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).
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.
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.