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Difference between revisions of "Tempest - Power DPS"

 
(11 intermediate revisions by the same user not shown)
Line 3: Line 3:
 
| specialization = Tempest
 
| specialization = Tempest
 
| designed for = Raid
 
| designed for = Raid
| rating = Basic
+
| rating = Great
 
| focus = Direct Damage
 
| focus = Direct Damage
| xpac = hot
+
| xpac = hot, soto
| meta =
+
| meta = y
 
| difficulty = 2
 
| difficulty = 2
 
}}
 
}}
Line 19: Line 19:
 
| profession = Elementalist
 
| profession = Elementalist
 
| specialization = Tempest
 
| specialization = Tempest
| weapon1 = Scepter
+
| weapon1 = Hammer
| weapon2 = Warhorn
+
| weapon2 =  
 
|healing = Glyph of Elemental Harmony
 
|healing = Glyph of Elemental Harmony
|utility1 = Signet of Fire
+
|utility1 = Arcane Blast
 
|utility2 = Glyph of Storms
 
|utility2 = Glyph of Storms
 
|utility3 = "Feel the Burn!"
 
|utility3 = "Feel the Burn!"
 
|elite = Glyph of Elementals
 
|elite = Glyph of Elementals
 
}}
 
}}
 +
 +
 +
===Weapon Variants===
 +
Players that own Janthir Wilds can use '''Spear'''. This is similar long-term DPS, but the burst is lower and the weapon is incredibly visually noisy, making it difficult to see mechanics.
 +
 +
'''Sword/Dagger''' can also be used by players that own Secrets of the Obscure.
 +
 +
'''Scepter/Dagger''' is the best choice for players that don't own Secrets of the Obscure or Janthir Wilds, and also has the benefit of doing good damage at range.
  
  
Line 38: Line 46:
  
 
'''Utility'''
 
'''Utility'''
* {{skill|"Feel the Burn!"}} can be swapped to {{skill|Arcane Blast}} for higher burst.
+
* On non-hammer builds, {{skill|Signet of Fire}} should replace {{skill|Arcane Blast}} or {{skill|"Feel the Burn!"}}:
 +
** {{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.
 
* {{skill|Conjure Lightning Hammer}} can be pre-cast in fractals then swapped to another skill for extra damage.
  
Line 49: Line 58:
 
==Template Code==
 
==Template Code==
 
{{TemplateCode|
 
{{TemplateCode|
code = [&DQYfHSkvMBcXARcBywDLAL4B9gBCAVABlwCZEgAAAAAAAAAAAAAAAAAAAAA=]
+
code = [&DQYfHSkvMBcXARcBywDLAL4BUAHDEsMSJgCZEgAAAAAAAAAAAAAAAAAAAAA=]
 
}}
 
}}
  
Line 60: Line 69:
  
  
===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.
+
==Equipment==
  
{{Specialization|Water|mid|bot|mid|variant=y}}
+
===Hammer Equipment===
 +
{{PvE equipment
 +
| stats = Berserker
 +
| weight = Light
 +
| rune = Superior Rune of the Dragonhunter
 +
| rune-qt = 6
 +
| weapon1 = Hammer
 +
| weapon2 =
 +
| weapon3 =
 +
| sigil1 = Superior Sigil of Force
 +
| sigil2 = Superior Sigil of Accuracy
 +
| infusion1 = Mighty +9 Agony Infusion
 +
| infusion1-qt = 18
 +
| relic = Relic of Fireworks
 +
| accessory1 =
 +
| ring1 =  
 +
}}
  
* The grandmaster trait is completely optional, so take whichever sounds most useful.
+
* {{rune|Superior Rune of the Scholar}} is practically identical damage.
 +
* {{Sigil|Superior Sigil of Impact}} instead of {{Sigil|Superior Sigil of Force}} on targets that can be stunned.
  
  
==Equipment==
+
===Other Equipment===
 
{{PvE equipment
 
{{PvE equipment
 
| stats = Berserker
 
| stats = Berserker
Line 76: Line 100:
 
| rune = Superior Rune of the Scholar
 
| rune = Superior Rune of the Scholar
 
| rune-qt = 6
 
| rune-qt = 6
| weapon1 = Scepter
+
| weapon1 = Sword
| weapon2 = Warhorn
+
| weapon2 = Dagger
| sigil1 = Superior Sigil of Force
+
| weapon3 = Scepter
| sigil2 = Superior Sigil of Accuracy
+
| sigil1 = Superior Sigil of Accuracy
 +
| sigil2 = Superior Sigil of Force
 +
| sigil3 = Superior Sigil of Accuracy
 
| infusion1 = Mighty +9 Agony Infusion
 
| infusion1 = Mighty +9 Agony Infusion
 
| infusion1-qt = 18
 
| infusion1-qt = 18
Line 88: Line 114:
  
 
* This setup has 2218 precision.
 
* This setup has 2218 precision.
 
+
* {{Sigil|Superior Sigil of Impact}} instead of {{Sigil|Superior Sigil of Force}} on targets that can be stunned.
 
 
===Equipment Variants===
 
* {{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.
 
* 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.
 
** With this setup, it is optimal to use 17 '''Mighty''' infusions and 1 '''Precise''' infusion.
Line 110: Line 133:
 
==Usage==
 
==Usage==
  
===Scepter Rotation===
+
===Hammer Rotation===
 +
Summon {{skill|Glyph of Elementals}} in {{skill|Fire Attunement}} before the encounter starts, and swap to {{skill|Air Attunement}}.
 +
 
 +
Throughout the rotation, cast {{skill|Arcane Blast}}, {{skill|"Feel the Burn!"}}, {{skill|Glyph of Storms}} and {{skill|Flame Barrage}} off cooldown, but only when in {{skill|Air Attunement}}.
 +
 
  
 
<big>'''Opening Burst'''</big>
 
<big>'''Opening Burst'''</big>
 +
# {{skill|Crescent Wind}}
 +
# {{skill|Overload Air}}
 +
# {{skill|Shock Blast}}
 +
# {{skill|Fire Attunement}}
 +
 +
 +
<big>'''Fire'''</big>
 +
# {{skill|Flame Wheel}}
 +
# {{skill|Triple Sear}}
 +
# {{skill|Molten End}} - skip on the very first loop for faster burst
 +
# {{skill|Air Attunement}}
 +
 +
 +
<big>'''Air 1'''</big>
 +
# {{skill|Hurricane of Pain}}
 +
# {{skill|Overload Air}}
 +
# {{skill|Earth Attunement}}
 +
 +
 +
<big>'''Earth'''</big>
 +
# {{skill|Rocky Loop}}
 +
# {{skill|Whirling Stones}}, and {{skill|Air Attunement}} during the cast
 +
 +
 +
<big>'''Air 2'''</big>
 +
# Autoattack until '''Overload Air''' is ready
 +
# {{skill|Overload Air}}
 +
# {{skill|Hurricane of Pain}}, and {{skill|Water Attunement}} during the cast
  
# 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. 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.
 
  
 +
<big>'''Water'''</big>
 +
# {{skill|Icy Coil}}, and {{skill|Air Attunement}} immediately
  
<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.
+
<big>'''Air 3'''</big>
 +
# {{skill|Shock Blast}}
 +
# {{skill|Grand Finale}}
 +
# {{skill|Overload Air}}, and {{skill|Crescent Wind}} during the cast
 +
# {{skill|Fire Attunement}}
 +
# Return to start of '''Fire''' section
  
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}}.
+
[https://youtu.be/V69zFOoAcLs Video example]
  
Regardless of the specialization, use the following skills in each attunement:
 
  
 +
===Sword/Dagger Rotation===
 +
Summon {{skill|Glyph of Elementals}} in {{skill|Fire Attunement}} before the encounter starts, and swap to {{skill|Air Attunement}}.
  
'''Fire'''
+
Throughout the rotation, cast {{skill|"Feel the Burn!"}}, {{skill|Glyph of Storms}} and {{skill|Flame Barrage}} off cooldown, but only when in {{skill|Air Attunement}}.
# {{skill|Phoenix}}, then one of:
 
## {{skill|Wildfire}}, if running the '''Fire''' specialization. If not available, use {{skill|Dragon's Tooth}} instead.
 
## {{skill|Dragon's Tooth}}, if running the '''Water''' specialization.
 
# {{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'''
+
<big>'''Opening Burst'''</big>
# {{skill|Shatterstone}}
+
# {{Skill|Overload Air}}
# {{skill|Water Trident}}
+
# {{Skill|Quantum Strike}}
# {{skill|Air Attunement}} during the cast
+
# {{Skill|Fire Attunement}}
  
  
'''Air'''
+
<big>'''Fire'''</big>
# Use whichever of the following cooldowns are available, otherwise just autoattack
+
# {{skill|Cauterizing Strike}}
#* {{skill|"Feel the Burn!"}}
+
# {{skill|Ring of Fire (elementalist)}}
#* {{skill|Lightning Storm}}
+
# {{skill|Fire Grab}}
#* {{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|Flame Uprising}}
#* {{Skill|Lightning Orb}}
+
# {{skill|Air Attunement}}
 +
 
 +
 
 +
<big>'''Air 1'''</big>
 +
# {{skill|Ride the Lightning}}
 +
# Autotattack until '''Overload Air''' is available
 
# {{skill|Overload Air}}
 
# {{skill|Overload Air}}
# {{skill|Water Attunement}} or {{skill|Fire Attunement}} as soon as '''Overload Air''' finished - go to whichever is off cooldown.
+
# {{skill|Earth Attunement}}
 +
 
 +
 
 +
<big>'''Earth'''</big>
 +
# {{skill|Earthquake}}
 +
# {{skill|Churning Earth}} (if available)
 +
# {{skill|Air Attunement}}
 +
 
  
 +
<big>'''Air 2'''</big>
 +
# {{skill|Ride the Lightning}}
 +
# Autotattack and use {{skill|Quantum Strike}} until '''Overload Air''' is available
 +
# {{skill|Overload Air}}
 +
# {{skill|Fire Attunement}}
 +
# Return to start of '''Fire''' section
  
[https://youtu.be/87vujFqjy7s Video rotation (fire)]
 
  
[https://youtu.be/2UMGk-gSx_U Video rotation (water)]
+
[https://youtu.be/z6OoJzniF_k Video example]
  
  
===Notes===
+
===Scepter/Dagger Rotation===
* Cast {{Skill|Lightning Strike}} whenever it's available - it doesn't interrupt other channels.=
+
Summon {{skill|Glyph of Elementals}} in {{skill|Fire Attunement}} before the encounter starts, and swap to {{skill|Air Attunement}}.
* Step back from the boss before casting {{Skill|Lightning Orb}} to maximize the hits you get from it.
 
  
 +
Throughout the rotation, cast {{skill|Lightning Strike}}, {{skill|"Feel the Burn!"}}, {{skill|Glyph of Storms}} and {{skill|Flame Barrage}} off cooldown, but only when in {{skill|Air Attunement}}.
  
===Sword Rotation===
 
  
 
<big>'''Opening Burst'''</big>
 
<big>'''Opening Burst'''</big>
 +
# {{skill|Overload Air}}
 +
# {{Skill|Lightning Strike}} and {{skill|Flame Barrage}} during the cast of '''Air Overload'''
 +
# {{skill|Fire Attunement}}
 +
 +
 +
<big>'''Fire'''</big>
 +
# {{skill|Phoenix}}
 +
# {{skill|Ring of Fire (elementalist)}}
 +
# {{skill|Fire Grab}}
 +
# {{skill|Air Attunement}}
 +
 +
 +
<big>'''Air'''</big>
 +
# {{skill|Ride the Lightning}}
 +
# Autoattack until '''Overload Air''' is available
 +
# {{skill|Overload Air}}
 +
# {{skill|Earth Attunement}}
 +
 +
 +
<big>'''Earth'''</big>
 +
# {{skill|Earthquake}}
 +
# {{skill|Churning Earth}}, or {{skill|Dust Devil}} if it's not available
 +
# {{skill|Air Attunement}}
  
 +
 +
After this, you repeat the '''Air''' section, then return to the start of the '''Fire''' section.
 +
 +
The complete loop after the opener therefore goes '''Fire''' {{to}} '''Air''' {{to}} '''Earth''' {{to}} '''Air''' {{to}} Repeat
 +
 +
 +
[https://youtu.be/7a3hfyAn3XQ Video example]
 +
 +
 +
===Spear Rotation===
 +
{{Collapse start|Click to view}}
 +
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}}.
 
# 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|Overload Air}}
# {{Skill|Lightning Storm}} and swap to {{Skill|Water Attunement}} or {{skill|Earth Attunement}} as soon as you begin casting.
+
# {{skill|Fulgor}} and swap to {{skill|Fire Attunement}} during the cast
# 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>
+
'''Fire'''
  
The loop follows the opening burst closely.
+
It is very important that {{skill|Volcano}} is used immediately after {{skill|Seethe}} as the entire attack will benefit from the damage buff.
# In {{Skill|Air Attunement}} you autoattack and use the following skills off cooldown until the overload is ready:
+
# {{skill|Etching: Volcano}}
#* {{skill|Quantum Strike}}
+
# {{skill|Blazing Barrage}}
#* {{skill|Lightning Orb}}
+
# {{skill|Meteor}}
#* {{skill|"Feel the Burn!"}}
+
# {{Skill|Seethe}} {{to}} {{skill|Volcano}} and {{skill|Air Attunement}} during the cast
#* {{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}}
+
'''Air 1'''
# {{skill|Cauterizing Strike}}
+
# {{skill|Etching: Derecho}}
# {{skill|Wildfire}} (if available)
+
# {{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}}
 
# {{skill|Air Attunement}}
  
Then repeat from the start.
 
  
 +
'''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/Oz_mBk-HpLs Video example]
 
  
 +
[https://youtu.be/KmYgMCae84Y Video example]
 +
{{Collapse end}}
  
  
 
===Staff Rotation===
 
===Staff Rotation===
[https://youtu.be/FILD-i-TgfA Video example]
+
[https://youtu.be/5vBvWZDBinY Video example]

Latest revision as of 16:45, 28 March 2025

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 buildsSecrets of the Obscure builds

Difficulty:
Normal
This build was last updated on March 28, 2025 and is up to date for the February 11, 2025 patch.

Overview

Fresh Air Tempest relies on spamming

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 Vulnerability Vulnerability, deals excellent burst damage on large hitboxes, and provides a unique damage buff to its party through 's Static Discharge.


Skill Bar

Hammer
Utility


Weapon Variants

Players that own Janthir Wilds can use Spear. This is similar long-term DPS, but the burst is lower and the weapon is incredibly visually noisy, making it difficult to see mechanics.

Sword/Dagger can also be used by players that own Secrets of the Obscure.

Scepter/Dagger is the best choice for players that don't own Secrets of the Obscure or Janthir Wilds, and also has the benefit of doing good damage at range.


Skill Variants

Healing


Utility


Elite


Template Code

[&DQYfHSkvMBcXARcBywDLAL4BUAHDEsMSJgCZEgAAAAAAAAAAAAAAAAAAAAA=]
Copy Template Code


Specializations


Equipment

Hammer Equipment

Head
Berserker
Shoulders
Berserker
Chest
Berserker
Hands
Berserker
Legs
Berserker
Feet
Berserker
Backpiece
Berserker
Accessory
Berserker
Accessory
Berserker
Amulet
Berserker
Ring
Berserker
Ring
Berserker
Hammer
Berserker
Sigil
Sigil
Rune
x6
Infusion
x18
Relic


Other 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
Sword
Berserker
Dagger
Berserker
Sigil
Sigil
Scepter
Berserker
Sigil
Rune
x6
Infusion
x18
Relic


Consumables

Food


Utility


Usage

Hammer Rotation

Summon

in before the encounter starts, and swap to .

Throughout the rotation, cast

, , and off cooldown, but only when in .


Opening Burst


Fire

  1. - skip on the very first loop for faster burst


Air 1


Earth

  1. , and during the cast


Air 2

  1. Autoattack until Overload Air is ready
  2. , and during the cast


Water

  1. , and immediately


Air 3

  1. , and during the cast
  2. Return to start of Fire section


Video example


Sword/Dagger Rotation

Summon

in before the encounter starts, and swap to .

Throughout the rotation, cast

, and off cooldown, but only when in .


Opening Burst


Fire


Air 1

  1. Autotattack until Overload Air is available


Earth

  1. (if available)


Air 2

  1. Autotattack and use until Overload Air is available
  2. Return to start of Fire section


Video example


Scepter/Dagger Rotation

Summon

in before the encounter starts, and swap to .

Throughout the rotation, cast

, , and off cooldown, but only when in .


Opening Burst

  1. and during the cast of Air Overload


Fire


Air

  1. Autoattack until Overload Air is available


Earth

  1. , or if it's not available


After this, you repeat the Air section, then return to the start of the Fire section.

The complete loop after the opener therefore goes Fire Air Earth Air Repeat


Video example


Spear Rotation

Click to view Toggle

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

  1. Summon in before the encounter starts, and swap to .
  2. 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.

  1. and during the cast


Air 1

  1. - this is instant cast so can be used during other skills
  2. Autoattack, and use when it comes off cooldown
  3. as soon as you see it fully charged (the icon changes)
  4. - make sure the skill has finished casting before swapping attunement


Earth


Air 2

  1. until Overload Air is available
  2. and swap to during the cast
  3. Return to start of Fire



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.

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