Tempest - Condi Warhorn (PvP)

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Maybe it never coalesced into something brilliant. Maybe it never made it off the ground floor. Maybe we based our better ideas off of it. Basic builds are anywhere from downright bad to just shy of being good enough to showcase. These builds share the widest ratings and can lead to wildly differing levels of success.

Focused on: Condition damageSupport.

Designed for:

Overview

The "Tempest- Condi Warhorn" build provides a flexible build characteristic of Elementalists. This build's strengths lie in its ability to generate condi pressure through burns and bleeds, control a point with AoE damage fields, and provide team support from Auras and Warhorn skills. This build is largely offensive in nature.

Skill Bar

Dagger/WarhornHealingUtilityElite

Specializations

Main





Equipment

Dagger.png
Warhorn.png
I.png
Superior Sigil of Geomancy
9Recharge.png
Superior Sigil of Geomancy.pngSuperior Sigil of Geomancy
Inflict bleeding on nearby foes for 10 seconds when you swap to this weapon while in combat. (Cooldown: 9s)
Superior Sigil of Doom
9Recharge.png
Superior Sigil of Doom.pngSuperior Sigil of Doom
Your next attack after you swap to this weapon while in combat inflicts poison (6 seconds). (Cooldown: 9s)
I.png
Superior Rune of the Sunless
Superior Rune of the Sunless.pngSuperior Rune of the Sunless
(1): +25 Condition Damage (2): -5% Incoming condition duration (3): +50 Condition Damage (4): -10% Incoming condition duration (5): +100 Condition Damage (6): -10% Incoming condition duration; inflict nearby foes with 1 second of fear and 5 seconds of poisoned after using an elite skill. (Cooldown: 45s)
Mercenary's Amulet
Sage's Amulet.pngSage's Amulet
+1050 Power +560 Vitality +560 Healing Power +1050 Condition Damage

Equipment Variants

  • Superior Rune of Hoelbrak Superior Rune of Hoelbrak
    Superior Rune of Hoelbrak.pngSuperior Rune of Hoelbrak
    (1): +25 Power (2): +10% Might Duration (3): +50 Power (4): 25% chance when struck to gain might for 10 seconds. (Cooldown: 5s) (5): +100 Power (6): +20% Might Duration; -20% condition duration applied to you.
    for better might support, increase in condition duration reduction, but less condition damage.
  • Superior Rune of the Soldier Superior Rune of the Soldier
    Superior Rune of the Soldier.pngSuperior Rune of the Soldier
    (1): +25 Vitality (2): +35 Toughness (3): +50 Vitality (4): +65 Toughness (5): +100 Vitality (6): Shouts remove a condition from each affected ally.
    for greater sustain and condition removal (needs further testing).

Usage

Like many elementalist builds, this one is a bit of a hybrid. In particular, this build is a hybrid between condition damage and boon support. Because of this, it shines more in team fights. Additionally, due to the flexible nature of Elementalists, a strict rotation is not recommended. Rather, after appraising what one is encountering, one should alter the rotation to suit the situation. That said, general guidelines will be provided to help direct the build's usage.

  • Air Attunement
    • Air Attunement Air Attunement
      10Recharge.png
      Air Attunement
      Attune to air, gaining heavy damage and control abilities.
      is a good choice for an attunement to start the match in, or to sit in between fights.
    • Shocking Aura Shocking Aura
      25Recharge.png
      Shocking Aura
      Envelop yourself with electrical energy that stuns nearby foes if they attack you. Each attaker can be affected by this only once every 2 seconds.
      Shocking Aura.pngShocking Aura (4s): Stun nearby attacking foes with an electric shock (only once per 2 seconds for each attacker).
      Stun.pngStun (1s): Unable to use skills or move.
      is an excellent way to defend against sudden thief pressure, especially when trying to cap a point alone.
    • Cyclone Cyclone
      1Activation.png
      25Recharge.png
      Cyclone
      Blast out a cyclone that pulls enemies toward its location and grants swiftness to allies it affects.
      Damage.pngDamage: 297
      Swiftness.pngSwiftness (10s): 33% Movement Speed
      Radius.pngPull: 180
      Book.pngNumber of Impacts: 9
      Book.pngNumber of Targets: 3
      Radius.pngRadius: 240
      Range.pngRange: 750
      Book.pngUnblockable
      gives you and your allies Swiftness Swiftness, making it easier to move from point to point.
    • When on a point, a strong way to initiate a battle is to begin with
      Lightning Orb Lightning Orb
      ½Activation.png
      25Recharge.png
      Lightning Orb
      Launch an orb of lightning that fires projectiles at nearby foes.
      Damage.pngDamage: 119
      Vulnerability.pngVulnerability (10s): 1% Incoming Damage, 1% Incoming Condition Damage
      Book.pngMissile Launch Interval: ¼ seconds
      Radius.pngRadius: 300
      Range.pngRange: 1,200
      and quickly follow with
      Cyclone Cyclone
      1Activation.png
      25Recharge.png
      Cyclone
      Blast out a cyclone that pulls enemies toward its location and grants swiftness to allies it affects.
      Damage.pngDamage: 297
      Swiftness.pngSwiftness (10s): 33% Movement Speed
      Radius.pngPull: 180
      Book.pngNumber of Impacts: 9
      Book.pngNumber of Targets: 3
      Radius.pngRadius: 240
      Range.pngRange: 750
      Book.pngUnblockable
      . Ideally, the enemy will be pulled into the Orb's path. However, even if the attack doesn't land, the enemy will be forced to move in a different direction, allowing you to control the position and flow of battle. After this, pop
      Overload Air Overload Air
      4Activation.png
      20Recharge.png
      Overload Air
      Overload. Use your air magic to summon a nimbus that repeatedly strikes nearby allies, then create a lingering static region that strikes enemies at the same interval. Using this skill causes the attunement to have a longer recharge.
      Damage.pngDamage: 312
      Overload Air.pngStatic Charge (10s): Your next attack delivers a lightning strike.
      Vulnerability.pngVulnerability (10s): 1% Incoming Damage, 1% Incoming Condition Damage
      Book.pngNumber of Targets: 3
      Duration.pngField Duration: 4 seconds
      Radius.pngAttack Interval: ¼s
      Radius.pngRadius: 360
      Combo.pngCombo Field: Lightning
      Stun-Break.pngBreaks stun
      Range.pngRange: 360
      . This overload exerts excellent control over a point through damage output. Additionally, it might cause the enemy to use their healing skills early before this build starts layering on the damage through conditions.
  • FireAttunement
    • Fire Attunement Fire Attunement
      10Recharge.png
      Fire Attunement
      Attune to fire, gaining heavy damage and burning abilities.
      transitions well from Air if not facing too much direct pressure. In fire attunement, the damage really starts to build through burn stacking.
    • When in Fire Attunement, popping
      "Feel the Burn!" "Feel the Burn!"
      20Recharge.png
      "Feel the Burn!"
      Shout. Heat waves blast out from the player, causing damage and granting fire aura to allies.
      Damage.pngDamage: 592
      Fire Shield.pngFire Shield (5s): Enveloped in a fiery shield that burns foes, grants might each time you are struck (1 second cooldown per attacker).
      Burn.pngBurning (4s): 524
      Book.pngNumber of Targets: 5
      Book.pngBlast Radius: 600
      is a pretty good way to get things started. It starts layering stacks of Burning Burning while also generating some might.
    • In this attunement, it's ideal to start with
      Wildfire Wildfire
      ¾Activation.png
      30Recharge.png
      Wildfire
      Release a fiery torrent that burns enemies.
      Damage.pngDamage: 218
      Burn.pngBurning (2s): 262 Damage
      Duration.pngDuration: 8 seconds
      Radius.pngInterval: 1 second
      Radius.pngRadius: 180
      Book.pngDistance: 600
      Combo.pngCombo Field: Fire
      followed by
      Burning Speed Burning Speed
      ¾Activation.png
      15Recharge.png
      Burning Speed
      Slide forward and blast the area, leaving behind a line of fire that burns foes.
      Damage.pngBlast Damage: 710
      Damage.pngFire Wall Damage: 36
      Burn.pngBurning (1½s): 131 Damage
      Book.pngNumber of Targets: 5
      Duration.pngFire Wall Duration: 4 seconds
      Radius.pngBlast Radius: 240
      Book.pngEvade: ¾ seconds
      Combo.pngCombo Field: Fire
      Range.pngRange: 600
      . This generates a fairly large burn field and layers another burn field over it, doubling your conditions. Then, you can turn and use
      Drake's Breath Drake's Breath
      Activation.png
      5Recharge.png
      Drake's Breath
      Spray a cone of fire at foes while on the move.
      Damage.png4Damage: 712
      Burn.png4Burning (2½s): 1,048 Damage
      Book.pngNumber of Targets: 5
      Range.pngRange: 400
      for more damage and burns before activating
      Overload Fire Overload Fire
      4Activation.png
      20Recharge.png
      Overload Fire
      Overload. Unleash all flames you've accumulated, searing enemies and strengthening allies. Finishing the cast leaves a tornado behind. Using this skill causes the attunement to have longer recharge.
      Damage.pngPulse Damage: 367
      Burn.pngPulse Burning (3s): 393 Damage
      Might.pngPulse Might (12s): +30 Power, +30 Condition Damage
      Duration.pngDuration: 5 seconds
      Radius.pngInterval: 1 second
      Stun-Break.pngBreaks stun
      Combo.pngCombo Field: Fire
      Combo.pngCombo Finisher: Whirl
      Range.pngRange: 180
      . All of these burns will build quickly, usually making the enemy vacate your immediate area. Not to mention that
      Wildfire Wildfire
      ¾Activation.png
      30Recharge.png
      Wildfire
      Release a fiery torrent that burns enemies.
      Damage.pngDamage: 218
      Burn.pngBurning (2s): 262 Damage
      Duration.pngDuration: 8 seconds
      Radius.pngInterval: 1 second
      Radius.pngRadius: 180
      Book.pngDistance: 600
      Combo.pngCombo Field: Fire
      +
      Burning Speed Burning Speed
      ¾Activation.png
      15Recharge.png
      Burning Speed
      Slide forward and blast the area, leaving behind a line of fire that burns foes.
      Damage.pngBlast Damage: 710
      Damage.pngFire Wall Damage: 36
      Burn.pngBurning (1½s): 131 Damage
      Book.pngNumber of Targets: 5
      Duration.pngFire Wall Duration: 4 seconds
      Radius.pngBlast Radius: 240
      Book.pngEvade: ¾ seconds
      Combo.pngCombo Field: Fire
      Range.pngRange: 600
      +
      Overload Fire Overload Fire
      4Activation.png
      20Recharge.png
      Overload Fire
      Overload. Unleash all flames you've accumulated, searing enemies and strengthening allies. Finishing the cast leaves a tornado behind. Using this skill causes the attunement to have longer recharge.
      Damage.pngPulse Damage: 367
      Burn.pngPulse Burning (3s): 393 Damage
      Might.pngPulse Might (12s): +30 Power, +30 Condition Damage
      Duration.pngDuration: 5 seconds
      Radius.pngInterval: 1 second
      Stun-Break.pngBreaks stun
      Combo.pngCombo Field: Fire
      Combo.pngCombo Finisher: Whirl
      Range.pngRange: 180
      = Combo Field Whirl Finisher.
    • With
      "Feel the Burn!" "Feel the Burn!"
      20Recharge.png
      "Feel the Burn!"
      Shout. Heat waves blast out from the player, causing damage and granting fire aura to allies.
      Damage.pngDamage: 592
      Fire Shield.pngFire Shield (5s): Enveloped in a fiery shield that burns foes, grants might each time you are struck (1 second cooldown per attacker).
      Burn.pngBurning (4s): 524
      Book.pngNumber of Targets: 5
      Book.pngBlast Radius: 600
      and
      Overload Fire Overload Fire
      4Activation.png
      20Recharge.png
      Overload Fire
      Overload. Unleash all flames you've accumulated, searing enemies and strengthening allies. Finishing the cast leaves a tornado behind. Using this skill causes the attunement to have longer recharge.
      Damage.pngPulse Damage: 367
      Burn.pngPulse Burning (3s): 393 Damage
      Might.pngPulse Might (12s): +30 Power, +30 Condition Damage
      Duration.pngDuration: 5 seconds
      Radius.pngInterval: 1 second
      Stun-Break.pngBreaks stun
      Combo.pngCombo Field: Fire
      Combo.pngCombo Finisher: Whirl
      Range.pngRange: 180
      generating Might Might, use
      Heat Sync Heat Sync
      ¾Activation.png
      30Recharge.png
      Heat Sync
      Give stacks of might to yourself, then spread boons you have to allies.
      Might.png3Might (10s): +90 Power, +90 Condition Damage
      Fury.pngFury Copied: 20% Critical Chance
      Might.pngMight Copied: 30 Power, 30 Condition Damage
      Book.pngNumber of Targets: 5
      Radius.pngRadius: 600
      Range.pngRange: 600
      for more might and to spread those might stacks and other boons to allies.
    • From Fire, it's ideal to switch to
      Earth Attunement Earth Attunement
      10Recharge.png
      Earth Attunement
      Attune to earth, gaining superior damage-over-time and defensive abilities.
  • Earth Attunement
    • Earth Attunement Earth Attunement
      10Recharge.png
      Earth Attunement
      Attune to earth, gaining superior damage-over-time and defensive abilities.
      is a good choice to keep the condition pressure rolling.
    • With all the Might Might stacks from
      "Feel the Burn!" "Feel the Burn!"
      20Recharge.png
      "Feel the Burn!"
      Shout. Heat waves blast out from the player, causing damage and granting fire aura to allies.
      Damage.pngDamage: 592
      Fire Shield.pngFire Shield (5s): Enveloped in a fiery shield that burns foes, grants might each time you are struck (1 second cooldown per attacker).
      Burn.pngBurning (4s): 524
      Book.pngNumber of Targets: 5
      Book.pngBlast Radius: 600
      and
      Overload Fire Overload Fire
      4Activation.png
      20Recharge.png
      Overload Fire
      Overload. Unleash all flames you've accumulated, searing enemies and strengthening allies. Finishing the cast leaves a tornado behind. Using this skill causes the attunement to have longer recharge.
      Damage.pngPulse Damage: 367
      Burn.pngPulse Burning (3s): 393 Damage
      Might.pngPulse Might (12s): +30 Power, +30 Condition Damage
      Duration.pngDuration: 5 seconds
      Radius.pngInterval: 1 second
      Stun-Break.pngBreaks stun
      Combo.pngCombo Field: Fire
      Combo.pngCombo Finisher: Whirl
      Range.pngRange: 180
      , pop
      Sand Squall Sand Squall
      ½Activation.png
      30Recharge.png
      Sand Squall
      Apply protection to yourself and your allies, then increase the duration of all boons currently existing on you and your allies. Gain magnetic aura.
      Magnetic Aura.pngMagnetic Aura (5s): Reflect projectiles with magnetic energy.
      Protection.pngProtection (2s): -33% Incoming Damage
      Book.pngNumber of Targets: 5
      Radius.pngDuration Increase: 2 seconds
      Radius.pngRadius: 600
      Combo.pngCombo Finisher: Blast
      to increase the duration of your boons.
    • If facing lots of ranged pressure, layer your
      Magnetic Aura Magnetic Aura
      30Recharge.png
      Magnetic Aura
      Reflect projectiles with magnetic energy.
      Magnetic Aura.pngMagnetic Aura (5s): Reflect projectiles with magnetic energy.
      s by activating
      "Rebound!" "Rebound!"
      ¼Activation.png
      75Recharge.png
      "Rebound!"
      Shout. Shout and infuse your allies with arcane energy. Allies who would take lethal damage while this is active ignore the deathblow and are healed instead. If the effect expires naturally, grant an aura based on your current attunement.
      Heal.pngHealing: 2,131
      Fire Shield.pngFire Shield (5s): Enveloped in a fiery shield that burns foes, grants might each time you are struck (1 second cooldown per attacker).
      Frost Aura.pngFrost Aura (5s): -10% Incoming Damage
      Shocking Aura.pngShocking Aura (5s): Stun nearby attacking foes with an electric shock (only once per 2 seconds for each attacker).
      Magnetic Aura.pngMagnetic Aura (5s): Reflect projectiles with magnetic energy.
      "Rebound!".pngRebound (5s): Ignore the next lethal blow and receive healing
      Book.pngNumber of Allied Targets: 5
      Radius.pngRadius: 600
      =>
      Sand Squall Sand Squall
      ½Activation.png
      30Recharge.png
      Sand Squall
      Apply protection to yourself and your allies, then increase the duration of all boons currently existing on you and your allies. Gain magnetic aura.
      Magnetic Aura.pngMagnetic Aura (5s): Reflect projectiles with magnetic energy.
      Protection.pngProtection (2s): -33% Incoming Damage
      Book.pngNumber of Targets: 5
      Radius.pngDuration Increase: 2 seconds
      Radius.pngRadius: 600
      Combo.pngCombo Finisher: Blast
      =>
      Overload Earth Overload Earth
      4Activation.png
      20Recharge.png
      Overload Earth
      Overload. Ride your stored earth magic around, granting protection to other allies you move over and crippling enemies, then deliver a final blast of power to the area. Using this skill causes the attunement to have a longer recharge.
      Damage.pngDamage: 275
      Cripple.pngCrippled (3s): -50% Movement Speed
      Bleed.pngBleeding (9s): 198 Damage
      Immobilize.pngImmobilize (4s): Unable to move.
      Protection.pngProtection (1s): -33 Incoming Damage
      Stability.png3Initial Stability(3s): Cannot be knocked down, pushed back, pulled, launched, stunned, dazed, floated, sunk, feared or taunted.
      Book.pngNumber of Targets: 5
      Duration.pngStorm Duration: 4 seconds
      Radius.pngInterval: 1 second
      Radius.pngRadius: 240
      Combo.pngCombo Finisher: Blast
      Stun-Break.pngBreaks stun
      . This will chain your
      Magnetic Aura Magnetic Aura
      30Recharge.png
      Magnetic Aura
      Reflect projectiles with magnetic energy.
      Magnetic Aura.pngMagnetic Aura (5s): Reflect projectiles with magnetic energy.
      s together, safely preventing most ranged damage over a period of time.
    • To keep up condition damage, fire off
      Dust Storm Dust Storm
      ¾Activation.png
      30Recharge.png
      Dust Storm
      Summon a dust storm that inflicts conditions.
      Damage.pngDamage: 99
      Bleed.png2Bleeding (10s): 440 Damage
      Blind.pngBlind (2s): Next outgoing attack misses.
      Book.pngNumber of Impacts: 5
      Book.pngNumber of Targets: 5
      Duration.pngDuration: 5 seconds
      Radius.pngInterval: 2 seconds
      Radius.pngRadius: 180
      Range.pngRange: 750
      to start layering Bleeding Bleeding and Blind Blind. Then, use
      Magnetic Grasp Magnetic Grasp
      ½Activation.png
      12Recharge.png
      Magnetic Grasp
      Immobilize your foe, making them vulnerable to a Magnetic Leap attack.
      Damage.pngDamage: 24
      Immobilize.pngImmobilize (2s): Unable to move.
      Combo.pngCombo Finisher: Physical Projectile
      Range.pngRange: 900
      Unblockable.pngUnblockable
      to try and trap your target in the damage field. Pop off
      Ring of Earth Ring of Earth
      ¾Activation.png
      6Recharge.png
      Ring of Earth
      Bleed foes with a ring of rocky spikes.
      Damage.pngDamage: 306
      Bleed.pngBleeding (12s): 510 Damage
      Cripple.pngCripple (3s): -50% Movement Speed
      Book.pngNumber of Targets: 5
      Radius.pngRadius: 240
      Book.pngBlock Missiles
      for a bit more Bleeding Bleeding and Cripple Cripple. Then finish them off with
      Overload Earth Overload Earth
      4Activation.png
      20Recharge.png
      Overload Earth
      Overload. Ride your stored earth magic around, granting protection to other allies you move over and crippling enemies, then deliver a final blast of power to the area. Using this skill causes the attunement to have a longer recharge.
      Damage.pngDamage: 275
      Cripple.pngCrippled (3s): -50% Movement Speed
      Bleed.pngBleeding (9s): 198 Damage
      Immobilize.pngImmobilize (4s): Unable to move.
      Protection.pngProtection (1s): -33 Incoming Damage
      Stability.png3Initial Stability(3s): Cannot be knocked down, pushed back, pulled, launched, stunned, dazed, floated, sunk, feared or taunted.
      Book.pngNumber of Targets: 5
      Duration.pngStorm Duration: 4 seconds
      Radius.pngInterval: 1 second
      Radius.pngRadius: 240
      Combo.pngCombo Finisher: Blast
      Stun-Break.pngBreaks stun
      .
    • Don't forget that
      Sand Squall Sand Squall
      ½Activation.png
      30Recharge.png
      Sand Squall
      Apply protection to yourself and your allies, then increase the duration of all boons currently existing on you and your allies. Gain magnetic aura.
      Magnetic Aura.pngMagnetic Aura (5s): Reflect projectiles with magnetic energy.
      Protection.pngProtection (2s): -33% Incoming Damage
      Book.pngNumber of Targets: 5
      Radius.pngDuration Increase: 2 seconds
      Radius.pngRadius: 600
      Combo.pngCombo Finisher: Blast
      +
      Overload Earth Overload Earth
      4Activation.png
      20Recharge.png
      Overload Earth
      Overload. Ride your stored earth magic around, granting protection to other allies you move over and crippling enemies, then deliver a final blast of power to the area. Using this skill causes the attunement to have a longer recharge.
      Damage.pngDamage: 275
      Cripple.pngCrippled (3s): -50% Movement Speed
      Bleed.pngBleeding (9s): 198 Damage
      Immobilize.pngImmobilize (4s): Unable to move.
      Protection.pngProtection (1s): -33 Incoming Damage
      Stability.png3Initial Stability(3s): Cannot be knocked down, pushed back, pulled, launched, stunned, dazed, floated, sunk, feared or taunted.
      Book.pngNumber of Targets: 5
      Duration.pngStorm Duration: 4 seconds
      Radius.pngInterval: 1 second
      Radius.pngRadius: 240
      Combo.pngCombo Finisher: Blast
      Stun-Break.pngBreaks stun
      = Combo Blast Finisher.
  • Water Attunement
    • Water Attunement Water Attunement
      10Recharge.png
      Water Attunement
      Attune to water, gaining superior support and healing abilities.
      is a bit more situational.
    • When you or your teammates start suffering from too much pressure/damage, swap to Water and double up on heals with
      Tidal Surge Tidal Surge
      ¼Activation.png
      35Recharge.png
      Tidal Surge
      Send out a tidal wave that regenerates and heal allies, then knock enemies back.
      Damage.pngDamage: 333
      Heal.pngHealing: 1,302
      Regeneration.pngRegeneration (8s): 1,040 Heal
      Knockback.pngKnockback: 240
      Book.pngHealing Radius: 360
      Range.pngRange: 360
      and
      Water Globe Water Globe
      ½Activation.png
      35Recharge.png
      Water Globe
      Blast out a watery orb that heals allies as it travels.
      Heal.pngHealing: 470
      Book.pngPulses: 4
      Radius.pngInterval: 1 second
      Radius.pngRadius: 240
      Range.pngRange: 750
      Book.pngUnblockable
      . This will give a good amount of Regeneration Regeneration to your team while also applying Knockback Knockback to enemies.
    • Overload Water Overload Water
      4Activation.png
      20Recharge.png
      Overload Water
      Overload. Create a surge of accumulated water magic, healing and cleansing allies. When the cast ends, heal the area and apply regeneration. Using this skill causes the attunement to have a longer recharge.
      Heal.pngHealing: 392
      Heal.pngFinal Healing: 2,132
      Regeneration.pngRegeneration (8s): 1,040 Heal
      Book.pngConditions Removed per Pulse: 1
      Book.pngWater Attunement Recharge: 20 seconds
      Radius.pngInterval: 1 second
      Radius.pngRadius: 360
      is another great heal that grants Regeneration Regeneration while also cleansing your allies in the face of condition pressure.
    • Don't forget that
      Frozen Burst Frozen Burst
      ¼Activation.png
      12Recharge.png
      Frozen Burst
      Detonate a burst of ice that chills nearby foes.
      Damage.pngDamage: 103
      Chill.pngChilled (3s): -66% Movement Speed, -66% Skill Recharge Rate
      Book.pngNumber of Targets: 5
      Radius.pngRadius: 240
      Combo.pngCombo Finisher: Blast
      and
      "Flash-Freeze!" "Flash-Freeze!"
      ¼Activation.png
      25Recharge.png
      "Flash-Freeze!"
      Shout. Unleash a torrent of ice on enemy locations, chilling those who cannot escape. Grant frost aura to allies in range.
      Damage.pngDamage: 414
      Frost Aura.pngFrost Aura (5s): Chill foes that strike you (only once per second for each attacker); incoming damage is reduced by 10%.
      Chill.pngChilled (3s): -66% Skill Recharge Rate, -66% Movement Speed
      Book.pngNumber of Targets: 5
      Radius.pngRadius: 600
      apply Chilled Chilled to enemies. This is especially useful to keep in mind when fighting another Elementalist.
    • Tidal Surge Tidal Surge
      ¼Activation.png
      35Recharge.png
      Tidal Surge
      Send out a tidal wave that regenerates and heal allies, then knock enemies back.
      Damage.pngDamage: 333
      Heal.pngHealing: 1,302
      Regeneration.pngRegeneration (8s): 1,040 Heal
      Knockback.pngKnockback: 240
      Book.pngHealing Radius: 360
      Range.pngRange: 360
      +
      Frozen Burst Frozen Burst
      ¼Activation.png
      12Recharge.png
      Frozen Burst
      Detonate a burst of ice that chills nearby foes.
      Damage.pngDamage: 103
      Chill.pngChilled (3s): -66% Movement Speed, -66% Skill Recharge Rate
      Book.pngNumber of Targets: 5
      Radius.pngRadius: 240
      Combo.pngCombo Finisher: Blast
      for healing (blast on water field)
  • Final Tips
    • Thanks to Invigorating Torrents Invigorating Torrents, Elemental Bastion Elemental Bastion, and Cleansing Water Cleansing Water, all of the Auras/Shouts in this build heal, grant Regeneration Regeneration, and remove a condition. This makes all of the Auras in this build powerful and valuable. One of the trickier parts of this build is learning when to use them. You don't really want to waste a condition cleanse on Blind Blind, after all.
    • If using
      Superior Rune of the Sunless Superior Rune of the Sunless
      Superior Rune of the Sunless.pngSuperior Rune of the Sunless
      (1): +25 Condition Damage (2): -5% Incoming condition duration (3): +50 Condition Damage (4): -10% Incoming condition duration (5): +100 Condition Damage (6): -10% Incoming condition duration; inflict nearby foes with 1 second of fear and 5 seconds of poisoned after using an elite skill. (Cooldown: 45s)
      ,
      "Rebound!" "Rebound!"
      ¼Activation.png
      75Recharge.png
      "Rebound!"
      Shout. Shout and infuse your allies with arcane energy. Allies who would take lethal damage while this is active ignore the deathblow and are healed instead. If the effect expires naturally, grant an aura based on your current attunement.
      Heal.pngHealing: 2,131
      Fire Shield.pngFire Shield (5s): Enveloped in a fiery shield that burns foes, grants might each time you are struck (1 second cooldown per attacker).
      Frost Aura.pngFrost Aura (5s): -10% Incoming Damage
      Shocking Aura.pngShocking Aura (5s): Stun nearby attacking foes with an electric shock (only once per 2 seconds for each attacker).
      Magnetic Aura.pngMagnetic Aura (5s): Reflect projectiles with magnetic energy.
      "Rebound!".pngRebound (5s): Ignore the next lethal blow and receive healing
      Book.pngNumber of Allied Targets: 5
      Radius.pngRadius: 600
      not only generates an Aura, cleanses a condition, and grants Regeneration Regeneration, but it also applies one stack of Fear and Poison Poison to enemies. This can be used as a last ditch interrupt to prevent a stomp on an ally.
    • Don't forget that one can
      Lightning Flash Lightning Flash
      40Recharge.png
      Lightning Flash
      Cantrip. Teleport to target area.
      Damage.pngDamage: 365
      Book.pngNumber of Targets: 1
      Radius.pngRadius: 120
      Range.pngRange: 900
      while Overloading.
    • Don't forget that
      Cyclone Cyclone
      1Activation.png
      25Recharge.png
      Cyclone
      Blast out a cyclone that pulls enemies toward its location and grants swiftness to allies it affects.
      Damage.pngDamage: 297
      Swiftness.pngSwiftness (10s): 33% Movement Speed
      Radius.pngPull: 180
      Book.pngNumber of Impacts: 9
      Book.pngNumber of Targets: 3
      Radius.pngRadius: 240
      Range.pngRange: 750
      Book.pngUnblockable
      and
      Tidal Surge Tidal Surge
      ¼Activation.png
      35Recharge.png
      Tidal Surge
      Send out a tidal wave that regenerates and heal allies, then knock enemies back.
      Damage.pngDamage: 333
      Heal.pngHealing: 1,302
      Regeneration.pngRegeneration (8s): 1,040 Heal
      Knockback.pngKnockback: 240
      Book.pngHealing Radius: 360
      Range.pngRange: 360
      can interrupt stomping enemies.
    • While the Warhorn skills are somewhat slow, even if they don't hit, they cause the enemy to move in order to avoid them. This gives the build greater point control. With the condition fields created by this build, one does not necessarily have to be standing directly on the point to exert control over it or force the enemy off of it.
    • While this build is not specifically meant for 1v1, it can hold out for some time with excellent mobility, CC, and heavy condition pressure. In a 1v1 situation, one should also use the
      Water Attunement Water Attunement
      10Recharge.png
      Water Attunement
      Attune to water, gaining superior support and healing abilities.
      liberally.
    • As a note, I left Diamond Skin Diamond Skin in because, with dagger/warhorn, this build is a mid to close range fighter. Likely, one will be hit. Might as well remove conditions at the same time. Plus, the trait also works while not in
      Earth Attunement Earth Attunement
      10Recharge.png
      Earth Attunement
      Attune to earth, gaining superior damage-over-time and defensive abilities.
      . Additionally, I found the extra Protection lifesaving.

Counters

Focused, extreme burst damage. Extreme condition pressure.

Build rating - 4 stars
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5 Ratings
5 stars
Xeenex gave this build 5 stars June 2018

Best tempest build ever , intrerupts ,break stuns, control, projectile reflection , heavy condi remove and crazy condtion damage. very powerful aganist scourges condi mirages and every Pof class.

5 stars
This me by metabattle gave this build 5 stars February 2016

i think this is a decent build but as said below, the rune is horrible, better off using berserker runes for more condi/dmg

0 stars
Hanz gave this build 0 stars February 2016

Warhorn is a poor choice for PvP, and it's way too easy to get yourself killed in any fight that's not 1v1 (but this is more of en ele problem in general).

Decent support, okay-ish damage, horrible rune, falls apart under focus.

2 More Ratings
5 stars
Odayaka gave this build 5 stars February 2016

I've enjoyed playing this build. The point control and damage are great and the team support is sound. Overall good build, I prefer it over any other build I've tested thus far.

5 stars
Hoss gave this build 5 stars February 2016

Good build;...cc, team support, decent condition damage.Feels like playing the cele tempest .

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