Tempest - Dagger/Dagger

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Bronze.png

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: Hybrid damageSupportBunkering.

Designed for:

Overview

A well-balanced build that can burst single targets as well as might-stack and heal an entire team.

Skill Bar

Dagger/DaggerHealingUtilityElite

Slot Changes

  • "Wash the Pain Away!" "Wash the Pain Away!"
    ½Activation.png
    25Recharge.png
    "Wash the Pain Away!"
    Shout. Mists billow out of the player, healing allies that are in range.
    Heal.pngFirst Heal: 3,560
    Heal.pngSecond Heal: 1,950
    Heal.pngThird Heal: 980
    Book.pngNumber of Targets: 5
    Radius.pngFirst Heal Radius: 180
    Radius.pngSecond Heal Radius: 240
    Radius.pngThird Heal Radius: 360
    - Enormous aoe heal. Great for supporting a team over supporting yourself.
  • Mist Form Mist Form
    75Recharge.png
    Mist Form
    Cantrip. Morph into an invulnerable, vaporous mist for a brief time.
    Book.pngMovement Speed Increase: 66%
    Duration.pngDuration: 3 seconds
    Book.pngPrevents Capture-Point Contribution
    Stun-Break.pngBreaks stun
    - a great 'panic button' while under heavy focus.
  • Cleansing Fire Cleansing Fire
    40Recharge.png
    Cleansing Fire
    Cantrip. Cure three conditions and burn foes.
    Burn.png3Burning (4s): 1,572 Damage
    Book.pngConditions Removed: 3
    Book.pngNumber of Targets: 5
    Radius.pngRadius: 240
    - excellent condition cleansing.
  • "Aftershock!" "Aftershock!"
    ¼Activation.png
    45Recharge.png
    "Aftershock!"
    Shout. Call upon the earth to cripple and immobilize foes in the area around you. Allies in the initial blast gain magnetic aura.
    Damage.png2Damage: 888
    Magnetic Aura.pngMagnetic Aura (5s): Reflect projectiles with magnetic energy.
    Cripple.pngCrippled (6s): -50% Movement Speed
    Immobilize.pngImmobilize (2s): Unable to move.
    Book.pngNumber of Targets: 5
    Book.pngBlast Radius: 240
    Combo.pngCombo Finisher: Blast
    Range.pngRange: 600
    - Short CD blast finisher that applies an immobilize. Great for landing
    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
    .

Specializations



Variants

  • Take
    Bountiful Power Bountiful Power
    Trait IX.pngBountiful Power
    Deal 2% more damage for each boon on you
    if you don't think you will be able to might stack sufficiently. This will result a 20+% extra damage buff every time you complete an overload at the cost of some useful dodge abilities.

Equipment

Dagger.png
Dagger.png
I.png
Superior Sigil of Leeching
9Recharge.png
Superior Sigil of Leeching.pngSuperior Sigil of Leeching
Your next attack after swapping to this weapon while in combat steals some health. (Cooldown: 9s)
Superior Sigil of Energy
9Recharge.png
Superior Sigil of Energy.pngSuperior Sigil of Energy
Gain 50% of your endurance when you swap to this weapon while in combat. (Cooldown: 9s)
I.png
Superior Rune of Leadership
Superior Rune of Leadership.pngSuperior Rune of Leadership
(1): +8 to All Stats (2): +5% Boon Duration (3): +12 to All Stats (4): +10% Boon Duration (5): +16 to All Stats (6): +10% Boon Duration; when you use an elite skill, convert up to 3 conditions into boons of all nearby allies. (Cooldown: 45 seconds)
Celestial Amulet
Celestial Amulet.pngCelestial Amulet
+460 Power +460 Precision +460 Toughness +460 Vitality +460 Ferocity +460 Healing Power +460 Condition Damage

Variants

Dagger/Dagger

  • Superior Sigil of Doom 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)
  • Superior Sigil of Battle Superior Sigil of Battle
    9Recharge.png
    Superior Sigil of Battle.pngSuperior Sigil of Battle
    Gain 2 stacks of might (20 seconds) when you swap to this weapon while in combat. (Cooldown: 9s)
  • Superior Sigil of Strength Superior Sigil of Strength
    1Recharge.png
    Superior Sigil of Strength.pngSuperior Sigil of Strength
    60% Chance on Critical: Gain Might (10 seconds). (Cooldown: 1s)
  • Superior Sigil of Hydromancy Superior Sigil of Hydromancy
    9Recharge.png
    Superior Sigil of Hydromancy.pngSuperior Sigil of Hydromancy
    Damage nearby foes and chill them for 2 seconds when you swap to this weapon while in combat. (Cooldown: 9s)

Rune

  • 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.
  • Superior Rune of Strength Superior Rune of Strength
    Superior Rune of Strength.pngSuperior Rune of Strength
    (1): +25 Power (2): +10% Might Duration (3): +50 Power (4): 20% Might Duration (5): +100 Power (6): +20% Might Duration; +5% damage while under the effects of might.
  • Superior Rune of Durability Superior Rune of Durability
    Superior Rune of Resistance.pngSuperior Rune of Durability
    (1): +25 Toughness (2): +5% Boon Duration (3): +50 Toughness (4): 25% chance when struck to grant nearby allies protection and regeneration for 3 seconds and resistance for 1 second. (Cooldown: 20 seconds) (5): +100 Toughness (6): +15% Boon Duration; +125 Vitality


See D/D Elementalist for basic usage. Everything posted here will be small additions to the original build.

Usage

  • All of your overloads break stun and apply Stability, Protection, as well as Swiftness. This is EXTREMELY useful.
  • Unless your Stability is corrupted, all of your overloads are unstoppable. This is especially good for
    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
    as you can heal relatively safely/quickly without worrying about interrupts.
  • All of your overloads apply an aura. This makes for insane sustain on some skills where you can double dip. For example,
    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.
    procs after you
    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
    but it can also be applied again directly after with your 3 skill on Dagger. Same goes for
    Frost Aura Frost Aura
    40Recharge.png
    Frost Aura
    Protect yourself with frost armor that reduces incoming damage by 10%. While active, it chills foes that hit you. Each attaker can be affected by this only once per second.
    Frost Aura.pngFrost Aura (7s): -10% Incoming Damage
    Chill.pngChilled (2s): -66% Movement Speed, -66% Skill Recharge Rate
    and
    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
    .
  • For max DPS, overload an attunement and immediately switch to Fire. Harmonious Conduit Harmonious Conduit gives you 10% added damage upon doing this.
  • "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
    is more useful as an extra aura application than a way to save teammates on the brink of death. If timed correctly, you can keep
    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.
    aura up almost infinitely. Note that the aura will not apply until after the skill has expired.

Combos

  • 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
    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
    create combo fields upon completion. You can use these to stack additional might or apply Daze/Vulnerability. Note, you can Overload Fire inside of
    Ring of Fire Ring of Fire
    ¼Activation.png
    15Recharge.png
    Ring of Fire
    Damage nearby foes with a ring of fire, burning foes that pass through it.
    Damage.pngDamage: 441
    Burn.png2Initial Burning (4s): 1,048 Damage
    Burn.pngPass-Through Burning (2s): 262 Damage
    Duration.pngRing of Fire Duration: 5 seconds
    Radius.pngRadius: 240
    Combo.pngCombo Field: Fire
    for additional burning bolts.

Counters

  • Boon corruption
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