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Difference between revisions of "Tempest - Alacrity Support Condi DPS"

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Line 3: Line 3:
 
| specialization = Tempest
 
| specialization = Tempest
 
| designed for = Raid
 
| designed for = Raid
| rating = draft
+
| 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.
  
The combination of overloads and '''Arcane''' allow this build to provide 25 stacks of {{tooltip|Might}}, permanent {{tooltip|Swiftness}}, ~90% {{tooltip|Protection}} uptime and high {{tooltip|Fury}} uptime by extending it on allies via {{skill|Heat Sync}} and {{skill|Sand Squall}}.
+
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'''.
  
  
Line 20: Line 23:
 
| profession = Elementalist
 
| profession = Elementalist
 
| specialization = Tempest
 
| specialization = Tempest
| weapon1 = Dagger
+
| 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'''
 
'''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.
 
* {{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 {{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 makes your {{tooltip|Protection}} uptime permanent.
+
* {{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 CC'd while in the middle of your overloads.
+
Either of these skills will be helpful if there is a danger of being interrupted while in the middle of your overloads.
 
 
  
 
'''Elite'''
 
'''Elite'''
Line 52: Line 59:
 
==Template Code==
 
==Template Code==
 
{{TemplateCode|
 
{{TemplateCode|
code = [&DQYfFSU1MCfHEnQAywDLAHIAkQBzAHMAJgCZEgAAAAAAAAAAAAAAAAAAAAA=]
+
code = [&DQYfFRomMCfHEnQAywDLAHIAkQBzAHMAJgCZEgAAAAAAAAAAAAAAAAAAAAA=]
 
}}
 
}}
  
Line 59: Line 66:
 
==Specializations==
 
==Specializations==
 
{{Specialization|Fire|top|top|top}}
 
{{Specialization|Fire|top|top|top}}
{{Specialization|Arcane|top|top|bot}}
+
{{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}}
  
  
Line 68: Line 81:
 
| stats = Viper
 
| stats = Viper
 
| weight = Light
 
| weight = Light
| rune = Superior Rune of the Flame Legion
+
| rune = Superior Rune of the Trapper
 
| rune-qt = 6
 
| rune-qt = 6
| weapon1 = Dagger
+
| weapon1 = Pistol
 
| weapon2 = Warhorn
 
| weapon2 = Warhorn
| weapon1-stats = Grieving
+
| weapon1-stats =  
 
| weapon2-stats = Viper
 
| weapon2-stats = Viper
 
| sigil1 = Superior Sigil of Bursting
 
| sigil1 = Superior Sigil of Bursting
| sigil2 = Superior Sigil of Torment
+
| sigil2 = Superior Sigil of Malice
| infusion1 = Malign +9 Agony Infusion
+
| 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 = Grieving
+
| chest = Ritualist
| hands =
+
| hands = Ritualist
| legs =
+
| legs = Ritualist
| feet =
+
| feet = Ritualist
| backpiece =
+
| backpiece =  
 
| accessory1 =  
 
| accessory1 =  
| accessory2 =  
+
| accessory2 = Ritualist
| amulet = Grieving
+
| amulet = Ritualist
 
| ring1 =
 
| ring1 =
| ring2 = Grieving
+
| ring2 =  
 
}}
 
}}
  
* This setup hits 28% boon duration without any need for concentration gear. This is sufficient to provide ~108% {{tooltip|Alacrity}} uptime.
 
* A {{sigil|Superior Sigil of Earth}} deals almost as much damage as {{Sigil|Superior Sigil of Torment}} and is significantly cheaper - it may even be better damage on bosses with high movement uptime.
 
* A wide variety of runes can fit this build at only a minor DPS loss: {{rune|Superior Rune of the Baelfire}}, {{rune|Superior Rune of Balthazar}}, {{rune|Superior Rune of the Berserker}}, {{Rune|Superior Rune of the Nightmare}} or {{Rune|Superior Rune of the Renegade}} would all work.
 
** The goal is to hit the {{tooltip|Burning}} duration cap - use of an [https://optimizer.discretize.eu/?m=raids Optimiser] is recommended to find the best setup for you.
 
  
  
 
===Boon duration variants===
 
===Boon duration variants===
* You have a lot of options if you want more boon duration. In order from most to least efficient:
+
* More or less boon duration can be obtained by swapping pieces between {{tooltip|Viper stats}} and {{tooltip|Ritualist stats}} as desired.
*# Swap the {{sigil|Superior Sigil of Torment}} for a {{sigil|Superior Sigil of Concentration}}
+
** The setup above provides ~38% boon duration, which is sufficient for ~108% {{tooltip|Alacrity}} uptime.
*# Use {{utility|Toxic Maintenance Oil}} for another ~10% boon duration - between this and the {{sigil|Superior Sigil of Concentration}}, this will be enough boon duration for ~123% {{tooltip|Alacrity}} uptime.
+
** It is not recommended to go below ~33% boon duration.
*# Swap {{tooltip|Grieving stats}} gear to {{tooltip|Celestial stats}}
+
** The Pistol rotation video example uses ~40% boon duration.
*# Swap {{tooltip|Viper stats}} gear to {{tooltip|Celestial stats}}
+
* 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.
*# Swap {{tooltip|Grieving stats}} gear to {{tooltip|Diviner stats}}
+
* 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.
*# Swap {{tooltip|Viper stats}} gear to {{tooltip|Ritualist stats}}
 
  
  
  
 
==Consumables==
 
==Consumables==
 
 
'''Food'''
 
'''Food'''
* {{food|Plate of Beef Rendang}} or ascended alternatives
+
* {{food|Koi Cake}} or alternatives
 
 
  
 
'''Utility'''
 
'''Utility'''
* {{utility|Toxic Focusing Crystal}}  
+
* {{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.
Line 130: Line 216:
 
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).
  
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.
 
 
 
===Rotation===
 
  
 
<big>'''Opener'''</big>
 
<big>'''Opener'''</big>
Line 185: Line 267:
  
  
[https://youtu.be/XN0BMPviEjQ Video example]
+
[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

Expansions required: Heart of Thorns builds

Difficulty:
Normal
This build was last updated on July 06, 2024.

Overview

This is a build focuses on Burning 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 Might, permanent Protection Protection, and high Fury Fury uptime via Heat Sync and Sand Squall.

Swiftness Swiftness is permanent when using Arcane, but requires a small sacrifice of DPS when using Earth.


Skill Bar

Pistol/Warhorn
Utility


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 Sand Squall.


Skill Variants

Utility

  • Signet of Earth is higher damage than Glyph of Storms when using the Earth traitline, but the passive effect of Written in Stone causes you to gain 180 toughness while the skill is on cooldown, which could mess with tanking.
  • Glyph of Elemental Power will be more damage than Glyph of Storms on bosses that won't stay inside the AoE for the whole duration.
    • As Glyph of Elemental Power is instant cast, it can be used without delaying the rotation. Using both Glyph of Storms and 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. Glyph of Storms can be swapped out for:

  • "Aftershock!" provides Aegis Aegis to allies and pads your Protection Protection uptime.
    • Be aware that the magnetic aura applied by this ability can cause issues on some encounters.
  • "Eye of the Storm!" provides Stability Stability and Swiftness 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

  • "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 "Wash the Pain Away!".


Template Code

[&DQYfFRomMCfHEnQAywDLAHIAkQBzAHMAJgCZEgAAAAAAAAAAAAAAAAAAAAA=]
Copy Template Code


Specializations


Specialization Variants

For weapons other than Pistol, Arcane will perform better than Earth:


Equipment

Head
Ritualist
Shoulders
Ritualist
Chest
Ritualist
Hands
Ritualist
Legs
Ritualist
Feet
Ritualist
Backpiece
Viper
Accessory
Viper
Accessory
Ritualist
Amulet
Ritualist
Ring
Viper
Ring
Viper
Pistol
Viper
Warhorn
Viper
Sigil
Sigil
Rune
x6
Infusion
x18
Relic


Boon duration variants

  • More or less boon duration can be obtained by swapping pieces between Viper stats Viper stats and Ritualist stats Ritualist stats as desired.
    • The setup above provides ~38% boon duration, which is sufficient for ~108% Alacrity 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 Viper stats, Celestial 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 Viper stats gear. This is sufficient to provide ~108% Alacrity Alacrity uptime.


Consumables

Food

  • or alternatives

Utility

  • or equivalents


Usage

Granting an aura to yourself (or allies) will trigger the damage buff from Tempestuous Aria. Overloads, Shocking Aura and Sand Squall all give you an aura, as will attuning to Fire thanks to 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 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 Fire Attunement and Water Attunement with a bullet stocked, and 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 Flame Barrage, Signet of Earth (if using), and Signet of Fire off cooldown, and Glyph of Lesser Elementals and Glyph of Elemental Power (if using) off cooldown whenever you are in Fire Attunement.

Autoattacks are not listed.


Opener

Start with Fire, Ice and Earth bullets stocked.

You can precast Glyph of Elemental Power (if using) in fire attunement.

  1. Overload Earth
  2. Dust Storm
  3. Sand Squall
  4. Shattering Stone
  5. Boulder Blast
  6. Signet of Fire
  7. Water Attunement


Water 1

  1. Frozen Fusillade
  2. Frigid Flurry
  3. Fire Attunement


Fire

  1. Raging Ricochet
  2. Searing Salvo
  3. Firestorm (Glyph of Storms) or Signet of Earth (if using)
  4. Wildfire
  5. Heat Sync
  6. Overload Fire
  7. Signet of Fire
  8. Raging Ricochet
  9. Searing Salvo
  10. Air Attunement


Air

After using your first skill in air, you will gain access to Elemental Explosion. This is a powerful skill, but will consume all your stocked bullets, so it is important not to use this skill.

  1. Aerial Agility - charging away from your target allows Lightning Orb to hit more times
  2. Dazing Discharge - make sure not to cast this too early, as it will go on an interrupted cooldown
  3. Lightning Orb
  4. Cyclone (optional) - CC, and your Swiftness Swiftness uptime won't be permanent without it
  5. Water Attunement


Water 2

  1. Frozen Fusillade
  2. Frigid Flurry
  3. Earth Attunement


Earth

  1. Shattering Stone
  2. Boulder Blast
  3. Dust Storm
  4. Sand Squall
  5. Shattering Stone
  6. Overload Earth
  7. Signet of Fire
  8. Boulder Blast
  9. Shattering Stone
  10. Water Attunement
  11. Return to Water 1

Video example


Dagger Rotation

  • Use Glyph of Elementals in Fire Attunement, and cast Flame Barrage off cooldown.
  • Cast Signet of Fire off cooldown, but it is lower priority than weapon skills.
  • If using Glyph of Elemental Power, cast it in Fire Attunement during the cast of Burning Speed so that the damage buff will affect the blast damage.

The gist of the rotation is to cycle between Fire Attunement Air Attunement Earth Attunement Air Attunement, using key abilities in each attunement off cooldown until the next attunement is ready.

When you enter Fire Attunement, use Burning Speed, Wildfire and Drake's Breath, then use your key abilities as they come off cooldown. When Air Attunement is available, use one last Drake's Breath and switch (Air Attunement should become available during the cast of Drake's Breath - you can switch attunement without interrupting the skill).


Opener

  1. Wildfire
  2. Firestorm (Glyph of Storms)
  3. Overload Fire
  4. Burning Speed - you need to be inside your target's hitbox for the fire line to hit your target
  5. Heat Sync
  6. Drake's Breath - for maximum damage, you will want to back away from your target during this cast
  7. Air Attunement


Loop

Air 1

  1. Signet of Fire
  2. Convergence
  3. Shocking Aura
  4. Lightning Orb - this target hits more if cast some distance back from your target
  5. Earth Attunement


Earth
In Earth Attunement, you want to cast Dust Storm and 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.

  1. Earthen Rush
  2. Ring of Earth
  3. Autoattack until Overload Earth is available
  4. Overload Earth
  5. Ring of Earth or Signet of Fire - if Signet of Fire is available here, skip Ring of Earth
  6. Air Attunement - if you used Signet of Fire in the last step, skip Air and go straight to Fire


Air 2

  1. Convergence
  2. Shocking Aura Transmute Lightning
  3. Signet of Fire
  4. Fire Attunement


Fire

  1. Burning Speed
  2. Wildfire
  3. Drake's Breath
  4. Firestorm (Glyph of Storms)
  5. Overload Fire
  6. Heat Sync
  7. Burning Speed
  8. Drake's Breath
  9. Air Attunement during the cast of Drake's Breath
  10. Repeat from the start of the loop


Video example


Other rotations

Video example (Scepter)

Video example (Hammer)


Defiance Bars

  • While in Air Attunement you can use Shocking Aura Transmute Lightning and Cyclone.
  • If you are really desperate, you can switch to Water Attunement for Tidal Surge.


Ratings

This build has a rating of 4 stars based on 1 votes.
Log in or register to rate this build.
4 stars
Steel gave this build 4 stars • October 2023
A good build that outputs a wide range of boons, allowing the quickness player in your sub to bring anything as long as it can provide quickness (and even if they don't have perfect uptime, you can help them by extending their quickness). Does decent damage as well, and can bring stability or aegis. The main downside is the inflexibility in its rotation and the fact that it gets easily disrupted if your overload gets interrupted.

Comments

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