Difference between revisions of "Specter - Alacrity Support Condi DPS"
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| utility1 = Spider Venom | | utility1 = Spider Venom | ||
| utility2 = Skale Venom | | utility2 = Skale Venom | ||
− | | utility3 = | + | | utility3 = Well of Sorrow |
| elite = Thieves Guild | | elite = Thieves Guild | ||
| pet1 = | | pet1 = | ||
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===Weapon Variants=== | ===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}} and {{ | + | 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 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}}. | ||
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==Template Code== | ==Template Code== | ||
{{TemplateCode| | {{TemplateCode| | ||
− | code = [& | + | code = [&DQUcGyw3RzUVGwwBPgE+AS8BLwEGG1UBKAAoAAAAAAAAAAAAAAAAAAAAAAA=] |
}} | }} | ||
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==Specializations== | ==Specializations== | ||
{{Specialization|Deadly Arts|bot|mid|top|}} | {{Specialization|Deadly Arts|bot|mid|top|}} | ||
− | {{Specialization|Trickery|bot|top| | + | {{Specialization|Trickery|bot|top|bot|}} |
{{Specialization|Specter|top|top|bot|}} | {{Specialization|Specter|top|top|bot|}} | ||
* {{trait|Pressure Striking}} is a little more DPS in cases where boonrip or {{tooltip|Vigor}} aren't useful. | * {{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. | * For a ~4% DPS loss, you can take {{trait|Consume Shadows}} to offer some extra healing/barrier to your subgroup. | ||
− | * {{trait|Traversing Dusk}} | + | * {{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. |
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| infusion1 = Malign +9 Agony Infusion | | infusion1 = Malign +9 Agony Infusion | ||
| infusion1-qt = 18 | | infusion1-qt = 18 | ||
− | | relic = Relic of | + | | relic = Relic of the Fractal |
| head = | | head = | ||
| shoulders = | | shoulders = | ||
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* This setup provides ~42% boon duration. | * This setup provides ~42% boon duration. | ||
− | |||
− | |||
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| infusion1 = Malign +9 Agony Infusion | | infusion1 = Malign +9 Agony Infusion | ||
| infusion1-qt = 18 | | infusion1-qt = 18 | ||
− | | relic = Relic of | + | | relic = Relic of the Fractal |
| variant = y | | variant = y | ||
| head = | | head = | ||
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==Consumables== | ==Consumables== | ||
− | |||
− | |||
'''Food''' | '''Food''' | ||
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===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> | ||
− | # If possible, precast {{Skill|Prepare Thousand Needles}} such that you can immediately trigger it and place it a second time. | + | # 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}}, {{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|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|Prepare Thousand Needles}} if it's available. | # {{Skill|Prepare Thousand Needles}} if it's available. | ||
− | # {{Skill|Enter Shadow Shroud}} to start applying Alacrity nice and early | + | # {{Skill|Enter Shadow Shroud}} to start applying {{tooltip|Alacrity}} nice and early |
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# {{Skill|Exit Shadow Shroud}} | # {{Skill|Exit Shadow Shroud}} | ||
− | Use {{ | + | Use {{Skill|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 {{tooltip|Haunt Shot}} to pad your {{tooltip|Alacrity}}. | ||
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The rest of the rotation has no strict skill order: | The rest of the rotation has no strict skill order: | ||
− | * You should | + | * You should {{skill|Enter Shadow Shroud}} as soon as it becomes available, and use the shroud loop. |
− | * Use {{Skill|Siphon}}, {{Skill|Spider Venom}}, {{Skill|Skale Venom}}, {{Skill| | + | * Use {{Skill|Siphon}}, {{Skill|Spider Venom}}, {{Skill|Skale Venom}}, {{Skill|Well of Sorrow}} and {{Skill|Thieves Guild}} off cooldown. |
− | ** Triggering {{Skill|Thousand Needles}} can be delayed if necessary, as the cooldown is only gated by preparing it. | + | ** 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. | ** 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 | + | * {{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 | + | ** Otherwise just {{tooltip|Weapon Swap}} off cooldown and hope for the best. |
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Sometimes you will end up going into shroud just before your utility skills come off cooldown. In this case, do a much shorter 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}} | ||
# {{Skill|Exit Shadow Shroud}} | # {{Skill|Exit Shadow Shroud}} | ||
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* 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. | ||
− | |||
− | |||
− |
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
Overview
A condition boon support build for Specter. Provides permanent Alacrity, Fury, Swiftness and Vigor, and up to ~15 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
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
.
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 over Torment, so it is better to run a instead of a , instead of , and you should replace with one of the other skill options below.
Skill Variants
and deal similar damage ( is slightly ahead), but which performs better will vary from encounter to encounter. The main disadvantage of 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 and fact that it has the same cooldown as 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:
- - 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.
- - 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.
- Might or Stability. should always be considered as an alternative to provide extra
Template Code
Specializations
- Vigor aren't useful. is a little more DPS in cases where boonrip or
- For a ~4% DPS loss, you can take to offer some extra healing/barrier to your subgroup.
- Torment is less prevalent. or provide additional support for a minor DPS loss, particularly on the Dagger/Dagger build where
Equipment
Ritualist
Ritualist
Ritualist
Ritualist
Ritualist
Ritualist
Ritualist
Ritualist
Ritualist
Ritualist
Ritualist
Ritualist
Ritualist
Ritualist
x6
x18
- This setup provides ~42% boon duration.
Non-SotO Relics
is the best relic for players that don't own Secrets of the Obscure.
- Replace the with a in this case.
Healing Variant
For an ~8% DPS loss, you can increase the healing done by your wells.
Celestial
Plaguedoctor
Celestial
Celestial
Celestial
Celestial
Celestial
Celestial
Celestial
Celestial
Celestial
Celestial
Celestial
Celestial
x6
x18
- If the extra +617 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 ~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 .
Consumables
Food
Utility
- if you have any doubts about your boon uptimes
Usage
Before the fight starts, select an allied player and 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).
them. When you use shroud skills,
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
- If possible, precast (if using) such that you can immediately trigger it and place it a second time.
- , and . 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!
- if it's available.
- Alacrity nice and early to start applying
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
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 to pad your Alacrity.
Rest of the Rotation
The rest of the rotation has no strict skill order:
- You should as soon as it becomes available, and use the shroud loop.
- Use
- Triggering (if using) can be delayed if necessary, as the cooldown is only gated by preparing it.
- As lasts for 24 seconds, it may be worth saving until the next phase of a boss if the current phase is about to end.
, , , and 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 . 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 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:
- Make sure you have enough Alacrity before exiting - maintaining boons is more important than your damage.
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.
- 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 or , but you may wish to bring more boon duration if you need to delay it, to make up for the lower Alacrity provision.
- If using
- 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.
:
Ratings
Comments
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