2010-11-23, 12:52 PM
Post not made in direct response to anyone necessarily (save for the person who talked of tempest being only good on high ass HP mobs).
Tempest is also good for people with low damage ranges. (which... in a sense... is like having mobs with higher HP since it takes more swings to kill)
For instance, it's makes great use at skelegons. At 121 I would take out the top row of the mini dungeon which would put me at well over 100 combo. Then i'd take out the 2nd platform which puts me at 200+. Jumped down and activated combo tempest partially while in the air and it activated when I landed. (Combo climbed back up to around 60. Smack all skelegons in 3rd plat from the top and jump down on the left and do a combat step -> basic attack/double swing -> combat step -> etc.. all the way to the right. Use Drain. Exit mini dungeon and re-enter.
In fact, there's a video of this being done. Can't remember where it was posted, but it was a long while back.
Took about a minute and a half? Usually gained about 1%. Which is 40% an hour.
Tempest definitely has it's uses.
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
Oh, here's a nice restructuring scenario that incorporates tempest. For any who would say just using overswing and keeping up the combo would be better:
Assuming there's some loop you can follow (like in the post BB ludi map we saw in the aran video) so you don't lose your combo so easily going from mob to mob~
1) gain 30 combo, use drain.
2) gain 50 combo + combo recharge, use combo barrier (optional)
3) continue killing mobs until combo recharge becomes available again.
3.5) Once recharge is back you should be at 200+. If not, get there you shouldn't be far off.
4) use tempest (15? mobs hit 4 times -> 60 combo, as it currently occurs with tempest)
5) use combo recharge~
6) oh hey~ no loss of damage/crit boost from combo and tons of mobs are now ready to be ohko'd
6.5) steps 5 and 6 can be switched in case you fear losing your combo due to the spacing of the mobs.
7) use combat step -> jump -> normal attack to reach and kill mobs quickly.
8) While combo recharge cools down just do OS spams to your liking to kill stuff.
So yeah~
1 point into tempest very early on can be quite helpful. Let's you do fun stuff like soloing the VPQ bomb room
And it may possibly find it's uses in giving your training a partial speed up during the ohko-everything-in-sight phase. However, it is very circumstantial. It obviously wont be useful in all maps.
Tempest is also good for people with low damage ranges. (which... in a sense... is like having mobs with higher HP since it takes more swings to kill)
For instance, it's makes great use at skelegons. At 121 I would take out the top row of the mini dungeon which would put me at well over 100 combo. Then i'd take out the 2nd platform which puts me at 200+. Jumped down and activated combo tempest partially while in the air and it activated when I landed. (Combo climbed back up to around 60. Smack all skelegons in 3rd plat from the top and jump down on the left and do a combat step -> basic attack/double swing -> combat step -> etc.. all the way to the right. Use Drain. Exit mini dungeon and re-enter.
In fact, there's a video of this being done. Can't remember where it was posted, but it was a long while back.
Took about a minute and a half? Usually gained about 1%. Which is 40% an hour.
Tempest definitely has it's uses.
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
Oh, here's a nice restructuring scenario that incorporates tempest. For any who would say just using overswing and keeping up the combo would be better:
Assuming there's some loop you can follow (like in the post BB ludi map we saw in the aran video) so you don't lose your combo so easily going from mob to mob~
1) gain 30 combo, use drain.
2) gain 50 combo + combo recharge, use combo barrier (optional)
3) continue killing mobs until combo recharge becomes available again.
3.5) Once recharge is back you should be at 200+. If not, get there you shouldn't be far off.
4) use tempest (15? mobs hit 4 times -> 60 combo, as it currently occurs with tempest)
5) use combo recharge~
6) oh hey~ no loss of damage/crit boost from combo and tons of mobs are now ready to be ohko'd
6.5) steps 5 and 6 can be switched in case you fear losing your combo due to the spacing of the mobs.
7) use combat step -> jump -> normal attack to reach and kill mobs quickly.
8) While combo recharge cools down just do OS spams to your liking to kill stuff.
So yeah~
1 point into tempest very early on can be quite helpful. Let's you do fun stuff like soloing the VPQ bomb room

And it may possibly find it's uses in giving your training a partial speed up during the ohko-everything-in-sight phase. However, it is very circumstantial. It obviously wont be useful in all maps.

