Post by Criswolf09 on Jul 16, 2022 20:26:35 GMT -5
Guide Overview
Hello guys and girls, today I bring you a new and updated guide for the Tempest Archetype. So what does this hero do? This hero wields the mighty power of the electricity and lightning to shock foes, with multiple area attacks.
This is a premium Archetype that can be purchased by Silver Players from the Zen Store or is free for Lifetime Subscribers
This Archetype can be obtained for free by gathering 750 Patriot Tokens during the Patriot Event on July to unlock from the Store of Liberty Guard
Main Mechanics:
1. Arcs: This effect is a random jumping bolt that will deal damage to foes with 25ft and won't break Crowd Control effects.
2. Negative Ions: This is the core debuff of the Electricity power set that will leave foes electrically charged. Other attacks may benefit from this ailment for example make a 5 target attack jump a 6th target.
3. Circuits: This effect will happen when Negative Ions is consumed by an Electricity power, usually triggering an Arc.
4. Superconductor: This is a debuff that reduces the target's electrical damage resistance by a short time.
Archetypes Super Stats
1. Primary Stat: Endurance
2. Secondary Stats: Ego and Recovery
Specialization Trees
1. Level 10: Endurance
2. Level 20: Avenger
3. Level 30: Guardian
Archetype Power Progression
1. Electric Bolt
1. Chain Lightning
6. Electrical Current
8. Electric Form
11. Thunder Strike OR Ball Lightning
14. Power Source
17. Lightning Arc
21. Electric Shield
25. Ionic Reverberation
30. Gigabolt OR Lightning Storm
35. Electric Sheath
40. Electrocute OR Blinding Light
Power Explanation
Level 1 - Electric Bolt: This is our energy builder power that will shock an enemy with Electrical damage, generate energy and each hit has 25% chance to apply Negative Ions. I recommend leaving it at rank 1 because later in our power progression, our attacks will be able to generate energy more efficiently. This power has two special advantages, the first is called Lightning Overload which will cause this power to arc to a secondary target every attack and the second advantage is called Ionic Infusion which will double the chance to apply Negative Ions with every hit.
Level 1 - Chain Lightning: This power will deal Electrical damage to single target, and is tagged as a Blast for Specialization Tree purposes. Has a 44-100% chance to apply Negative Ions to the target, based on charge time. If our energy pool is above 90% the chance to apply the debuf is 100%. Fully chargin this power will cause it to Arc to a secondary target and deal bonus damage equal to this power's Tap damage within 50ft. Hitting a target affected by Negative Ions will increase the maximum number of targets Chain Lightning can chain to. This power has the following special advantages:
a. Lightning Helix: Adds an additional random Arc to this power. This Arc can damage the same target, hitting them twice or go to another nearby target. The Arc also benefits from chaining to another target if they are affected by Negative Ions by consuming said debuff.
b. Superconductor: This advantage will cause this power to apply a debuff called Superconductor to a target if they are affected by Negative Ions. Superconductor reduces the target Electrical damage resistance by 18% for 15 seconds.
Level 6 - Electrical Current: This is a ranged area attack that will shock up to 5 enemies within 50ft in a 45 degree cone. Each hit of this power has a 15% chance to apply Negative Ions and when hitting a target affected by the debuff, an arc will be produced dealing bonus damage to a random foe within 25ft. This power has the following advantages:
a. Bad Wiring: Adds a 20% chance to Stun targets for 2 seconds, making them unable to do anything. The chance for this to happen increases to 100% if the enemy is affected by Negtive Ions.
b. Unlimited Power!: This advantages causes the instant application and consumption of the Negative Ions debuff completing a Circuit. Costs 3 advantage points.
Level 8 - Electric Form: This is our Slotted Passive power that will increase the Energy damage (Electrical, Particle and Sonic) we deal for a large amount as well increases our Energy damage resistance by a lesser amount and our Electrical damage resistance by a huge amount. Returns energy when we suffer Electrical Damage; and this power will also increase the base Energy Equilibrium and base Energy. Additionally this passive will heal our hero by a small amount when hiting targets affected by our Negative Ions debuff and this heal can happen three times every 5 seconds. Counts as an Energy Form.
Level 11 - Thunder Strike OR Ball Lightning: This is the first choice between two powers for this archetype.
1. Thunder Strike: This power is a ranged are attack that will hit up to 5 targets within a 100ft distance and a 10ft sphere, has a recharge of 10 seconds and the damage will be dealt by 100% to the primary target and 2/3rds to secondary targets. After 2 seconds this power will apply Negative Ions to the primary target and has a 33-100% chance to apply it to secondary targets based on charge time. This power has the following special advantages:
a. Ionic Compression: Affected targets are Rooted in place and unable to move for 16 seconds.
b. Strike Down: The primary target is knocked down and if they are affected by Superconductor, refreshes the duration of this debuff.
c. Never Strikes Twice: Increases the base damage of this power by 50% against targets affected by a Crowd Control effect (for example Paralyze or Hold).
2. Ball Lightning: This power will summon a Ball Lightning that will float around the battle field and chase enemies. It will deal Electrical damage to foes within a sphere of 10ft in a 100ft distance, has 25% chance to apply Negative Ions to the targets every hit, and if hits a foe already charged by Negative Ions has a 33% chance to Arc to a secondary target dealing minor damage. Detonates after 10 seconds dealing Electrical damage to foes within 15ft. This power cannot Critically Hit however the damage dealt by this ability scales with our Critical Hit Chance and Critical Hit Severity. This power has the following special advantages
a. Triplicity: This power now summons three Ball Lightnings instead of one, but the periodic damage each one deals is reduced by 60%. All three deal area of effect damage but only the primary one will explode.
b. Supercharged: Adds 10 seconds onto the duration of our Superconductor debuff with the first and last hit of this power. Costs 1 advantage point.
Level 14 - Power Source: This is our toggle form that will grant us stacks of Untapped Power which increase the ranged damage of our hero by a large amount and melee damage for a lesser amount everytime a power causes an Arc, we complete a Circuit (make one of our power consume Negative Ions) or apply Negative Ions. We can gain a stack of this form once every 4 seconds, stacks up to 8 times and the damage bonus of this form scales with our Endurance super stat. Also increases our energy costs by 10%.
Level 17 - Lightning Arc: This power will hit single foe with a sustained barrage of lightning. Has a 10% chance to Arc to a secondary target deling minor damage in a 25ft distance. If the target is affected by Negative Ions, increases the chance to Arc to 20% and also increases the damage dealt by this ability by 20%. The special advantage of this power is called Blindside which will reduce the target's movement speed by 100% for the duration of the maintain.
Level 21 - Electric Shield: This is our block replacer power that can be maintained to reduce incoming damage from foes' attacks. This power will also deal a small amount of Electrical damage to attackers in melee range (10ft). Electric Shield will generate energy based on the damage taken and our Recovery stat, but given the Tempest is locked in Ranged Damage Role, this energy return works at 50% of its capacity. This power has a special advantage called Electric Vengeance which will automatically retaliate against foes if our energy is high enough. Costs 3 advantage points.
Level 25 - Ionic Reverberation: This power is our energy unlock that will generate energy whenever a power consumes Negative Ions and will generate 1/5 of that energy if a power interacts with Negative Ions without consuming the debuff. The energy return of this power scales with our Endurance and Recovery stats.
Level 30 - Gigabolt OR Lightning Storm: This is the second choice between two powers for this archetype.
1. Gigabolt: This power will deal Electrical damage to a maximum of 5 targets with a 34-100% chance to apply the Negtive Ions debuff (based on charge time) in a 10ft cylinder and a 100ft distance. Has a 50% chance to Arc. Arcing attacks deal a small amount of Electrical damage to a target within 25ft, and hitting a target affected by Negative Ions will increse this chance to 75%. Charging Gigabolt more than 0.5 seconds applies the Electric Surge debuff to us preventing the subsequent charges of Gigabolt to prevent abuse. Also hitting a target affected by Negative Ions with a charged Gigabolt will cause the power to consume the debuff completing a Circuit and cause it to Arc to a nearby target. This power has a special advantage called Death Arc which will make any enemies killed by Gigabolt to unleash an area of effect attack to nearby targets.
2. Lightning Storm: This power will deal Electrical dmage to a maximum of 5 targets within 15ft sphere and maximum distance of 50ft with a 15% chance to apply the Negative Ions debuff each hit. When hitting a target affected by Negative Ions has a 25% chance to Arc. Arcing attacks deal a small amount of Electrical damage to a target within 25ft. This power has the following special advantages:
a. Stolen Thunder: The initial strike of this power Knocks down all targets initially and the following hits have a 15% chance to be knocked down again.
b. Panic and Run: Each pulse of this power now has a 15% chance to apply the Stagger debuff to the enemies. Stagger reduces resistance to all damage by 2% and movement speed by 25% for 12 seconds and stacks up to 3 times.
Level 35 - Electric Sheath: This is our Active Offense power which will boost the damage of all attacks based on rank. Whenever our hero takes damage, we will receive an amount of energy and have a 25% chance to apply Negative Ions to the attacker. This power can be used while held or confused, assists with breaking out of Holds, increases our Energy Equilibrium and generation. Reduces our energy decay and removes the Electric Surge if present from charging Gigabolt as well prevents its application for the duration of this power which is 15 seconds. Counts as an Energy Form. The special advantage of this power is called Matter - Energy Union which will cause this power to grant our hero a damage absorption shield based on our energy pool.
Level 40 - Electrocute OR Blinding Light: This is third and final choice between two powers for this archetype.
1. Electrocute: This power will Paralyze up to 3 targets for 12 seconds within 50ft and a 15ft sphere, has a 100% chance to apply Negative Ions to the primary target and 25% chance to do so to the secondary targets. Arcs to 2 additional targets, and will continue to Arc if those targets are affected by Negative Ions. Arcing attacks deal a small amount of Electrical damage to a target within 25ft, and has recharge of 15 seconds. The special advantage of this power is called Superconductor which will apply the eponymous debuff to all targets hit.
2. Blinding Light: This power will wipe all of our Threat from the target within 100ft and place our hero in Stealth for a short time. This power has no special advantages and has a recharge of 45 seconds.
Build Examples
1. Tesla Coil Suit Recommended for PVE
Level 1: Electric Bolt
Level 1: Chain Lightning (Rank 2, Superconductor)
Level 6: Electrical Current (Rank 2, Bad Wiring)
Level 8: Electric Form (Rank 2, Rank 3)
Level 11: Thunderstrike (Rank 2, Never Strikes TWice)
Level 14: Power Source
Level 17: Lightning Arc (Rank 2, Rank 3)
Level 21: Electric Shield (Rank 2, Rank 3)
Level 25: Ionic Reverberation
Level 30: Lightning Storm (Rank 2, Rank 3)
Level 35: Electric Sheath (Rank 2, Matter - Energy Union)
Level 40: Electrocute (Superconductor)
2. Electric Mutation Recomended for PVE
Level 1: Electric Bolt
Level 1: Chain Lightning (Rank 2, Superconductor)
Level 6: Electrical Current (Rank 2, Unlimited Power!)
Level 8: Electric Form (Rank 2, Rank 3)
Level 11: Ball Lightning (Rank 2, Triplicity, Supercharged)
Level 14: Power Source
Level 17: Lightning Arc (Rank 2, Rank 3)
Level 21: Electric Shield (Rank 2, Rank 3)
Level 25: Ionic Reverberation
Level 30: Gigabolt (Rank 2, Rank 3)
Level 35: Electric Sheath (Rank 2, Matter - Energy Union)
Level 40: Blinding Light
3. Weather Control Artifact Recomended for PVP
Level 1: Electric Bolt
Level 1: Chain Lightning (Superconductor, Break Through)
Level 6: Electrical Current (Rank 2, Unlimited Power!)
Level 8: Electric Form (Rank 2, Rank 3)
Level 11: Thunderstrike (Rank 2, Never Strikes TWice)
Level 14: Power Source
Level 17: Lightning Arc (Rank 2, Rank 3)
Level 21: Electric Shield (Rank 2, Rank 3)
Level 25: Ionic Reverberation
Level 30: Lightning Storm (Rank 2, Nailed to the Ground)
Level 35: Electric Sheath (Rank 2, Matter - Energy Union)
Level 40: Electrocute
Specializations for all builds[/u]:
Endurance: Readiness (3/3)
Endurance: Gear Utilization (3/3)
Endurance: Outburst (2/3)
Endurance: Hardened (2/2)
Avenger: Ruthless (2/2)
Avenger: Round 'em Up (3/3)
Avenger: Surprise Attack (2/2)
Avenger: Relentless Assault (3/3)
Guardian: Fortified Gear (3/3)
Guardian: Ruthless (2/2)
Guardian: Find the Mark (3/3)
Guardian: The Best Defense (2/3)
Mastery: Endurance Mastery (1/1)
Talents for all builds
Level 7: Worldly (Ego: 5, Rec: 5)
Level 12: Daredevil (Ego: 5, End: 5)
Level 15: Amazing Stamina (Rec: 5, End: 5)
Level 20: Boundless Reserves (Con: 5, End: 5)
Level 25: Quick Recovery (Con: 5, Rec: 5)
Level 30: Ascetic (Con: 5, Ego: 5):
For gearing this Archetype I suggest the following gear:
1. Baseline:
Primary Gear:
Heroic Gloves of Precision + Endurance Enhancement x2 + Gambler's Lucky Gem
Heroic Breastplate of Defense + Constitution Armoring x2 + Impact Prism
Heroic Helmet of Efficiency + Recovery Enhancement x1 + Recovery Armoring x1 + Gambler's Lucky Gem
Secondary Gear:
Armadillo's Goggles
Armadillo's Ring
Armadillo's Boots
The Armadillo secondaries can be obtained in the Questionite store for 75000 points of refined questionite. You can obtain this currency by doing Adventure Packs, Comic Series, Serials and daily alert missions from the Alerts Coordinator in Renaissance Center near Defender.
2. Endgame
Primary Gear:
Distinguished Gloves of Offense + Endurance Enhancement x2 + Gambler's Lucky Gem x2
Distinguished Armor of Freedom + Constitution Armoring x2 + Impact Prism x2
Distinguished Helmet of Efficiency + Recovery Enhancement x1 + Recovery Armoring x1 + Gambler's Lucky Gem x2
Secondary Gear:
Cosmic Strike + Special mod of your choice rank 5 max (Cosmic Strike drops from Teleiosaurus)
Cosmic Talons of Rage + Special mod of your choice rank 5 max
Cosmic Vision of Rage + Special mod of your choice rank 5 max
The Endgame Gear refers to the items that can be unlocked by defeating Cosmic Threats (Teleiosaurus, Qwyjibo, Kigatilik and the Eidolon of Destruction) at level 40, who award Silver and Gold Champions Recognition tokens as well have a rare chance to drop cosmic secondary gear. The cosmic secondary gear can also be bought at the Champions Recognition vendors around the different maps with the respective perks. Be aware that you can only beat 3 cosmic monsters per day plus one fight against the Eidolon of Destruction and each fight will provide diminishing rewards.
Conclusion:
Well this is the guide, I hope it is helpful for you guys and have fun. If you have a question or suggestion on how to improve the guide, the feedback is always welcome!