Build Difficulty: ● ● ● ● ●
优点
- High damage
- Fluid rotation
- Strong bursts
- Lots of cleave
- Plenty of CC
缺点
- High mastery curve
- Fast paced rotation
- Loses damage on moving targets
[&DQYfHikrMBcnDwAAQgEAAAUBAADLAAAAlwAAAAAAAAAAAAAAAAAAAAAAAAA=]Build Difficulty: ● ● ● ● ●
You can replace any of your skill by if you struggle and get caught a lot by Crowd Controls.
Based on preferences, you can also run over any of the utility skills.
| Fire Attunement | Default Keybind |
|---|---|
2 | |
4 | |
5 |
| Water Attunement | Default Keybind |
|---|---|
2 | |
4 |
| Air Attunement | Default Keybind |
|---|---|
Power Tempest is a strong Damage dealer aiming to inflict massive Damage using AoEs to generate multiple Downs while being able to cleave them. However, this all comes at the cost of a lack of utility.
This build mostly relies on and combination to constantly have strong AoEs ticking while using other sources of Damage such as Conjure Weapons and Staff skills.
Additionally, Power Tempest benefits from strong modifiers with , and . The aim is to maintain these as much as possible.
Overloads are powerful channelled skills you gain after staying four seconds in an Attunement. Using an Overload puts the corresponding Attunement on a 20 second Cooldown. We will only want to use these in and .
and provide an Attribute Bonus, so try to keep holding them for as long as possible. This can help boost any AoEs that are still ticking. Their skills and Auto Attack Chain are usually much stronger than your options on Staff.
also provides an Attribute Bonus however to stats of a less importance.
Keep in mind that you can cast Overloads while using , and .
Below you will find a breakdown of what skills are important within each Attunement.
is a great filler skill which deals ticking Damage for multiple seconds. Aim to spam it as much as possible while waiting for .
is one of our best Damaging skills and should be used off Cooldown. Keep in mind that you will be stuck in place while casting this skill.
provides a high Damage, ticking AoE. The AoE will follow you until the skill has finished casting. Once finished, the AoE will remain ticking in place.





2 |
3 |
4 |
5 |
| Earth Attunement | Default Keybind |
|---|---|
2 | |
| → | 3 → 3 |
4 |
| Lightning Hammer | Default Keybind |
|---|---|
| → → | Auto Attack |
4 | |
5 |
| Frost Bow | Default Keybind |
|---|---|
4 |
| Fiery Greatsword | Default Keybind |
|---|---|
| Auto Attack | |
3 | |
4 | |
5 |
is the only skill worth using. We will simply instantly cast it when swapping and go back to as soon as possible by triggering . It is the only use of .
is decent Damage that can be used in last ressort while waiting for if no Conjure Weapons are up.
is a really powerful Crowd Control that should be used as much as possible to lock down players in your damaging areas.
is what makes this Attunement strong : we will aim to cast this Overload as much as possible as it is the best Damage source of this build by far. Always finish the cast for the same reason as .
is another short filler skill that will be used similarly to while triggering and instantly swap back to .
can also be used as a strong Crowd Control, but you shouldn't delay your Attunement swap too much for it.
When going in and later in your rotation, you can start casting your 2 skill and instantly swap to during the cast to have the Overload Cooldown starting as soon as possible. It is obviously only doable if you have a ticking field active to trigger . It should almost always be the case if you properly finish the cast of .
Due to the volatility of zerg fights, there is no real rotation set in stone, but here is what you should aim to do the following:
Power Tempest is pretty much defenseless. Use your Dodges and position yourself wisely.
Keep in mind that your Overloads are a Break Stun. If you struggle surviving, consider taking .
| Skill | Defiance Damage | Source |
|---|---|---|
| 400 Range | Staff: | |
| 2 Seconds | Staff: | |
| 50 Range | Staff: | |
| 600 Range |