Logo Albion iconAlbion Online AoC iconAshes of Creation Deadlock iconDeadlock GW2 iconGuild Wars 2 TL iconThrone & Liberty

Difference between revisions of "Tempest - Power DPS"

(added spear rotation)
 
(25 intermediate revisions by 3 users not shown)
Line 1: Line 1:
{{SEO|description=Also known as Fresh Air Scepter/Warhorn Tempest, this is an old Heart of Thorns raid build which has now become one of the best AoE burst damage builds in the game.}}
 
 
{{Build
 
{{Build
 
| profession = Elementalist
 
| profession = Elementalist
Line 5: Line 4:
 
| designed for = Raid
 
| designed for = Raid
 
| rating = Great
 
| rating = Great
| focus = Strike Damage
+
| focus = Direct Damage
| meta =
+
| xpac = hot
 +
| meta = y
 +
| difficulty = 2
 
}}
 
}}
  
 
==Overview==
 
==Overview==
Also known as Fresh Air Scepter/Warhorn Tempest, this is an old Heart of Thorns raid build which has now become one of the best AoE burst damage builds in the game.
 
 
 
Fresh Air Tempest relies on spamming {{Skill|Overload Air}} and resetting its cooldown with {{Trait|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 {{tooltip|Vulnerability}}, deals excellent burst damage on large hitboxes, and provides a unique damage buff to its party through {{Skill|Overload Air}}'s Static Discharge.
 
Fresh Air Tempest relies on spamming {{Skill|Overload Air}} and resetting its cooldown with {{Trait|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 {{tooltip|Vulnerability}}, deals excellent burst damage on large hitboxes, and provides a unique damage buff to its party through {{Skill|Overload Air}}'s Static Discharge.
  
This guide is focused on raids. For the fractal version see [[Build:Tempest - Power DPS (Fractal)|Tempest - Power DPS (Fractal)]].
 
  
  
Line 26: 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
 
}}
 
}}
 +
 +
 +
===Weapon Variants===
 +
Players that own Janthir Wilds can use '''Spear'''. This is slightly higher long-term DPS, but the burst is lower and the weapon is incredibly visually noisy, making it difficult to see mechanics. You can play whichever you prefer.
 +
 +
Mainhand '''Sword''' can also be used by players that own Secrets of the Obscure, though this brings a melee requirement and animation locks without gaining anything in damage.
  
  
 
===Skill Variants===
 
===Skill Variants===
 +
 
'''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.
 +
  
  
 
==Template Code==
 
==Template Code==
 
{{TemplateCode|
 
{{TemplateCode|
code = [&DQYpKx8dMBsXAQAAywAAAL4BAABCAQAAlwAAAAAAAAAAAAAAAAAAAAAAAAA=]
+
code = [&DQYfHSkvMBcXARcBywDLAL4BUAHDEsMSJgCZEgAAAAAAAAAAAAAAAAAAAAA=]
 
}}
 
}}
 +
  
  
 
==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}}
 +
 
 +
 
 
===Specialization 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).
 +
 
 +
Do not use '''Water''' with '''Spear''', as {{skill|Etching: Volcano}} will not be off cooldown fast enough without {{trait|Pyromancer's Training}}.
 +
 
 +
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 60: Line 86:
 
| weapon1 = Scepter
 
| weapon1 = Scepter
 
| weapon2 = Warhorn
 
| weapon2 = Warhorn
 +
| weapon3 = Spear
 
| sigil1 = Superior Sigil of Force
 
| sigil1 = Superior Sigil of Force
 
| sigil2 = Superior Sigil of Accuracy
 
| sigil2 = Superior Sigil of Accuracy
 +
| sigil3 = Superior Sigil of Force
 +
| sigil4 = Superior Sigil of Accuracy
 
| infusion1 = Mighty +9 Agony Infusion
 
| infusion1 = Mighty +9 Agony Infusion
| infusion1-qt = 13
+
| infusion1-qt = 18
| infusion2 = Precise +9 Agony Infusion
+
| relic = Relic of Fireworks
| infusion2-qt = 5
+
| accessory1 = Assassin
<!-- Custom stats -->
+
| ring1 = Assassin
| head =
 
| shoulders = Assassin
 
| chest =
 
| hands =
 
| legs =
 
| feet =
 
| backpiece =
 
| accessory1 =
 
| accessory2 =
 
| amulet = Assassin
 
| ring1 =
 
| ring2 =
 
 
}}
 
}}
 +
 +
* 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.
* You can run full {{tooltip|Berserker}} with {{Food|Plate of Truffle Steak}} and 3 Precise infusions. This setup does ~10 DPS more than the recommended option but is less convenient to adjust if you don't have {{Trait|Spotter}}.
+
* Using full {{tooltip|Berserker stats}} gear with {{Food|Plate of Truffle Steak}} would be a miniscule DPS gain.
** Without infusions, full {{tooltip|Berserker}} with {{tooltip|Assassin}} shoulders will be ~20 DPS more than the recommended setup without infusions.
+
** With this setup, it is optimal to use 17 '''Mighty''' infusions and 1 '''Precise''' infusion.
 +
 
  
  
 
==Consumables==
 
==Consumables==
 +
 
'''Food'''
 
'''Food'''
* {{food|Bowl of Sweet and Spicy Butternut Squash Soup}}
+
* {{Food|Bowl of Sweet and Spicy Butternut Squash Soup}} or ascended versions
** Switch to {{Food|Bowl of Curry Butternut Squash Soup}} if you don't have {{Trait|Spotter}}.
+
 
  
 
'''Utility'''
 
'''Utility'''
 
* {{utility|Potent Superior Sharpening Stone}}
 
* {{utility|Potent Superior Sharpening Stone}}
 +
  
  
 
==Usage==
 
==Usage==
===Opening Burst===
+
 
:The opening burst focuses on using all available cooldowns.
+
===Scepter Rotation===
# 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 Strike}}, {{Skill|Lightning Storm}} and swap to {{Skill|Water Attunement}} as soon as you begin casting.
+
<big>'''Opening Burst'''</big>
# {{Skill|Shatterstone}}
+
 
# {{Skill|Fire Attunement}}, {{Skill|Phoenix}}, {{Skill|Wildfire}}, {{Skill|Dragon's Tooth}}
+
# Summon {{skill|Glyph of Elementals}} in {{skill|Fire Attunement}} before the encounter starts, and swap to {{skill|Air Attunement}}.
# {{Skill|Earth Attunement}}, {{Skill|Dust Storm}}
+
# 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|Air Attunement}}, {{Skill|Lightning Strike}}
+
# {{Skill|Lightning Strike}} and {{skill|Flame Barrage}} during the cast of the skills above.
 +
 
 +
 
 +
<big>'''Loop Rotation'''</big>
 +
 
 +
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.
  
  
===Loop Rotation===
+
[https://youtu.be/87vujFqjy7s Video rotation (fire)]
* 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.
 
  
[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.
+
 
 +
 
 +
===Spear Rotation===
 +
Spear's unique mechanic is its ''Etchings''. The five-skill in each attunement places a large symbol on the ground. This can be immediately reactivated to launch an AoE attack, but a more powerful version can be charged up by using three skills while inside the symbol. As such, the general principle will be to quickly activate the ''Etching'', followed by at least three skills, then the enhanced attack from the ''Etching''.
 +
 
 +
It is worth noting that while you need to remain in the ''Etching'' symbol to charge it up, the damage can be aimed up to 1200 units away.
 +
 
 +
In order for {{skill|Etching: Volcano}} to be available each loop, the '''Fire''' traitline is required.
 +
 
 +
 
 +
Autoattacks will not be listed in general.
 +
 
 +
 
 +
<big>'''Opener'''</big>
 +
# Summon {{skill|Glyph of Elementals}} in {{skill|Fire Attunement}} before the encounter starts, and swap to {{skill|Air Attunement}}.
 +
# {{skill|Overload Air}}
 +
# {{skill|Fulgor}} and swap to {{skill|Fire Attunement}} during the cast
 +
 
 +
 
 +
'''Fire'''
 +
 
 +
It is very important that {{skill|Volcano}} is used immediately after {{skill|Seethe}} as the entire attack will benefit from the damage buff.
 +
# {{skill|Etching: Volcano}}
 +
# {{skill|Blazing Barrage}}
 +
# {{skill|Meteor}}
 +
# {{Skill|Seethe}} {{to}} {{skill|Volcano}} and {{skill|Air Attunement}} during the cast
 +
 
 +
 
 +
'''Air 1'''
 +
# {{skill|Etching: Derecho}}
 +
# {{skill|Twister}}
 +
# {{skill|Energize}} - this is instant cast so can be used during other skills
 +
# Autoattack, and use {{skill|Fulgor}} when it comes off cooldown
 +
# {{skill|Derecho}} as soon as you see it fully charged (the icon changes)
 +
# {{skill|Overload Air}} - make sure the skill has finished casting before swapping attunement
 +
# {{skill|Earth Attunement}}
 +
 
 +
 
 +
'''Earth'''
 +
# {{skill|Earthen Spear}}
 +
# {{skill|Air Attunement}}
 +
 
 +
 
 +
'''Air 2'''
 +
# {{skill|Fulgor}}
 +
# {{skill|Lightning Javelin}} until '''Overload Air''' is available
 +
# {{skill|Overload Air}}
 +
# {{skill|Fulgor}} and swap to {{skill|Fire Attunement}} during the cast
 +
# Return to start of '''Fire'''
 +
 
 +
 
 +
* Use {{skill|Flame Barrage}} off cooldown.
 +
* Use {{skill|"Feel the Burn!"}} whenever it's available and you're in {{skill|Air Attunement}}.
 +
* Use {{skill|Lightning Storm}} whenever it's available, and you're in the '''Air 2''' section.
 +
 
 +
 
 +
[https://youtu.be/KmYgMCae84Y Video example]
 +
 
 +
 
 +
===Sword Rotation===
 +
{{Collapse start|Click to view}}
 +
<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]
 +
{{Collapse end}}
 +
 
 +
 
 +
===Staff Rotation===
 +
[https://youtu.be/FILD-i-TgfA Video example]

Latest revision as of 01:49, 18 December 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 December 18, 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


Weapon Variants

Players that own Janthir Wilds can use Spear. This is slightly higher long-term DPS, but the burst is lower and the weapon is incredibly visually noisy, making it difficult to see mechanics. You can play whichever you prefer.

Mainhand Sword can also be used by players that own Secrets of the Obscure, though this brings a melee requirement and animation locks without gaining anything in damage.


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).

Do not use Water with Spear, as Etching: Volcano will not be off cooldown fast enough without Pyromancer's Training.

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
Spear
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.


Spear Rotation

Spear's unique mechanic is its Etchings. The five-skill in each attunement places a large symbol on the ground. This can be immediately reactivated to launch an AoE attack, but a more powerful version can be charged up by using three skills while inside the symbol. As such, the general principle will be to quickly activate the Etching, followed by at least three skills, then the enhanced attack from the Etching.

It is worth noting that while you need to remain in the Etching symbol to charge it up, the damage can be aimed up to 1200 units away.

In order for Etching: Volcano to be available each loop, the Fire traitline is required.


Autoattacks will not be listed in general.


Opener

  1. Summon Glyph of Elementals in Fire Attunement before the encounter starts, and swap to Air Attunement.
  2. Overload Air
  3. Fulgor and swap to Fire Attunement during the cast


Fire

It is very important that Volcano is used immediately after Seethe as the entire attack will benefit from the damage buff.

  1. Etching: Volcano
  2. Blazing Barrage
  3. Meteor
  4. Seethe Volcano and Air Attunement during the cast


Air 1

  1. Etching: Derecho
  2. Twister
  3. Energize - this is instant cast so can be used during other skills
  4. Autoattack, and use Fulgor when it comes off cooldown
  5. Derecho as soon as you see it fully charged (the icon changes)
  6. Overload Air - make sure the skill has finished casting before swapping attunement
  7. Earth Attunement


Earth

  1. Earthen Spear
  2. Air Attunement


Air 2

  1. Fulgor
  2. Lightning Javelin until Overload Air is available
  3. Overload Air
  4. Fulgor and swap to Fire Attunement during the cast
  5. Return to start of Fire


  • Use Flame Barrage off cooldown.
  • Use "Feel the Burn!" whenever it's available and you're in Air Attunement.
  • Use Lightning Storm whenever it's available, and you're in the Air 2 section.


Video example


Sword Rotation

Click to view Toggle

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

Get MetaBattle Premium
Enjoy an ad-free experience & support the website, for less than $1 per month! Upgrade to Premium
Split Metabattle Logo