Difference between revisions of "Specter - Condi DPS"
Line 23: | Line 23: | ||
| utility1 = Spider Venom | | utility1 = Spider Venom | ||
| utility2 = Skale Venom | | utility2 = Skale Venom | ||
− | | utility3 = Thousand Needles | + | | utility3 = Prepare Thousand Needles |
| elite = Thieves Guild | | 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}} and {{trait|Quick Pockets}}. | ||
+ | |||
Line 40: | Line 46: | ||
{{Specialization|Trickery|bot|top|top|}} | {{Specialization|Trickery|bot|top|top|}} | ||
{{Specialization|Specter|bot|top|top|}} | {{Specialization|Specter|bot|top|top|}} | ||
+ | |||
+ | * If {{trait|Bountiful Theft}} will be of no benefit, you can take {{trait|Pressure Striking}} for a little bit more damage. | ||
Line 74: | Line 82: | ||
}} | }} | ||
− | * This setup is optimised about a tier- | + | * This setup is optimised about a tier-6 or higher jade bot power core, if you only have a tier-2 or lower power core, replace the shoulders, hands or feet with {{tooltip|Viper stats}}. |
Line 86: | Line 94: | ||
* {{utility|Toxic Focusing Crystal}} | * {{utility|Toxic Focusing Crystal}} | ||
** {{utility|Master Tuning Crystal}} or similar for a cheaper alternative | ** {{utility|Master Tuning Crystal}} or similar for a cheaper alternative | ||
+ | |||
+ | |||
+ | ==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. | ||
+ | |||
+ | <big>'''Opener'''</big> | ||
+ | # If possible, precast {{Skill|Prepare Thousand Needles}} such that you can immediately trigger it and place it a second time. | ||
+ | # {{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|Prepare Thousand Needles}} if it's available. | ||
+ | # {{Skill|Siphon}} | ||
+ | # {{Skill|Twilight Combo}} x2 | ||
+ | # {{tooltip|Weapon Swap}} | ||
+ | # {{Skill|Twilight Combo}} | ||
+ | # {{Skill|Enter Shadow Shroud}} | ||
+ | |||
+ | |||
+ | <big>'''Opening 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. | ||
+ | # {{Tooltip|Grasping Shadows}} | ||
+ | # {{tooltip|Mind Shock}} | ||
+ | # {{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|Grasping Shadows}} | ||
+ | # {{Skill|Exit Shadow Shroud}} | ||
+ | |||
+ | |||
+ | <big>'''Post-Shroud'''</big> | ||
+ | # {{Skill|Twilight Combo}} x3 | ||
+ | # {{tooltip|Weapon Swap}} | ||
+ | # {{Skill|Twilight Combo}} | ||
+ | # {{Skill|Siphon}} | ||
+ | # {{Skill|Twilight Combo}} | ||
+ | # {{Skill|Shadow Bolt}} → {{Skill|Double Bolt}} → {{Skill|Triple Bolt}} - if you're fast, then you have time to fit {{Skill|Shadow Bolt}} between steps 1 and 2, and complete the chain here. | ||
+ | # repeat '''Opening Shroud Loop''' | ||
+ | |||
+ | |||
+ | <big>'''Rest of the Rotation'''</big> | ||
+ | |||
+ | 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 {{Skill|Siphon}} {{Skill|Spider Venom}}, {{Skill|Skale Venom}}, {{Skill|Prepare Thousand Needles}} and {{Skill|Thieves Guild}} off cooldown | ||
+ | ** Triggering {{Skill|Thousand Needles}} 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. | ||
+ | * 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. | ||
+ | * If you have no other skills to cast, you can use {{Skill|Hide in Shadows}} to gain access to {{Skill|Shadowsquall}}. The cast time is very long though, so be sure you won't have to delay other skills in order to finish it. | ||
+ | * {{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. | ||
+ | ** 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. | ||
+ | |||
+ | |||
+ | <big>'''Normal Shroud Loop'''</big> | ||
+ | |||
+ | Most of the time when you enter shroud, you want to do the following loop: | ||
+ | # {{Tooltip|Grasping Shadows}} | ||
+ | # {{tooltip|Eternal Night}} | ||
+ | # {{tooltip|Haunt Shot}} until {{Tooltip|Grasping Shadows}} is off cooldown | ||
+ | # {{Tooltip|Grasping Shadows}} | ||
+ | # {{Skill|Exit Shadow Shroud}} | ||
+ | |||
+ | Use {{tooltip|Mind Shock}} if it comes off cooldown between steps 1 and 4. The same applies to {{Skill|Siphon}}. | ||
+ | |||
+ | |||
+ | <big>'''Short Shroud Loop'''</big> | ||
+ | |||
+ | 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|Mind Shock}}, if available | ||
+ | # {{tooltip|Eternal Night}} | ||
+ | # {{Skill|Exit Shadow Shroud}} | ||
+ | |||
+ | |||
+ | [https://youtu.be/V2nn6jf7DF0 Video Example] | ||
+ | |||
+ | |||
+ | ===Utility=== | ||
+ | '''CC''' | ||
+ | * {{Skill|Basilisk Venom}} | ||
+ | * {{Skill|Shadowfall}} can provide more reliable CC on encounters with extra targets (equivalent to 3 basilisk venom hits), or you want to pull targets together | ||
+ | * {{tooltip|Mind Shock}} | ||
+ | * {{Skill|Headshot}}, if bringing offhand pistol | ||
+ | |||
+ | |||
+ | '''Support''' | ||
+ | |||
+ | All your Scepter skills and {{Skill|Siphon}} can be used with an allied target to provide them barrier and {{trait|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 {{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. | ||
+ | ** 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. | ||
+ | * 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. |
Revision as of 21:05, 4 May 2022
Overview
A condition DPS build for Specter.
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
and .
Template Code
Specializations
- If will be of no benefit, you can take for a little bit more damage.
Equipment
Viper
Sinister
Viper
Sinister
Viper
Sinister
Viper
Sinister
Sinister
Viper
Viper
Viper
Viper
Viper
x6
x18
- This setup is optimised about a tier-6 or higher jade bot power core, if you only have a tier-2 or lower power core, replace the shoulders, hands or feet with Viper stats.
Consumables
Food:
Utility:
-
- or similar for a cheaper alternative
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
- If possible, precast 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.
- 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
- → → - if you're fast, then you have time to fit between steps 1 and 2, and complete the chain here.
- 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
- Triggering 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.
- If you have no other skills to cast, you can use to gain access to . The cast time is very long though, so be sure you won't have to delay other skills in order to finish it.
- 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
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.
Ratings
Comments
Enjoy an ad-free experience & support the website, for less than $1 per month! Upgrade to Premium