Tempest - Power DPS

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 Overload Air and resetting its cooldown with Fresh Air. 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 Overload Air's Static Discharge.


Skill Bar

Scepter/Warhorn
Utility


Skill Variants

Healing

  • Signet of Restoration will provide the highest Rune of Superior Rune of the Scholar uptime in very low damage fights (i.e. fights where you never press your healing skill).
  • "Wash the Pain Away!" for a strong group heal.
  • Ether Renewal if extra condition cleanse is needed.


Template Code

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Copy Template Code


Specializations


Trait Variants

  • You should bring Raging Storm 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
  • This setup relies on to reach 99,99% critical chance.


Equipment Variants

  • Sigil of Superior Sigil of Impact instead of Sigil of Superior Sigil of Force 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


Utility


Usage

Rotation

Opening Burst

The opening burst focuses on using all available cooldowns.

  1. Cast Lightning Orb from afar then begin channeling Overload Air. Ideally you time the cast to finish on top of the enemy the moment combat begins.
  2. Lightning Strike, Lightning Storm and swap to Water Attunement as soon as you begin casting.
  3. Shatterstone, Water Trident
  4. Fire Attunement, Phoenix, Wildfire, Dragon's Tooth
  5. Earth Attunement, Dust Storm
  6. Air Attunement, Lightning Strike


Loop Rotation

  • If Conjure Lightning Hammer is available, use it immediately after Air Attunement.
    • If it is on a ~35 second cooldown, pick it up off the ground.
    • Do Invoke Lightning, 1 auto attack chain, and drop the weapon.
  • If Conjure Fiery Greatsword is available and Conjure Lightning Hammer is not, use Conjure Fiery Greatsword immediately after Air Attunement.
    • Pick up the second Fiery Greatsword from the ground immediately after Air Attunement 1 loop after you have already done so with the Lightning Hammer.
    • Do Fiery Rush, Firestorm, and drop the weapon as soon as the cast bar finishes to skip the massive aftercast.
  • In Air Attunement, always cast Lightning Strike, Lightning Orb, Lightning Storm, and Cyclone when they are available.
    • Cast 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 Overload Air to cast Cyclone. You can cast it after, and swap to your next attunement mid-cast.
    • Immediately after finishing Overload Air, swap to Water Attunement.
  • In Water Attunement use Shatterstone and Water Trident then immediately return to Air Attunement to maintain high uptime of Fresh Air.
  • Use any other cooldowns that are available in Air Attunement then swap to Fire Attunement.
  • Cast Phoenix, Dragon's Tooth, and Wildfire if it is available then return to Air Attunement.
    • After every other Wildfire, swap to Earth Attunement and cast Dust Storm before returning to Air Attunement.
  • If Transcendent Tempest is about to expire, wait for Overload Air rather than swap to Water Attunement.


Video rotation example by Roul


Notes

  • Cast Lightning Strike 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 Lightning Orb 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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