Home Builds Condition Barrier Specter
Updated
Sep 22, 2022
Added
End of Dragons
Guides

Condition Barrier Specter is a strong Condition Damage DPS class that focuses on Torment and Poison whilst also providing approximately 8–10K healing and Barrier every 10 seconds via . Your rotation is identical to the standard Viper Condition Damage build.

This build slots comfortably into groups of all skill levels as an off-healer alongside one traditional healer for the whole squad, as the only healer to sustain a tank in low pressure fights, or to make a subgroup with a primary healer nearly damage-proof through large amounts of Barrier.

This setup uses Ritualist and Carrion gear to increase player Vitality, which in turn increases your Shadow Force pool for approximately 80-100% more healing/Barrier. There are two gearsets presented below. For convenience, the first is identical to Condition Alacrity Spectre, with DPS benchmark of 35.3K. The second has similar healing output and a 36K benchmark, but is distinct from either the Alacrity or Condition Damage gearsets.

Item Stat

Ritualist'sHelm

Ritualist'sShoulders

Ritualist'sCoat

Ritualist'sGloves

Ritualist'sLeggings

Ritualist'sBoots

Item Stat

Ritualist'sBackpiece

Ritualist'sAccessory

Ritualist'sAccessory

Ritualist'sAmulet

Ritualist'sRing

Ritualist'sRing

Primary Weapon Set

Ritualist'sMain Hand

Ritualist'sOff Hand

Secondary Weapon Set

Ritualist'sOff Hand

Other Items

Infusionx18

Food

Utility

Jade Bot Core

Rotation

You always want to precast before a fight if you can, this will allow you to cast it twice in your opener.

Opening

Scepter, 1st weapon swap

  1. x 2
  2. Weapon Swap

Long Shroud

  1. Grasping Shadows
  2. Mind Shock
  3. Eternal Night
  4. Haunt Shot x 2
  5. Grasping Shadows
  6. Haunt Shot x 4
  7. Grasping Shadows

Scepter, 2nd weapon swap

  1. x 3
  2. Weapon Swap

(repeat Long Shroud)

Shadow Shroud Loop

  1. Grasping Shadows
  2. Mind Shock
  3. Eternal Night
  4. Haunt Shot x 2
  5. Grasping Shadows
Skills & Traits
Notes

Skills

grants you and allies venom charges to heal after hitting a target. Note that it has a considerable cast time similar to ; is a solid alternative with slower healing but lower cooldown.

You can swap for if the enemy is unlikely to stay in place for most pulses of the Preparation.

For more Breakbar Damage you can swap for (or if your subgroup is likely to waste most charges of on another target and you cannot benefit from the venom's shorter cooldown).


Traits

healing is affected by outgoing healing modifiers such as Specter's or , but NOT Healing Power; the trait's Barrier component is unaffected by either.

To boonstrip, swap to in the Trickery Trait Line.

The trait discourages you from using on your enemy; this cuts your average Shadow Force generation in half and thus reduces your healing and barrier output, making your entire subgroup less safe. Even if you try to predict emergencies and otherwise use nearly off cooldown, you sacrifice approximately 18% Condition Duration, which is a substantial DPS loss.


Rotation

As with all Thief builds that use venoms, make sure to only cast them once combat starts so they don't get removed by the boonstrip at the start of bosses.

Your general loop priority outside of is:

  • Use , and off Cooldown.
  • Use up all Initiative through .
  • off Cooldown.
  • Fill with auto attacks.

You always want to as soon as you can.

Both and can and should be used to trigger and ; you generally want to keep track of to never accidentally cap on Initiative when you .

If your utilities are coming off Cooldown shortly after , only use Grasping Shadows and Eternal Night and then . You can also use Mind Shock if it is ready.

You can go without Weapon Swapping and equip a Pistol offhand in your second weapon set for more Breakbar Damage via . In that case you only follow the opening until the first , whereafter you start following the loop priority.

Item Stat

Ritualist'sHelm

CarrionShoulders

Ritualist'sCoat

Ritualist'sGloves

Ritualist'sLeggings

Ritualist'sBoots

Item Stat

CarrionBackpiece

CarrionAccessory

CarrionAccessory

CarrionAmulet

CarrionRing

CarrionRing

Primary Weapon Set

Ritualist'sMain Hand

Ritualist'sOff Hand

Secondary Weapon Set

Ritualist'sOff Hand

Other Items

Infusionx18

Food

Utility

Jade Bot Core

Rotation

You always want to precast before a fight if you can, this will allow you to cast it twice in your opener.

Opening

Scepter, 1st weapon swap

  1. x 2
  2. Weapon Swap

Long Shroud

  1. Grasping Shadows
  2. Mind Shock
  3. Eternal Night
  4. Haunt Shot x 2
  5. Grasping Shadows
  6. Haunt Shot x 4
  7. Grasping Shadows

Scepter, 2nd weapon swap

  1. x 3
  2. Weapon Swap

(repeat Long Shroud)

Shadow Shroud Loop

  1. Grasping Shadows
  2. Mind Shock
  3. Eternal Night
  4. Haunt Shot x 2
  5. Grasping Shadows
Skills & Traits
Notes

Skills

grants you and allies venom charges to heal after hitting a target. Note that it has a considerable cast time similar to ; is a solid alternative with slower healing but lower cooldown.

You can swap for if the enemy is unlikely to stay in place for most pulses of the Preparation.

For more Breakbar Damage you can swap for (or if your subgroup is likely to waste most charges of on another target and you cannot benefit from the venom's shorter cooldown).


Traits

healing is affected by outgoing healing modifiers such as Specter's or , but NOT Healing Power; the trait's Barrier component is unaffected by either.

To boonstrip, swap to in the Trickery Trait Line.

The trait discourages you from using on your enemy; this cuts your average Shadow Force generation in half and thus reduces your healing and barrier output, making your entire subgroup less safe. Even if you try to predict emergencies and otherwise use nearly off cooldown, you sacrifice approximately 18% Condition Duration, which is a substantial DPS loss.


Rotation

As with all Thief builds that use venoms, make sure to only cast them once combat starts so they don't get removed by the boonstrip at the start of bosses.

Your general loop priority outside of is:

  • Use , and off Cooldown.
  • Use up all Initiative through .
  • off Cooldown.
  • Fill with auto attacks.

You always want to as soon as you can.

Both and can and should be used to trigger and ; you generally want to keep track of to never accidentally cap on Initiative when you .

If your utilities are coming off Cooldown shortly after , only use Grasping Shadows and Eternal Night and then . You can also use Mind Shock if it is ready.

You can go without Weapon Swapping and equip a Pistol offhand in your second weapon set for more Breakbar Damage via . In that case you only follow the opening until the first , whereafter you start following the loop priority.

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