Difference between revisions of "Tempest - Power DPS"
(Added sword rotation) |
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'''Utility''' | '''Utility''' | ||
− | * {{skill|"Feel the Burn!"}} can replace {{skill|Conjure Lightning Hammer}} | + | * {{skill|"Feel the Burn!"}} or {{skill|Arcane Blast}} can replace {{skill|Conjure Lightning Hammer}} |
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==Usage== | ==Usage== | ||
− | ===Rotation=== | + | ===Sword Rotation=== |
+ | Due to the strength of autoattacks on Sword, conjured weapons have much less value, so just ignore steps referring to them if not using. | ||
+ | |||
+ | <big>'''Opening Burst'''</big> | ||
+ | |||
+ | The opening burst focuses on using all available cooldowns. | ||
+ | # 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}} 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|Earth Attunement}}, {{Skill|Dust Storm}} | ||
+ | # {{Skill|Air Attunement}} | ||
+ | |||
+ | |||
+ | <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}} 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. | ||
+ | # Cast {{Skill|Overload Air}} after dropping your conjured weapon or, if you don't have one, immediately when it is available. Otherwise, autoattack and use {{skill|Quantum Strike}} until you can {{Skill|Overload Air}}. | ||
+ | #* Immediately after finishing {{Skill|Overload Air}}, swap to {{Skill|Earth Attunement}}. | ||
+ | # In {{Skill|Earth Attunement}}, use {{skill|Rust Frenzy}} or {{skill|Dust Storm}} (whichever is available) then switch back to {{Skill|Air Attunement}} to regain {{trait|Fresh Air}}. | ||
+ | # Use any other cooldowns that are available in {{Skill|Air Attunement}} then swap to {{Skill|Fire Attunement}}. | ||
+ | # Cast {{Skill|Flame Uprising}}, {{Skill|Cauterizing Strike}}, and {{Skill|Wildfire}} if it is available then return to {{Skill|Air Attunement}}. | ||
+ | * Use {{skill|"Feel the Burn!"}} or {{skill|Arcane Blast}} (if using) off cooldown, while in {{Skill|Fire Attunement}}. | ||
+ | |||
+ | [https://youtu.be/1UMuy5cTFkA Video example] | ||
+ | |||
+ | |||
+ | ===Scepter Rotation=== | ||
<big>'''Opening Burst'''</big> | <big>'''Opening Burst'''</big> | ||
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** After every other {{Skill|Wildfire}}, swap to {{Skill|Earth Attunement}} and cast {{Skill|Dust Storm}} before returning to {{Skill|Air Attunement}}. | ** After every other {{Skill|Wildfire}}, swap to {{Skill|Earth Attunement}} and cast {{Skill|Dust Storm}} before returning to {{Skill|Air Attunement}}. | ||
* If {{Trait|Transcendent Tempest}} is about to expire, wait for {{Skill|Overload Air}} rather than swap to {{Skill|Water Attunement}}. | * If {{Trait|Transcendent Tempest}} is about to expire, wait for {{Skill|Overload Air}} rather than swap to {{Skill|Water Attunement}}. | ||
+ | * Use {{skill|"Feel the Burn!"}} or {{skill|Arcane Blast}} (if using) off cooldown, while in {{Skill|Fire Attunement}}. | ||
[https://youtu.be/4i5TFegDNXg Video rotation example by Roul] | [https://youtu.be/4i5TFegDNXg Video rotation example by Roul] | ||
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− | |||
− | |||
Revision as of 23:20, 8 September 2023
This is a placeholder build that was useful in the past. Click here to view current builds.
Focused on: Direct damage
Designed for: Raids
Difficulty:
TBD
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
Sword/Warhorn
Utility
Non-SotO Weapon
- Scepter is the best mainhand weapon for players that don't own Secrets of the Obscure.
- Staff is also a viable option.
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
- or can replace
Elite
- is very similar damage (summon in Fire)
Template Code
[&DQYfHSkvMBcXARcBywDLAL4B9gBCAVABlwCZEgAAAAAAAAAAAAAAAAAAAAA=]
Specializations
Trait Variants
- You should bring Fury uptime is bad. if
Equipment
Head
Berserker
Berserker
Shoulders
Berserker
Berserker
Chest
Berserker
Berserker
Hands
Berserker
Berserker
Legs
Berserker
Berserker
Feet
Berserker
Berserker
Backpiece
Berserker
Berserker
Accessory
Berserker
Berserker
Accessory
Berserker
Berserker
Amulet
Berserker
Berserker
Ring
Berserker
Berserker
Ring
Berserker
Berserker
Scepter
Berserker
Berserker
Warhorn
Berserker
Berserker
Sigil
Sigil
Rune
x6
x6
Infusion
x17
x17
Infusion
x1
x1
Relic
- This setup relies on to reach 99,99% critical chance.
Equipment Variants
- instead of on Keep Construct.
Consumables
Food
- or ascended versions
Utility
Usage
Sword Rotation
Due to the strength of autoattacks on Sword, conjured weapons have much less value, so just ignore steps referring to them if not using.
Opening Burst
The opening burst focuses on using all available cooldowns.
- 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 as soon as you begin casting.
- Immediately swap back to to gain , and use
- , , and
- ,
Loop Rotation
- If
- If it is on a ~35 second cooldown, pick it up off the ground.
- Do and drop the weapon.
is available, use it immediately after .
- If
- Pick up the second Fiery Greatsword from the ground immediately after 1 loop after you have already done so with the Lightning Hammer.
- Do , , and drop the weapon as soon as the cast bar finishes to skip the massive aftercast.
is available and is not, use immediately after .
- Cast
- Immediately after finishing , swap to .
after dropping your conjured weapon or, if you don't have one, immediately when it is available. Otherwise, autoattack and use until you can .
- In , use or (whichever is available) then switch back to to regain .
- Use any other cooldowns that are available in then swap to .
- Cast , , and if it is available then return to .
- Use or (if using) off cooldown, while in .
Scepter Rotation
Opening Burst
The opening burst focuses on using all available cooldowns.
- 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 as soon as you begin casting.
- ,
- , , ,
- ,
- ,
Loop Rotation
- If
- If it is on a ~35 second cooldown, pick it up off the ground.
- Do , 1 auto attack chain, and drop the weapon.
is available, use it immediately after .
- If
- Pick up the second Fiery Greatsword from the ground immediately after 1 loop after you have already done so with the Lightning Hammer.
- Do , , and drop the weapon as soon as the cast bar finishes to skip the massive aftercast.
is available and is not, use immediately after .
- In
- Cast after dropping your conjured weapon or, if you don't have one, immediately when it is available.
- Do not delay the cast of to cast . You can cast it after, and swap to your next attunement mid-cast.
- Immediately after finishing , swap to .
, always cast , , , and when they are available.
- In use and then immediately return to to maintain high uptime of .
- Use any other cooldowns that are available in then swap to .
- Cast
- After every other , swap to and cast before returning to .
, , and if it is available then return to .
- If is about to expire, wait for rather than swap to .
- Use or (if using) off cooldown, while in .
Video rotation example by Roul
Staff Rotation
Notes
- Cast 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 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.
Ratings
This build is top-tier at the moment. Damage is excellent and rotation is very simple. Go water, and air on traits.
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.
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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