Difference between revisions of "Tempest - Condi DPS"
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| specialization = Tempest | | specialization = Tempest | ||
| designed for = Raid | | designed for = Raid | ||
− | | rating = | + | | rating = good |
| focus = Condition Damage | | focus = Condition Damage | ||
− | | xpac = hot | + | | xpac = hot, soto |
| meta = | | meta = | ||
| difficulty = 2 | | difficulty = 2 | ||
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With '''Warhorn''', skills like {{Skill|Heat Sync}} and {{Skill|Sand Squall}} allow you can maintain permanent {{tooltip|Fury}} and {{tooltip|Might}} on yourself and party (provided you have some other source of {{tooltip|Fury}}) for a minor DPS loss. | With '''Warhorn''', skills like {{Skill|Heat Sync}} and {{Skill|Sand Squall}} allow you can maintain permanent {{tooltip|Fury}} and {{tooltip|Might}} on yourself and party (provided you have some other source of {{tooltip|Fury}}) for a minor DPS loss. | ||
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* {{skill|Signet of Earth}} deals more damage than {{Skill|Glyph of Storms}}, but the traited passive you gain from {{trait|Written in Stone}} still applies 180 toughness, which can mess with tanking. | * {{skill|Signet of Earth}} deals more damage than {{Skill|Glyph of Storms}}, but the traited passive you gain from {{trait|Written in Stone}} still applies 180 toughness, which can mess with tanking. | ||
* If you do not have time (e.g. during pre-events) to pre-cast {{Skill|Glyph of Lesser Elementals}} a few times, then {{Skill|Glyph of Elemental Power}} may be a stronger choice. | * If you do not have time (e.g. during pre-events) to pre-cast {{Skill|Glyph of Lesser Elementals}} a few times, then {{Skill|Glyph of Elemental Power}} may be a stronger choice. | ||
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==Template Code== | ==Template Code== | ||
{{TemplateCode| | {{TemplateCode| | ||
− | code = [& | + | code = [&DQYfFRomMBd0AHQAywDLAHIAkQC+AXMAJgCZEgAAAAAAAAAAAAAAAAAAAAA=] |
}} | }} | ||
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{{Specialization|Earth|mid|top|mid}} | {{Specialization|Earth|mid|top|mid}} | ||
{{Specialization|Tempest|bot|top|top}} | {{Specialization|Tempest|bot|top|top}} | ||
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* {{sigil|Superior Sigil of Bursting}} only deals slightly more damage than a {{sigil|Superior Sigil of Earth}}, which is much cheaper. | * {{sigil|Superior Sigil of Bursting}} only deals slightly more damage than a {{sigil|Superior Sigil of Earth}}, which is much cheaper. | ||
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==Consumables== | ==Consumables== | ||
− | |||
'''Food''' | '''Food''' | ||
* {{food|Rare Veggie Pizza}}, {{food|Koi Cake}}, or ascended alternatives. | * {{food|Rare Veggie Pizza}}, {{food|Koi Cake}}, or ascended alternatives. | ||
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==Usage== | ==Usage== | ||
− | |||
===Pistol Rotation=== | ===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. | 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 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}}, {{skill|Water Attunement}} and {{skill|Earth 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}} 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}}. | Throughout the rotation, use {{skill|Flame Barrage}} 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}}. | ||
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<big>'''Opener'''</big> | <big>'''Opener'''</big> | ||
+ | |||
+ | '''Start with Fire, Ice and Earth bullets stocked.''' | ||
You can precast {{skill|Glyph of Elemental Power}} (if using) in fire attunement. | You can precast {{skill|Glyph of Elemental Power}} (if using) in fire attunement. | ||
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<big>'''Air'''</big> | <big>'''Air'''</big> | ||
− | # {{skill|Aerial Agility}} | + | |
− | # {{skill|Dazing Discharge}} | + | 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|Lightning Orb}} | ||
# {{skill|Water Attunement}} | # {{skill|Water Attunement}} | ||
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− | [https://youtu.be/ | + | [https://youtu.be/oU5R2TqrRGo 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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'''Dagger''' | '''Dagger''' | ||
* 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}}. | ||
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'''Hammer''' | '''Hammer''' | ||
* While in {{Skill|Air Attunement}} you can use {{Skill|Wind Storm}} and {{Skill|Shock Blast}}. | * While in {{Skill|Air Attunement}} you can use {{Skill|Wind Storm}} and {{Skill|Shock Blast}}. |
Latest revision as of 23:23, 23 July 2024
The community gave this build a rating, making it second-tier: Good
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.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
- Dagger/Warhorn is the best weapon set for players that don't own Secrets of the Obscure.
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.
Template Code
Specializations
Equipment
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
x6
x18
- only deals slightly more damage than a , which is much cheaper.
Consumables
Food
- , , or ascended alternatives.
Utility
- or .
- are stronger if you don't have Spiteful Infusions, but the difference is practically nonexistant.
Usage
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 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
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
Water 2
Earth
- Return to Water 1
Dagger Rotation
- 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.
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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