Difference between revisions of "Tempest - Alacrity Support Condi DPS"
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This is a build focuses on {{tooltip|Burning}} and has rather high power damage for a condi build, that increases with target hitbox size. | This is a build focuses on {{tooltip|Burning}} and has rather high power damage for a condi build, that increases with target hitbox size. | ||
− | + | Overloads allow this build to provide 25 stacks of {{tooltip|Might}}, ~90% {{tooltip|Protection}} uptime and high {{tooltip|Fury}} uptime by extending it on allies via {{skill|Heat Sync}} and {{skill|Sand Squall}}. | |
+ | |||
+ | {{tooltip|Swiftness}} is permanent when using '''Arcane''', but requires a small sacrifice of DPS when using '''Earth'''. | ||
+ | |||
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| profession = Elementalist | | profession = Elementalist | ||
| specialization = Tempest | | specialization = Tempest | ||
− | | weapon1 = | + | | weapon1 = Pistol |
| weapon2 = Warhorn | | weapon2 = Warhorn | ||
| healing = "Wash the Pain Away!" | | healing = "Wash the Pain Away!" | ||
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===Weapon Variants=== | ===Weapon Variants=== | ||
− | * '''Scepter''' offers similar damage while also being ranged. | + | * '''Dagger''' is the best option for players that don't own Secrets of the Obscure. |
− | * '''Hammer''' brings slightly more DPS for players that own Secrets of the Obscure, though it needs to take extra boon duration and you'll miss out on the boon extension from {{skill|Sand Squall}}. | + | ** '''Scepter''' offers similar damage while also being ranged. |
+ | ** '''Hammer''' brings slightly more DPS for players that own Secrets of the Obscure, though it needs to take extra boon duration and you'll miss out on the boon extension from {{skill|Sand Squall}}. | ||
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* {{Skill|"Rebound!"}} can be used to ignore certain mechanics that would otherwise down people. | * {{Skill|"Rebound!"}} can be used to ignore certain mechanics that would otherwise down people. | ||
** As you are not a healer, your allies will be left on low health after it triggers. It may be worth immediately following up with {{skill|"Wash the Pain Away!"}}. | ** As you are not a healer, your allies will be left on low health after it triggers. It may be worth immediately following up with {{skill|"Wash the Pain Away!"}}. | ||
+ | |||
==Template Code== | ==Template Code== | ||
{{TemplateCode| | {{TemplateCode| | ||
− | code = [& | + | code = [&DQYfFRomMCfHEnQAywDLAHIAkQBzAHMAJgCZEgAAAAAAAAAAAAAAAAAAAAA=] |
}} | }} | ||
+ | |||
==Specializations== | ==Specializations== | ||
{{Specialization|Fire|top|top|top}} | {{Specialization|Fire|top|top|top}} | ||
− | {{Specialization| | + | {{Specialization|Earth|mid|top|mid}} |
{{Specialization|Tempest|bot|top|mid}} | {{Specialization|Tempest|bot|top|mid}} | ||
+ | |||
+ | |||
+ | ===Specialization Variants=== | ||
+ | For weapons other than '''Pistol''', '''Arcane''' will perform better than '''Earth''': | ||
+ | |||
+ | {{Specialization|Arcane|top|top|bot|variant=y}} | ||
+ | |||
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| rune = Superior Rune of the Trapper | | rune = Superior Rune of the Trapper | ||
| rune-qt = 6 | | rune-qt = 6 | ||
− | | weapon1 = | + | | weapon1 = Pistol |
| weapon2 = Warhorn | | weapon2 = Warhorn | ||
| weapon1-stats = | | weapon1-stats = | ||
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*# Swap {{tooltip|Viper stats}} gear to {{tooltip|Ritualist stats}} | *# Swap {{tooltip|Viper stats}} gear to {{tooltip|Ritualist stats}} | ||
* With just the {{sigil|Superior Sigil of Concentration}} and {{utility|Toxic Maintenance Oil}}, this will be enough boon duration for ~123% {{tooltip|Alacrity}} uptime. | * With just the {{sigil|Superior Sigil of Concentration}} and {{utility|Toxic Maintenance Oil}}, this will be enough boon duration for ~123% {{tooltip|Alacrity}} uptime. | ||
+ | |||
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'''Utility''' | '''Utility''' | ||
* {{utility|Toxic Focusing Crystal}} | * {{utility|Toxic Focusing Crystal}} | ||
+ | |||
==Usage== | ==Usage== | ||
Granting an aura to yourself (or allies) will trigger the damage buff from {{trait|Tempestuous Aria}}. Overloads, {{skill|Shocking Aura}} and {{skill|Sand Squall}} all give you an aura, as will attuning to Fire thanks to {{trait|Sunspot}}. The buff stacks in duration, but has a 10-second limit. | Granting an aura to yourself (or allies) will trigger the damage buff from {{trait|Tempestuous Aria}}. Overloads, {{skill|Shocking Aura}} and {{skill|Sand Squall}} all give you an aura, as will attuning to Fire thanks to {{trait|Sunspot}}. The buff stacks in duration, but has a 10-second limit. | ||
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<big>'''Opener'''</big> | <big>'''Opener'''</big> | ||
+ | |||
Start with Fire, Ice and Earth bullets stocked. | Start with Fire, Ice and Earth bullets stocked. | ||
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# Return to '''Water 1''' | # Return to '''Water 1''' | ||
+ | [https://youtu.be/A8vHxauHgaI Video example] | ||
+ | |||
+ | |||
+ | ===Dagger Rotation=== | ||
+ | * Use {{Skill|Glyph of Elementals}} in {{Skill|Fire Attunement}}, and cast {{Skill|Flame Barrage}} off cooldown. | ||
+ | * Cast {{Skill|Signet of Fire}} off cooldown, but it is lower priority than weapon skills. | ||
+ | * If using {{skill|Glyph of Elemental Power}}, cast it in {{skill|Fire Attunement}} during the cast of {{skill|Burning Speed}} so that the damage buff will affect the blast damage. | ||
+ | |||
+ | The gist of the rotation is to cycle between {{Skill|Fire Attunement}} {{to}} {{Skill|Air Attunement}} {{to}} {{Skill|Earth Attunement}} {{to}} {{Skill|Air Attunement}}, using key abilities in each attunement off cooldown until the next attunement is ready. | ||
+ | |||
+ | When you enter {{Skill|Fire Attunement}}, use {{Skill|Burning Speed}}, {{skill|Wildfire}} and {{Skill|Drake's Breath}}, then use your key abilities as they come off cooldown. When {{Skill|Air Attunement}} is available, use one last {{Skill|Drake's Breath}} and switch ({{Skill|Air Attunement}} should become available during the cast of {{Skill|Drake's Breath}} - you can switch attunement without interrupting the skill). | ||
+ | |||
+ | |||
+ | <big>'''Opener'''</big> | ||
+ | # {{skill|Wildfire}} | ||
+ | # {{skill|Firestorm (Glyph of Storms)}} | ||
+ | # {{Skill|Overload Fire}} | ||
+ | # {{Skill|Burning Speed}} - you need to be inside your target's hitbox for the fire line to hit your target | ||
+ | # {{Skill|Heat Sync}} | ||
+ | # {{Skill|Drake's Breath}} - for maximum damage, you will want to back away from your target during this cast | ||
+ | # {{Skill|Air Attunement}} | ||
− | [https://youtu.be/ | + | |
+ | <big>'''Loop'''</big> | ||
+ | |||
+ | '''Air 1''' | ||
+ | # {{Skill|Signet of Fire}} | ||
+ | # {{Skill|Convergence}} | ||
+ | # {{skill|Shocking Aura}} | ||
+ | # {{Skill|Lightning Orb}} - this target hits more if cast some distance back from your target | ||
+ | # {{Skill|Earth Attunement}} | ||
+ | |||
+ | |||
+ | '''Earth'''<br> | ||
+ | In {{Skill|Earth Attunement}}, you want to cast {{Skill|Dust Storm}} and {{Skill|Sand Squall}} as soon as they are available, but as their cooldown is longer than the loop, their position will vary over time. Eventually, you will need to skip them for one loop. | ||
+ | # {{Skill|Earthen Rush}} | ||
+ | # {{Skill|Ring of Earth}} | ||
+ | # Autoattack until '''Overload Earth''' is available | ||
+ | # {{Skill|Overload Earth}} | ||
+ | # {{Skill|Ring of Earth}} or {{Skill|Signet of Fire}} - if '''Signet of Fire''' is available here, skip '''Ring of Earth''' | ||
+ | # {{Skill|Air Attunement}} - if you used '''Signet of Fire''' in the last step, skip '''Air''' and go straight to '''Fire''' | ||
+ | |||
+ | |||
+ | '''Air 2''' | ||
+ | # {{Skill|Convergence}} | ||
+ | # {{skill|Shocking Aura}} {{to}} {{skill|Transmute Lightning}} | ||
+ | # {{skill|Signet of Fire}} | ||
+ | # {{Skill|Fire Attunement}} | ||
+ | |||
+ | |||
+ | '''Fire''' | ||
+ | # {{Skill|Burning Speed}} | ||
+ | # {{Skill|Wildfire}} | ||
+ | # {{Skill|Drake's Breath}} | ||
+ | # {{skill|Firestorm (Glyph of Storms)}} | ||
+ | # {{Skill|Overload Fire}} | ||
+ | # {{Skill|Heat Sync}} | ||
+ | # {{Skill|Burning Speed}} | ||
+ | # {{Skill|Drake's Breath}} | ||
+ | # {{Skill|Air Attunement}} during the cast of '''Drake's Breath''' | ||
+ | # Repeat from the start of the loop | ||
+ | |||
+ | |||
+ | [https://youtu.be/WOrKFRobSiU Video example] | ||
+ | ===Other rotations=== | ||
[https://youtu.be/fqHZgJRZMVU Video example (Scepter)] | [https://youtu.be/fqHZgJRZMVU Video example (Scepter)] | ||
Revision as of 22:46, 29 March 2024
This is a test build. You may comment and rate it.
Focused on: Condition damage and Support
Designed for: Raids
Overview
This is a build focuses on Burning and has rather high power damage for a condi build, that increases with target hitbox size.
Overloads allow this build to provide 25 stacks of Might, ~90% Protection uptime and high Fury uptime by extending it on allies via and .
Swiftness is permanent when using Arcane, but requires a small sacrifice of DPS when using Earth.
Skill Bar
Weapon Variants
- Dagger is the best option for players that don't own Secrets of the Obscure.
- Scepter offers similar damage while also being ranged.
- Hammer brings slightly more DPS for players that own Secrets of the Obscure, though it needs to take extra boon duration and you'll miss out on the boon extension from .
Skill Variants
Utility
- As is instant cast, it can be used without delaying the rotation. Using both and can end up reducing your boon output.
will be more damage than on bosses that won't stay inside the AoE for the whole duration.
As a support, you should be willing to trade DPS to bring group utility.
can be swapped out for:- Aegis to allies and makes your Protection uptime permanent.
- Be aware that the magnetic aura applied by this ability can cause issues on some encounters.
provides - Stability to allies. provides
Either of these skills will be helpful if there is a danger of being CC'd while in the middle of your overloads.
Elite
- As you are not a healer, your allies will be left on low health after it triggers. It may be worth immediately following up with .
can be used to ignore certain mechanics that would otherwise down people.
Template Code
Specializations
Specialization Variants
For weapons other than Pistol, Arcane will perform better than Earth:
Equipment
Viper
Viper
Viper
Viper
Viper
Viper
Grieving
Viper
Viper
Viper
Viper
Viper
Viper
Viper
x6
x18
- This setup hits 28% boon duration without any need for concentration gear. This is sufficient to provide ~108% Alacrity uptime.
Boon duration variants
- You have a lot of options if you want more boon duration. In order from most to least efficient:
- Swap the for a
- Use for another ~10% boon duration
- Swap Grieving stats gear to Celestial stats
- Swap Viper stats gear to Celestial stats
- Swap Grieving stats gear to Diviner stats
- Swap Viper stats gear to Ritualist stats
- With just the Alacrity uptime. and , this will be enough boon duration for ~123%
Consumables
Food
- or ascended alternatives
Utility
Usage
Granting an aura to yourself (or allies) will trigger the damage buff from
. Overloads, and all give you an aura, as will attuning to Fire thanks to . The buff stacks in duration, but has a 10-second limit.
Pistol Rotation
Pistol skills have a unique bullet mechanic where using a pistol skill stocks a bullet, or if you already have a bullet, consumes it for an enhanced effect. In each attunement, one of the enhanced effects is defensive while the other is offensive. As such, it is important that these skills be used in the correct order to avoid missing out on damage.
Stocked bullets appear as buffs on your bar, and as all attunements other than
use an even number of pistol skills, you can track whether you've made a mistake in these attunements and adjust for future loops - you should be exiting and with a bullet stocked, and with no bullet stocked. If this is not the case, skip one of the skills in the relevant attunement on the next loop.Throughout the rotation, use
off cooldown, and and (if using) off cooldown whenever you are in .Autoattacks are not listed.
Opener
Start with Fire, Ice and Earth bullets stocked.
You can precast
(if using) in fire attunement.
Water 1
Fire
- (if using)
Air
- - charging away from your target allows Lightning Orb to hit more times
- - make sure not to cast this too early, as it will go on an interrupted cooldown
- Swiftness uptime won't be permanent without it (optional) - CC, and your
Water 2
Earth
- Return to Water 1
Dagger Rotation
- Use in , and cast off cooldown.
- Cast off cooldown, but it is lower priority than weapon skills.
- If using , cast it in during the cast of so that the damage buff will affect the blast damage.
The gist of the rotation is to cycle between ⇒ ⇒ ⇒ , using key abilities in each attunement off cooldown until the next attunement is ready.
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).
Opener
- - you need to be inside your target's hitbox for the fire line to hit your target
- - for maximum damage, you will want to back away from your target during this cast
Loop
Air 1
- - this target hits more if cast some distance back from your target
Earth
In , you want to cast and as soon as they are available, but as their cooldown is longer than the loop, their position will vary over time. Eventually, you will need to skip them for one loop.
- Autoattack until Overload Earth is available
- or - if Signet of Fire is available here, skip Ring of Earth
- - if you used Signet of Fire in the last step, skip Air and go straight to Fire
Air 2
- ⇒
Fire
- during the cast of Drake's Breath
- Repeat from the start of the loop
Other rotations
Defiance Bars
- While in ⇒ and . you can use
- If you are really desperate, you can switch to for .
Ratings
Comments
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