Difference between revisions of "Tempest - Power DPS"

(updated video link)
 
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| specialization = Tempest
 
| specialization = Tempest
 
| designed for = Raid
 
| designed for = Raid
| rating = Good
+
| rating = Basic
| focus = Strike Damage
+
| focus = Direct Damage
 +
| xpac = hot
 
| meta =
 
| meta =
 
}}
 
}}
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| profession = Elementalist
 
| profession = Elementalist
 
| specialization = Tempest
 
| specialization = Tempest
| weapon1 = Scepter
+
| weapon1 = Sword
 
| weapon2 = Warhorn
 
| weapon2 = Warhorn
 
|healing = Glyph of Elemental Harmony
 
|healing = Glyph of Elemental Harmony
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|elite = Conjure Fiery Greatsword
 
|elite = Conjure Fiery Greatsword
 
}}
 
}}
 +
 +
 +
===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.
  
  
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'''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!"}} or {{skill|Arcane Blast}} can replace {{skill|Conjure Lightning Hammer}}
 +
 +
 +
'''Elite'''
 +
* {{skill|Glyph of Elementals}} is very similar damage (summon in Fire)
  
  
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==Template Code==
 
==Template Code==
 
{{TemplateCode|
 
{{TemplateCode|
code = [&DQYpKx8dMBsXAQAAywAAAL4BAABCAQAAlwAAAAAAAAAAAAAAAAAAAAAAAAA=]
+
code = [&DQYfHSkvMBcXARcBywDLAL4B9gBCAVABlwCZEgAAAAAAAAAAAAAAAAAAAAA=]
 
}}
 
}}
  
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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===
 
===Trait Variants===
* {{Trait|Stormsoul}} on Keep Construct.
+
* You should bring {{trait|Raging Storm}} if {{tooltip|Fury}} uptime is bad.
  
  
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| infusion2 = Precise +9 Agony Infusion
 
| infusion2 = Precise +9 Agony Infusion
 
| infusion2-qt = 1
 
| infusion2-qt = 1
 +
| relic = Relic of Fireworks
 
}}
 
}}
  
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'''Food'''
 
'''Food'''
* {{Food|Plate of Truffle Steak}}
+
* {{Food|Plate of Truffle Steak}} or ascended versions
  
  
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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/EW7pG105bk4 Video example]
 +
 
 +
 
 +
===Scepter Rotation===
  
 
<big>'''Opening Burst'''</big>
 
<big>'''Opening Burst'''</big>
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# 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.
 
# {{Skill|Lightning Strike}}, {{Skill|Lightning Storm}} and swap to {{Skill|Water Attunement}} as soon as you begin casting.
 
# {{Skill|Lightning Strike}}, {{Skill|Lightning Storm}} and swap to {{Skill|Water Attunement}} as soon as you begin casting.
# {{Skill|Shatterstone}}
+
# {{Skill|Shatterstone}}, {{skill|Water Trident}}
 
# {{Skill|Fire Attunement}}, {{Skill|Phoenix}}, {{Skill|Wildfire}}, {{Skill|Dragon's Tooth}}
 
# {{Skill|Fire Attunement}}, {{Skill|Phoenix}}, {{Skill|Wildfire}}, {{Skill|Dragon's Tooth}}
 
# {{Skill|Earth Attunement}}, {{Skill|Dust Storm}}
 
# {{Skill|Earth Attunement}}, {{Skill|Dust Storm}}
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** Cast {{Skill|Overload Air}} after dropping your conjured weapon or, if you don't have one, immediately when it is 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.
 
** 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}}.
+
** Immediately after finishing {{Skill|Overload Air}}, swap to {{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}}.
+
* In {{Skill|Water Attunement}} use {{skill|Shatterstone}} and {{skill|Water Trident}} 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.
+
* Use any other cooldowns that are available in {{Skill|Air Attunement}} then swap to {{Skill|Fire Attunement}}.
** After casting {{Skill|Wildfire}}, swap to {{Skill|Earth Attunement}} and cast {{Skill|Dust Storm}} before returning to {{Skill|Air Attunement}}.
+
* Cast {{Skill|Phoenix}}, {{Skill|Dragon's Tooth}}, and {{Skill|Wildfire}} if it is available then return 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}}.
+
** 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}}.
* 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.
+
* 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://www.youtube.com/watch?v=7tF8y7bUoQU Video rotation example by Roul]
+
===Staff Rotation===
 +
[https://youtu.be/FILD-i-TgfA Video example]
  
  

Latest revision as of 22:42, 6 October 2023

Under construction.webp This is a placeholder build that was useful in the past. Click here to view current builds.

Focused on: Direct damage

Designed for: Raids

Expansions required: Heart of Thorns builds

Difficulty:
TBD

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

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=]
Copy Template Code


Specializations


Trait Variants

  • You should bring if Fury Fury uptime is bad.


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
Scepter
Berserker
Warhorn
Berserker
Sigil
Sigil
Rune
x6
Infusion
x17
Infusion
x1
Relic
  • This setup relies on to reach 99,99% critical chance.


Equipment Variants

  • instead of on Keep Construct.
    • Without infusions, full Berserker Berserker with Assassin Assassin shoulders will be ~20 DPS more than the recommended setup without infusions.


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.

  1. Cast from afar then begin channeling . Ideally you time the cast to finish on top of the enemy the moment combat begins.
  2. and swap to as soon as you begin casting.
  3. Immediately swap back to to gain , and use
  4. , , and
  5. ,


Loop Rotation

  1. If is available, use it immediately after .
    • If it is on a ~35 second cooldown, pick it up off the ground.
    • Do and drop the weapon.
  2. If is available and is not, use immediately after .
    • 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.
  3. Cast after dropping your conjured weapon or, if you don't have one, immediately when it is available. Otherwise, autoattack and use until you can .
    • Immediately after finishing , swap to .
  4. In , use or (whichever is available) then switch back to to regain .
  5. Use any other cooldowns that are available in then swap to .
  6. Cast , , and if it is available then return to .
  • Use or (if using) off cooldown, while in .

Video example


Scepter Rotation

Opening Burst

The opening burst focuses on using all available cooldowns.

  1. Cast from afar then begin channeling . Ideally you time the cast to finish on top of the enemy the moment combat begins.
  2. , and swap to as soon as you begin casting.
  3. ,
  4. , , ,
  5. ,
  6. ,


Loop Rotation

  • If is available, use it immediately after .
    • If it is on a ~35 second cooldown, pick it up off the ground.
    • Do , 1 auto attack chain, and drop the weapon.
  • If is available and is not, use immediately after .
    • 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.
  • In , always cast , , , and when they are available.
    • 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 .
  • In use and then immediately return to to maintain high uptime of .
  • Use any other cooldowns that are available in then swap to .
  • Cast , , and if it is available then return to .
    • After every other , swap to and cast before returning 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

Video example


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 has a rating of 5 stars based on 2 votes.
Log in or register to rate this build.
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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