Mirage - Alacrity Support Condi DPS
Overview
A condition DPS Mirage build that also provides permanent Alacrity and 25 stacks of Might to 5 players by spamming the ambush skill . It excels against bosses that attack a lot due to a large portion of its damage coming from Confusion. It is also highly survivable and can easily avoid boss attacks because it is in for most of its rotation. Also incidentally provides Fury, Aegis and Resolution to party members through and .
Skill Bar
Weapon Variants
One of your staffs may be swapped for Axe/Pistol. This will be a significant increase in damage but approximately halves your Alacrity generation, so you will need another source of Alacrity to make it permanent. Two mirages running Staff & Axe/Pistol will provide more damage than one Staff mirage and one DPS mirage.
Skill Variants
- over if you need reflects.
Template Code
Specializations
Trait Variants
- Take and if you are using the Axe variant.
- Vigor or Regeneration isn't permanent. Use immediately after another shatter to not waste any clones. if your uptime of
- Regeneration uptime is not permanent. is used to cover more mistakes, or instances where clones die unexpectedly. If you are confident that it will not be needed, is more damage, and could be used if
Equipment
Viper
Ritualist
Ritualist
Ritualist
Ritualist
Ritualist
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
x6
x5
x13
Boon Duration Variants
Ritualist stats provide a very efficient way to get boon duration. The above setup provides 28,47% with the bonus from , but more Ritualist stats gear can be swapped in if required. It is recommended that you have somewhere between 25-35% boon duration.
If you do not have access to Ritualist stats gear, you can go full Viper stats with and to reach 33.13%.
In fractals, the extra concentration and endurance regeneration from mobility potions may allow you to run with less boon duration on your gear, or play the Axe/Pistol variant without compromising Alacrity.
Consumables
Food
- , or
Utility
- or
Usage
Rotation
Opener
- Dodge and cast
- just before your Phantasms transform into clones (approximately 4 seconds after your cast )
- to regain your third clone
Rest of the rotation
After the opener above you want to be dodging as often as you can to trigger
.- Try to cast
- The best way to recover clones on this build is using , then immediately using back into position and casting either or .
- It is worth slightly delaying skills that generate clones in order to guarantee you can get back to three as soon as possible.
off cooldown, and immediately recover three clones.
- Use off cooldown, but don't prioritize it over .
- Use off cooldown.
- Use
- Be mindful of your where you place the , as you will want to be able to access them later.
- The spawns in the center of the skill's AoE marker.
off cooldown.
- Keep a charge or two of for mobility or in case you run out of clones for some reason.
General Tips
- Make sure to collect the s from and for extra casts of .
- Dodge as much as possible while leaving yourself endurance to evade attacks. Be sure to only weapon swap when below 50% endurance so as not to waste any of the endurance gained from .
- Make sure to never use during as this will create new clones due to the and will cancel the clone attacks.
and can be cast during other skills' channels.
- Make sure to never Weapon swap during the animation of as this will cancel the Ambush attack.
- If your target is about to attack, you can slightly delay in order to trigger . This trait will trigger even against foes with defiance bars, provided they are using a skill.
- If you're not comfortable with timing to your phantasms in the opening rotation, you can simply delay it a few seconds until is off cooldown for easier timing at a very small DPS loss.
- and have the same cooldown, so you may find it easy to always use after shattering for clone recovery.
- is a DPS loss if used regularly in your rotation, but can be useful to apply vulnerability if your squad is lacking other sources.
Ratings
Comments
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