Difference between revisions of "Tempest - Condi DPS"
(Updated build to use Hammer) |
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| profession = Elementalist | | profession = Elementalist | ||
| specialization = Tempest | | specialization = Tempest | ||
− | | weapon1 = | + | | weapon1 = Hammer |
− | | weapon2 = | + | | weapon2 = |
| healing = Signet of Restoration | | healing = Signet of Restoration | ||
| utility1 = Signet of Fire | | utility1 = Signet of Fire | ||
| utility2 = Glyph of Lesser Elementals | | utility2 = Glyph of Lesser Elementals | ||
| utility3 = Glyph of Elemental Power | | utility3 = Glyph of Elemental Power | ||
− | | elite = | + | | elite = Fiery Greatsword |
}} | }} | ||
===Weapon Variants=== | ===Weapon Variants=== | ||
− | ''' | + | '''Dagger/Warhorn''' is the best option for players that don't own Secrets of the Obscure. |
===Skill Variants=== | ===Skill Variants=== | ||
+ | * {{skill|Signet of Earth}} deals more damage than {{Skill|Glyph of Elemental Power}}, but the traited passive you gain from {{trait|Written in Stone}} still applies 180 toughness, which can mess with tanking. | ||
* If you do not have time (e.g. during pre-events) to pre-cast {{Skill|Glyph of Lesser Elementals}} a few times, then {{Skill|Glyph of Storms}} may be a stronger choice. | * If you do not have time (e.g. during pre-events) to pre-cast {{Skill|Glyph of Lesser Elementals}} a few times, then {{Skill|Glyph of Storms}} may be a stronger choice. | ||
+ | * {{skill|Glyph of Elementals}} is a ~500 dps loss, and makes the rotation easier. | ||
Line 60: | Line 62: | ||
| rune = Superior Rune of the Trapper | | rune = Superior Rune of the Trapper | ||
| rune-qt = 6 | | rune-qt = 6 | ||
− | | weapon1 = | + | | weapon1 = Hammer |
− | | weapon2 = | + | | weapon2 = |
| weapon1-stats = | | weapon1-stats = | ||
| weapon2-stats = | | weapon2-stats = | ||
− | | sigil1 = Superior Sigil of | + | | sigil1 = Superior Sigil of Smoldering |
| sigil2 = Superior Sigil of Earth | | sigil2 = Superior Sigil of Earth | ||
− | | infusion1 = | + | | infusion1 = Malign +9 Agony Infusion |
| infusion1-qt = 18 | | infusion1-qt = 18 | ||
| relic = Relic of the Fractal | | relic = Relic of the Fractal | ||
Line 78: | Line 80: | ||
| backpiece = | | backpiece = | ||
| accessory1 = | | accessory1 = | ||
− | | accessory2 = | + | | accessory2= |
| amulet = | | amulet = | ||
| ring1 = | | ring1 = | ||
| ring2 = | | ring2 = | ||
}} | }} | ||
− | |||
− | |||
− | |||
− | |||
− | |||
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'''Food''' | '''Food''' | ||
− | * {{food| | + | * {{food|Plate of Beef Rendang}}, or ascended alternatives |
− | |||
'''Utility''' | '''Utility''' | ||
* {{utility|Toxic Focusing Crystal}} | * {{utility|Toxic Focusing Crystal}} | ||
− | * {{utility|Master Tuning Crystal}} or {{utility|Tuning Icicle}} | + | ** {{utility|Master Tuning Crystal}} or {{utility|Tuning Icicle}} for a cheaper option |
''The difference in these two utilities is roughly 0.5% dps, so use what you feel you can afford.'' | ''The difference in these two utilities is roughly 0.5% dps, so use what you feel you can afford.'' | ||
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==Usage== | ==Usage== | ||
− | * Use {{Skill|Glyph of Elementals}} in {{Skill|Fire Attunement}}, and cast {{Skill|Flame Barrage}} off cooldown. | + | * Use {{Skill|Glyph of Elementals}} (if using) in {{Skill|Fire Attunement}}, and cast {{Skill|Flame Barrage}} off cooldown. |
* You want to cast {{Skill|Glyph of Elemental Power}} in {{Skill|Fire Attunement}} off cooldown. | * You want to cast {{Skill|Glyph of Elemental Power}} in {{Skill|Fire Attunement}} off cooldown. | ||
− | * Cast {{Skill|Signet of Fire}} off cooldown. | + | * Cast {{Skill|Signet of Fire}} and {{skill|Signet of Earth}} (if using) off cooldown. |
* If using {{Skill|Glyph of Storms}}, then cast it in {{Skill|Fire Attunement}} off cooldown. | * If using {{Skill|Glyph of Storms}}, then cast it in {{Skill|Fire Attunement}} off cooldown. | ||
* Thanks to {{Trait|Written in Stone}} you can cast the signets and still receive their benefits, allowing you to use {{Skill|Signet of Restoration}} freely. | * Thanks to {{Trait|Written in Stone}} you can cast the signets and still receive their benefits, allowing you to use {{Skill|Signet of Restoration}} freely. | ||
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The gist of the rotation is to cycle between {{Skill|Earth Attunement}} {{to}} {{Skill|Air Attunement}} {{to}} {{Skill|Fire Attunement}}, using key abilities in each attunement off cooldown until the next attunement is ready. | The gist of the rotation is to cycle between {{Skill|Earth Attunement}} {{to}} {{Skill|Air Attunement}} {{to}} {{Skill|Fire Attunement}}, using key abilities in each attunement off cooldown until the next attunement is ready. | ||
+ | |||
+ | ===Hammer Rotation=== | ||
+ | You can pre-cast {{skill|Flame Wheel}} as long as it won't prevent you being able to switch back to {{Skill|Fire Attunement}} in the opener. | ||
+ | |||
+ | |||
+ | <big>'''Opener'''</big> | ||
+ | # {{Skill|Overload Earth}} (only if you can pre-cast it) | ||
+ | # {{skill|Rocky Loop}} | ||
+ | # {{skill|Ground Pound}} | ||
+ | # {{skill|Whirling Stones}} | ||
+ | # {{skill|Air Attunement}} during the cast of '''Whirling Stones''' | ||
+ | # {{Skill|Crescent Wind}} | ||
+ | # {{skill|Signet of Fire}} | ||
+ | # {{skill|Fire Attunement}} | ||
+ | |||
+ | |||
+ | <big>'''Fire'''</big><br> | ||
+ | The fire section can vary each loop depending on {{skill|Conjure Fiery Greatsword}} and {{skill|Triple Sear}}: | ||
+ | # {{skill|Flame Wheel}} - if you precast this in the opener, skip this on the first loop | ||
+ | # {{skill|Triple Sear}} (if available) - depending on cooldown, this will either be used at the start and end of the fire section, or in the middle (alternating between loops) | ||
+ | # {{skill|Surging Flames}} | ||
+ | # {{skill|Conjure Fiery Greatsword}} (if available) or pick up the second one | ||
+ | # {{skill|Fiery Eruption}} (only if there is a Fiery Greatsword) | ||
+ | # {{skill|Firestorm}} (only if there is a Fiery Greatsword) | ||
+ | # {{skill|Overload Fire}} | ||
+ | # {{skill|Fiery Eruption}} | ||
+ | # Drop '''Fiery Greatsword''' | ||
+ | # Autoattack, and use {{skill|Surging Flames}} and {{skill|Triple Sear}} as they come off cooldown | ||
+ | # {{skill|Grand Finale}} just before '''Surging Flames''' is off cooldown again | ||
+ | # {{skill|Surging Flames}} | ||
+ | # {{skill|Flame Wheel}} | ||
+ | # {{skill|Triple Sear}} | ||
+ | # {{skill|Earth Attunement}} | ||
+ | |||
+ | |||
+ | <big>'''Earth'''</big> | ||
+ | # {{skill|Rocky Loop}} | ||
+ | # {{skill|Whirling Stones}} | ||
+ | # {{skill|Ground Pound}} | ||
+ | # Autoattack, and use {{skill|Overload Earth}} when it comes off cooldown | ||
+ | # {{skill|Signet of Fire}} | ||
+ | # {{skill|Whirling Stones}} | ||
+ | # {{skill|Air Attunement}} during the cast of '''Whirling Stones''' | ||
+ | |||
+ | |||
+ | <big>'''Air'''</big> | ||
+ | # {{Skill|Crescent Wind}} | ||
+ | # Switch to {{skill|Fire Attunement}} as soon as you can | ||
+ | |||
+ | |||
+ | [https://youtu.be/MNcL4dlfPMo Video example] | ||
+ | |||
+ | |||
+ | ===Dagger Rotation=== | ||
When you enter {{Skill|Fire Attunement}}, use {{Skill|Wildfire}}, {{Skill|Burning Speed}} and {{Skill|Drake's Breath}}, then use your key abilities as they come off cooldown. When {{Skill|Earth Attunement}} is available, use one last {{Skill|Drake's Breath}} and switch ({{Skill|Earth Attunement}} should become available during the cast of {{Skill|Drake's Breath}} - you can switch attunement without interrupting the skill). | When you enter {{Skill|Fire Attunement}}, use {{Skill|Wildfire}}, {{Skill|Burning Speed}} and {{Skill|Drake's Breath}}, then use your key abilities as they come off cooldown. When {{Skill|Earth Attunement}} is available, use one last {{Skill|Drake's Breath}} and switch ({{Skill|Earth Attunement}} should become available during the cast of {{Skill|Drake's Breath}} - you can switch attunement without interrupting the skill). | ||
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''Steps listed as optional below are DPS losses, but will assist with boon uptimes in your group.'' | ''Steps listed as optional below are DPS losses, but will assist with boon uptimes in your group.'' | ||
− | |||
− | |||
− | |||
<big>'''Opener'''</big> | <big>'''Opener'''</big> | ||
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− | === | + | ===Defiance Bars=== |
− | + | * You inflict a lot of {{tooltip|Immobilize}} with this build. | |
+ | |||
+ | |||
+ | '''Hammer''' | ||
+ | * While in {{Skill|Air Attunement}} you can use {{Skill|Wind Storm}} and {{Skill|Shock Blast}}. | ||
− | + | '''Dagger''' | |
− | |||
* While in {{Skill|Air Attunement}} you can use {{Skill|Cyclone}} and {{Skill|Shocking Aura}} {{to}} {{Skill|Transmute Lightning}}. | * While in {{Skill|Air Attunement}} you can use {{Skill|Cyclone}} and {{Skill|Shocking Aura}} {{to}} {{Skill|Transmute Lightning}}. | ||
* If you are really desperate, you can switch to {{Skill|Water Attunement}} for {{Skill|Tidal Surge}}. | * If you are really desperate, you can switch to {{Skill|Water Attunement}} for {{Skill|Tidal Surge}}. |
Revision as of 19:36, 23 December 2023
The community gave this build a rating, making it second-tier: Good
Focused on: Condition damage
Designed for: Raids
Overview
This is a build focuses on Burning and Bleeding and offers high damage with a relatively simple rotation, particularly on large targets.
Additionally, skills like Fury and Might on yourself and party (provided you have some other source of Fury) for a minor DPS loss.
and allow you can maintain permanent
Skill Bar
Weapon Variants
Dagger/Warhorn is the best option for players that don't own Secrets of the Obscure.
Skill Variants
- deals more damage than , but the traited passive you gain from still applies 180 toughness, which can mess with tanking.
- If you do not have time (e.g. during pre-events) to pre-cast a few times, then may be a stronger choice.
- is a ~500 dps loss, and makes the rotation easier.
Template Code
Specializations
Equipment
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
x6
x18
Consumables
Food
- , or ascended alternatives
Utility
-
- or for a cheaper option
The difference in these two utilities is roughly 0.5% dps, so use what you feel you can afford.
Usage
- Use (if using) in , and cast off cooldown.
- You want to cast in off cooldown.
- Cast and (if using) off cooldown.
- If using , then cast it in off cooldown.
- Thanks to you can cast the signets and still receive their benefits, allowing you to use freely.
The gist of the rotation is to cycle between ⇒ ⇒ , using key abilities in each attunement off cooldown until the next attunement is ready.
Hammer Rotation
You can pre-cast
as long as it won't prevent you being able to switch back to in the opener.
Opener
- (only if you can pre-cast it)
- during the cast of Whirling Stones
Fire
The fire section can vary each loop depending on and :
- - if you precast this in the opener, skip this on the first loop
- (if available) - depending on cooldown, this will either be used at the start and end of the fire section, or in the middle (alternating between loops)
- (if available) or pick up the second one
- (only if there is a Fiery Greatsword)
- (only if there is a Fiery Greatsword)
- Drop Fiery Greatsword
- Autoattack, and use and as they come off cooldown
- just before Surging Flames is off cooldown again
Earth
- Autoattack, and use when it comes off cooldown
- during the cast of Whirling Stones
Air
- Switch to as soon as you can
Dagger Rotation
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).In
, your first and last skill should be .Steps listed as optional below are DPS losses, but will assist with boon uptimes in your group.
Opener
- (only if you can pre-cast it)
Loop
- (optional)
- (if available)
- before cast finishes (be careful not to use other skills before has finished channelling)
- (optional)
- before cast finishes
Repeat from 1
Defiance Bars
- You inflict a lot of Immobilize with this build.
Hammer
- While in you can use and .
Dagger
- While in ⇒ . you can use and
- If you are really desperate, you can switch to for .
Ratings
Comments
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