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 .
|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 .|
|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 .|
Your entire rotation revolves around using as often as possible.
Apart from that, you have the following modifiers:
You want to use your most damaging skills while these modifiers are active.
Therefore your basic rotation optimally is:
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:
If a Mistlock Singularity is present
(only on huge hitboxes)