Difference between revisions of "Tempest - Power DPS"
Line 19: | Line 19: | ||
| profession = Elementalist | | profession = Elementalist | ||
| specialization = Tempest | | specialization = Tempest | ||
− | | weapon1 = | + | | weapon1 = Scepter |
| weapon2 = Warhorn | | weapon2 = Warhorn | ||
|healing = Glyph of Elemental Harmony | |healing = Glyph of Elemental Harmony | ||
|utility1 = Signet of Fire | |utility1 = Signet of Fire | ||
|utility2 = Glyph of Storms | |utility2 = Glyph of Storms | ||
− | |utility3 = | + | |utility3 = "Feel the Burn!" |
− | |elite = | + | |elite = Glyph of Elementals |
}} | }} | ||
− | |||
− | |||
− | |||
− | |||
− | |||
Line 43: | Line 38: | ||
'''Utility''' | '''Utility''' | ||
− | * {{skill|"Feel the Burn!"}} | + | * {{skill|"Feel the Burn!"}} can be swapped to {{skill|Arcane Blast}} for higher burst. |
+ | * {{skill|Conjure Lightning Hammer}} can be pre-cast in fractals then swapped to another skill for extra damage. | ||
'''Elite''' | '''Elite''' | ||
− | * {{skill| | + | * {{skill|Conjure Fiery Greatsword}} can be pre-cast in fractals then swapped to another skill for extra damage. |
Line 64: | Line 60: | ||
− | === | + | ===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. | ||
+ | |||
+ | {{Specialization|Water|mid|bot|mid|variant=y}} | ||
+ | |||
+ | * The grandmaster trait is completely optional, so take whichever sounds most useful. | ||
Line 91: | Line 92: | ||
===Equipment Variants=== | ===Equipment Variants=== | ||
* {{Sigil|Superior Sigil of Impact}} instead of {{Sigil|Superior Sigil of Force}} on Keep Construct. | * {{Sigil|Superior Sigil of Impact}} instead of {{Sigil|Superior Sigil of Force}} on Keep Construct. | ||
− | ** Without infusions, full {{tooltip|Berserker}} with {{tooltip|Assassin}} shoulders will be ~20 DPS more than the recommended setup without infusions. | + | ** Without infusions, full {{tooltip|Berserker stats}} with {{tooltip|Assassin stats}} shoulders will be ~20 DPS more than the recommended setup without infusions. |
Line 107: | Line 108: | ||
==Usage== | ==Usage== | ||
+ | |||
+ | ===Scepter Rotation=== | ||
+ | |||
+ | <big>'''Opening Burst'''</big> | ||
+ | |||
+ | # 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. If you aren't confident in pre-casting, you can use {{Skill|Lightning Orb}} after {{Skill|Overload Air}} instead. | ||
+ | # {{Skill|Lightning Strike}} during the cast of the skills above. | ||
+ | |||
+ | |||
+ | <big>'''Loop Rotation'''</big> | ||
+ | |||
+ | The rotation is very simple. After {{skill|Air Attunement}}, you switch to either {{skill|Fire Attunement}} or {{skill|Water Attunement}}, use two skills, then return to {{skill|Air Attunement}} to overload. Then, you switch to whichever of {{skill|Fire Attunement}} or {{skill|Water Attunement}} is still off cooldown, use two skills, then return to {{skill|Air Attunement}} and repeat. | ||
+ | |||
+ | The loop will thus look like one of the following | ||
+ | : {{skill|Air Attunement}} {{to}} {{skill|Fire Attunement}} {{to}} {{skill|Air Attunement}} {{to}} {{skill|Water Attunement}} {{to}} '''Repeat''' | ||
+ | : {{skill|Air Attunement}} {{to}} {{skill|Water Attunement}} {{to}} {{skill|Air Attunement}} {{to}} {{skill|Fire Attunement}} {{to}} '''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 {{Skill|Lightning Orb}}. | ||
+ | |||
+ | Regardless of the specialization, use the following skills in each attunement: | ||
+ | |||
+ | |||
+ | '''Fire''' | ||
+ | # {{skill|Phoenix}}, then one of: | ||
+ | ## {{skill|Wildfire}}, if running the '''Fire''' specialization. If not available, use {{skill|Dragon's Tooth}} instead. | ||
+ | ## {{skill|Dragon's Tooth}}, if running the '''Water''' specialization. | ||
+ | # {{skill|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''' | ||
+ | # {{skill|Shatterstone}} | ||
+ | # {{skill|Water Trident}} | ||
+ | # {{skill|Air Attunement}} during the cast | ||
+ | |||
+ | |||
+ | '''Air''' | ||
+ | # Use whichever of the following cooldowns are available, otherwise just autoattack | ||
+ | #* {{skill|"Feel the Burn!"}} | ||
+ | #* {{skill|Lightning Storm}} | ||
+ | #* {{skill|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. | ||
+ | #* {{Skill|Lightning Orb}} | ||
+ | # {{skill|Overload Air}} | ||
+ | # {{skill|Water Attunement}} or {{skill|Fire Attunement}} as soon as '''Overload Air''' finished - go to whichever is off cooldown. | ||
+ | |||
+ | |||
+ | [https://youtu.be/87vujFqjy7s Video rotation (fire)] | ||
+ | |||
+ | [https://youtu.be/2UMGk-gSx_U Video rotation (water)] | ||
+ | |||
+ | |||
+ | ===Notes=== | ||
+ | * Cast {{Skill|Lightning Strike}} whenever it's available - it doesn't interrupt other channels.= | ||
+ | * Step back from the boss before casting {{Skill|Lightning Orb}} to maximize the hits you get from it. | ||
+ | |||
===Sword Rotation=== | ===Sword Rotation=== | ||
Line 138: | Line 193: | ||
[https://youtu.be/EW7pG105bk4 Video example] | [https://youtu.be/EW7pG105bk4 Video example] | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
===Staff Rotation=== | ===Staff Rotation=== | ||
[https://youtu.be/FILD-i-TgfA Video example] | [https://youtu.be/FILD-i-TgfA Video example] | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− |
Revision as of 15:43, 2 July 2024
This is a placeholder build that was useful in the past. Click here to view current builds.
Focused on: Direct damage
Designed for: Raids
Overview
Fresh Air Tempest relies on spamming Vulnerability, deals excellent burst damage on large hitboxes, and provides a unique damage buff to its party through 's Static Discharge.
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
Skill Bar
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
- can be swapped to for higher burst.
- can be pre-cast in fractals then swapped to another skill for extra damage.
Elite
- can be pre-cast in fractals then swapped to another skill for extra damage.
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
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
x6
x17
x1
- This setup relies on to reach 99,99% critical chance.
Equipment Variants
- Without infusions, full Berserker stats with Assassin stats shoulders will be ~20 DPS more than the recommended setup without infusions.
instead of on Keep Construct.
Consumables
Food
- or ascended versions
Utility
Usage
Scepter Rotation
Opening Burst
- Cast from afar then begin channeling . 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 after instead.
- during the cast of the skills above.
Loop Rotation
The rotation is very simple. After
, you switch to either or , use two skills, then return to to overload. Then, you switch to whichever of or is still off cooldown, use two skills, then return to and repeat.The loop will thus look like one of the following
- ⇒ ⇒ ⇒ ⇒ Repeat
- ⇒ ⇒ ⇒ ⇒ 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
.Regardless of the specialization, use the following skills in each attunement:
Fire
- , if running the Fire specialization. If not available, use instead.
- , if running the Water specialization.
, then one of:
- 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
- during the cast
Air
- Use whichever of the following cooldowns are available, otherwise just autoattack
- - this has no cast time, so cast during other skills. You should be able to use it twice each time you're in air.
- or as soon as Overload Air finished - go to whichever is off cooldown.
Notes
- Cast whenever it's available - it doesn't interrupt other channels.=
- Step back from the boss before casting 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.
- Cast from afar then begin channeling . Ideally you time the cast to finish on top of the enemy the moment combat begins.
- and swap to as soon as you begin casting.
- Immediately swap back to to gain , and use
- , , and
- ,
Loop Rotation
- If
- If it is on a ~35 second cooldown, pick it up off the ground.
- Do and drop the weapon.
is available, use it immediately after .
- If
- 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.
is available and is not, use immediately after .
- Cast
- Immediately after finishing , swap to .
after dropping your conjured weapon or, if you don't have one, immediately when it is available. Otherwise, autoattack and use until you can .
- In , use or (whichever is available) then switch back to to regain .
- Use any other cooldowns that are available in then swap to .
- Cast , , and if it is available then return to .
- Use or (if using) off cooldown, while in .
Staff Rotation
Ratings
Comments
Enjoy an ad-free experience & support the website, for less than $1 per month! Upgrade to Premium