Difference between revisions of "Tempest - Power DPS"
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| specialization = Tempest | | specialization = Tempest | ||
| designed for = Raid | | designed for = Raid | ||
− | | rating = | + | | rating = Great |
− | | focus = | + | | 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 = | + | |utility3 = "Feel the Burn!" |
− | |elite = | + | |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. | ||
Line 31: | Line 38: | ||
'''Healing''' | '''Healing''' | ||
− | * {{Skill|Signet of Restoration}} | + | * {{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. | ||
Line 39: | Line 55: | ||
==Template Code== | ==Template Code== | ||
{{TemplateCode| | {{TemplateCode| | ||
− | code = [& | + | code = [&DQYfHSkvMBcXARcBywDLAL4BUAHDEsMSJgCZEgAAAAAAAAAAAAAAAAAAAAA=] |
}} | }} | ||
Line 45: | Line 61: | ||
==Specializations== | ==Specializations== | ||
− | {{Specialization|Air|bot| | + | {{Specialization|Air|bot|bot|mid}} |
{{Specialization|Fire|top|bot|top}} | {{Specialization|Fire|top|bot|top}} | ||
− | {{Specialization|Tempest|bot| | + | {{Specialization|Tempest|bot|top|top}} |
− | === | + | ===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 {{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 63: | 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 = | + | | infusion1-qt = 18 |
− | | | + | | relic = Relic of Fireworks |
− | | | + | | accessory1 = Assassin |
+ | | ring1 = Assassin | ||
}} | }} | ||
− | * This setup | + | * 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. | ||
− | * | + | * 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 111: | ||
'''Food''' | '''Food''' | ||
− | * {{Food| | + | * {{Food|Bowl of Sweet and Spicy Butternut Squash Soup}} or ascended versions |
Line 93: | Line 121: | ||
==Usage== | ==Usage== | ||
− | ===Rotation=== | + | ===Scepter Rotation=== |
<big>'''Opening Burst'''</big> | <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. | + | # 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}} and {{skill|Flame Barrage}} during the cast of the skills above. | |
− | # {{Skill| | ||
− | |||
− | |||
− | |||
<big>'''Loop Rotation'''</big> | <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. | ||
− | [https:// | + | [https://youtu.be/87vujFqjy7s Video rotation (fire)] |
+ | |||
+ | [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. | ||
− | |||
* 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. | ||
− | + | ||
+ | |||
+ | ===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
Overview
Fresh Air Tempest relies on spamming Vulnerability, deals excellent burst damage on large hitboxes, and provides a unique damage buff to its party through 's Static Discharge.
and resetting its cooldown with . This, combined with its high damage AoE skills, makes it excel at killing adds and trash mobs. In addition, Tempest provides a lot of
Skill Bar
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
- provides good healing in low damage fights (i.e. fights where you never press your healing skill).
- for a strong group heal.
- if extra condition cleanse is needed.
Utility
- can be swapped to for higher burst.
- can be pre-cast in fractals then swapped to another skill for extra damage.
Elite
- can be pre-cast in fractals then swapped to another skill for extra damage.
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
will not be off cooldown fast enough without .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
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Assassin
Berserker
Berserker
Assassin
Berserker
Berserker
Berserker
Berserker
x6
x18
- This setup has 2218 precision.
Equipment Variants
- instead of on Keep Construct.
- Using full 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
- Summon in before the encounter starts, and swap to .
- Cast from afar then begin channeling . 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 after instead.
- and during the cast of the skills above.
Loop Rotation
The rotation is very simple. After
, you switch to either or , use two skills, then return to to overload. Then, you switch to whichever of or is still off cooldown, use two skills, then return to and repeat.The loop will thus look like one of the following
- ⇒ ⇒ ⇒ ⇒ Repeat
- ⇒ ⇒ ⇒ ⇒ 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
.Regardless of the specialization, use the following skills in each attunement:
Fire
- . If not available, use instead.
- 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
- during the cast
Air
- Use whichever of the following cooldowns are available, otherwise just autoattack
- - this has no cast time, so cast during other skills. You should be able to use it twice each time you're in air.
- or as soon as Overload Air finishes - go to whichever is off cooldown.
Notes
- Cast whenever it's available - it doesn't interrupt other channels.
- Step back from the boss before casting 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
to be available each loop, the Fire traitline is required.
Autoattacks will not be listed in general.
Opener
- Summon in before the encounter starts, and swap to .
- and swap to during the cast
Fire
It is very important that
is used immediately after as the entire attack will benefit from the damage buff.- ⇒ and during the cast
Air 1
- - this is instant cast so can be used during other skills
- Autoattack, and use when it comes off cooldown
- as soon as you see it fully charged (the icon changes)
- - make sure the skill has finished casting before swapping attunement
Earth
Air 2
- until Overload Air is available
- and swap to during the cast
- Return to start of Fire
- Use off cooldown.
- Use whenever it's available and you're in .
- Use whenever it's available, and you're in the Air 2 section.
Sword Rotation
Opening Burst
- Summon in before the encounter starts, and swap to .
- Cast from afar then begin channeling . Ideally you time the cast to finish on top of the enemy the moment combat begins.
- and swap to or as soon as you begin casting.
- Immediately swap back to to gain , and use
- , , and
Loop Rotation
The loop follows the opening burst closely.
- In
After this, you alternate between dipping into
or then immediately back to , or swap to and:- (if available)
Then repeat from the start.
Staff Rotation
Ratings
Comments
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