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

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* {{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|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|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|Blinding Powder}} - quick and easy access to stealth, but lacks the mobility given by other available skills. Great for getting a {{Skill|Cunning Salvo}} out in a pinch for boonripping.
  
* {{Skill|Well of Silence}} - a shadowstep, daze and AoE condition cleanse all in one.
+
* {{Skill|Well of Silence}} - a shadowstep, daze and AoE condition cleanse all in one. If you are uncomfortable with finding stealth for cleanses or want to swap off of {{Trait|Shadow's Embrace}} this can be a good pick.
 +
 
 +
* {{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|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|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}}.
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* {{Skill|Seal Area}} - good for teamfights or against projectile-heavy duelists. Somewhat low cooldown for what it does.
 
* {{Skill|Seal Area}} - good for teamfights or against projectile-heavy duelists. Somewhat low cooldown for what it does.
  
* {{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.
 
  
  
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Viable elite choices:
 
Viable elite choices:
* {{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|Dagger Storm}} - the defensive option. 90s cooldown, but allows you to dodge burst, correct mistakes, or counterplay projectiles.
  
* {{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|Shadowfall}} - the 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.
  
  
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{{Specialization|Specter|top|bot|top}}
 
{{Specialization|Specter|top|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.
+
* {{Trait|Hidden Thief}} is a strong pick when condis aren't an issue.
  
  
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| weapon4 = Pistol
 
| weapon4 = Pistol
 
| sigil3 = Energy
 
| sigil3 = Energy
| sigil4 = Cleansing
+
| sigil4 = Escape
 
| rune = Necromancer
 
| rune = Necromancer
 
| amulet = Carrion
 
| amulet = Carrion
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* {{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. Weaker in duels.
  
* {{Relic|Relic of the Citadel}} - a lot of fun and solid cover paired with {{Skill|Dagger Storm}}.
+
* {{Relic|Relic of the Citadel}} - solid cover paired with {{Skill|Dagger Storm}}. The stun happens after the cast is finished so you'll go from full evasion to a stun.
  
  
 
'''Runes'''
 
'''Runes'''
* {{Rune|Lynx}} - trades damage and ~1000 health for more consistent mobility
+
* {{Rune|Lynx}} - trades damage and 1000 health for more consistent mobility
  
  
 
'''Sigils'''
 
'''Sigils'''
* {{Sigil|Escape}} over {{Sigil|Cleansing}} - if you need a more specific type of cleanse
+
* {{Sigil|Cleansing}} over {{Sigil|Escape}} - if you better cleansing against damaging conditions
  
  
 
==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|Cunning Salvo}}, recalls all of your axes onto your target, dealing full damage with each axe and causing them to additionally inflict {{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.
+
* 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}}.
 +
** if a target is hit by 5 or more axes, they will become {{Tooltip|Rooted}} for 2s.
  
* 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}} frequently to daze targets who do not have {{Tooltip|Stability}}.
  
* 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}}, {{Tooltip|Distortion}} or some other reflect, stop attacking!
  
 
* 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}}.
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'''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|Torment}} dealt with recalled axes ({{Skill|Harrowing Storm}}), {{Relic|Relic of Peitha}}, interrupts with {{Trait|Pressure Striking}}, 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}}. 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}}.
  
* 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.
+
* 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.
 
 
* 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}}...
 
  
* 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}}.
+
* {{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.
  
  
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* {{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.
 
* {{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.
  
* {{Skill|Grasping Shadows}} > {{Skill|Exit Shadow Shroud}} > weapon swap > {{Skill|Black Powder}} works if performed quickly.
+
* 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}}.
  
* 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.
+
* {{Skill|Grasping Shadows}} > {{Skill|Exit Shadow Shroud}} > weapon swap > {{Skill|Black Powder}} for stealth if you're already in shadow shroud and need to get out.
  
* When in doubt, shadowstep out!
+
* 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.

Revision as of 08:34, 21 January 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 January 21, 2025.

Overview

A tanky and versatile Specter build that aims to land a large number of Cunning Salvo's to both generate initiative and proc Rending Shade, ideally stealing Stability Stability to enable CC to land for Pressure Striking. With strong sustain and mobility it can duel, +1 or teamfight relatively well.


Skill Bar

Axe/Dagger
Dagger/Pistol
Utility


Skill Variants

Heal

  • Well of Gloom - higher mobility, trait synergy and group utility, but worse access to stealth and less condition cleansing.


Utility

Viable utility choices (for skills that aren't Shadowstep):

  • Infiltrator's Signet - low cooldown stunbreak (28s) which procs a number of traits with its shadowstep. Great for landing Cloak and Dagger, overall a good defensive & offensive pick.
  • Blinding Powder - quick and easy access to stealth, but lacks the mobility given by other available skills. Great for getting a Cunning Salvo out in a pinch for boonripping.
  • Well of Silence - a shadowstep, daze and AoE condition cleanse all in one. If you are uncomfortable with finding stealth for cleanses or want to swap off of Shadow's Embrace this can be a good pick.
  • Well of Bounty - another good pick for teamfights, gives a number of helpful boons to yourself and any nearby allies. lots of trait synergies.
  • Roll for Initiative - a stunbreak with evasion. Gives you 4 initiative as well upon use, which is nearly enough for another Harrowing Storm or 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 Cloak and Dagger.
  • Shadow Portal - anti-roam, can teleport you and an ally extremely far (and causes you to arrive with stealth). Stunbreak.
  • Seal Area - good for teamfights or against projectile-heavy duelists. Somewhat low cooldown for what it does.
  • 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 elite choices:

  • Dagger Storm - the defensive option. 90s cooldown, but allows you to dodge burst, correct mistakes, or counterplay projectiles.
  • Shadowfall - the lockdown option. Thanks to Traversing Dusk's Resistance Resistance this ability will consistently land and generally lead to the death of anyone who doesn't have Stability Stability or a stunbreak. Remove boons first with Rending Shade if possible.


Template Code

[&DQUsLxQ6Rx0MAQAAWAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAADBQAvADYAAA==]
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Specializations

Variants

  • Hidden Thief is a strong pick when condis aren't an issue.


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. Weaker in duels.
  • Relic of the Citadel - solid cover paired with Dagger Storm. The stun happens after the cast is finished so you'll go from full evasion to a stun.


Runes

  • Rune of Lynx - trades damage and 1000 health for more consistent mobility


Sigils

  • Sigil of Cleansing over Sigil of Escape - if you better cleansing against damaging conditions


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, Cunning Salvo, recalls all of your axes onto your target, dealing full damage with each axe and causing them to additionally inflict Torment Torment. This is the primary source of damage in this build.
  • Use Spinning Axe, Venomous Volley, and Cunning Salvo until you have 5 or 6 axes, then recall them with Harrowing Storm.
    • if a target is hit by 5 or more axes, they will become 24px Rooted for 2s.
  • Use Cloak and Dagger if you aren't Revealed Revealed to enter Stealth Stealth. Use Cunning Salvo before stealth fades.
  • Use Siphon frequently to daze targets who do not have Stability Stability.
  • 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, 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.
  • Using Siphon (Specter's version of Steal) and spending Initiative builds Shadow Force. In this build, shadowstepping will also build Shadow Force thanks to Traversing Dusk.
  • 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 without using all of your initiative.


General

  • Damage is primarily Torment Torment dealt with recalled axes (Harrowing Storm), Relic of Peitha, interrupts with Pressure Striking, 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. Off-hand pistol also has Head Shot, which, with proper timing, can be used to deal a good bit of damage with Pressure Striking.
  • 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 extremely important to the longevity of the Specter.
  • The sources of condition cleansing are 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 get out.
  • 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.


Ratings

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