Your boon provision is slightly unconventional as those that come from
暗影脚步 target yourself, the three closest players to you (prioritising subgroup), and your tethered target. This means that you can provide boons to one player at long range, but if they are not in your subgroup then your group's boons will suffer as a result. If you wish to utilise this behaviour, it is best for the ranged player to be in the same subgroup as you.
Before the fight starts, you can select an allied player and
虹吸 them to create the tether. If you don't do this, it will randomly select a player when you use
虹吸.
As long as you don't siphon another player, this will remain your target throughout the fight. You may also lose target if the ally moves too far away (or dies).
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
准备千针万箭 (if using) such that you can immediately trigger it and place it a second time.
-
悲伤法池
-
暮光连技
蜘蛛毒液,
鳞爪毒液 and
千针万箭. 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!
准备千针万箭 if it's available.
进入暗影帷幕 to start applying
敏捷 nice and early
Normal Shroud Loop
Most of the time when you enter shroud, you want to do the following loop:
-
暗影抓攫
-
永恒夜幕
鬼影射击 until
暗影抓攫 is off cooldown
-
暗影抓攫
-
离开暗影帷幕
Use
虹吸 if it comes off cooldown between steps 1 and 4.
If you want to pad your
敏捷 uptime, you can stay in to get an extra
暗影抓攫. Ideally you don't do this if it would delay your damage cooldowns outside of shroud though.
Rest of the Rotation
The rest of the rotation has no strict skill order:
- You should as soon as it becomes available, and use the shroud loop.
- Use , , , and off cooldown.
- Triggering (if using) 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.
- 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.
- Weapon Swap, and will all trigger (and optionally . These have a 9-second internal cooldown, so you can squeeze extra damage out of the rotation by Weapon Swapping immediately after you .
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:
-
-
-
- Make sure you have enough before exiting - maintaining boons is more important than your damage.
Scepter/Pistol Rotation
Scepter/Pistol follows the same logic as the Scepter/Dagger rotation above, but you replace with ⇒ . The chain has a much longer cast time than so you will only be able to use it once or twice between each Shroud section.
This build is a relatively minor DPS loss, and allows you access to as well as the more supportive dual skills, making it ideal as a hybrid DPS-healer. is particularly recommended in this case.
Dagger/Dagger Rotation
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
-
- , 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).
All of your Shadow Shroud skills have supportive effects too, which are added to with :
- provides a heal and , with adding an additional heal
- cleanses conditions, with providing
- applies AoE barrier, with providing
- also heals, with enhancing the heal further
- provides , with adding
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.
- 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.
- You can mitigate certain mechanics through the from or .
- If using :
- 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.