Power Tempest

has a low learning curve with a lot of small tricks to increase your DPS and is currently a very viable build on big and medium hitboxes.

This build is rather beginner friendly and can be picked up rather quickly. Mastery of precasting and will help you greatly.

If you want to provide more support for your squad, you can use and off .

This build requires , if your subgroup does not have access to you will need to take: Assassin's Backpiece 2 x 16 x and


Build Updated
Jun 3, 2021
Skill Floor
3 / 5
Skill Ceiling
4 / 5
Boon Reliance
4 / 5
Added
May 2021 Balance
Item Stat Sigil / Rune
Helm
Berserker's
Shoulders
Berserker's
Coat
Berserker's
Gloves
Berserker's
Leggings
Berserker's
Boots
Berserker's
Primary Weapon Set
Main Hand
Berserker's
Offhand
Berserker's
Item Stat
Backpiece
Berserker's
Accessory
Berserker's
Accessory
Berserker's
Amulet
Berserker's
Ring
Berserker's
Ring
Berserker's
Food & Utility
Food
Utility
Infusions
Infusion x15
Infusion x3
Rotation Log
Build Template
Attunement Skills
Auto Attack Chain
Attunement Skills
Auto Attack Chain

Look at your and while using , if your is on , then go to . The same applies in the opposite scenario.

Use off .

There is a small window of time after you have cast and gone back from to where you have the 10% modifier from overloading as well as the + 250 from the buff.

You want to use your most damaging skills, such as or in that window whenever possible.

Introduction to Tempest

Conjures are bundle items that , and can summon. Each bundle comes with effectively two charges, the first one will be placed in your hands and the second one will be placed on the ground by a AoE skill.

Picking up the second Conjure will come with a slightly delay due to the animation.

Conjures will be the bane of your life as you begin to realise that everyone in your squad seems to have a claim to your or .

You will come across two Conjures with this build:

You have access to four different attunements when you are playing , or :

Each attunement gives you a new set of weapon skills with a variety of effects. This effectively gives and access to 20 weapon skills and gives access to 26 weapon skills.

You can swap between your attunements every 1.5 seconds and you can do this whilst casting a skill. Your previous attunement will go on a 10 second . This is further decreased as attunement is affected by .

When you have the trait equipped, your will get fully when you land a critical hit.

Overloads are a unique mechanic to .

Each Overload skill is available after six seconds once you attune to a new attunement. Due to the trait , your Overload skill is actually available after four seconds.

There are four different Overloads available: can be used to upkeep . can be used to top up your squad if their health is getting low. is the main feature of your rotation. It provides high damage and cleave. grants your subgroup with and applies to enemies. The final pulse inflicts .

There are a few traits that affect Overloads: causes you to grant Auras based on your Overload. grants and increases the effectiveness of the you apply by 20%. reduces the of your Overloads by 33%. After you complete , you will gain 7% increased power and condition damage for seven seconds.

Precasting is a common practice before boss a triggers. Do this by: Start in with your Staff equipped. Cast and swap to mid cast. Then equip your Scepter and Warhorn back. This is most common at but only if you /gg then run in before she spawns, at and , assuming you get a countdown.

Always pre-cast at the start of split phases and once you have returned to the boss. Not only is this to get in some extra damage but it also applies .

Take a step back during before you cast . This will dramatically increase the number of hits from , this is increasingly noticeable on small hitboxes.

If you have trust issues, you can drop for . This will grant you when you use .

Use to help supplement . This can be used during split phases when typically drops off.

If you are saving for a burn phase, you can use due to its shorter . This helps to reduce your DPS downtime.

You don't have any skills that root you or lock you into melee. This can make moving around bosses and responding to mechanics very easy. The only issue is that you cannot during .

is extremely useful for maintaining your squad at full health.

makes this rotation very forgiving and allows you to reset your rotation very easily. This makes it very fluid at encounters with multiple phases.

Utility Skills & Variations

is an extremely strong heal that pulses three times and it cleanses one condition on the final pulse.

will summon a bundle and is a skill. When you have in your hands, you will benefit from + 75 and + 180 . The second "charge" of , that will be whenever you placed the skill, will last for 30 seconds.

will create a different storm based on your current attunement, this skill is a Aoe skill. Each storm has a different and effect. For this build, you will use one of the four storms: has a 60 second and causes some .

grants you + 180 .

will summon a bundle and is a skill. When you have in your hands, you will benefit from + 260 and + 180 . The second "charge" of , that will be whenever you placed the skill, will last for 30 seconds.

Traits & Variations

grants you + 150 whilst in .

causes your to last 20% longer and you have a 33% chance to cause whenever you do a critical hit.

grants you + 150 when you have over 10 stacks of . You gain an additional + 150 when in , assuming the requirements are met.

causes you to deal 10% more damage whilst in . It also reduces the of your weapon skills by 20%.

causes your Fire Fields to last two seconds longer and you gain a stacking bonus when a Fire Field hits a foe. This stacking bonus grants you 1% damage per stack for a maximum of 10 stacks.

grants you 7% based on your .

grants you + 180 whilst under the effects of . It will also grant you when you land a critical hit, this comes with a three second internal .

grants you + 150 . Whilst you are in you gaint an additional + 150 and gain reduced on your weapon skills.

instantly your when you land a critical hit. After this trait is triggered, you will gain + 250 for five seconds.

causes all your shouts to apply two stacks of and they inflict . The and are on the intitial tick and do not apply multiple times for channel skills like .

reduces the of your Overloads by 33%. After you complete , you will gain 7% increased power and condition damage for seven seconds.

Gear Variations

This build requires , if your subgroup does not have access to you will need to take: Assassin's Backpiece 2 x 16 x and

Breakbars

= 150 damage.

= 150 damage.

= 232 damage.

= 200 damage.

Spirit Vale

Use to help limit the impact of . If you see that your squad might struggle, use before pops. If you think you will survive it, you can use it afterwards to help releive some pressure on the .

If is moving around, remember to cast and in the direction that it's running. This will ensure the maximum number of hits.

You can pre-cast during the split phase and when you return to .

Place your conjures where you won't forget them! There is a fair amount of moving involved in this encounter so make sure you place your and in easy to reach locations.

If you have trust issues, you can drop for . This will grant you whenever you use .

You can easily help with Orb clearing by aiming your and in their directions. If you really need to, you can also use to help cleave the orbs down.

Delay to help with the . You know you'll need the additional CC.

During the split phase, you can use to keep up some and to extend boons.

You can offset your to cleave multiple .

We recommend playing at this encounter.

Salvation Pass

Make sure your and are always cast towards the center of the arena. This will help cleave down any . Aiming towards the center of the arena will also hopefully mean that you don't kill any friendly .

and can be taken if more condition cleanses are required.

Precast your skills during every . Make sure your finishes before you get inflicted with as you will get interrupted.

If your souce of has to eat a mushroom, make sure you use to compensate.

We recommend playing at this encounter.

Stronghold of the Faithful

Make sure your full opener is available for every burn phase.

Place your conjures in the direction that is moving. Be certain that they aren't left behind.

It's very easy to accidentally to orb with . Always try your best to avoid doing this.

Camp during the orb phases to help sustain your squad.

If you only have one healer, you should go to the side without a healer during the pre-event. This will allow you to help sustain your group and provite some .

Aim your and to help with shard clearing.

If you desperately need it, you can clear two shards at the same time with .

Bastion of the Penitent

We recommend playing at this encounter.

Running makes life extremely comfortable if your squad runs without a healer.

As always, this is just a DPS golem. Use it as rotation practise.

Get in the habit of jumping , rather than . This will allow you to channel during this mechanic.

During the split phase, you can aim and to allow you to hit both Guldhem and Rigom at the same time.

Use to help provide some CC for each .

is very safe here due to the large range, or radius, of its skills. This means you are pretty much always safe from triggering .

If Saul isn't stacking properly under , try to cleave him with , and . Exactly the same applies to Prides, try to cleave them and at the same time.

Place your , and in the direction that will move.

Hall of Chains

We recommend playing at this encounter. We recommend playing at this encounter.

Mythwright Gambit

Don't aim directly into Conjured Amalgamate as it will drop off the platform and lose a lot of hits. Aim it to the side, along the platform, and it will land every tick.

If your source is collecting orbs, supplement with .

Be careful when using on the Shields. You can quickly kill yourself if they are not broken.

On the other hand, you should always use when Swords spawn.

We recommend playing at this encounter.

Make sure you use your full opening burst on every creature that spawns. Your burst will always be back off for when you return to .

It is possible for you to do Lamp as you have a large amount of cleave. However, you can struggle on later levels due to the lack of constant burst.

Use , from , when on the . This will help break the adds that spawn.

Use during the split phase to maintain .

The Key of Ahdashim

You are somewhat of a mid range DPS build. This allows you to take a Pillar without suffering too much.

If you split your squad during the split phase, you should go to the side without a healer. This is because you can supplement with and .

Precast on the hands during the split phase, but make sure not to blow all of your .

We recommend playing at this encounter. We recommend playing at this encounter.