}} (Specter's version of {{Skill|Steal}}) and spending Initiative builds Shadow Force. In this build, shadowstepping will also build Shadow Force thanks to {{Trait|Traversing Dusk}}.
+
* ''While in combat'', using {{Skill|Siphon}} (Specter's version of {{Skill|Steal}}), spending Initiative and shadowstepping builds Shadow Force. Landing {{Skill|Siphon}} is extremely important as is steals two boons, applies a heavy bleed, and builds a ton of shadow force.
  
 
* Opening or exiting Shadow Shroud with {{Skill|Mind Shock}} will cover you in a chaotic situation since it gives 3 stacks of {{Tooltip|Stability}}.
 
* Opening or exiting Shadow Shroud with {{Skill|Mind Shock}} will cover you in a chaotic situation since it gives 3 stacks of {{Tooltip|Stability}}.
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* {{Skill|Grasping Shadows}} (Shroud 2) is a delayed '''blast''' finisher.
 
* {{Skill|Grasping Shadows}} (Shroud 2) is a delayed '''blast''' finisher.
 
* {{Skill|Dawn's Repose}} (Shroud 3) is a '''leap''' finisher.
 
* {{Skill|Dawn's Repose}} (Shroud 3) is a '''leap''' finisher.
* use {{Skill|Black Powder}}, shroud 2 & 3, leave shroud and {{Skill|Heartseeker}} for a healthy duration of {{Tooltip|Stealth}} without using all of your initiative.
+
* use {{Skill|Black Powder}}, shroud 2 & 3, leave shroud and {{Skill|Heartseeker}} for a healthy duration of {{Tooltip|Stealth}}.
  
  
 
'''General'''
 
'''General'''
* Damage is primarily {{Tooltip|Torment}}, dealt with recalled axes ({{Skill|Harrowing Storm}}), {{Relic|Relic of Peitha}}, interrupts with {{Trait|Pressure Striking}}, and the Shroud abilities 2 & 4 ({{Skill|Grasping Shadows}} & {{Skill|Eternal Night}} respectively, which hit hard thanks to {{Sigil|Intelligence}}).
+
* Damage is primarily {{Tooltip|Bleed}} and {{Tooltip|Torment}} dealt with recalled axes ({{Skill|Harrowing Storm}}), {{Relic|Relic of Peitha}}, and Shroud abilities 2 & 4 ({{Skill|Grasping Shadows}} & {{Skill|Eternal Night}} respectively)
** Axe/Dagger is the main weapon set of the build, the other is for stealth via {{Skill|Black Powder}} and {{Skill|Heartseeker}}. Off-hand pistol also has {{Skill|Head Shot}}, which, with proper timing, can be used to deal a good bit of damage with {{Trait|Pressure Striking}}.
+
** Axe/Dagger is the main weapon set of the build, the other is for stealth via {{Skill|Black Powder}} and {{Skill|Heartseeker}}.
 +
 
 +
* Stealth between points with {{Skill|Black Powder}} and a leap finisher (e.g. {{Skill|Heartseeker}}) to conceal your movement and also stack {{Trait|Leeching Venoms}}. The {{Skill|Spider Venom}} stacks from this trait don't have an upper limit, so try to stealth as much as possible.
  
* Stealth between points with {{Skill|Black Powder}} and a leap finisher (e.g. {{Skill|Heartseeker}}) to conceal your movement and also stack {{Trait|Leeching Venoms}}. The {{Skill|Spider Venom}} stacks from this trait don't have an upper limit, so you should be going in and out of stealth frequently.
+
* {{Skill|Shadowfall}} and other Specter Wells can be "extended" by using a shadowstep. Specter wells shadowstep you, then drop the well at your feet after a short delay, so shadowstepping again before the well is created with a skill like {{Skill|Harrowing Storm}} will cause the well's range to effectively increase. This works with most shadowsteps.
  
* Axes remain even if they don't hit anything, so long as they weren't dodged, evaded, or invuln'd. Keep throwing them during downtime.
 
  
* {{Skill|Shadowfall}}'s range can be extended by using a shadowstep in the middle of the cast. The Well will spawn underneath you after the shadowstep. This can be used with {{Skill|Harrowing Storm}}, {{Skill|Shadowstep}}, {{Skill|Infiltrator's Signet}}...
+
'''Defense'''
 +
* Thanks to Shadow Shroud, Specters can take more of a beating than a normal Thief.
  
* The sources of condition cleansing are {{Skill|Hide in Shadows}}, {{Trait|Shadow's Embrace}}, {{Skill|Grasping Shadows}}, your on-swap weapon sigils, and if taken, {{Skill|Well of Silence}}.
+
* {{Trait|Panaku's Ambition}} gives a strong barrier whenever you stealth, and as such landing {{Skill|Cloak and Dagger}} is especially important
  
 +
* The sources of condition cleansing are {{Trait|Shallow Grave}}, {{Skill|Hide in Shadows}}, {{Trait|Shadow's Embrace}}, {{Skill|Grasping Shadows}}, your on-swap weapon sigils, and if taken, {{Skill|Well of Silence}}.
  
'''Defense'''
+
* {{Skill|Grasping Shadows}} > {{Skill|Exit Shadow Shroud}} > weapon swap > {{Skill|Black Powder}} for stealth if you're already in shadow shroud and need to disengage.
* Thanks to Shadow Shroud, Specters can take more of a beating than a normal Thief.
+
 
 +
* Avoid throwing {{Skill|Cunning Salvo}} if you need to quickly restealth. Normally, you won't be revealed if you attack immediately after leaving stealth - ambush skills are a bit different. If you cast an ambush skill during stealth and your stealth wears off before the skill hits, you will still be revealed, whereas doing the same with a non-ambush skill (e.g. {{Skill|Venomous Volley}}) would not reveal you.
  
* {{Trait|Panaku's Ambition}} gives a strong barrier whenever you stealth, and as such landing {{Skill|Cloak and Dagger}} is extremely important to the longevity of the Specter.
+
'''Advanced'''
 +
* You can take fall damage to enter combat, giving you a short window to build shadow force. Fall damage, {{Skill|Black Powder}} into {{Skill|Heartseeker}} will start building {{Skill|Spider Venom}} in addition to shadow force.
  
* {{Skill|Grasping Shadows}} > {{Skill|Exit Shadow Shroud}} > weapon swap > {{Skill|Black Powder}} works if performed quickly.
+
* After respawning, if no allies are around to {{Skill|Siphon}} for {{Tooltip|Swiftness}} (granted {{Trait|Thrill of the Crime}} is taken), you can instead {{Skill|Siphon}} the guard NPC's (e.g. an Archer) who stand at the gates of certain maps.
  
* Avoid throwing {{Skill|Cunning Salvo}} if you need to quickly restealth. Normally you will not be revealed if you attack immediately after leaving stealth, but ambush skills still do, even if they land while you are visible.
+
* After a fight, if you know there will be a lull before your next engagement (e.g. you just downed or finished a player in a duel), spam Initiative skills to build shadow shroud. It's generally best to use this on {{Skill|Black Powder}} & {{Skill|Heartseeker}} to build {{Trait|Leeching Venoms}} stacks.
  
* When in doubt, shadowstep out!
+
* Good players will be aware of the strength of {{Skill|Harrowing Storm}} as well as its telegraph, the shadowstep. To mix things up, you can weapon stow immediately after using the skill; you will still shadowstep, but axes won't be recalled as that happens at the end of the cast. This is a hefty initiative investment so use it sparingly. You can also recall axes while in {{Tooltip|Stealth}}, and so long as the axes are far away enough from your target to where the cast time finishes before any axes hit you'll be able to throw a {{Skill|Cunning Salvo}} before {{Tooltip|Stealth}} is removed.

Latest revision as of 20:58, 3 August 2025

This is a test build. You may comment and rate it.

Focused on: MobilityCondition damage and Utility

Designed for: PvP Conquest

Expansions required: Secrets of the Obscure builds

Difficulty:
Hard
This build was last updated on August 03, 2025.

Overview

A Specter build focused on throwing and recalling Cunning Salvo to proc numerous traits, such as the namesake Rending Shade. Harrowing Storm also gets a lot of use, evading and repositioning the Specter for Cloak and Dagger and shadow shroud abilities. Can duel, +1, and teamfight relatively well, but has lower roaming mobility than other thief builds due to lacking Steal and shortbow.


Skill Bar

Axe/Dagger
Dagger/Pistol
Utility


Skill Variants

Heal

  • Withdraw - if you want to run Trickster, a trait which can be good against teams with a lot of reveal


Utility

Considerable utility skills for the open slot, in no particular order:

  • Well of Silence - author's preference. pulsing condi cleanse, a shadowstep and a 2s Daze Daze on a 30s cooldown. Gives Resistance Resistance if Traversing Dusk is taken. great for both offense and defense.
  • Infiltrator's Signet - low cooldown stunbreak (28s) that also sets you up for Cloak and Dagger. Overall a good defensive & offensive pick.
  • Thousand Needles - heavy, unblockable pulsing damage and an Immobilize Immobilize. Fairly easy to set up with Harrowing Storm and forces opponents to respect space. The duration of the trap needs to be kept in mind as the pulsing damage will break stealth.
  • Shadow Portal - good for quickly repositioning in a fight. an ally can also go through the portal too, but the visual effect is quite small and easy to miss. has a huge range and causes you to arrive with stealth. can be used while stunned.
  • Smoke Screen - good for teamfights or to stop projectile-based bursts. Gives access to stealth without having to swap weapons, granted you have shroud available.
  • Seal Area - great if you're taking Pressure Striking. Creates a long lasting dark field which you can leap/blast for Dark Aura Dark Aura. Surprisingly good.
  • Skale Venom - Pure damage with zero utility. If applied to the maximum number of targets this can deal up to 21840 damage, or 16800 against moving targets.


Elite

Viable elites:

  • Shadowfall - the lockdown option. Traversing Dusk gives you ever-needed {{Tooltip|Resistance when jumping in. Remove boons first with Rending Shade if possible. You can use this skill while in Stealth Stealth and very quickly Cunning Salvo before the first tick of damage breaks you out of it.
  • Dagger Storm - the default option after the axe nerfs. 90s cooldown, but allows you to dodge burst, correct mistakes, or counterplay projectiles. More beginner friendly since you don't have to watch for Stability Stability or keep track of opposing stunbreaks.


Template Code

[&DQUsNxQ6Rx4MAQwBWAAZAQcbNAE0AVsBnwEoAAAAAAAAAAAAAAAAAAAAAAADLwA2AAUAAA==]
Copy Template Code


Specializations

Variants

  • Take Pressure Striking if you're confident you won't need the additional boonrip & can land CC
  • Take Shadow's Embrace against condition-heavy comps.
  • Take Hidden Thief against power-focused comps.


Equipment

Axe
Dagger
Sigil
Sigil
Dagger
Pistol
Sigil
Sigil
Rune
Amulet
Relic


Equipment Variants

Relics

Relic of Peitha is very strong since the build is constantly shadowstepping. However, it can be swapped out for better utility:

  • Relic of Cerus - boon corruption for Rending Shade, great synergy with Shadowfall, generally a monster in teamfights.
  • Relic of Akeem - fantastic burst damage and a source of Confusion Confusion. Less consistent damage than Peitha.


Runes

  • Rune of Lynx - trades damage and 1000 health for more consistent mobility. as of Febuary 2025, Siphon being usable on allies to trigger Thrill of the Crime makes Lynx mostly unnecessary, but it could be good for learning the build.


Sigils

  • Sigil of Cleansing over Sigil of Escape - if you better need better cleansing against damaging conditions rather than roots.


Usage

Basics

  • Axe skills 1 and 2, Spinning Axe and Venomous Volley, leave axes behind whether they hit or not so long as they weren't blocked, dodged or evaded. Axe skill 3, Harrowing Storm, recalls all of your axes onto your target, dealing the full damage of each axe again as well as additional Torment Torment. This is the primary source of damage in this build.
  • Open with Cunning Salvo whenever possible on a target you know it will land on, whether or not it's your primary target. It will not leave an axe if it doesn't hit and is extremely important to recall later. Use Spinning Axe until you have 5 or 6 axes, then recall them with Harrowing Storm. If you need more axes in a pinch, use Venomous Volley.
    • if a target is hit by 5 or more axes, they will become Immobilize Immobilized for 2s, which has the added bonus of increasing the damage Torment Torment does.
  • Use Cloak and Dagger if you aren't Revealed Revealed to enter Stealth Stealth. Use Cunning Salvo before stealth fades.
  • Use Siphon on targets with high amounts of Stability Stability, Might Might, or Protection Protection to soften them up while buffing yourself. If Siphon is dodged or evaded, it will not build shadow force.
  • Watch your target's buffs; if they have Magnetic Aura Magnetic Aura, Distortion or some other reflect, stop throwing axes, use the time to reposition, or Enter Shadow Shroud if the situation calls for it. Blocked, evaded, invulned, whatever'd axes will not leave recallable axes.
  • When the opportunity presents itself (e.g. you are low on initiative, just used Harrowing Storm, or you want to burst), Enter Shadow Shroud.

Elite specialization basics

  • Specters gain access to their own version of Death Shroud called Enter Shadow Shroud. Mechanically they are the same, replacing your skill bar while active. Damage taken while in Shroud drains Shadow Force instead of HP. You lose access to your utility skills while in shroud.
  • While in combat, using Siphon (Specter's version of Steal), spending Initiative and shadowstepping builds Shadow Force. Landing Siphon is extremely important as is steals two boons, applies a heavy bleed, and builds a ton of shadow force.
  • Opening or exiting Shadow Shroud with Mind Shock will cover you in a chaotic situation since it gives 3 stacks of Stability Stability.
  • Landing Eternal Night's Chill Chill will help land shroud skills 2 and 3 (Grasping Shadows, Dawn's Repose), which can otherwise be walked out of due to their delay and small AoE radius.
  • So generally, 5 > 4 > 2 > 3.
  • Don't underestimate Haunt Shot as a filler; it has good range and damage, and is great to use while regenerating initiative.
  • Shadow Shroud can be used to stack Stealth Stealth.
  • Grasping Shadows (Shroud 2) is a delayed blast finisher.
  • Dawn's Repose (Shroud 3) is a leap finisher.
  • use Black Powder, shroud 2 & 3, leave shroud and Heartseeker for a healthy duration of Stealth Stealth.


General

  • Damage is primarily Bleed Bleed and Torment Torment dealt with recalled axes (Harrowing Storm), Relic of Peitha, and Shroud abilities 2 & 4 (Grasping Shadows & Eternal Night respectively)
    • Axe/Dagger is the main weapon set of the build, the other is for stealth via Black Powder and Heartseeker.
  • Stealth between points with Black Powder and a leap finisher (e.g. Heartseeker) to conceal your movement and also stack Leeching Venoms. The Spider Venom stacks from this trait don't have an upper limit, so try to stealth as much as possible.
  • Shadowfall and other Specter Wells can be "extended" by using a shadowstep. Specter wells shadowstep you, then drop the well at your feet after a short delay, so shadowstepping again before the well is created with a skill like Harrowing Storm will cause the well's range to effectively increase. This works with most shadowsteps.


Defense

  • Thanks to Shadow Shroud, Specters can take more of a beating than a normal Thief.
  • Panaku's Ambition gives a strong barrier whenever you stealth, and as such landing Cloak and Dagger is especially important
  • The sources of condition cleansing are Shallow Grave, Hide in Shadows, Shadow's Embrace, Grasping Shadows, your on-swap weapon sigils, and if taken, Well of Silence.
  • Grasping Shadows > Exit Shadow Shroud > weapon swap > Black Powder for stealth if you're already in shadow shroud and need to disengage.
  • Avoid throwing Cunning Salvo if you need to quickly restealth. Normally, you won't be revealed if you attack immediately after leaving stealth - ambush skills are a bit different. If you cast an ambush skill during stealth and your stealth wears off before the skill hits, you will still be revealed, whereas doing the same with a non-ambush skill (e.g. Venomous Volley) would not reveal you.

Advanced

  • You can take fall damage to enter combat, giving you a short window to build shadow force. Fall damage, Black Powder into Heartseeker will start building Spider Venom in addition to shadow force.
  • After respawning, if no allies are around to Siphon for Swiftness Swiftness (granted Thrill of the Crime is taken), you can instead Siphon the guard NPC's (e.g. an Archer) who stand at the gates of certain maps.
  • After a fight, if you know there will be a lull before your next engagement (e.g. you just downed or finished a player in a duel), spam Initiative skills to build shadow shroud. It's generally best to use this on Black Powder & Heartseeker to build Leeching Venoms stacks.
  • Good players will be aware of the strength of Harrowing Storm as well as its telegraph, the shadowstep. To mix things up, you can weapon stow immediately after using the skill; you will still shadowstep, but axes won't be recalled as that happens at the end of the cast. This is a hefty initiative investment so use it sparingly. You can also recall axes while in Stealth Stealth, and so long as the axes are far away enough from your target to where the cast time finishes before any axes hit you'll be able to throw a Cunning Salvo before Stealth Stealth is removed.


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