Tempest - Alacrity Support Condi DPS

This is a test build. You may comment and rate it.

Focused on: Condition damage and Support

Designed for: Raids

Expansions required: Heart of Thorns builds

Difficulty:
Normal

Overview

This is a build focuses on Burning Burning and has rather high power damage for a condi build, that increases with target hitbox size.

The combination of overloads and Arcane allow this build to provide 25 stacks of Might Might, permanent Swiftness Swiftness, ~90% Protection Protection uptime and high Fury Fury uptime by extending it on allies via Heat Sync and Sand Squall.


Skill Bar

Dagger/Warhorn
Utility


Weapon Variants

  • Scepter offers similar damage while also being ranged.
  • Hammer brings slightly more DPS for players that own Secrets of the Obscure, though it needs to take extra boon duration and you'll miss out on the boon extension from Sand Squall.


Skill Variants

Utility

  • Glyph of Elemental Power will be more damage than Glyph of Storms on bosses that won't stay inside the AoE for the whole duration.
    • As Glyph of Elemental Power is instant cast, it can be used without delaying the rotation. Using both Glyph of Storms and Glyph of Lesser Elementals can end up reducing your boon output.


As a support, you should be willing to trade DPS to bring group utility. Glyph of Storms can be swapped out for:

  • "Aftershock!" provides Aegis Aegis to allies and makes your Protection Protection uptime permanent.
    • Be aware that the magnetic aura applied by this ability can cause issues on some encounters.
  • "Eye of the Storm!" provides Stability Stability to allies.

Either of these skills will be helpful if there is a danger of being CC'd while in the middle of your overloads.


Elite

  • "Rebound!" can be used to ignore certain mechanics that would otherwise down people.
    • As you are not a healer, your allies will be left on low health after it triggers. It may be worth immediately following up with "Wash the Pain Away!".


Template Code

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Specializations


Equipment

Head
Viper
Shoulders
Viper
Chest
Viper
Hands
Viper
Legs
Viper
Feet
Viper
Backpiece
Grieving
Accessory
Viper
Accessory
Viper
Amulet
Viper
Ring
Viper
Ring
Viper
Dagger
Viper
Warhorn
Viper
Sigil
Sigil
Rune
x6
Infusion
x18
Relic
  • This setup hits 28% boon duration without any need for concentration gear. This is sufficient to provide ~108% Alacrity Alacrity uptime.


Boon duration variants


Consumables

Food

  • or ascended alternatives


Utility


Usage

  • Use Glyph of Elementals in Fire Attunement, and cast Flame Barrage off cooldown.
  • Cast Signet of Fire off cooldown, but it is lower priority than weapon skills.
  • If using Glyph of Elemental Power, cast it in Fire Attunement during the cast of Burning Speed so that the damage buff will affect the blast damage.

The gist of the rotation is to cycle between Fire Attunement Air Attunement Earth Attunement Air Attunement, using key abilities in each attunement off cooldown until the next attunement is ready.

When you enter Fire Attunement, use Burning Speed, Wildfire and Drake's Breath, then use your key abilities as they come off cooldown. When Air Attunement is available, use one last Drake's Breath and switch (Air Attunement should become available during the cast of Drake's Breath - you can switch attunement without interrupting the skill).

Granting an aura to yourself (or allies) will trigger the damage buff from Tempestuous Aria. Overloads, Shocking Aura and Sand Squall all give you an aura, as will attuning to Fire thanks to Sunspot. The buff stacks in duration, but has a 10-second limit.


Rotation

Opener

  1. Wildfire
  2. Firestorm (Glyph of Storms)
  3. Overload Fire
  4. Burning Speed - you need to be inside your target's hitbox for the fire line to hit your target
  5. Heat Sync
  6. Drake's Breath - for maximum damage, you will want to back away from your target during this cast
  7. Air Attunement


Loop

Air 1

  1. Signet of Fire
  2. Convergence
  3. Shocking Aura
  4. Lightning Orb - this target hits more if cast some distance back from your target
  5. Earth Attunement


Earth
In Earth Attunement, you want to cast Dust Storm and Sand Squall as soon as they are available, but as their cooldown is longer than the loop, their position will vary over time. Eventually, you will need to skip them for one loop.

  1. Earthen Rush
  2. Ring of Earth
  3. Autoattack until Overload Earth is available
  4. Overload Earth
  5. Ring of Earth or Signet of Fire - if Signet of Fire is available here, skip Ring of Earth
  6. Air Attunement - if you used Signet of Fire in the last step, skip Air and go straight to Fire


Air 2

  1. Convergence
  2. Shocking Aura Transmute Lightning
  3. Signet of Fire
  4. Fire Attunement


Fire

  1. Burning Speed
  2. Wildfire
  3. Drake's Breath
  4. Firestorm (Glyph of Storms)
  5. Overload Fire
  6. Heat Sync
  7. Burning Speed
  8. Drake's Breath
  9. Air Attunement during the cast of Drake's Breath
  10. Repeat from the start of the loop


Video example

Video example (Scepter)

Video example (Hammer)


Defiance Bars

  • While in Air Attunement you can use Shocking Aura Transmute Lightning and Cyclone.
  • If you are really desperate, you can switch to Water Attunement for Tidal Surge.


Ratings

This build has a rating of 4 stars based on 1 votes.
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4 stars
Steel gave this build 4 stars • October 2023
A good build that outputs a wide range of boons, allowing the quickness player in your sub to bring anything as long as it can provide quickness (and even if they don't have perfect uptime, you can help them by extending their quickness). Does decent damage as well, and can bring stability or aegis. The main downside is the inflexibility in its rotation and the fact that it gets easily disrupted if your overload gets interrupted.

Comments

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