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Difference between revisions of "Tempest - Power DPS"

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Line 3: Line 3:
 
| specialization = Tempest
 
| specialization = Tempest
 
| designed for = Raid
 
| designed for = Raid
| rating = Good
+
| rating = Great
 
| focus = Direct Damage
 
| focus = Direct Damage
 
| xpac = hot
 
| xpac = hot
| meta =
+
| meta = y
 +
| difficulty = 2
 
}}
 
}}
  
Line 23: Line 24:
 
|utility1 = Signet of Fire
 
|utility1 = Signet of Fire
 
|utility2 = Glyph of Storms
 
|utility2 = Glyph of Storms
|utility3 = Conjure Lightning Hammer
+
|utility3 = "Feel the Burn!"
|elite = Conjure Fiery Greatsword
+
|elite = Glyph of Elementals
 
}}
 
}}
  
Line 31: Line 32:
  
 
'''Healing'''
 
'''Healing'''
* {{Skill|Signet of Restoration}} will provide the highest {{Rune|Superior Rune of the Scholar}} uptime in very low damage fights (i.e. fights where you never press your healing skill).
+
* {{Skill|Signet of Restoration}} provides good healing in low damage fights (i.e. fights where you never press your healing skill).
 
* {{Skill|"Wash the Pain Away!"}} for a strong group heal.
 
* {{Skill|"Wash the Pain Away!"}} for a strong group heal.
 
* {{Skill|Ether Renewal}} if extra condition cleanse is needed.
 
* {{Skill|Ether Renewal}} if extra condition cleanse is needed.
 +
 +
 +
'''Utility'''
 +
* {{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'''
 +
* {{skill|Conjure Fiery Greatsword}} can be pre-cast in fractals then swapped to another skill for extra damage.
  
  
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==Template Code==
 
==Template Code==
 
{{TemplateCode|
 
{{TemplateCode|
code = [&DQYpKx8dMBsXAQAAywAAAL4BAABCAQAAlwAAAAAAAAAAAAAAAAAAAAAAAAA=]
+
code = [&DQYfHSkvMBcXARcBywDLAL4BUAHDEsMSJgCZEgAAAAAAAAAAAAAAAAAAAAA=]
 
}}
 
}}
  
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==Specializations==
 
==Specializations==
{{Specialization|Air|bot|mid|mid}}
+
{{Specialization|Air|bot|bot|mid}}
 
{{Specialization|Fire|top|bot|top}}
 
{{Specialization|Fire|top|bot|top}}
{{Specialization|Tempest|bot|mid|top}}
+
{{Specialization|Tempest|bot|top|top}}
  
  
===Trait Variants===
+
===Specialization Variants===
* {{Trait|Stormsoul}} on Keep Construct.
+
'''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 66: Line 81:
 
| sigil2 = Superior Sigil of Accuracy
 
| sigil2 = Superior Sigil of Accuracy
 
| infusion1 = Mighty +9 Agony Infusion
 
| infusion1 = Mighty +9 Agony Infusion
| infusion1-qt = 17
+
| infusion1-qt = 18
| infusion2 = Precise +9 Agony Infusion
+
| relic = Relic of Fireworks
| infusion2-qt = 1
+
| accessory1 = Assassin
 +
| ring1 = Assassin
 
}}
 
}}
  
* This setup relies on {{Food|Plate of Truffle Steak}} to reach 99,99% critical chance.
+
* This setup has 2218 precision.
  
  
 
===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.
+
* Using full {{tooltip|Berserker stats}} gear with {{Food|Plate of Truffle Steak}} would be a miniscule DPS gain.
 +
** With this setup, it is optimal to use 17 '''Mighty''' infusions and 1 '''Precise''' infusion.
  
  
Line 83: Line 100:
  
 
'''Food'''
 
'''Food'''
* {{Food|Plate of Truffle Steak}}
+
* {{Food|Bowl of Sweet and Spicy Butternut Squash Soup}} or ascended versions
  
  
Line 93: Line 110:
 
==Usage==
 
==Usage==
  
===Rotation===
+
===Scepter Rotation===
  
 
<big>'''Opening Burst'''</big>
 
<big>'''Opening Burst'''</big>
  
The opening burst focuses on using all available cooldowns.
+
# Summon {{skill|Glyph of Elementals}} in {{skill|Fire Attunement}} before the encounter starts, and swap to {{skill|Air Attunement}}.
# 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.
+
# 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}}, {{Skill|Lightning Storm}} and swap to {{Skill|Water Attunement}} as soon as you begin casting.
+
# {{Skill|Lightning Strike}} and {{skill|Flame Barrage}} during the cast of the skills above.
# {{Skill|Shatterstone}}
 
# {{Skill|Fire Attunement}}, {{Skill|Phoenix}}, {{Skill|Wildfire}}, {{Skill|Dragon's Tooth}}
 
# {{Skill|Earth Attunement}}, {{Skill|Dust Storm}}
 
# {{Skill|Air Attunement}}, {{Skill|Lightning Strike}}
 
  
  
 
<big>'''Loop Rotation'''</big>
 
<big>'''Loop Rotation'''</big>
* If {{Skill|Conjure Lightning Hammer}} is available, use it immediately after {{Skill|Air Attunement}}.
 
** If it is on a ~35 second cooldown, pick it up off the ground.
 
** Do {{Skill|Invoke Lightning}}, 1 auto attack chain, and drop the weapon.
 
* If {{Skill|Conjure Fiery Greatsword}} is available and {{Skill|Conjure Lightning Hammer}} is not, use {{Skill|Conjure Fiery Greatsword}} immediately after {{Skill|Air Attunement}}.
 
** Pick up the second Fiery Greatsword from the ground immediately after {{Skill|Air Attunement}} 1 loop after you have already done so with the Lightning  Hammer.
 
** Do {{Skill|Fiery Rush}}, {{Skill|Firestorm}}, and drop the weapon as soon as the cast bar finishes to skip the massive aftercast.
 
* In {{Skill|Air Attunement}}, always cast {{Skill|Lightning Strike}}, {{Skill|Lightning Orb}}, {{Skill|Lightning Storm}}, and {{Skill|Cyclone}} when they are available.
 
** Cast {{Skill|Overload Air}} after dropping your conjured weapon or, if you don't have one, immediately when it is available.
 
** Do not delay the cast of {{Skill|Overload Air}} to cast {{Skill|Cyclone}}. You can cast it after, and swap to your next attunement mid-cast.
 
** Immediately after finishing {{Skill|Overload Air}}, swap to either {{Skill|Fire Attunement}} or {{Skill|Water Attunement}}.
 
* If either {{Skill|Fire Attunement}} or {{Skill|Water Attunement}} are available, swap to them for key skills then immediately return to {{Skill|Air Attunement}} to maintain high uptime of {{Trait|Fresh Air}}.
 
* Prioritize {{Skill|Fire Attunement}} first. Cast any of the following skills if available: {{Skill|Phoenix}}, {{Skill|Dragon's Tooth}}, {{Skill|Wildfire}} and then return to air.
 
** After casting {{Skill|Wildfire}}, swap to {{Skill|Earth Attunement}} and cast {{Skill|Dust Storm}} before returning to {{Skill|Air Attunement}}.
 
* If your next swap to {{Skill|Fire Attunement}} will allow you to use {{Skill|Phoenix}}, {{Skill|Dragon's Tooth}} and {{Skill|Wildfire}} together, wait for {{Skill|Fire Attunement}} to come off cooldown rather than delay it by swapping to {{Skill|Water Attunement}}.
 
* If {{Trait|Transcendent Tempest}} is about to expire, wait for {{Skill|Overload Air}} rather than swap to {{Skill|Water Attunement}}.
 
* When swapping to {{Skill|Water Attunement}}, cast {{Skill|Shatterstone}} and leave as fast as possible. Doing this slowly can be a DPS decrease over simply waiting for {{Skill|Fire Attunement}} cooldown.
 
  
 +
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}}
 +
# {{skill|Wildfire}}. If not available, use {{skill|Dragon's Tooth}} instead.
 +
# {{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''' finishes - go to whichever is off cooldown.
 +
 +
 +
[https://youtu.be/87vujFqjy7s Video rotation (fire)]
  
[https://www.youtube.com/watch?v=7tF8y7bUoQU Video rotation example by Roul]
+
[https://youtu.be/eHyQIM_wN2s Video rotation (water)]
  
  
 
===Notes===
 
===Notes===
 
* Cast {{Skill|Lightning Strike}} whenever it's available - it doesn't interrupt other channels.
 
* Cast {{Skill|Lightning Strike}} whenever it's available - it doesn't interrupt other channels.
* If you don't have a conjured weapon available, simply use the auto-attack in Air until your overload is ready.
 
 
* Step back from the boss before casting {{Skill|Lightning Orb}} to maximize the hits you get from it.
 
* Step back from the boss before casting {{Skill|Lightning Orb}} to maximize the hits you get from it.
* If you're unable to do the water attunement section very fast it works out to be a DPS loss, so if you're not confident in your speed you can simply skip that section.
+
 
 +
 
 +
===Sword Rotation===
 +
 
 +
<big>'''Opening Burst'''</big>
 +
 
 +
# Summon {{skill|Glyph of Elementals}} in {{skill|Fire Attunement}} before the encounter starts, and swap to {{skill|Air Attunement}}.
 +
# 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.
 +
# {{Skill|Lightning Storm}} and swap to {{Skill|Water Attunement}} or {{skill|Earth Attunement}} as soon as you begin casting.
 +
# Immediately swap back to {{Skill|Air Attunement}} to gain {{trait|Fresh Air}}, and use {{skill|Quantum Strike}}
 +
# {{Skill|Fire Attunement}}, {{Skill|Flame Uprising}}, {{Skill|Cauterizing Strike}} and {{Skill|Wildfire}}
 +
# {{Skill|Air Attunement}}
 +
 
 +
 
 +
<big>'''Loop Rotation'''</big>
 +
 
 +
The loop follows the opening burst closely.
 +
# In {{Skill|Air Attunement}} you autoattack and use the following skills off cooldown until the overload is ready:
 +
#* {{skill|Quantum Strike}}
 +
#* {{skill|Lightning Orb}}
 +
#* {{skill|"Feel the Burn!"}}
 +
#* {{skill|Lightning Storm}}
 +
#* {{skill|Flame Barrage}}
 +
# {{skill|Overload Air}}
 +
 
 +
After this, you alternate between dipping into {{Skill|Water Attunement}} or {{skill|Earth Attunement}} then immediately back to {{Skill|Air Attunement}}, or swap to {{skill|Fire Attunement}} and:
 +
# {{skill|Flame Uprising}}
 +
# {{skill|Cauterizing Strike}}
 +
# {{skill|Wildfire}} (if available)
 +
# {{skill|Air Attunement}}
 +
 
 +
Then repeat from the start.
 +
 
 +
 
 +
[https://youtu.be/Oz_mBk-HpLs Video example]
 +
 
 +
 
 +
 
 +
===Staff Rotation===
 +
[https://youtu.be/FILD-i-TgfA Video example]

Latest revision as of 21:35, 16 September 2024

Part of the current metagame

Our curator decided this build is in the current metagame regardless of rating. The community gave this build a rating, making it top-tier: Great

Focused on: Direct damage

Designed for: Raids

Expansions required: Heart of Thorns builds

Difficulty:
Normal
This build was last updated on September 16, 2024 and is up to date for the October 8, 2024 patch.

Overview

Fresh Air Tempest relies on spamming Overload Air and resetting its cooldown with Fresh Air. This, combined with its high damage AoE skills, makes it excel at killing adds and trash mobs. In addition, Tempest provides a lot of Vulnerability Vulnerability, deals excellent burst damage on large hitboxes, and provides a unique damage buff to its party through Overload Air's Static Discharge.


Skill Bar

Scepter/Warhorn
Utility


Skill Variants

Healing

  • Signet of Restoration provides good healing in low damage fights (i.e. fights where you never press your healing skill).
  • "Wash the Pain Away!" for a strong group heal.
  • Ether Renewal if extra condition cleanse is needed.


Utility

  • "Feel the Burn!" can be swapped to Arcane Blast for higher burst.
  • Conjure Lightning Hammer can be pre-cast in fractals then swapped to another skill for extra damage.


Elite

  • Conjure Fiery Greatsword can be pre-cast in fractals then swapped to another skill for extra damage.


Template Code

[&DQYfHSkvMBcXARcBywDLAL4BUAHDEsMSJgCZEgAAAAAAAAAAAAAAAAAAAAA=]
Copy 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

Head
Berserker
Shoulders
Berserker
Chest
Berserker
Hands
Berserker
Legs
Berserker
Feet
Berserker
Backpiece
Berserker
Accessory
Assassin
Accessory
Berserker
Amulet
Berserker
Ring
Assassin
Ring
Berserker
Scepter
Berserker
Warhorn
Berserker
Sigil
Sigil
Rune
x6
Infusion
x18
Relic
  • This setup has 2218 precision.


Equipment Variants

  • Sigil of Superior Sigil of Impact instead of Sigil of Superior Sigil of Force on Keep Construct.
  • Using full Berserker stats Berserker stats gear with would be a miniscule DPS gain.
    • With this setup, it is optimal to use 17 Mighty infusions and 1 Precise infusion.


Consumables

Food

  • or ascended versions


Utility


Usage

Scepter Rotation

Opening Burst

  1. Summon Glyph of Elementals in Fire Attunement before the encounter starts, and swap to Air Attunement.
  2. Cast Lightning Orb from afar then begin channeling 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 Lightning Orb after Overload Air instead.
  3. Lightning Strike and Flame Barrage during the cast of the skills above.


Loop Rotation

The rotation is very simple. After Air Attunement, you switch to either Fire Attunement or Water Attunement, use two skills, then return to Air Attunement to overload. Then, you switch to whichever of Fire Attunement or Water Attunement is still off cooldown, use two skills, then return to Air Attunement and repeat.

The loop will thus look like one of the following

Air Attunement Fire Attunement Air Attunement Water Attunement Repeat
Air Attunement Water Attunement Air Attunement Fire Attunement 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 Lightning Orb.

Regardless of the specialization, use the following skills in each attunement:


Fire

  1. Phoenix
  2. Wildfire. If not available, use Dragon's Tooth instead.
  3. 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

  1. Shatterstone
  2. Water Trident
  3. Air Attunement during the cast


Air

  1. Use whichever of the following cooldowns are available, otherwise just autoattack
    • "Feel the Burn!"
    • Lightning Storm
    • 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.
    • Lightning Orb
  2. Overload Air
  3. Water Attunement or Fire Attunement as soon as Overload Air finishes - go to whichever is off cooldown.


Video rotation (fire)

Video rotation (water)


Notes

  • Cast Lightning Strike whenever it's available - it doesn't interrupt other channels.
  • Step back from the boss before casting Lightning Orb to maximize the hits you get from it.


Sword Rotation

Opening Burst

  1. Summon Glyph of Elementals in Fire Attunement before the encounter starts, and swap to Air Attunement.
  2. Cast Lightning Orb from afar then begin channeling Overload Air. Ideally you time the cast to finish on top of the enemy the moment combat begins.
  3. Lightning Storm and swap to Water Attunement or Earth Attunement as soon as you begin casting.
  4. Immediately swap back to Air Attunement to gain Fresh Air, and use Quantum Strike
  5. Fire Attunement, Flame Uprising, Cauterizing Strike and Wildfire
  6. Air Attunement


Loop Rotation

The loop follows the opening burst closely.

  1. In Air Attunement you autoattack and use the following skills off cooldown until the overload is ready:
    • Quantum Strike
    • Lightning Orb
    • "Feel the Burn!"
    • Lightning Storm
    • Flame Barrage
  2. Overload Air

After this, you alternate between dipping into Water Attunement or Earth Attunement then immediately back to Air Attunement, or swap to Fire Attunement and:

  1. Flame Uprising
  2. Cauterizing Strike
  3. Wildfire (if available)
  4. Air Attunement

Then repeat from the start.


Video example


Staff Rotation

Video example


Ratings

This build has a rating of 5 stars based on 3 votes.
Log in or register to rate this build.
5 stars
MechaOG gave this build 5 stars • October 2024
This build is top-tier at the moment. Damage is excellent and rotation is very simple. Go water, and air on traits.
4 stars
Dauphin gave this build 4 stars • October 2018
I used this build raiding with my guild today, and it performed spectacularly. Great damage output, and it can react to mechanics with minimal disruption to the rotation. It is somewhat lacking in survivability. If you're in a good raiding guild your healer should be able to keep you alive anyway, but in an average group a substitution might be a good idea. I ended up substituting Lightning Flash for Conjure Lightning Hammer just so I could blink out of damage zones in an emergency, but Arcane Shield would also work if mobility isn't required or feasible for a fight. Another weakness obviously is CC, but that's more a weakness of the class than the build. Even though it's possible to be carried by a CC-heavy raid, in a fight where hard CC is vital (such as Samarog) it might be a good idea to switch to a different class if your raid is consistently failing CC phases. The build has no active stun breaks, but if you're good at avoiding telegraphed attacks the auto-break from Gale Song is enough. Overall though I'd definitely recommend this build. Lots of fun and very viable.
5 stars
Chinkeeyong gave this build 5 stars • September 2018
One of the best power DPS builds at the moment, with unparalleled large hitbox burst as well as high raid utility. Best in slot on Keep Construct and a solid option for power DPS anywhere.

Comments

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