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Een vertaalprobleem melden
Items that count hits are much stronger on Spellsword than most classes, most classes hit less than 1 time a second, while she starts close to 2 hits/sec and that can go up easily.
Spellsword and Sniper are the only classes that start out with a way to inflict a debuff, but note that Hex doesn't do damage directly and won't benefit from "debuffs do extra damage" items.
She's very versatile in possible builds, it's easier to list the things that she should avoid. Old Bonnet (skills that hit once do 250 damage) will *never* proc, even if you fight without DS (exception: Emerald Secondary) . Burn usually isn't worth considering due to her many small hits, with the niche exception of Ruby Secondary/Special. Similarly, the Ghostflame for less damage on a skill item are simply awful on most rotations.
Style: Build And Spend/Positional
starting Rota: open with 2 3 2 3 3, repeat 1. Use 2 when <5 darkspell remains, use first 3 off cooldown but delay the followup casts if you're low on darkspell/badly positioned.
Her secondary grants Darkspell, which is absolutely vital to have charged on every cast. If your DS is at 1, use the secondary to fill up because DS affects even this spell, and dropping to zero is a massive dps loss. When out of position, don't hesitate to spam this spell whenever the slow doesn't put you in danger.
Her special is only marginally stronger than her primary at the start, because in 10 seconds you can cast 3 special + 6 primary hits for a base 1800, or 9 primary hits for 1620, so a 20% buff to your primary is enough to make special not worth casting for optimal dps (minus boons and special procs)
Regarding that 4th secondary
I would put it after skill 3
2>2>4>2>1>1>1>3>2>1>1>2>4>2>use 1 as filler until anything else comes off of cd>then 2 if 3 is on cd
also i would recomend saving charges untill there less than cooldown reduced and boss isnt moving
For exsample
You have 2 seconds on your special and you just got if off cooldown
Wait for 2 seconds and cast it after you used your special cause then you will loose cooldown reduction
Ultimately, a lot of Rabbit & Steel's rotations require you to make in-the-moment judgment calls to get your full effectiveness, so while knowing the flow is important, sometimes it's just as important to know when not to follow the flow and to hold cooldowns or adapt routes to put yourself in a better position, particularly if you can avoid sacrificing too much damage. Probably something I want to address in a future revision of this guide...
Some 2-target fights stay close enough together that you can hold your target swap button and hit both. With this combo, I have been able to 1 or 2-shot them (~6500 dps)