Difference between revisions of "Specter - Alacrity Support Condi DPS"
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Revision as of 17:27, 24 January 2023
The community gave this build a rating, making it top-tier: Great
Focused on: Condition damage and Support
Designed for: Raids and Fractals
Overview
A condition boon support build for Specter. Provides permanent Alacrity, Fury, Swiftness and Vigor, and ~13 stacks of 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
Template Code
Specializations
Equipment
Ritualist
Ritualist
Ritualist
Ritualist
Ritualist
Ritualist
Ritualist
Ritualist
Ritualist
Ritualist
Ritualist
Ritualist
Ritualist
Ritualist
x6
x18
- deals practically identical damage to , but the extra vitality is of benefit to your Shadow Shroud.
Healing Variant
For an ~8% DPS loss, you can significantly increase your healing.
Celestial
Celestial
Celestial
Celestial
Seraph
Celestial
Seraph
Celestial
Seraph
Seraph
Seraph
Seraph
Celestial
Celestial
x6
x18
- If the extra +331 toughness from the celestial gear is interfering with tanking, you can lower it by swapping in plaguedoctor stats instead. Full plaguedoctor stats gear is a ~6% DPS loss from the optimal healing variant.
Consumables
Food
- , or ascended versions
- , or ascended versions, if more boon duration is required.
- If using boon duration food, you should swap the for a .
- , or ascended versions, if more boon duration is required.
Utility
-
- if you're really confident in your boon uptime or have an additional alacrity source.
Usage
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
- , , and - You can delay if there will be a breakbar soon.
- . This is instant cast, so can be used during the cast time of step 2. Make sure you're within range of allies!
- x2
- Weapon Swap
Opening Shroud Loop
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
triggers.- Grasping Shadows
- Mind Shock
- Eternal Night
- Haunt Shot until Grasping Shadows is off cooldown
- Grasping Shadows
- Haunt Shot until Grasping Shadows is off cooldown
- Grasping Shadows
Post-Shroud
- x3
- Weapon Swap
- , and
- repeat Opening Shroud Loop
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 one of the shroud loops below.
- Use , and your Wells off cooldown.
- Spam 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, and will all trigger and . 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.
- Otherwise just Weapon Swap off cooldown and hope for the best, being sure that you have less than 9 initiative to prevent wasting the effect of in case it triggers.
Normal Shroud Loop
Most of the time when you enter shroud, you want to do the following loop:
- Grasping Shadows
- Eternal Night
- Haunt Shot until Grasping Shadows is off cooldown
- Grasping Shadows
Use Mind Shock if it comes off cooldown between steps 1 and 4. The same applies to .
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:
- Grasping Shadows
- Mind Shock, if available
- Eternal Night
Video example (no weapon swap)
Utility
CC
- 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
- , if bringing offhand pistol
Support
All your Scepter skills and
can be used with an allied target to provide them barrier and . 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 and 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.
- If you have more than 2 stacks of 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.
- Avoid staying for too long in Shadow Shroud as the DPS from Haunt Shot is worse than that of Scepter, and you need to spend initiative to maintain stacks of .
- If there is nothing to attack, you can target allies with Scepter skills to buff them with barrier, and apply stacks of venom via just before a new phase starts.
- You can mitigate certain mechanics through the Stability from , but you may wish to bring more boon duration if you need to delay it, to make up for the lower Alacrity provision.
Ratings
Comments
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