Difference between revisions of "Tempest - Condi DPS"
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{{Build | {{Build | ||
| profession = Elementalist | | profession = Elementalist | ||
| specialization = Tempest | | specialization = Tempest | ||
| designed for = Raid | | designed for = Raid | ||
− | | rating = | + | | rating = good |
| focus = Condition Damage | | focus = Condition Damage | ||
+ | | xpac = hot, soto | ||
| meta = | | meta = | ||
+ | | difficulty = 2 | ||
}} | }} | ||
==Overview== | ==Overview== | ||
− | This is a build focuses on {{tooltip|Burning}} and {{tooltip|Bleeding}} and offers high damage with a relatively simple rotation, | + | This is a build focuses on {{tooltip|Burning}} and {{tooltip|Bleeding}} and offers high damage with a relatively simple rotation. |
+ | |||
+ | Thanks to the '''Earth''' traitline and {{trait|Hardy Conduit}}, this build has more survivability than other elementalist builds. | ||
− | + | 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. | |
Line 22: | Line 22: | ||
| profession = Elementalist | | profession = Elementalist | ||
| specialization = Tempest | | specialization = Tempest | ||
− | | weapon1 = | + | | weapon1 = Pistol |
| weapon2 = Warhorn | | weapon2 = Warhorn | ||
| healing = Signet of Restoration | | healing = Signet of Restoration | ||
| utility1 = Signet of Fire | | utility1 = Signet of Fire | ||
| utility2 = Glyph of Lesser Elementals | | utility2 = Glyph of Lesser Elementals | ||
− | | utility3 = Glyph of | + | | utility3 = Glyph of Storms |
| elite = Glyph of Elementals | | elite = Glyph of Elementals | ||
}} | }} | ||
+ | |||
+ | |||
+ | ===Weapon Variants=== | ||
+ | * '''Dagger/Warhorn''' is the best weapon set for players that don't own Secrets of the Obscure. | ||
===Skill Variants=== | ===Skill Variants=== | ||
− | * 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 | + | * {{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. | ||
==Template Code== | ==Template Code== | ||
{{TemplateCode| | {{TemplateCode| | ||
− | code = [& | + | code = [&DQYfFRomMBd0AHQAywDLAHIAkQC+AXMAJgCZEgAAAAAAAAAAAAAAAAAAAAA=] |
}} | }} | ||
Line 45: | Line 50: | ||
{{Specialization|Fire|top|top|top}} | {{Specialization|Fire|top|top|top}} | ||
{{Specialization|Earth|mid|top|mid}} | {{Specialization|Earth|mid|top|mid}} | ||
− | {{Specialization|Tempest|bot| | + | {{Specialization|Tempest|bot|top|top}} |
Line 52: | Line 57: | ||
| 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 | ||
− | | sigil1 = Superior Sigil of | + | | weapon1-stats = |
− | | sigil2 = Superior Sigil of | + | | weapon2-stats = |
− | | infusion1 = | + | | sigil1 = Superior Sigil of Malice |
− | | infusion1-qt = | + | | sigil2 = Superior Sigil of Bursting |
− | | | + | | infusion1 = Spiteful +9 Agony Infusion |
− | + | | infusion1-qt = 18 | |
+ | | relic = Relic of the Fractal | ||
<!-- Custom stats --> | <!-- Custom stats --> | ||
− | | head = | + | | head = |
| shoulders = | | shoulders = | ||
| chest = | | chest = | ||
Line 71: | Line 77: | ||
| backpiece = | | backpiece = | ||
| accessory1 = | | accessory1 = | ||
− | | accessory2 = | + | | accessory2= |
| amulet = | | amulet = | ||
| ring1 = | | ring1 = | ||
| ring2 = | | ring2 = | ||
}} | }} | ||
+ | |||
+ | * {{sigil|Superior Sigil of Bursting}} only deals slightly more damage than a {{sigil|Superior Sigil of Earth}}, which is much cheaper. | ||
==Consumables== | ==Consumables== | ||
− | * {{food|Rare Veggie Pizza}} | + | '''Food''' |
− | + | * {{food|Rare Veggie Pizza}}, {{food|Koi Cake}}, or ascended alternatives. | |
− | * {{utility|Master Tuning Crystal}} or {{utility|Tuning Icicle}} | + | |
− | ''' | + | |
+ | '''Utility''' | ||
+ | * {{utility|Master Tuning Crystal}} or {{utility|Tuning Icicle}}. | ||
+ | ** {{utility|Toxic Focusing Crystal}} are stronger if you don't have '''Spiteful Infusions''', but the difference is practically nonexistant. | ||
+ | |||
==Usage== | ==Usage== | ||
− | * Use {{Skill|Glyph of Elementals}} in {{Skill|Fire Attunement}}, and cast {{Skill|Flame Barrage}} off cooldown. | + | ===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 {{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}}. | ||
+ | |||
+ | 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|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)}} (if using) | ||
+ | # {{skill|Wildfire}} | ||
+ | # {{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|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|Overload Earth}} | ||
+ | # {{skill|Signet of Fire}} | ||
+ | # {{skill|Shattering Stone}} | ||
+ | # {{skill|Boulder Blast}} | ||
+ | # {{skill|Water Attunement}} | ||
+ | # Return to '''Water 1''' | ||
+ | |||
+ | |||
+ | [https://youtu.be/oU5R2TqrRGo Video example] | ||
+ | |||
+ | |||
+ | ===Dagger Rotation=== | ||
+ | * Use {{Skill|Glyph of Elementals}} (if using) in {{Skill|Fire Attunement}}, and cast {{Skill|Flame Barrage}} off cooldown. | ||
* You want to cast {{Skill|Glyph of Elemental Power}} in {{Skill|Fire Attunement}} off cooldown. | * You want to cast {{Skill|Glyph of Elemental Power}} in {{Skill|Fire Attunement}} off cooldown. | ||
− | * Cast {{Skill|Signet of Fire}} off cooldown. | + | * Cast {{Skill|Signet of Fire}} and {{skill|Signet of Earth}} (if using) off cooldown. |
* If using {{Skill|Glyph of Storms}}, then cast it in {{Skill|Fire Attunement}} off cooldown. | * If using {{Skill|Glyph of Storms}}, then cast it in {{Skill|Fire Attunement}} off cooldown. | ||
* Thanks to {{Trait|Written in Stone}} you can cast the signets and still receive their benefits, allowing you to use {{Skill|Signet of Restoration}} freely. | * Thanks to {{Trait|Written in Stone}} you can cast the signets and still receive their benefits, allowing you to use {{Skill|Signet of Restoration}} freely. | ||
− | The gist of the rotation is to cycle between {{Skill|Earth Attunement}} | + | The gist of the rotation is to cycle between {{Skill|Earth Attunement}} {{to}} {{Skill|Air Attunement}} {{to}} {{Skill|Fire Attunement}}, using key abilities in each attunement off cooldown until the next attunement is ready. |
+ | |||
When you enter {{Skill|Fire Attunement}}, use {{Skill|Wildfire}}, {{Skill|Burning Speed}} and {{Skill|Drake's Breath}}, then use your key abilities as they come off cooldown. When {{Skill|Earth Attunement}} is available, use one last {{Skill|Drake's Breath}} and switch ({{Skill|Earth 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|Wildfire}}, {{Skill|Burning Speed}} and {{Skill|Drake's Breath}}, then use your key abilities as they come off cooldown. When {{Skill|Earth Attunement}} is available, use one last {{Skill|Drake's Breath}} and switch ({{Skill|Earth Attunement}} should become available during the cast of {{Skill|Drake's Breath}} - you can switch attunement without interrupting the skill). | ||
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''Steps listed as optional below are DPS losses, but will assist with boon uptimes in your group.'' | ''Steps listed as optional below are DPS losses, but will assist with boon uptimes in your group.'' | ||
− | + | <big>'''Opener'''</big> | |
− | |||
− | |||
# {{Skill|Overload Earth}} (only if you can pre-cast it) | # {{Skill|Overload Earth}} (only if you can pre-cast it) | ||
# {{Skill|Dust Storm}} | # {{Skill|Dust Storm}} | ||
− | |||
# {{Skill|Ring of Earth}} | # {{Skill|Ring of Earth}} | ||
− | |||
# {{Skill|Air Attunement}} | # {{Skill|Air Attunement}} | ||
+ | # {{Skill|Signet of Fire}} | ||
# {{Skill|Lightning Orb}} | # {{Skill|Lightning Orb}} | ||
− | # {{Skill| | + | # {{Skill|Fire Attunement}} |
− | + | ||
− | + | ||
+ | <big>'''Loop'''</big> | ||
# {{Skill|Wildfire}} | # {{Skill|Wildfire}} | ||
# {{Skill|Burning Speed}} | # {{Skill|Burning Speed}} | ||
Line 119: | Line 202: | ||
# {{Skill|Drake's Breath}} | # {{Skill|Drake's Breath}} | ||
# {{Skill|Heat Sync}} (optional) | # {{Skill|Heat Sync}} (optional) | ||
+ | # {{skill|Glyph of Elemental Power}} | ||
+ | # {{skill|Glyph of Lesser Elementals}} (if available) | ||
+ | # {{Skill|Signet of Fire}} | ||
# {{Skill|Burning Speed}} | # {{Skill|Burning Speed}} | ||
# {{Skill|Drake's Breath}} | # {{Skill|Drake's Breath}} | ||
Line 128: | Line 214: | ||
# {{Skill|Sand Squall}} (optional) | # {{Skill|Sand Squall}} (optional) | ||
# {{Skill|Ring of Earth}} | # {{Skill|Ring of Earth}} | ||
+ | # {{Skill|Air Attunement}} | ||
+ | # {{Skill|Signet of Fire}} | ||
+ | # {{Skill|Lightning Orb}} | ||
+ | # {{Skill|Convergence}} | ||
+ | # {{Skill|Fire Attunement}} before cast finishes | ||
Repeat from 1 | Repeat from 1 | ||
+ | |||
+ | |||
+ | [https://youtu.be/POrRcgtXAAg Video example] | ||
+ | |||
+ | |||
+ | ===Hammer Rotation=== | ||
+ | You can pre-cast {{skill|Flame Wheel}} as long as it won't prevent you being able to switch back to {{Skill|Fire Attunement}} in the opener. | ||
+ | |||
+ | |||
+ | <big>'''Opener'''</big> | ||
+ | # {{Skill|Overload Earth}} (only if you can pre-cast it) | ||
+ | # {{skill|Rocky Loop}} | ||
+ | # {{skill|Ground Pound}} | ||
+ | # {{skill|Whirling Stones}} | ||
+ | # {{skill|Air Attunement}} during the cast of '''Whirling Stones''' | ||
+ | # {{Skill|Crescent Wind}} | ||
+ | # {{skill|Signet of Fire}} | ||
+ | # {{skill|Fire Attunement}} | ||
+ | |||
+ | |||
+ | <big>'''Fire'''</big><br> | ||
+ | The fire section can vary each loop depending on {{skill|Conjure Fiery Greatsword}} and {{skill|Triple Sear}}: | ||
+ | # {{skill|Flame Wheel}} - if you precast this in the opener, skip this on the first loop | ||
+ | # {{skill|Triple Sear}} (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) | ||
+ | # {{skill|Surging Flames}} | ||
+ | # {{skill|Conjure Fiery Greatsword}} (if available) or pick up the second one | ||
+ | # {{skill|Fiery Eruption}} (only if there is a Fiery Greatsword) | ||
+ | # {{skill|Firestorm}} (only if there is a Fiery Greatsword) | ||
+ | # {{skill|Overload Fire}} | ||
+ | # {{skill|Fiery Eruption}} | ||
+ | # Drop '''Fiery Greatsword''' | ||
+ | # Autoattack, and use {{skill|Surging Flames}} and {{skill|Triple Sear}} as they come off cooldown | ||
+ | # {{skill|Grand Finale}} just before '''Surging Flames''' is off cooldown again | ||
+ | # {{skill|Surging Flames}} | ||
+ | # {{skill|Flame Wheel}} | ||
+ | # {{skill|Triple Sear}} | ||
+ | # {{skill|Earth Attunement}} | ||
+ | |||
+ | |||
+ | <big>'''Earth'''</big> | ||
+ | # {{skill|Rocky Loop}} | ||
+ | # {{skill|Whirling Stones}} | ||
+ | # {{skill|Ground Pound}} | ||
+ | # Autoattack, and use {{skill|Overload Earth}} when it comes off cooldown | ||
+ | # {{skill|Signet of Fire}} | ||
+ | # {{skill|Whirling Stones}} | ||
+ | # {{skill|Air Attunement}} during the cast of '''Whirling Stones''' | ||
+ | |||
+ | |||
+ | <big>'''Air'''</big> | ||
+ | # {{Skill|Crescent Wind}} | ||
+ | # Switch to {{skill|Fire Attunement}} as soon as you can | ||
+ | |||
+ | |||
+ | [https://youtu.be/-kdZ1Tp-uEU Video example] | ||
===Defiance Bars=== | ===Defiance Bars=== | ||
* You inflict a lot of {{tooltip|Immobilize}} with this build. | * You inflict a lot of {{tooltip|Immobilize}} with this build. | ||
− | * While in {{Skill|Air Attunement}} you can use {{Skill|Shocking Aura}} | + | |
+ | '''Dagger''' | ||
+ | * 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}}. | ||
+ | |||
+ | '''Hammer''' | ||
+ | * 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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