Difference between revisions of "Tempest - Condi DPS"
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(Reverted to dagger build.) |
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| profession = Elementalist | | profession = Elementalist | ||
| specialization = Tempest | | specialization = Tempest | ||
− | | weapon1 = | + | | weapon1 = Dagger |
− | | weapon2 = | + | | weapon2 = Warhorn |
| healing = Signet of Restoration | | healing = Signet of Restoration | ||
| utility1 = Signet of Fire | | utility1 = Signet of Fire | ||
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===Weapon Variants=== | ===Weapon Variants=== | ||
− | ''' | + | '''Hammer''' is a moderate DPS and utility loss, but brings higher survivability. |
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| rune = Superior Rune of the Trapper | | rune = Superior Rune of the Trapper | ||
| rune-qt = 6 | | rune-qt = 6 | ||
− | | weapon1 = | + | | weapon1 = Dagger |
− | | weapon2 = | + | | weapon2 = Warhorn |
| weapon1-stats = | | weapon1-stats = | ||
| weapon2-stats = | | weapon2-stats = | ||
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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. | ||
+ | |||
+ | |||
+ | ===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). | ||
+ | |||
+ | In {{Skill|Earth Attunement}}, your first and last skill should be {{Skill|Ring of Earth}}. | ||
+ | |||
+ | ''Steps listed as optional below are DPS losses, but will assist with boon uptimes in your group.'' | ||
+ | |||
+ | <big>'''Opener'''</big> | ||
+ | # {{Skill|Overload Earth}} (only if you can pre-cast it) | ||
+ | # {{Skill|Dust Storm}} | ||
+ | # {{Skill|Ring of Earth}} | ||
+ | # {{Skill|Air Attunement}} | ||
+ | # {{Skill|Signet of Fire}} | ||
+ | # {{Skill|Lightning Orb}} | ||
+ | # {{Skill|Fire Attunement}} | ||
+ | |||
+ | |||
+ | <big>'''Loop'''</big> | ||
+ | # {{Skill|Wildfire}} | ||
+ | # {{Skill|Burning Speed}} | ||
+ | # {{Skill|Drake's Breath}} | ||
+ | # {{Skill|Overload Fire}} | ||
+ | # {{Skill|Drake's Breath}} | ||
+ | # {{Skill|Heat Sync}} (optional) | ||
+ | # {{skill|Glyph of Elemental Power}} | ||
+ | # {{skill|Glyph of Lesser Elementals}} (if available) | ||
+ | # {{Skill|Signet of Fire}} | ||
+ | # {{Skill|Burning Speed}} | ||
+ | # {{Skill|Drake's Breath}} | ||
+ | # {{Skill|Earth Attunement}} before cast finishes (be careful not to use other skills before {{Skill|Drake's Breath}} has finished channelling) | ||
+ | # {{Skill|Ring of Earth}} | ||
+ | # {{Skill|Earthen Rush}} | ||
+ | # {{Skill|Dust Storm}} | ||
+ | # {{Skill|Overload Earth}} | ||
+ | # {{Skill|Sand Squall}} (optional) | ||
+ | # {{Skill|Ring of Earth}} | ||
+ | # {{Skill|Air Attunement}} | ||
+ | # {{Skill|Signet of Fire}} | ||
+ | # {{Skill|Lightning Orb}} | ||
+ | # {{Skill|Convergence}} | ||
+ | # {{Skill|Fire Attunement}} before cast finishes | ||
+ | Repeat from 1 | ||
+ | |||
+ | |||
+ | [https://youtu.be/2S3WFpyJA4w Video example] | ||
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[https://youtu.be/MNcL4dlfPMo Video example] | [https://youtu.be/MNcL4dlfPMo Video example] | ||
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===Defiance Bars=== | ===Defiance Bars=== | ||
* You inflict a lot of {{tooltip|Immobilize}} with this build. | * You inflict a lot of {{tooltip|Immobilize}} with this build. | ||
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* 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}}. | ||
+ | |||
+ | |||
+ | '''Hammer''' | ||
+ | * While in {{Skill|Air Attunement}} you can use {{Skill|Wind Storm}} and {{Skill|Shock Blast}}. |
Revision as of 03:06, 4 February 2024
The community gave this build a rating, making it top-tier: Great
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.
Thanks to the Earth traitline and
, this build has more survivability than other elementalist builds, and Hammer can further enhance this with .With Warhorn, 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
Hammer is a moderate DPS and utility loss, but brings higher survivability.
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
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.
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
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
Defiance Bars
- You inflict a lot of Immobilize with this build.
Dagger
- While in ⇒ . you can use and
- If you are really desperate, you can switch to for .
Hammer
- While in you can use and .
Ratings
Comments
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