Difference between revisions of "Tempest - Alacrity Support Power DPS"
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| specialization = Tempest | | specialization = Tempest | ||
| designed for = Raid | | designed for = Raid | ||
− | | rating = | + | | rating = Good |
| focus = Direct Damage | | focus = Direct Damage | ||
− | | xpac = hot | + | | xpac = hot, soto |
| meta = | | meta = | ||
| difficulty = 2 | | difficulty = 2 | ||
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==Overview== | ==Overview== | ||
− | Fresh Air Tempest relies on spamming {{Skill|Overload Air}} and resetting its cooldown with {{Trait|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 {{tooltip|Vulnerability}}, deals excellent burst damage on large hitboxes, and provides a unique damage buff to its party through {{Skill|Overload Air}}'s Static Discharge. | + | Fresh Air Tempest relies on spamming {{Skill|Overload Air}} and resetting its cooldown with {{Trait|Fresh Air}} for both damage and {{tooltip|Alacrity}}. This, combined with its high damage AoE skills, makes it excel at killing adds and trash mobs. In addition, Tempest provides a lot of {{tooltip|Vulnerability}}, deals excellent burst damage on large hitboxes, and provides a unique damage buff to its party through {{Skill|Overload Air}}'s Static Discharge. |
+ | |||
+ | This build provides permanent {{tooltip|Alacrity}}, {{tooltip|Fury}} and {{tooltip|Swiftness}}. By default it only provides ~10 {{tooltip|Might}} and ~35% {{tooltip|Protection}}, but utility skills can help improve this at a DPS loss. | ||
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| profession = Elementalist | | profession = Elementalist | ||
| specialization = Tempest | | specialization = Tempest | ||
− | | weapon1 = | + | | weapon1 = Hammer |
− | | weapon2 = | + | | weapon2 = |
− | |healing = | + | |healing = "Wash the Pain Away!" |
− | |utility1 = | + | |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=== | ||
+ | There are many weapon sets dealing similar damage, allowing you to choose whichever you prefer: | ||
+ | * '''Hammer''' and '''Sword/Dagger''' offer very similar damage, though '''Hammer''' has the advantage that {{skill|Crescent Wind}} means you don't need {{skill|Signet of Fire}}, meaning it loses less damage to take different utility skills. | ||
+ | * '''Scepter/Dagger''' is a moderate DPS loss, but allows for ranged damage and is the best option for players that don't own Secrets of the Obscure. | ||
+ | |||
+ | Be aware that '''Hammer''' uses different gear to other options. | ||
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'''Healing''' | '''Healing''' | ||
* {{Skill|Signet of Restoration}} provides good healing in 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| | + | * {{Skill|Glyph of Elemental Harmony}} is the strongest personal heal. |
* {{Skill|Ether Renewal}} if extra condition cleanse is needed. | * {{Skill|Ether Renewal}} if extra condition cleanse is needed. | ||
Line 39: | Line 49: | ||
'''Utility''' | '''Utility''' | ||
− | As a support, you should be willing to trade DPS to bring group utility. {{skill| | + | As a support, you should be willing to trade DPS to bring group utility. {{skill|Arcane Blast}} should be swapped out, as {{skill|Glyph of Storms}} is higher damage and {{skill|"Feel the Burn!"}} is important for providing {{tooltip|Might}} and improving uptime of {{trait|Tempestuous Aria}}: |
* {{Skill|"Aftershock!"}} provides {{tooltip|Aegis}} to allies and pads your {{tooltip|Protection}} uptime. | * {{Skill|"Aftershock!"}} provides {{tooltip|Aegis}} to allies and pads your {{tooltip|Protection}} uptime. | ||
** Be aware that the magnetic aura applied by this ability can cause issues on some encounters. | ** Be aware that the magnetic aura applied by this ability can cause issues on some encounters. | ||
* {{skill|"Eye of the Storm!"}} provides {{tooltip|Stability}} and {{tooltip|Swiftness}} to allies. | * {{skill|"Eye of the Storm!"}} provides {{tooltip|Stability}} and {{tooltip|Swiftness}} to allies. | ||
− | Either of these skills will be helpful if there is a danger of being | + | Either of these skills will be helpful if there is a danger of being interrupted while in the middle of your overloads. |
+ | * {{skill|Glyph of Lesser Elementals}} provides ~15 {{tooltip|Might}} stacks if summoned in {{skill|Fire Attunement}}, and deals comparable damage to {{skill|Glyph of Storms}} (see the usage section for more details). | ||
* {{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. | ||
+ | |||
+ | If not running '''Hammer''', you need to to take {{skill|Signet of Fire}} and {{skill|Glyph of Storms}} should be dropped for utility. | ||
'''Elite''' | '''Elite''' | ||
* {{skill|Conjure Fiery Greatsword}} can be pre-cast in fractals then swapped to another skill for extra damage. | * {{skill|Conjure Fiery Greatsword}} can be pre-cast in fractals then swapped to another skill for extra damage. | ||
+ | * {{skill|"Rebound!"}} can be used to ignore certain mechanics that would otherwise down the group. | ||
Line 54: | Line 68: | ||
==Template Code== | ==Template Code== | ||
{{TemplateCode| | {{TemplateCode| | ||
− | code = [& | + | code = [&DQYpLx8dMCfHEscSywDLAL4BUAHDEsMSJgCZEgAAAAAAAAAAAAAAAAAAAAADWgAvADMAAA==] |
}} | }} | ||
Line 61: | Line 75: | ||
==Specializations== | ==Specializations== | ||
{{Specialization|Air|bot|bot|mid}} | {{Specialization|Air|bot|bot|mid}} | ||
− | {{Specialization| | + | {{Specialization|Fire|top|bot|top}} |
− | {{Specialization|Tempest|bot|top| | + | {{Specialization|Tempest|bot|top|mid}} |
+ | |||
− | * You | + | * You should run {{trait|Raging Storm}} against non-defiant targets. |
==Equipment== | ==Equipment== | ||
+ | |||
+ | ===Hammer Equipment=== | ||
{{PvE equipment | {{PvE equipment | ||
| stats = Berserker | | stats = Berserker | ||
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| rune = Superior Rune of the Scholar | | rune = Superior Rune of the Scholar | ||
| rune-qt = 6 | | rune-qt = 6 | ||
− | | weapon1 = | + | | weapon1 = Hammer |
− | | weapon2 = | + | | weapon2 = |
| sigil1 = Superior Sigil of Force | | sigil1 = Superior Sigil of Force | ||
| sigil2 = Superior Sigil of Accuracy | | sigil2 = Superior Sigil of Accuracy | ||
Line 81: | Line 98: | ||
| infusion1-qt = 18 | | infusion1-qt = 18 | ||
| relic = Relic of Fireworks | | relic = Relic of Fireworks | ||
− | | | + | | head = Diviner |
− | | | + | | legs = Diviner |
+ | | backpiece = Diviner | ||
}} | }} | ||
− | * This setup has | + | * This setup has 28% boon duration including that from {{trait|Gathered Focus}}. |
− | * | + | ** If you want more boon duration you can add more {{tooltip|Diviner stats}} pieces up to 32% without needing to start adding more {{tooltip|Assassin stats}} pieces. |
+ | ** You could theoretically run full {{tooltip|Berserker stats}} pieces and rely entirely {{trait|Gathered Focus}}, though {{tooltip|Alacrity}} will be very tight. | ||
− | ===Equipment | + | ===Other Equipment=== |
− | + | {{PvE equipment | |
− | * | + | | stats = Berserker |
− | ** With this setup | + | | weight = Light |
+ | | rune = Superior Rune of the Pack | ||
+ | | rune-qt = 6 | ||
+ | | weapon1 = Sword | ||
+ | | weapon2 = Dagger | ||
+ | | sigil1 = Superior Sigil of Force | ||
+ | | sigil2 = Superior Sigil of Impact | ||
+ | | weapon3 = Scepter | ||
+ | | sigil3 = Superior Sigil of Force | ||
+ | | infusion1 = Mighty +9 Agony Infusion | ||
+ | | infusion1-qt = 18 | ||
+ | | relic = Relic of Fireworks | ||
+ | | legs = Assassin | ||
+ | | backpiece = Assassin | ||
+ | | amulet = Assassin | ||
+ | }} | ||
+ | |||
+ | * This setup has 2365 precision including that from {{skill|Signet of Fire}}. | ||
+ | * Against targets that can't be stunned, it is a miniscule DPS loss to run full {{tooltip|Berserker stats}} gear with a {{sigil|Superior Sigil of Accuracy}} instead of the {{sigil|Superior Sigil of Impact}}. | ||
+ | ** With this setup you can add {{tooltip|Diviner stats}} pieces up to 45% boon duration without needing to start adding more {{tooltip|Assassin stats}} pieces. | ||
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==Usage== | ==Usage== | ||
+ | |||
+ | ===Hammer Rotation=== | ||
+ | Summon {{skill|Glyph of Elementals}} in {{skill|Fire Attunement}} before the encounter starts. | ||
+ | |||
+ | 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>'''Opener''' </big> | ||
+ | # {{skill|Flame Wheel}} | ||
+ | # {{skill|Molten End}} | ||
+ | # {{skill|Overload Fire}} | ||
+ | # {{skill|Triple Sear}} | ||
+ | # {{skill|Air Attunement}} | ||
+ | # {{skill|Crescent Wind}} | ||
+ | # {{skill|Shock Blast}} | ||
+ | # {{skill|Lightning Storm}} | ||
+ | # {{skill|Hurricane of Pain}} | ||
+ | # {{skill|Overload Air}} | ||
+ | # {{skill|Earth Attunement}} | ||
+ | |||
+ | |||
+ | <big>'''Earth'''</big> | ||
+ | # {{skill|Rocky Loop}} | ||
+ | # {{skill|Ground Pound}} | ||
+ | # {{skill|Whirling Stones}}, and {{skill|Water Attunement}} during the cast | ||
+ | |||
+ | |||
+ | <big>'''Water'''</big> | ||
+ | # {{skill|Icy Coil}}, and {{skill|Air Attunement}} immediately | ||
+ | |||
+ | |||
+ | <big>'''Air 1'''</big> | ||
+ | # {{skill|Hurricane of Pain}} | ||
+ | # {{skill|Grand Finale}} | ||
+ | # {{skill|Overload Air}}, and {{skill|Crescent Wind}} during the cast | ||
+ | # {{skill|Shock Blast}} | ||
+ | # {{skill|Fire Attunement}} | ||
+ | |||
+ | |||
+ | <big>'''Fire'''</big> | ||
+ | # {{skill|Flame Wheel}} | ||
+ | # {{skill|Triple Sear}} | ||
+ | # {{skill|Molten End}} | ||
+ | # {{skill|Air Attunement}} | ||
+ | |||
+ | |||
+ | <big>'''Air 2'''</big> | ||
+ | # {{skill|Hurricane of Pain}} | ||
+ | # {{skill|Overload Air}} | ||
+ | # {{skill|Earth Attunement}} | ||
+ | # Return to start of '''Earth''' section | ||
+ | |||
+ | |||
+ | [https://youtu.be/ZkBVIgB6rno Video example] | ||
+ | |||
+ | |||
+ | ===Sword/Dagger Rotation=== | ||
+ | Summon {{skill|Glyph of Elementals}} in {{skill|Fire Attunement}} before the encounter starts. | ||
+ | |||
+ | 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}}. | ||
+ | |||
+ | |||
+ | <big>'''Opener''' </big> | ||
+ | # {{skill|Flame Uprising}} | ||
+ | # {{skill|Overload Fire}} | ||
+ | # {{skill|Cauterizing Strike}} | ||
+ | # {{skill|Fire Grab}} | ||
+ | # {{skill|Air Attunement}} | ||
+ | # {{skill|Quantum Strike}} | ||
+ | # {{skill|Lightning Storm}} | ||
+ | # {{skill|Ride the Lightning}} | ||
+ | # {{skill|Charged Strike}} {{to}} {{skill|Polaric Slash}} {{to}} {{skill|Call Lightning}} x2 | ||
+ | # {{skill|Overload Air}} | ||
+ | # {{skill|Earth Attunement}} | ||
+ | |||
+ | |||
+ | <big>'''Earth'''</big> | ||
+ | # {{skill|Earthquake}} | ||
+ | # {{skill|Churning Earth}} | ||
+ | # {{skill|Air Attunement}} | ||
+ | |||
+ | |||
+ | <big>'''Air'''</big> | ||
+ | # Autoattack, and use {{skill|Quantum Strike}} and {{skill|Ride the Lightning}} as they become available. You want to do two complete auto chains each loop. | ||
+ | # {{skill|Overload Air}} | ||
+ | # {{skill|Fire Attunement}} | ||
+ | |||
+ | |||
+ | <big>'''Fire'''</big> | ||
+ | # {{skill|Cauterizing Strike}} | ||
+ | # {{skill|Ring of Fire (elementalist)}} | ||
+ | # {{skill|Fire Grab}} (if available) | ||
+ | # {{skill|Flame Uprising}} | ||
+ | |||
+ | |||
+ | After this, you repeat the '''Air''' section followed by the '''Fire''' section, then return to the start of the '''Earth''' section. | ||
+ | |||
+ | The complete loop after the opener therefore goes '''Earth''' {{to}} '''Air''' {{to}} '''Fire''' {{to}} '''Air''' {{to}} '''Fire''' {{to}} Repeat | ||
+ | |||
+ | |||
+ | [https://youtu.be/oa6wuN7jqec Video example] | ||
+ | |||
+ | |||
+ | ===Scepter/Dagger Rotation=== | ||
+ | Summon {{skill|Glyph of Elementals}} in {{skill|Fire Attunement}} before the encounter starts. | ||
+ | |||
+ | 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}}. | ||
+ | |||
+ | |||
+ | <big>'''Opener''' </big> | ||
+ | # {{skill|Overload Fire}} | ||
+ | # {{skill|Phoenix}} | ||
+ | # {{skill|Fire Grab}} | ||
+ | # {{skill|Air Attunement}} | ||
+ | # {{skill|Ride the Lightning}} and {{skill|Lightning Strike}} | ||
+ | # {{skill|Lightning Storm}} | ||
+ | # Autoattack and {{skill|Lightning Strike}} until '''Overload Air''' is available | ||
+ | # {{skill|Overload Air}} | ||
+ | # {{skill|Earth Attunement}} | ||
+ | |||
+ | |||
+ | <big>'''Earth'''</big> | ||
+ | # {{skill|Earthquake}} | ||
+ | # {{skill|Churning Earth}} | ||
+ | # {{skill|Air Attunement}} | ||
+ | |||
+ | |||
+ | <big>'''Air'''</big> | ||
+ | # Autoattack, and use {{skill|Lightning Strike}} and {{skill|Ride the Lightning}} as they become available. | ||
+ | # {{skill|Overload Air}} | ||
+ | # {{skill|Fire Attunement}} | ||
+ | |||
+ | |||
+ | <big>'''Fire'''</big> | ||
+ | # {{skill|Phoenix}} | ||
+ | # {{skill|Ring of Fire (elementalist)}} | ||
+ | # {{skill|Dragon's Tooth}} | ||
+ | # {{skill|Fire Grab}} (if available) | ||
+ | |||
+ | |||
+ | After this, you repeat the '''Air''' section followed by the '''Fire''' section, then return to the start of the '''Earth''' section. | ||
+ | |||
+ | The complete loop after the opener therefore goes '''Earth''' {{to}} '''Air''' {{to}} '''Fire''' {{to}} '''Air''' {{to}} '''Fire''' {{to}} Repeat | ||
+ | |||
+ | |||
+ | [https://youtu.be/axk1AC8gKb0 Video example] | ||
+ | |||
+ | |||
+ | ===Scepter/Warhorn Rotation=== | ||
+ | {{Collapse start|Click to view}} | ||
The rotation below is for maximum damage, but if you are struggling with boon provision you can add a couple of extra steps (see below). | The rotation below is for maximum damage, but if you are struggling with boon provision you can add a couple of extra steps (see below). | ||
− | |||
− | |||
<big>'''Opening Burst'''</big> | <big>'''Opening Burst'''</big> | ||
Line 123: | Line 309: | ||
The rotation is very simple. After {{skill|Air Attunement}}, you switch to {{skill|Fire Attunement}}, use two skills, then return to {{skill|Air Attunement}} to overload and repeat. | The rotation is very simple. After {{skill|Air Attunement}}, you switch to {{skill|Fire Attunement}}, use two skills, then return to {{skill|Air Attunement}} to overload and repeat. | ||
+ | |||
+ | Throughout the rotation, cast {{Skill|Lightning Strike}} whenever it's available - it doesn't interrupt other channels. | ||
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#* {{skill|Lightning Storm}} | #* {{skill|Lightning Storm}} | ||
#* {{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|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|Lightning Orb}} | + | #* {{Skill|Lightning Orb}} - you can step back from the boss before casting this to maximize the hits you get from it. |
# {{skill|Overload Air}} | # {{skill|Overload Air}} | ||
# {{skill|Fire Attunement}} as soon as '''Overload Air''' finishes | # {{skill|Fire Attunement}} as soon as '''Overload Air''' finishes | ||
− | [https://youtu.be/ | + | [https://youtu.be/ew9xug_f6yk Video example] |
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{{skill|Heat Sync}} and {{skill|Sand Squall}} are not part of the default rotation, but can be included to increase your boon uptime. {{skill|Heat Sync}} significantly increases your {{tooltip|Might}} generation, and {{skill|Sand Squall}} provides {{tooltip|Protection}} as well as extending all boons by two seconds. | {{skill|Heat Sync}} and {{skill|Sand Squall}} are not part of the default rotation, but can be included to increase your boon uptime. {{skill|Heat Sync}} significantly increases your {{tooltip|Might}} generation, and {{skill|Sand Squall}} provides {{tooltip|Protection}} as well as extending all boons by two seconds. | ||
+ | {{Collapse end}} | ||
+ | |||
− | + | ==Notes== | |
+ | <big>'''Alacrity during downtime'''</big> | ||
− | + | Your rotation depends on you hitting enemies to trigger {{trait|Fresh Air}} and reset {{skill|Overload Air}}. On encounters where there are periods with nothing to hit, you should switch between your other attunements and use the overloads there as {{tooltip|Alacrity}} is important to maintain at all times. | |
− | |||
− |
Latest revision as of 20:27, 12 April 2025
The community gave this build a rating, making it second-tier: Good
Focused on: Direct damage
Designed for: Raids
Overview
Fresh Air Tempest relies on spamming Alacrity. 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.
This build provides permanent Alacrity,
Fury and
Swiftness. By default it only provides ~10
Might and ~35%
Protection, but utility skills can help improve this at a DPS loss.
Skill Bar
Weapon Variants
There are many weapon sets dealing similar damage, allowing you to choose whichever you prefer:
- Hammer and Sword/Dagger offer very similar damage, though Hammer has the advantage that means you don't need , meaning it loses less damage to take different utility skills.
- Scepter/Dagger is a moderate DPS loss, but allows for ranged damage and is the best option for players that don't own Secrets of the Obscure.
Be aware that Hammer uses different gear to other options.
Skill Variants
Healing
- provides good healing in low damage fights (i.e. fights where you never press your healing skill).
- is the strongest personal heal.
- if extra condition cleanse is needed.
Utility
As a support, you should be willing to trade DPS to bring group utility. Might and improving uptime of :
Aegis to allies and pads your
Protection uptime.
- Be aware that the magnetic aura applied by this ability can cause issues on some encounters.
provides Stability and
Swiftness to allies.
provides
Either of these skills will be helpful if there is a danger of being interrupted while in the middle of your overloads.
Might stacks if summoned in , and deals comparable damage to (see the usage section for more details).
provides ~15 - can be pre-cast in fractals then swapped to another skill for extra damage.
If not running Hammer, you need to to take
and should be dropped for utility.
Elite
- can be pre-cast in fractals then swapped to another skill for extra damage.
- can be used to ignore certain mechanics that would otherwise down the group.
Template Code
Specializations
- You should run against non-defiant targets.
Equipment
Hammer Equipment
Diviner
Berserker
Berserker
Berserker
Diviner
Berserker
Diviner
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
x6
x18
- This setup has 28% boon duration including that from
- If you want more boon duration you can add more
Diviner stats pieces up to 32% without needing to start adding more
Assassin stats pieces.
- You could theoretically run full
Berserker stats pieces and rely entirely , though
Alacrity will be very tight.
.
- If you want more boon duration you can add more
Other Equipment
Berserker
Berserker
Berserker
Berserker
Assassin
Berserker
Assassin
Berserker
Berserker
Assassin
Berserker
Berserker
Berserker
Berserker
Berserker
x6
x18
- This setup has 2365 precision including that from .
- Against targets that can't be stunned, it is a miniscule DPS loss to run full
Berserker stats gear with a instead of the .
- With this setup you can add
Diviner stats pieces up to 45% boon duration without needing to start adding more
Assassin stats pieces.
- With this setup you can add
Consumables
Food
- or ascended versions
Utility
Usage
Hammer Rotation
Summon
in before the encounter starts.Throughout the rotation, cast
, , and off cooldown, but only when in .
Opener
Earth
- , and during the cast
Water
- , and immediately
Air 1
- , and during the cast
Fire
Air 2
- Return to start of Earth section
Sword/Dagger Rotation
Summon
in before the encounter starts.Throughout the rotation, cast
, and off cooldown, but only when in .
Opener
- ⇒ ⇒ x2
Earth
Air
- Autoattack, and use and as they become available. You want to do two complete auto chains each loop.
Fire
- (if available)
After this, you repeat the Air section followed by the Fire section, then return to the start of the Earth section.
The complete loop after the opener therefore goes Earth ⇒ Air ⇒ Fire ⇒ Air ⇒ Fire ⇒ Repeat
Scepter/Dagger Rotation
Summon
in before the encounter starts.Throughout the rotation, cast
, , and off cooldown, but only when in .
Opener
- and
- Autoattack and until Overload Air is available
Earth
Air
- Autoattack, and use and as they become available.
Fire
- (if available)
After this, you repeat the Air section followed by the Fire section, then return to the start of the Earth section.
The complete loop after the opener therefore goes Earth ⇒ Air ⇒ Fire ⇒ Air ⇒ Fire ⇒ Repeat
Scepter/Warhorn Rotation

The rotation below is for maximum damage, but if you are struggling with boon provision you can add a couple of extra steps (see below).
Opening Burst
- Summon in before the encounter starts, and swap to .
- Cast from afar then begin channeling . 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 after instead.
- and during the cast of the skills above.
Loop
The rotation is very simple. After
, you switch to , use two skills, then return to to overload and repeat.Throughout the rotation, cast
whenever it's available - it doesn't interrupt other channels.
Fire
- . If not available, use instead.
- during the cast - we use the longer cast time skill second in order to spend as little time autoattacking in Air Attunement as possible.
Air
- Use whichever of the following cooldowns are available, otherwise just autoattack
- - this has no cast time, so cast during other skills. You should be able to use it twice each time you're in air.
- - you can step back from the boss before casting this to maximize the hits you get from it.
- as soon as Overload Air finishes
Extra boons
Might generation, and provides
Protection as well as extending all boons by two seconds.
Notes
Alacrity during downtime
Your rotation depends on you hitting enemies to trigger Alacrity is important to maintain at all times.
Ratings

Comments
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