Power Tempest (Staff)
The Staff Power Tempest: the same
Fresh Air trait core as the Spear build, with
Meteor Shower and three conjures instead of
Arcane Echo.
Fire, Air and Tempest on Berserker's, Dragon's and Marauder with
Deadeye — identical to the Spear variant. Two utility slots and the weapon are the whole difference.
Why these traits
Fresh Air recharges air on a critical hit and gives ferocity on the re-attune;
Transcendent Tempest shortens the wait for
Singularity and pays a damage bonus for finishing an overload, which the
Hardy Conduit minor turns into protection for nearby allies as well.
Power Overwhelming and
Persisting Flames are the Fire half of the damage.
Conjurer is worth more on this bar than on its siblings': it gives you a fire aura when an ally picks up a conjured weapon, and you carry three —
Conjure Frost Bow,
Conjure Lightning Hammer and
Conjure Fiery Greatsword — each of which drops a second copy for someone to take. Treat them as extra damage windows, not a rotation.
Gear reasoning
Berserker's, Dragon's and Marauder under
Deadeye — the prefix split is a vitality dial, not a defensive plan.
Force on both sets,
Impact against stunned and knocked-down targets,
Bloodlust stacking power off kills.
Fireworks triggers on weapon skills with a recharge of 20 seconds or more, and
Meteor Shower is 30 — the two are made for each other.
When not to run it
Staff casts are long and there is nothing on this bar to get you out of one — no cantrip, no
Stability, and
Armor of Earth and
Lightning Flash both exist and are not slotted.
Against a squad that pushes the backline, take the Spear variant, or the Hammer variant, which carries
Lightning Flash.