It uses and as it’s main damage sources. The also has more than twice of its hp due to &BrP2AAA= and will often outlive most others. It also exceeds at mobility due to shadowsteps on every well.
Moreover, this build gains a massive damage increase while having allies around. Since all your venoms (especially &Bv8yAAA= and &Bu0yAAA=) gain 5 times the value out of it.
While having strong damage this build is also able to provide a fairly good amount of defensive support to the squad via .
The is the only class that has initiative. All weapon abilities except the 1 cost initiative, but have no recovery time. For this reason there are no really difficult rotations for the . Since you don’t have to pay attention to the cooldown for the weapon skills, there are no really difficult rotations for the . The weapon skill 3 is, unlike other classes, always derived from the main and secondary weapon.
The generally still has invisibility attacks. That means, the weapon ability 1 changes depending on whether you are invisible or not.
That means every weapon has its own invisibility attack, the only invisibility attack on the that is relevant for this build is the scepter. With it you have access to a lot of strong using &BuMyAAA=, which gives you and changes your weapon ability to &BlL3AAA=.
Your main damage sources are and .
The main acteur for those is &Bhb3AAA=, which is further strengthened by &B4wEAAA=.
With allies your &BsD2AAA= and your venoms such as &Bu0yAAA= and &Bv8yAAA=are doing a strong chunk of your damage as well.
Unlike with most other classes the attackchain of the Specter scepter 1 is really weak. Therefore feel free to interupt it if you want to use e.g. &Bhb3AAA=.
The scepter- can support the group in many places by simply taking another useful skill with them via &BuIyAAA=. You can find a small selection here:
Also, the properties of the scepter can be adjusted so that you can carry your squad through the mechanics of each boss: