Specter - Condi DPS
Overview
A condition DPS build for Specter. Gaining a defensive shroud similar to Necromancer as well as a powerful ranged weapon in Scepter, Specter can feel much safer to play than other Thief specialisations. It deals great damage, which can be enhanced even further if it is able to pre-cast its venoms (particularly relevant in fractals). At the same time, it provides some incidental group boons whenever it
s and it always has access to powerful single-target barrier, enabling it to act as a support in emergencies.As a torment-focused class, it prefers stationary targets, but the simple rotation and ability to deal almost all its damage from range means that it is able to maintain damage very easily even on mobile encounters.
As a Thief, it has excellent out-of-combat utility for speeding up fractals and raids.
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:
-
- or ascended alternatives, are practically the same DPS, and allow you to benefit from the ascended bonus
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
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