User:Masel/Builds/Specter
Scepter + Dagger Condition Specter[edit]
| Criterion | Value |
|---|---|
| Burst Damage | ~41,4k |
| Sustained Damage | ~40,2k |
| Effective Range (1200 = Maximum) | 733 |
| Actions Per Minute (APM) | 53 |
| Share of Forced Movement or Stealth Skills | 7% |
| Bar Swaps per Minute (BPM) | 11 |
| # of Skills Used | 11 |
| Damage Log Link | Link |
Condition Specter has a simple-to-learn rotation and is lots of fun to play in open world and instanced content. It can deal most of its damage from range and has great burst damage in instanced content for a condition build, making it suitable for all kinds of encounters. It always provides a good uptime on Fury, Vigor, Swiftness and 10 Stacks of Might around it and can further be altered to provide Alacrity with smaller tweaks. In solo gameplay, it can provide itself with good amounts of all essential boons: Quickness, Alacrity, Might, Fury and Protection.
Link to the DPS Build in the Build Editor:
Playstyle & Skills[edit]
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| Steal & Shroud |
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| Scepter + Pistol |
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| Utility |
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Shadow Shroud[edit]
- Specter's main specialization mechanic is Shadow Shroud: this will function as an effective second health bar, with the restriction that you cannot be healed when shrouded (with a few exceptions).
- You shroud will be depleted passively and will shield you from incoming damage to your health bar while it is active. Any damage you take will be applied to your shroud value instead.
- This makes specter fairly resilient by default, since you constantly generate Shadow Shroud, the main resource required to maintain your shroud.
- Like all Thieves, Speceter has Initiative costs, but no internal cooldown on its weapon skills. You regenerate 1 Initiative per second, but there are other ways to increase the inflow. Since skills have no internal cooldown, this often means that the skill that does the most damage per cast and initiative spent is repeated (like Twilight Combo on this build), making most rotations on Thief relatively simple to understand.
Rotation Concept[edit]
You can find my most recent rotation showcase here. Damage Log
Rotation Notes[edit]
| Section | Notes |
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| General Stuff |
Careful:This build scales with the number of conditions on the enemy. For guidance on setting up the training area, see my guide for it
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| Opener |
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| Section 1: Outside of Shadow Shroud |
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| Section 2: Shadow Shroud |
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| CC Skills for Breakbar Damage |
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Rotation Flow[edit]
Utility Skills[edit]
| Skill Choice | Notes |
|---|---|
| Well of Gloom | Cheap and strong heal that also heals allies and allows you to Shadowstep. For a more pasive inflow of healing, you can use Signet of Malice. |
| Spider Venom Skale Venom Devourer Venom |
Suited for mobile fights, Venom skills are very bursty, as the venom effects are applied to yourself and up to 4 nearby allies. The conditions applied by allies count for your damage and use your stats! This leads to a massive difference in damage dealt per cast between solo and group gameplay. You can use any kind of friendly NPC to apply more stacks in solo gameplay, including summons like the thieves from Thieves Guild. |
| Thousand Needles Well of Gloom Caltrops |
Ground AoE skills for more stationary fights. If you can precast Thousand Needles, it will increase your burst damage. |
| Basilisk Venom Thieves Guild |
Applies a Stun on cast. Since it is a Venom skill, this gets shared with 4 nearby allies too, making it one of the strongest CC skills in the game. Triple summon for more damage. |
Gear & Traits[edit]
For gear, you can freely mix pieces of Viper's and Ritualist's. Each piece of Viper's gives you a slightly higher damage output than Ritualist's (~6-7% damage difference for a full set), but comes at the cost of more difficult Alacrity coverage and less bulky Shadow Shrouds - the size of Shadow Shrouds is equal to 69% of your Vitality. If you can't afford two sets, my recommendation is to use Ritualist's Armor and Trinkets as the base variant and use Abomination Weapons. That will get you right between the two builds in terms of stats and provide a good allrounder setup of all kinds of PvE.
Important Stats (descending in Importance):
- ~93% Torment Duration
- 100% Poisoned Duration
- Maximize Condition Damage
Since the vast majority of damage comes from Torment and Poisoned, it is important to reach 100% condition duration on them.
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- For a budget variant, simply replace all armor pieces of Viper's with rare/exotic Ritualist's.
- Ascended gear is always ideal, but exotic gear is fine for everything aside from higher-tier fractals.
Open World Build[edit]
You can find my most recent open world build showcase here.
Link to the Open World Build on the Editor
Increasing Survivability[edit]
- For OW, it can make sense to make a build more forgiving, so that you can sustain on your own.
- First, note that Specter is designed to excel in situations where you can have at least one an ally tethered to you. That is why it is strongest when you're not alone. You can use summons to become your tethered ally as well, such as Thieves Guild or relics like Relic of the Privateer.
- Specter applies sizeable barrier that scales with Healing Power and shroud that scales with Vitality, so it has strong natural synergies with Ritualist's and Celestial gear. You can mix and match Viper's, Ritualist's and Celestial as you prefer in a 1-to-1 fashion.
- Change traits to the following:
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- Also change your utility skills to the following:
| Default Skill | Notes |
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| Well of Gloom | Damage and Relic of the Chronomancer uptime. |
| Well of Sorrow | Damage and Relic of the Chronomancer uptime. |
| Well of Bounty | Boons and Relic of the Chronomancer uptime. |
| Option 1: Haste Option 2: Caltrops |
Additional Quickness uptime, required for full coverage with less then 50 % boon duration Additional AoE damage, stronger than using Haste in general, but can cause drops in Quickness uptime. |
| Thieves Guild | Decoys that take aggro away from you and benefit from your tethers. |
- Alternate between Shadow Shroud and your weapons. Always try to use Well of Gloom shortly after exiting shroud, as it will not heal you inside of shroud.
- Shadow Sap applies Barrier, Might and Protection for 3 initiative, making it a great survivability tool to weave in occasionally.
- Using your Wells will heal you through Traversing Dusk and apply Resistance for a good uptime.
- Siphon is your most loaded skill and should be prioritized at all times. Sleight of Hand reduces the cooldown of Siphon by another 20%, making it around 10 seconds with Alacrity up. This means more Shadow Force, more Boons, almost full Slow uptime, a Daze, initiative, Vulnerability ... you see why this is important.
- Stay in shroud long enough to build up a good uptime on Alacrity. I recommend staying in there for 4x Grasping Shadows. With Quickness up, you will apply Alacrity faster, allowing you to make shroud loops shorter for better uptime on Lead Attacks.
- Use Dawn's Repose for area Barrier application in shroud. This negates a good chunk of incoming damage and makes your shroud last longer. It also applies barrier to allies, which is always great to have!
Boon Coverage[edit]
| Boon | Sources / Notes |
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| General Notes | Using the Ritualist's or Celestial gear pieces grants up to ~42% Boon Duration, allowing you to maintain all essential boons on yourself more easily. Use Relic of the Chronomancer for Quickness coverage. |
| Quickness | Covered by Haste and Relic of the Chronomancer with Well of Gloom, Well of Sorrow and Well of Bounty. |
| Might | Covered by Haste, Well of Bounty and Siphon via Thrill of the Crime |
| Fury | Covered by Haste, Well of Bounty and Siphon via Thrill of the Crime |
| Alacrity | Covered by Shadestep when using skills inside of Shroud. |
| Protection | Can be covered by weaving in a few casts of Shadow Sap in your rotation. |
| Resistance | Traversing Dusk grants Resistance on every Well you cast, allowing you to ignore all non-damaging condition on you for the duration. |
| Vulnerability | Even the Odds can cover 10 stacks, but this is optional. |
| Jade Tech Offensive Overcharge Jade Tech Defensive Overcharge |
Jade Protocols give for 150 additional Toughness, Vitality, Condition Damage and Power as well as all boons aside from Stability, Resistance and Resolution for 10 seconds on entering combat, once every 30 seconds. They make covering boons on yourself a lot easier! |
Dealing with Incoming Conditions and Control effects[edit]
- For condition cleanses, make use of Grasping Shadows frequently.
- If you need additional cleanses, you can swap to Hungering Darkness, which will cleanse a condition off of you once per second and heal you for it.
- Haste has the nice side-effect that is is also a Stun break with a short cooldown. With enough boon duration (40-50%), you can save this without dropping Quickness uptime.
- Mind Shock and Well of Bounty apply Stability in an area around you. This way, you have one source outside and one source inside of shroud, allowing you to have it up for most of the rotation.














