Tempest - Power DPS

Under construction.webp This is a placeholder build that was useful in the past. Click here to view current builds.

Focused on: Direct damage

Designed for: Raids

Expansions required: Heart of Thorns builds

Difficulty:
Normal

Overview

Fresh Air Tempest relies on spamming Overload Air and resetting its cooldown with Fresh Air. 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.


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).
  • "Wash the Pain Away!" for a strong group heal.
  • Ether Renewal if extra condition cleanse is needed.


Utility

  • "Feel the Burn!" can be swapped to Arcane Blast for higher burst.
  • 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.


Template Code

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Copy Template Code


Specializations


Specialization Variants

Water can replace Fire. The damage difference is negligible, and Water brings a number of small benefits such as extra vitality and healing, but it can interfere with some healers in the same subgroup (such as druids and tempests).

Be aware that the rotation changes very slightly depending on the traitline you use.

  • The grandmaster trait is completely optional, so take whichever sounds most useful.


Equipment

Head
Berserker
Shoulders
Berserker
Chest
Berserker
Hands
Berserker
Legs
Berserker
Feet
Berserker
Backpiece
Berserker
Accessory
Berserker
Accessory
Berserker
Amulet
Berserker
Ring
Berserker
Ring
Berserker
Scepter
Berserker
Warhorn
Berserker
Sigil
Sigil
Rune
x6
Infusion
x17
Infusion
x1
Relic
  • This setup relies on to reach 99,99% critical chance.


Equipment Variants

  • Sigil of Superior Sigil of Impact instead of Sigil of Superior Sigil of Force on Keep Construct.


Consumables

Food

  • or ascended versions


Utility


Usage

Scepter Rotation

Opening Burst

  1. 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.
  2. Lightning Strike during the cast of the skills above.


Loop Rotation

The rotation is very simple. After Air Attunement, you switch to either Fire Attunement or Water Attunement, use two skills, then return to Air Attunement to overload. Then, you switch to whichever of Fire Attunement or Water Attunement is still off cooldown, use two skills, then return to Air Attunement and repeat.

The loop will thus look like one of the following

Air Attunement Fire Attunement Air Attunement Water Attunement Repeat
Air Attunement Water Attunement Air Attunement Fire Attunement Repeat

Ideally, the first attunement you go into after the opener corresponds with the specialization you chose (Fire or Water), as this attunement will have more damage modifiers for the ticking effects of Lightning Orb.

Regardless of the specialization, use the following skills in each attunement:


Fire

  1. Phoenix, then one of:
    1. Wildfire, if running the Fire specialization. If not available, use Dragon's Tooth instead.
    2. Dragon's Tooth, if running the Water specialization.
  2. 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.


Water

  1. Shatterstone
  2. Water Trident
  3. Air Attunement during the cast


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. Water Attunement or Fire Attunement as soon as Overload Air finished - go to whichever is off cooldown.


Video rotation (fire)

Video rotation (water)


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.


Sword Rotation

Due to the strength of autoattacks on Sword, conjured weapons have much less value, so just ignore steps referring to them if not using.

Opening Burst

The opening burst focuses on using all available cooldowns.

  1. 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.
  2. Lightning Storm and swap to Water Attunement as soon as you begin casting.
  3. Immediately swap back to Air Attunement to gain Fresh Air, and use Quantum Strike
  4. Fire Attunement, Flame Uprising, Cauterizing Strike and Wildfire
  5. Earth Attunement, Dust Storm
  6. Air Attunement


Loop Rotation

  1. If Conjure Lightning Hammer is available, use it immediately after Air Attunement.
    • If it is on a ~35 second cooldown, pick it up off the ground.
    • Do Invoke Lightning and drop the weapon.
  2. If Conjure Fiery Greatsword is available and Conjure Lightning Hammer is not, use Conjure Fiery Greatsword immediately after Air Attunement.
    • Pick up the second Fiery Greatsword from the ground immediately after Air Attunement 1 loop after you have already done so with the Lightning Hammer.
    • Do Fiery Rush, Firestorm, and drop the weapon as soon as the cast bar finishes to skip the massive aftercast.
  3. Cast Overload Air after dropping your conjured weapon or, if you don't have one, immediately when it is available. Otherwise, autoattack and use Quantum Strike until you can Overload Air.
    • Immediately after finishing Overload Air, swap to Earth Attunement.
  4. In Earth Attunement, use Rust Frenzy or Dust Storm (whichever is available) then switch back to Air Attunement to regain Fresh Air.
  5. Use any other cooldowns that are available in Air Attunement then swap to Fire Attunement.
  6. Cast Flame Uprising, Cauterizing Strike, and Wildfire if it is available then return to Air Attunement.
  • Use "Feel the Burn!" or Arcane Blast (if using) off cooldown, while in Fire Attunement.

Video example


Staff Rotation

Video example


Ratings

This build has a rating of 5 stars based on 2 votes.
Log in or register to rate this build.
4 stars
Dauphin gave this build 4 stars • October 2018
I used this build raiding with my guild today, and it performed spectacularly. Great damage output, and it can react to mechanics with minimal disruption to the rotation. It is somewhat lacking in survivability. If you're in a good raiding guild your healer should be able to keep you alive anyway, but in an average group a substitution might be a good idea. I ended up substituting Lightning Flash for Conjure Lightning Hammer just so I could blink out of damage zones in an emergency, but Arcane Shield would also work if mobility isn't required or feasible for a fight. Another weakness obviously is CC, but that's more a weakness of the class than the build. Even though it's possible to be carried by a CC-heavy raid, in a fight where hard CC is vital (such as Samarog) it might be a good idea to switch to a different class if your raid is consistently failing CC phases. The build has no active stun breaks, but if you're good at avoiding telegraphed attacks the auto-break from Gale Song is enough. Overall though I'd definitely recommend this build. Lots of fun and very viable.
5 stars
Chinkeeyong gave this build 5 stars • September 2018
One of the best power DPS builds at the moment, with unparalleled large hitbox burst as well as high raid utility. Best in slot on Keep Construct and a solid option for power DPS anywhere.

Comments

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