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Difference between revisions of "Tempest - Power DPS"

(Added sword rotation)
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'''Utility'''
 
'''Utility'''
* {{skill|"Feel the Burn!"}} can replace {{skill|Conjure Lightning Hammer}}
+
* {{skill|"Feel the Burn!"}} or {{skill|Arcane Blast}} can replace {{skill|Conjure Lightning Hammer}}
  
  
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==Usage==
 
==Usage==
  
===Rotation===
+
===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.
 +
 
 +
<big>'''Opening Burst'''</big>
 +
 
 +
The opening burst focuses on using all available cooldowns.
 +
# Cast {{Skill|Lightning Orb}} from afar then begin channeling {{Skill|Overload Air}}. Ideally you time the cast to finish on top of the enemy the moment combat begins.
 +
# {{Skill|Lightning Storm}} and swap to {{Skill|Water Attunement}} as soon as you begin casting.
 +
# Immediately swap back to {{Skill|Air Attunement}} to gain {{trait|Fresh Air}}, and use {{skill|Quantum Strike}}
 +
# {{Skill|Fire Attunement}}, {{Skill|Flame Uprising}}, {{Skill|Cauterizing Strike}} and {{Skill|Wildfire}}
 +
# {{Skill|Earth Attunement}}, {{Skill|Dust Storm}}
 +
# {{Skill|Air Attunement}}
 +
 
 +
 
 +
<big>'''Loop Rotation'''</big>
 +
# If {{Skill|Conjure Lightning Hammer}} is available, use it immediately after {{Skill|Air Attunement}}.
 +
#* If it is on a ~35 second cooldown, pick it up off the ground.
 +
#* Do {{Skill|Invoke Lightning}} and drop the weapon.
 +
# If {{Skill|Conjure Fiery Greatsword}} is available and {{Skill|Conjure Lightning Hammer}} is not, use {{Skill|Conjure Fiery Greatsword}} immediately after {{Skill|Air Attunement}}.
 +
#* Pick up the second Fiery Greatsword from the ground immediately after {{Skill|Air Attunement}} 1 loop after you have already done so with the Lightning  Hammer.
 +
#* Do {{Skill|Fiery Rush}}, {{Skill|Firestorm}}, and drop the weapon as soon as the cast bar finishes to skip the massive aftercast.
 +
# Cast {{Skill|Overload Air}} after dropping your conjured weapon or, if you don't have one, immediately when it is available. Otherwise, autoattack and use {{skill|Quantum Strike}} until you can {{Skill|Overload Air}}.
 +
#* Immediately after finishing {{Skill|Overload Air}}, swap to {{Skill|Earth Attunement}}.
 +
# In {{Skill|Earth Attunement}}, use {{skill|Rust Frenzy}} or {{skill|Dust Storm}} (whichever is available) then switch back to {{Skill|Air Attunement}} to regain {{trait|Fresh Air}}.
 +
# Use any other cooldowns that are available in {{Skill|Air Attunement}} then swap to {{Skill|Fire Attunement}}.
 +
# Cast {{Skill|Flame Uprising}}, {{Skill|Cauterizing Strike}}, and {{Skill|Wildfire}} if it is available then return to {{Skill|Air Attunement}}.
 +
* Use {{skill|"Feel the Burn!"}} or {{skill|Arcane Blast}} (if using) off cooldown, while in {{Skill|Fire Attunement}}.
 +
 
 +
[https://youtu.be/1UMuy5cTFkA Video example]
 +
 
 +
 
 +
===Scepter Rotation===
  
 
<big>'''Opening Burst'''</big>
 
<big>'''Opening Burst'''</big>
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** After every other {{Skill|Wildfire}}, swap to {{Skill|Earth Attunement}} and cast {{Skill|Dust Storm}} before returning to {{Skill|Air Attunement}}.
 
** After every other {{Skill|Wildfire}}, swap to {{Skill|Earth Attunement}} and cast {{Skill|Dust Storm}} before returning to {{Skill|Air Attunement}}.
 
* If {{Trait|Transcendent Tempest}} is about to expire, wait for {{Skill|Overload Air}} rather than swap to {{Skill|Water Attunement}}.
 
* If {{Trait|Transcendent Tempest}} is about to expire, wait for {{Skill|Overload Air}} rather than swap to {{Skill|Water Attunement}}.
 +
* Use {{skill|"Feel the Burn!"}} or {{skill|Arcane Blast}} (if using) off cooldown, while in {{Skill|Fire Attunement}}.
  
  
 
[https://youtu.be/4i5TFegDNXg Video rotation example by Roul]
 
[https://youtu.be/4i5TFegDNXg Video rotation example by Roul]
 
 
===Sword Rotation===
 
[https://youtu.be/1UMuy5cTFkA Video example]
 
  
  

Revision as of 23:20, 8 September 2023

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:
TBD

Overview

Fresh Air Tempest relies on spamming

and resetting its cooldown with . 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 's Static Discharge.


Skill Bar

Sword/Warhorn
Utility


Non-SotO Weapon

  • Scepter is the best mainhand weapon for players that don't own Secrets of the Obscure.
  • Staff is also a viable option.


Skill Variants

Healing

  • provides good healing in low damage fights (i.e. fights where you never press your healing skill).
  • for a strong group heal.
  • if extra condition cleanse is needed.


Utility


Elite

  • is very similar damage (summon in Fire)


Template Code

[&DQYfHSkvMBcXARcBywDLAL4B9gBCAVABlwCZEgAAAAAAAAAAAAAAAAAAAAA=]
Copy Template Code


Specializations


Trait Variants


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

  • instead of
    on Keep Construct.
    • Without infusions, full Berserker Berserker with Assassin Assassin shoulders will be ~20 DPS more than the recommended setup without infusions.


Consumables

Food

  • or ascended versions


Utility


Usage

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 from afar then begin channeling . Ideally you time the cast to finish on top of the enemy the moment combat begins.
  2. and swap to as soon as you begin casting.
  3. Immediately swap back to to gain , and use
  4. , , and
  5. ,


Loop Rotation

  1. If is available, use it immediately after .
    • If it is on a ~35 second cooldown, pick it up off the ground.
    • Do and drop the weapon.
  2. If is available and is not, use immediately after .
    • Pick up the second Fiery Greatsword from the ground immediately after 1 loop after you have already done so with the Lightning Hammer.
    • Do , , and drop the weapon as soon as the cast bar finishes to skip the massive aftercast.
  3. Cast after dropping your conjured weapon or, if you don't have one, immediately when it is available. Otherwise, autoattack and use until you can .
  4. In , use or (whichever is available) then switch back to to regain .
  5. Use any other cooldowns that are available in then swap to .
  6. Cast , , and if it is available then return to .

Video example


Scepter Rotation

Opening Burst

The opening burst focuses on using all available cooldowns.

  1. Cast from afar then begin channeling . Ideally you time the cast to finish on top of the enemy the moment combat begins.
  2. , and swap to as soon as you begin casting.
  3. ,
  4. , , ,
  5. ,
  6. ,


Loop Rotation


Video rotation example by Roul


Staff Rotation

Video example


Notes

  • Cast whenever it's available - it doesn't interrupt other channels.
  • If you don't have a conjured weapon available, simply use the auto-attack in Air until your overload is ready.
  • Step back from the boss before casting to maximize the hits you get from it.
  • If you're unable to do the water attunement section very fast it works out to be a DPS loss, so if you're not confident in your speed you can simply skip that section.


Ratings

This build has a rating of 5 stars based on 3 votes.
Log in or register to rate this build.
5 stars
MechaOG gave this build 5 stars • October 2024
This build is top-tier at the moment. Damage is excellent and rotation is very simple. Go water, and air on traits.
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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