Difference between revisions of "Tempest - Power DPS"
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| specialization = Tempest | | specialization = Tempest | ||
| designed for = Raid | | designed for = Raid | ||
− | | rating = | + | | rating = Basic |
− | | focus = | + | | focus = Direct Damage |
+ | | xpac = hot | ||
| meta = | | meta = | ||
}} | }} | ||
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| profession = Elementalist | | profession = Elementalist | ||
| specialization = Tempest | | specialization = Tempest | ||
− | | weapon1 = | + | | 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. | ||
Line 30: | Line 36: | ||
'''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!"}} 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 = [& | + | code = [&DQYfHSkvMBcXARcBywDLAL4B9gBCAVABlwCZEgAAAAAAAAAAAAAAAAAAAAA=] |
}} | }} | ||
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==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}} |
===Trait Variants=== | ===Trait Variants=== | ||
− | * {{ | + | * 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 |
Line 92: | Line 107: | ||
==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 | + | ** Immediately after finishing {{Skill|Overload Air}}, swap to {{Skill|Water Attunement}}. |
− | + | * 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}}. | |
− | * | + | * Use any other cooldowns that are available in {{Skill|Air Attunement}} then swap to {{Skill|Fire Attunement}}. |
− | ** After | + | * Cast {{Skill|Phoenix}}, {{Skill|Dragon's Tooth}}, and {{Skill|Wildfire}} if it is available then return 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:// | + | ===Staff Rotation=== |
+ | [https://youtu.be/FILD-i-TgfA Video example] | ||
Latest revision as of 22:42, 6 October 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
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, deals excellent burst damage on large hitboxes, and provides a unique damage buff to its party through 's Static Discharge.
Skill Bar
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
Specializations
Trait Variants
- You should bring if Fury uptime is bad.
Equipment
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
x6
x17
x1
- 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 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.
- 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.
- 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 .
- 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 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
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
Comments
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