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
Overview
This is a build focuses on Burning and has rather high power damage for a condi build, that increases with target hitbox size.
Overloads allow this build to provide 25 stacks of Might, permanent Protection, and high Fury uptime via and .
Swiftness is permanent when using Arcane, but requires a small sacrifice of DPS when using Earth.
Skill Bar
Weapon Variants
- Dagger is the best option for players that don't own Secrets of the Obscure.
- 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 .
Skill Variants
Utility
- is higher damage than when using the Earth traitline, but the passive effect of causes you to gain 180 toughness while the skill is on cooldown, which could mess with tanking.
- As is instant cast, it can be used without delaying the rotation. Using both and can end up reducing your boon output.
will be more damage than on bosses that won't stay inside the AoE for the whole duration.
As a support, you should be willing to trade DPS to bring group utility.
can be swapped out for:- Aegis to allies and pads your Protection uptime.
- Be aware that the magnetic aura applied by this ability can cause issues on some encounters.
provides - Stability and Swiftness to allies. provides
Either of these skills will be helpful if there is a danger of being interrupted while in the middle of your overloads.
Elite
- 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 .
can be used to ignore certain mechanics that would otherwise down people.
Template Code
Specializations
Specialization Variants
For weapons other than Pistol, Arcane will perform better than Earth:
Equipment
Ritualist
Ritualist
Ritualist
Ritualist
Ritualist
Ritualist
Viper
Viper
Ritualist
Ritualist
Viper
Viper
Viper
Viper
x6
x18
Boon duration variants
- More or less boon duration can be obtained by swapping pieces between Viper stats and Ritualist stats as desired.
- The setup above provides ~38% boon duration, which is sufficient for ~108% Alacrity uptime.
- It is not recommended to go below ~33% boon duration.
- The Pistol rotation video example uses ~40% boon duration.
- If you do not have access to Viper stats, Celestial stats are only slightly lower damage, but give you additional toughness, which can mess with tanking.
- If running Arcane, the inherent boon duration and reduced cooldown on attunement swaps allows you to run full Viper stats gear. This is sufficient to provide ~108% Alacrity uptime.
Consumables
Food
- or alternatives
Utility
- or equivalents
Usage
Granting an aura to yourself (or allies) will trigger the damage buff from
. Overloads, and all give you an aura, as will attuning to Fire thanks to . The buff stacks in duration, but has a 10-second limit.
Pistol Rotation
Pistol skills have a unique bullet mechanic where using a pistol skill stocks a bullet, or if you already have a bullet, consumes it for an enhanced effect. In each attunement, one of the enhanced effects is defensive while the other is offensive. As such, it is important that these skills be used in the correct order to avoid missing out on damage.
Stocked bullets appear as buffs on your bar, and as all attunements other than
use an even number of pistol skills, you can track whether you've made a mistake in these attunements and adjust for future loops - you should be exiting and with a bullet stocked, and with no bullet stocked. If this is not the case, skip one of the skills in the relevant attunement on the next loop.Throughout the rotation, use
, (if using), and off cooldown, and and (if using) off cooldown whenever you are in .Autoattacks are not listed.
Opener
Start with Fire, Ice and Earth bullets stocked.
You can precast
(if using) in fire attunement.
Water 1
Fire
- or (if using)
Air
After using your first skill in air, you will gain access to
. This is a powerful skill, but will consume all your stocked bullets, so it is important not to use this skill.- - charging away from your target allows Lightning Orb to hit more times
- - make sure not to cast this too early, as it will go on an interrupted cooldown
- Swiftness uptime won't be permanent without it (optional) - CC, and your
Water 2
Earth
- Return to Water 1
Dagger Rotation
- Use in , and cast off cooldown.
- Cast off cooldown, but it is lower priority than weapon skills.
- If using , cast it in during the cast of so that the damage buff will affect the blast damage.
The gist of the rotation is to cycle between ⇒ ⇒ ⇒ , using key abilities in each attunement off cooldown until the next attunement is ready.
When you enter
, use , and , then use your key abilities as they come off cooldown. When is available, use one last and switch ( should become available during the cast of - you can switch attunement without interrupting the skill).
Opener
- - you need to be inside your target's hitbox for the fire line to hit your target
- - for maximum damage, you will want to back away from your target during this cast
Loop
Air 1
- - this target hits more if cast some distance back from your target
Earth
In , you want to cast and 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.
- Autoattack until Overload Earth is available
- or - if Signet of Fire is available here, skip Ring of Earth
- - if you used Signet of Fire in the last step, skip Air and go straight to Fire
Air 2
- ⇒
Fire
- during the cast of Drake's Breath
- Repeat from the start of the loop
Other rotations
Defiance Bars
- While in ⇒ and . you can use
- If you are really desperate, you can switch to for .
Ratings
Comments
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