Difference between revisions of "Tempest - Alacrity Support Condi DPS"
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| specialization = Tempest | | specialization = Tempest | ||
| designed for = Raid | | designed for = Raid | ||
− | | rating = | + | | rating = test |
| focus = Condition Damage, Support | | focus = Condition Damage, Support | ||
| xpac = hot | | xpac = hot | ||
| meta = | | meta = | ||
+ | | difficulty = 2 | ||
}} | }} | ||
Line 12: | Line 13: | ||
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}}, permanent {{tooltip|Protection}}, and high {{tooltip|Fury}} uptime 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!" | ||
Line 28: | Line 31: | ||
| elite = Glyph of Elementals | | elite = Glyph of Elementals | ||
}} | }} | ||
+ | |||
+ | |||
+ | ===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|Sand Squall}}. | ||
===Skill Variants=== | ===Skill Variants=== | ||
+ | '''Utility''' | ||
+ | * {{skill|Signet of Earth}} is higher damage than {{skill|Glyph of Storms}} when using the '''Earth''' traitline, but the passive effect of {{trait|Written in Stone}} causes you to gain 180 toughness while the skill is on cooldown, which could mess with tanking. | ||
+ | * {{skill|Glyph of Elemental Power}} will be more damage than {{skill|Glyph of Storms}} on bosses that won't stay inside the AoE for the whole duration. | ||
+ | ** As {{skill|Glyph of Elemental Power}} is instant cast, it can be used without delaying the rotation. Using both {{skill|Glyph of Storms}} and {{skill|Glyph of Lesser Elementals}} can end up reducing your boon output. | ||
− | |||
As a support, you should be willing to trade DPS to bring group utility. {{skill|Glyph of Storms}} can be swapped out for: | As a support, you should be willing to trade DPS to bring group utility. {{skill|Glyph of Storms}} can be swapped out for: | ||
− | * {{Skill|"Aftershock!"}} provides {{tooltip|Aegis}} to allies and | + | * {{Skill|"Aftershock!"}} provides {{tooltip|Aegis}} to allies and pads your {{tooltip|Protection}} uptime. |
** Be aware that the magnetic aura applied by this ability can cause issues on some encounters. | ** Be aware that the magnetic aura applied by this ability can cause issues on some encounters. | ||
− | * {{skill|"Eye of the Storm!"}} provides {{tooltip|Stability}} to allies. | + | * {{skill|"Eye of the Storm!"}} provides {{tooltip|Stability}} and {{tooltip|Swiftness}} to allies. |
− | + | Either of these skills will be helpful if there is a danger of being interrupted while in the middle of your overloads. | |
'''Elite''' | '''Elite''' | ||
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==Template Code== | ==Template Code== | ||
{{TemplateCode| | {{TemplateCode| | ||
− | code = [& | + | code = [&DQYfFRomMCfHEnQAywDLAHIAkQBzAHMAJgCZEgAAAAAAAAAAAAAAAAAAAAA=] |
}} | }} | ||
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==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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| stats = Viper | | stats = Viper | ||
| weight = Light | | weight = Light | ||
− | | rune = Superior Rune of the | + | | rune = Superior Rune of the Trapper |
| rune-qt = 6 | | rune-qt = 6 | ||
− | | weapon1 = | + | | weapon1 = Pistol |
| weapon2 = Warhorn | | weapon2 = Warhorn | ||
− | | weapon1-stats = | + | | weapon1-stats = |
| weapon2-stats = Viper | | weapon2-stats = Viper | ||
| sigil1 = Superior Sigil of Bursting | | sigil1 = Superior Sigil of Bursting | ||
− | | sigil2 = Superior Sigil of | + | | sigil2 = Superior Sigil of Malice |
− | | infusion1 = | + | | infusion1 = Spiteful +9 Agony Infusion |
| infusion1-qt = 18 | | infusion1-qt = 18 | ||
+ | | relic = Relic of the Fractal | ||
<!-- Custom stats --> | <!-- Custom stats --> | ||
− | | head = | + | | head = Ritualist |
− | | shoulders = | + | | shoulders = Ritualist |
− | | chest = | + | | chest = Ritualist |
− | | hands = | + | | hands = Ritualist |
− | | legs = | + | | legs = Ritualist |
− | | feet = | + | | feet = Ritualist |
− | | backpiece = | + | | backpiece = |
| accessory1 = | | accessory1 = | ||
− | | accessory2 = | + | | accessory2 = Ritualist |
− | | amulet = | + | | amulet = Ritualist |
| ring1 = | | ring1 = | ||
− | | ring2 = | + | | ring2 = |
}} | }} | ||
− | + | ||
− | * | + | |
− | * | + | ===Boon duration variants=== |
− | * | + | * More or less boon duration can be obtained by swapping pieces between {{tooltip|Viper stats}} and {{tooltip|Ritualist stats}} as desired. |
− | + | ** The setup above provides ~38% boon duration, which is sufficient for ~108% {{tooltip|Alacrity}} uptime. | |
+ | ** It is not recommended to go below ~33% boon duration. | ||
+ | ** The Pistol rotation video example uses ~40% boon duration. | ||
+ | * If you do not have access to {{tooltip|Viper stats}}, {{tooltip|Celestial stats}} are only slightly lower damage, but give you additional toughness, which can mess with tanking. | ||
+ | * If running '''Arcane''', the inherent boon duration and reduced cooldown on attunement swaps allows you to run full {{tooltip|Viper stats}} gear. This is sufficient to provide ~108% {{tooltip|Alacrity}} uptime. | ||
==Consumables== | ==Consumables== | ||
− | |||
'''Food''' | '''Food''' | ||
− | * {{food| | + | * {{food|Koi Cake}} or alternatives |
− | |||
'''Utility''' | '''Utility''' | ||
− | * {{utility| | + | * {{utility|Tuning Icicle}} or equivalents |
==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. | ||
+ | |||
+ | |||
+ | ===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 {{skill|Earth Attunement}} 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 {{skill|Fire Attunement}} and {{skill|Water Attunement}} with a bullet stocked, and {{skill|Air Attunement}} 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 {{skill|Flame Barrage}}, {{skill|Signet of Earth}} (if using), and {{skill|Signet of Fire}} off cooldown, and {{skill|Glyph of Lesser Elementals}} and {{skill|Glyph of Elemental Power}} (if using) off cooldown whenever you are in {{skill|Fire Attunement}}. | ||
+ | |||
+ | Autoattacks are not listed. | ||
+ | |||
+ | |||
+ | <big>'''Opener'''</big> | ||
+ | |||
+ | Start with Fire, Ice and Earth bullets stocked. | ||
+ | |||
+ | You can precast {{skill|Glyph of Elemental Power}} (if using) in fire attunement. | ||
+ | # {{skill|Overload Earth}} | ||
+ | # {{skill|Dust Storm}} | ||
+ | # {{skill|Sand Squall}} | ||
+ | # {{skill|Shattering Stone}} | ||
+ | # {{skill|Boulder Blast}} | ||
+ | # {{skill|Signet of Fire}} | ||
+ | # {{skill|Water Attunement}} | ||
+ | |||
+ | |||
+ | <big>'''Water 1'''</big> | ||
+ | # {{skill|Frozen Fusillade}} | ||
+ | # {{skill|Frigid Flurry}} | ||
+ | # {{skill|Fire Attunement}} | ||
+ | |||
+ | |||
+ | <big>'''Fire'''</big> | ||
+ | # {{skill|Raging Ricochet}} | ||
+ | # {{skill|Searing Salvo}} | ||
+ | # {{skill|Firestorm (Glyph of Storms)}} or {{skill|Signet of Earth}} (if using) | ||
+ | # {{skill|Wildfire}} | ||
+ | # {{skill|Heat Sync}} | ||
+ | # {{skill|Overload Fire}} | ||
+ | # {{skill|Signet of Fire}} | ||
+ | # {{skill|Raging Ricochet}} | ||
+ | # {{skill|Searing Salvo}} | ||
+ | # {{skill|Air Attunement}} | ||
+ | |||
+ | |||
+ | <big>'''Air'''</big> | ||
+ | |||
+ | After using your first skill in air, you will gain access to {{skill|Elemental Explosion}}. This is a powerful skill, but will consume all your stocked bullets, so it is important ''not'' to use this skill. | ||
+ | # {{skill|Aerial Agility}} - charging away from your target allows '''Lightning Orb''' to hit more times | ||
+ | # {{skill|Dazing Discharge}} - make sure not to cast this too early, as it will go on an interrupted cooldown | ||
+ | # {{skill|Lightning Orb}} | ||
+ | # {{skill|Cyclone}} (optional) - CC, and your {{tooltip|Swiftness}} uptime won't be permanent without it | ||
+ | # {{skill|Water Attunement}} | ||
+ | |||
+ | |||
+ | <big>'''Water 2'''</big> | ||
+ | # {{skill|Frozen Fusillade}} | ||
+ | # {{skill|Frigid Flurry}} | ||
+ | # {{skill|Earth Attunement}} | ||
+ | |||
+ | |||
+ | <big>'''Earth'''</big> | ||
+ | # {{skill|Shattering Stone}} | ||
+ | # {{skill|Boulder Blast}} | ||
+ | # {{skill|Dust Storm}} | ||
+ | # {{skill|Sand Squall}} | ||
+ | # {{skill|Shattering Stone}} | ||
+ | # {{skill|Overload Earth}} | ||
+ | # {{skill|Signet of Fire}} | ||
+ | # {{skill|Boulder Blast}} | ||
+ | # {{skill|Shattering Stone}} | ||
+ | # {{skill|Water Attunement}} | ||
+ | # 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. | * 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. | * 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. | 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. | ||
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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). | 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> | <big>'''Opener'''</big> | ||
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− | [https://youtu.be/ | + | [https://youtu.be/WOrKFRobSiU Video example] |
+ | |||
+ | |||
+ | ===Other rotations=== | ||
+ | [https://youtu.be/fqHZgJRZMVU Video example (Scepter)] | ||
+ | |||
+ | [https://youtu.be/OJZFdzAdMQU Video example (Hammer)] | ||
Latest revision as of 13:33, 6 July 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, permanent Protection, and high Fury uptime 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
- is higher damage than when using the Earth traitline, but the passive effect of causes you to gain 180 toughness while the skill is on cooldown, which could mess with tanking.
- 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 pads your Protection uptime.
- Be aware that the magnetic aura applied by this ability can cause issues on some encounters.
provides - Stability and Swiftness to allies. provides
Either of these skills will be helpful if there is a danger of being interrupted 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
Ritualist
Ritualist
Ritualist
Ritualist
Ritualist
Ritualist
Viper
Viper
Ritualist
Ritualist
Viper
Viper
Viper
Viper
x6
x18
Boon duration variants
- More or less boon duration can be obtained by swapping pieces between Viper stats and Ritualist stats as desired.
- The setup above provides ~38% boon duration, which is sufficient for ~108% Alacrity uptime.
- It is not recommended to go below ~33% boon duration.
- The Pistol rotation video example uses ~40% boon duration.
- If you do not have access to Viper stats, Celestial stats are only slightly lower damage, but give you additional toughness, which can mess with tanking.
- If running Arcane, the inherent boon duration and reduced cooldown on attunement swaps allows you to run full Viper stats gear. This is sufficient to provide ~108% Alacrity uptime.
Consumables
Food
- or alternatives
Utility
- or equivalents
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
, (if using), and 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
- or (if using)
Air
After using your first skill in air, you will gain access to
. This is a powerful skill, but will consume all your stocked bullets, so it is important not to use this skill.- - 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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