Power Tempest

Meta Damage Build

Overview
Large Hitbox34558 DPSby Roul [SC]
Guide

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 and Staff 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 and . Another bonus is the extended boon duration from on the entire party making the life of your Chronomancer a little bit easier.

For projectile-heavy scenarios and can be used, and help against trash mobs and defiance bars.

Contrary to the Sword Weaver, melee hate like Social Awkwardness or disruptions like 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 many small things to achieve top numbers.
The positiong and timing of skills matter a lot, a single mistake can make your DPS end up several thousands below other damage dealers.

The build benefits heavily from slaying potions such as and .

Equipment
Armor
  • Berserker

    Scholar

  • Assassin

    Scholar

  • Assassin

    Scholar

  • Assassin

    Scholar

  • Assassin

    Scholar

  • Assassin

    Scholar

Weapons
  • Berserker Scepter

    Impact

  • Berserker Warhorn

    Force

Swap Weapons
  • Scepter with
  • Warhorn with
  • Scepters with slaying sigils (see Consumables Guide)
  • A dagger for (fire field for Might-stacking) and (skipping)
Back and trinkets
Berserker
Assassin
Assassin
Berserker
Assassin
Berserker
Consumables
Food
Utility
Infusion
Armor
  • Assassin

    Scholar

  • Assassin

    Scholar

  • Assassin

    Scholar

  • Assassin

    Scholar

  • Berserker

    Scholar

  • Assassin

    Scholar

Weapons
  • Berserker Scepter

    Impact

  • Berserker Warhorn

    Force

Swap Weapons
  • Scepter with
  • Warhorn with
  • Scepters with slaying sigils (see Consumables Guide)
  • A dagger for (fire field for Might-stacking) and (skipping)
Back and trinkets
Berserker
Assassin
Berserker
Berserker
Berserker
Berserker
Consumables
Food
Utility
Infusion
Build
Traits
  • Arcane

  • Air

  • Tempest

Situational Traits
Useful automatic group stunbreak for things like Last Laugh or bosses like MAMA.
Another defensive option instead of when heals and damage reduction are more valuable than reflects and longer boons. Combine it with if possible.
If you can't profit from (e.g. Artsariiv).
If you don't get enough Vigor from your Chronomancer.
If you don't get enough Retaliation from your Chronomancer.
Counters movement-impairing conditions while overloading, useful in scenarios like the Immobile on interact with the consoles in Aetherblade Fractal.
Useful for skipping with Superspeed, especially in combination with .
Skills
Heal
Utilities
Elite
Situational Skills
If you don't reach 100% critical chance and are too lazy to get Assassin's pieces, take this instead of .
A group-wide reflect aura lasting for 4 seconds.
Deals the same damage as but on multiple foes. Also useful to generate Might with a fire field.
Faster burst than on large hitboxes with the bonus of being semi-ranged.
A teleport with a range of 900 units. Sufficient for most blink spots.
Sometimes used to blast Might in fights like Skorvald.
If you can't benefit from .
Prevents otherwise deathly mechanics for the entire group, like Corporal Reassignment (Doomed) at Artsariiv or Arkk.
An alternative heal skill affecting allies close-by.
Provides three blocks for things like the console in Underground Facility Fractal.
Another defensive utility skill granting Protection and Stability.
Grants Superspeed, useful for skips especially in combination with or .
Details
Skill Priority

Your entire rotation revolves around using as often as possible.

Apart from that, you have the following modifiers:

  • : 10% damage increase for 4 seconds after finishes
  • : 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:

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.

Huge Hitbox: 34.6k DPS by Roul [SC]

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 have a )
    3. (from range, ideally it should pass through the mob when the 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 but don't miss group buffs like
  • Try to place the outer ring of directly on the target and make sure the cast actually 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
Defiance Bar Damage
100 per hit with Stun
150 with Pull
20 per second with Blind
232 with Launch
20 per second with Blind
150 with Knockback