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  • February 24, 2021
  • 6.7 min to read
Overview
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Boons
Key Skills
Conditions
Role
  • Power Damage
The Power Tempest is a strong DPS variant for fractals with various utilities the Weaver counterpart doesn't offer.
It has very high burst damage in fast-paced fights and its overall DPS is only contested by the Sword Weaver on huge hitboxes.
Thanks to
, the group's damage is buffed by around 1k DPS, so at least one Tempest is never a bad idea when thinking about group composition.
Apart from great DPS, the build afflicts tons of Vulnerability and helps keeping up Might with
.
For projectile-heavy scenarios,
and
can be used,
and
help against trash mobs and defiance bars.
Contrary to the Sword Weaver, melee hate like Mistlock Instability: Social Awkwardness or disruptions like Mistlock Instability: Last Laugh don't matter that much since you can stand on range and have access to a multitude of defensive mechanics like Stability and
.
The degree of difficulty is a little bit higher than the other Elementalist builds, as you need to adhere to many small things to achieve top numbers.
The positioning and timing of skills matter a lot, a single mistake can make your DPS end up several thousand below other damage dealers.
The build benefits heavily from slaying potions and sigils such as
and
.
Equipment
Build
  • Water
  • Air
  • Tempest
Situational Skills
Heal
A stronger healing alternative if Might uptime is good.
Another healing alternative affecting allies close-by.
Offensive
Use this skill instead of
if you need extra cleave damage at the cost of some target dps. Also useful to generate Might with a fire field.
Faster burst than
on large hitboxes with the bonus of being semi-ranged.
Defensive
Provides three blocks for things like the console in Underground Facility Fractal.
Another defensive utility skill granting Protection and Stability.
A group-wide reflect aura lasting for 4 seconds.
Utility
A teleport with a range of 900 units. Very important skill for certain skips, especially in combination with
, useful in fractals like Cliffside Facility Fractal, Aetherblade Fractal and Underground Facility Fractal.
Grants Superspeed, useful for skips, especially in combination with
or
.
If you don't reach 100% critical chance and are too lazy to get Assassin's pieces, take this instead of
.
Swap Weapons
  • Scepter with
  • Warhorn with
  • Scepters with slaying sigils (see Consumables Guide)
  • A dagger for
    (fire field for Might-stacking) and
    (skipping)
Situational Traits
Useful automatic group stunbreak for things like Mistlock Instability: Last Laugh.
Use this instead of
when you are not using
.
If you can't profit from
(e.g. Warden Amala in Twilight Oasis.
Useful for skipping with Superspeed, especially in combination with
or
.
Defiance Bar Damage
100 with Stun
150 with Pull
20 / s with Blinded
232 with Launch
20 / s with Blinded
150 with Knockback
Details
Skill Priority
Your entire rotation revolves around using
as often as possible.
Apart from that, you have the following modifiers:
  • : 7% damage and condition damage for 7 seconds after
  • : 250 ferocity for 5 seconds after attuning to air
  • and
    when the target's defiance bar is broken
  • : 75 ferocity while wielding it
  • : 260 power while wielding it
You want to use your most damaging skills while these modifiers are active.
Therefore your basic rotation optimally is:
  1. Attune to something else
  2. Critically hit with something fast to trigger
  3. High damage skills like
    ,
    and
  4. Repeat
In reality, the something looks like the following:
  • In
    :
  • In
    :
    • (only on large hitboxes)
  • In
    :
When attuning back to
, you will have 5 seconds cooldown before you can use
again.
During this window you want to use your conjured weapons:
    1. =>
      =>
    1. (if you can whirl against a wall or have to switch targets)
And lastly, you should use
(instant cast) off recharge and
whenever Might is low on the group.
Opener
  1. If a Mistlock Singularity is present
    1. and reset its cooldown with it
    1. Precast
      so it finishes when the fight starts
    2. (if you are wielding a
      )
    3. (from range, ideally it should pass through the mob/boss when its defiance bar is broken)
  2. (only on huge hitboxes)
    1. (inside the target's hitbox)
    2. =>
      =>
      and 3x
Advanced Notes
  • Always cast
    from as far as possible.
  • Try to place the outer ring of
    directly on the target and make sure the cast finishes.
  • Cast
    while standing inside the target's hitbox to make sure all strikes hit.
  • Remember to already switch to the next attunement while casting skills.
  • (your
    auto-attack) deals more damage the longer you channel it, but every other skill has a higher priority.