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Tempest - Alacrity Support Power DPS

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

Focused on: Direct damage

Designed for: Raids

Expansions required: Heart of Thorns builds

Difficulty:
Normal
This build was last updated on July 06, 2024.

Overview

Fresh Air Tempest relies on spamming Overload Air and resetting its cooldown with Fresh Air for both damage and Alacrity Alacrity. This, combined with its high damage AoE skills, makes it excel at killing adds and trash mobs. In addition, Tempest provides a lot of Vulnerability Vulnerability, deals excellent burst damage on large hitboxes, and provides a unique damage buff to its party through Overload Air's Static Discharge.

This build provides permanent Alacrity Alacrity, Fury Fury and Swiftness Swiftness. By default it only provides ~10 Might Might and ~40% Protection Protection, but the rotation can be modified slightly to provide permanent uptimes of both at a small DPS loss.


Skill Bar

Scepter/Warhorn
Utility


Skill Variants

Healing

  • Signet of Restoration provides good healing in low damage fights (i.e. fights where you never press your healing skill).
  • Glyph of Elemental Harmony is the strongest personal heal.
  • Ether Renewal if extra condition cleanse is needed.


Utility

As a support, you should be willing to trade DPS to bring group utility. Glyph of Storms should be swapped out, as "Feel the Burn!" is important for providing Might Might:

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

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

  • Glyph of Lesser Elementals provides ~15 Might Might stacks if summoned in Fire Attunement, and deals comparable damage to Glyph of Storms (see the usage section for more details).
  • Conjure Lightning Hammer can be pre-cast in fractals then swapped to another skill for extra damage.


Elite

  • Conjure Fiery Greatsword can be pre-cast in fractals then swapped to another skill for extra damage.
  • "Rebound!" can be used to ignore certain mechanics that would otherwise down the group.


Template Code

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Specializations

  • You don't get much damage from Arcane Precision, so it could be swapped to Arcane Restoration if more survivability is desired.


Equipment

Head
Berserker
Shoulders
Berserker
Chest
Berserker
Hands
Berserker
Legs
Berserker
Feet
Berserker
Backpiece
Berserker
Accessory
Assassin
Accessory
Berserker
Amulet
Berserker
Ring
Assassin
Ring
Berserker
Scepter
Berserker
Warhorn
Berserker
Sigil
Sigil
Rune
x6
Infusion
x18
Relic
  • This setup has 2218 precision.
  • Arcane and Tempest provide 28% boon duration for free, which is more than enough.


Equipment Variants

  • Sigil of Superior Sigil of Impact instead of Sigil of Superior Sigil of Force on Keep Construct.
  • Using full Berserker stats Berserker stats gear with would be a miniscule DPS gain.
    • With this setup, it is optimal to use 17 Mighty infusions and 1 Precise infusion.


Consumables

Food

  • or ascended versions


Utility


Usage

The rotation below is for maximum damage, but if you are struggling with boon provision you can add a couple of extra steps (see below).


Rotation

Opening Burst

  1. Summon Glyph of Elementals in Fire Attunement before the encounter starts, and swap to Air Attunement.
  2. Cast Lightning Orb from afar then begin channeling Overload Air. Ideally you time the cast to finish on top of the enemy the moment combat begins. If you aren't confident in pre-casting, you can use Lightning Orb after Overload Air instead.
  3. Lightning Strike and Flame Barrage during the cast of the skills above.


Loop

The rotation is very simple. After Air Attunement, you switch to Fire Attunement, use two skills, then return to Air Attunement to overload and repeat.


Fire

  1. Phoenix
  2. Wildfire. If not available, use Dragon's Tooth instead.
  3. Air Attunement during the cast - we use the longer cast time skill second in order to spend as little time autoattacking in Air Attunement as possible.


Air

  1. Use whichever of the following cooldowns are available, otherwise just autoattack
    • "Feel the Burn!"
    • Lightning Storm
    • Lightning Strike - this has no cast time, so cast during other skills. You should be able to use it twice each time you're in air.
    • Lightning Orb
  2. Overload Air
  3. Fire Attunement as soon as Overload Air finishes


Video example


Extra boons

Heat Sync and Sand Squall are not part of the default rotation, but can be included to increase your boon uptime. Heat Sync significantly increases your Might Might generation, and Sand Squall provides Protection Protection as well as extending all boons by two seconds.

You could also provide extra Protection Protection by switching to Earth Attunement after Fire Attunement to trigger Elemental Attunement, then immediately switch to Air Attunement to not lose any time.


Fire elementals from Glyph of Lesser Elementals provide a good amount of Might Might while still dealing good damage. Compared to Glyph of Storms, your burst damage will be lower, but this can be partly offset if you're able to precast multiple elementals during downtime. You also need to consider that the elementals themselves might be annoying to use as they can't be controlled.


Notes

  • Cast Lightning Strike whenever it's available - it doesn't interrupt other channels.=
  • Step back from the boss before casting Lightning Orb to maximize the hits you get from it.


Ratings

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