Build

Tempest - Roaming D/D

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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.

Designed for:

Overview

D/D elementalist is not as all-powerful as it once was, but can still work with the correct setup (meaning abuse all the op stuff)

Skill Bar

Dagger/DaggerHealingUtilityElite

Slot Changes

Utility

  • Ether Renewal Ether Renewal
    Activation.png
    18Recharge.png
    Ether Renewal
    Cantrip. Heal yourself and cure a condition with every pulse.
    Heal.pngHealing: 625
    Book.pngConditions Removed: 1
    Book.pngPulses: 8
    Signet of Restoration Signet of Restoration
    1Activation.png
    25Recharge.png
    Signet of Restoration
    Signet Passive: Grants health every time you cast a spell.
    Signet Active: Heal yourself.
    Heal.pngHealing: 3,275
    Heal.pngHealing Per Cast: 202
    this is a very important consideration. Ether renewal is your go-to if you intend to make extensive use of overloads. Ether is excellent at buying time until your overload comes up, and synergizes very well with stab on overload if needed. Signet of restoration works very poorly with that playstyle, but is the better pick if you want to play it more like the old D/D. If all this doesn't mean much to you, I'd advise Ether renewal.
  • 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
    for generic anti-condi.

Elite

  • "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
    for a usable elite in duels (conjure fgs is generally frowned upon). Easier to use also, though it is strongly advised to try to learn to use
    Conjure Fiery Greatsword Conjure Fiery Greatsword
    1Activation.png
    180Recharge.png
    Conjure Fiery Greatsword
    Conjure. Manifest a fiery greatsword in your hands and at the target location. When it lands, it damages and burns foes. Wielders of this weapon gain increased power and condition damage.
    Damage.pngDamage: 246
    Conjure Fiery Greatsword.pngConjure Fire Attributes: 260 Power, 180 Condition Damage
    Book.pngNumber of Charges: 15
    Burn.pngBurning (3s): 984 Damage
    Book.pngNumber of Targets: 3
    Duration.pngDuration: 60 seconds
    Radius.pngRadius: 150
    Range.pngRange: 1,200
    effectively to disengage.

Specializations

Variant

  • when running with signet of restoration and generally using few overloads.

Equipment

Stats - Around 200-300 point of celestial (full armor + a trinket or 2 weapons + a trinket for example), marauder wherever possible. Fill out with berserker and one clerics ring.

This seems a little overly complicated, but making a good stat spread for dd ele isn't straightforward, since you want to squeeze out every statpoint you can.

Weapons

Dagger/Dagger

  • Superior Sigil of Energy 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)
  • Superior Sigil of Cleansing Superior Sigil of Cleansing
    9Recharge.png
    Superior Sigil of Cleansing.pngSuperior Sigil of Cleansing
    Remove 1 condition when you swap to this weapon while in combat. (Cooldown: 9s)

Variant

  • Superior Sigil of Bloodlust Superior Sigil of Bloodlust
    Superior Sigil of Bloodlust.pngSuperior Sigil of Bloodlust
    Gain a charge of +10 power each time you kill a foe, five if you kill an enemy player.
    instead of
    Superior Sigil of Cleansing Superior Sigil of Cleansing
    9Recharge.png
    Superior Sigil of Cleansing.pngSuperior Sigil of Cleansing
    Remove 1 condition when you swap to this weapon while in combat. (Cooldown: 9s)
    if you're not swapping often enough (due to overloads for example)

Runes

  • 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
    This is one of the reasons this build sort of works. This rune is extremely powerful.

Consumables

Food

  • Plate of Mussels Gnashblade Plate of Mussels Gnashblade
    Plate of Mussels Gnashblade.pngPlate of Mussels Gnashblade
    Nourishment (30 min):
    Food.png+10% Damage Reduction+70 Concentrationn+10% Experience from kills
    Consumable
    . This is another reason. Obscenely overpowered. The damage reduction stacks additively with protection, meaning permanent uptime of 50% damage reduction.
  • Loaf of Saffron Bread Loaf of Saffron Bread
    Loaf of Saffron Bread.pngLoaf of Saffron Bread
    Nourishment (30 m):
    Food.pngIncoming damage reduced by 20% while stunned, knocked down, or knocked back.-20% condition duration+10 Experience from kills
    Consumable
    . If mussels gnashblade is too hard to get, which is understandable. The difference is big though.

Utility boost

  • Bountiful Sharpening Stone Bountiful Sharpening Stone
    Bountiful Sharpening Stone.pngBountiful Sharpening Stone
    Nourishment (30 m):
    Potion.pngGain Power equal to 6% of your Healing PowerGain Power equal to 8% of your Concentration+10% Experience from Kills
    Consumable
    optimal but expensive.
  • Superior Sharpening Stone Superior Sharpening Stone
    Superior Sharpening Stone.pngSuperior Sharpening Stone
    Nourishment (30 m):
    Potion.pngGain power equal to 3% of your precisionGain power equal to 6% of your ferocity+10 Experience from kills
    Consumable
    or
    Hardened Sharpening Stone Hardened Sharpening Stone
    Hardened Sharpening Stone.pngHardened Sharpening Stone
    Nourishment (30 m):
    Potion.pngGain power equal to 2% of your precisionGain power equal to 4% of your ferocity+10 Experience from kills
    Consumable
    if bountiful is too hard to get. Noticeable difference but doable.

Usage

  • This build is in a very unfortunate area where it would theoretically be best to not overload, but because tempest and its overloads are overtuned (hurray powercreep), it's often forced to do so anyway.
  • Take special care to try and maintain protection. If you're feeling very tryhard, you can stack over a minute while running across the map by spamming overloads and earth swap from elemental attunement.
  • Tap an overload for stability to get ether renewal off in a pinch. Try to avoid overloading water to not lock yourself out of your main source of sustain for 20s.
  • If you choose to overload air, which you often will because the damage is so absurdly high, consider staying in air even longer to lightning whip, since being without lightning whip for 20s will hurt.
  • Block projectiles with
    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
    .
  • In a bunker slapfest, which will also happen often, take some time to stack might.
  • Your 'look at me I'm fancy' combo is
    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
    into
    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
    Updraft Updraft
    40Recharge.png
    Updraft
    Gain swiftness from a gust of wind that launches nearby foes.
    Swiftness.pngSwiftness (10s): 33% Movement Speed
    Launch.pngLaunch: 200
    Book.pngNumber of Targets: 5
    Radius.pngRadius: 180
    Book.pngEvade: 1 second
    behind target to knock them into air overload pulses,
    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
    and
    Earthquake Earthquake
    ¾Activation.png
    45Recharge.png
    Earthquake
    Trigger a quake at your location, knocking down foes and dealing massive damage.
    Damage.pngDamage: 244
    Knockdown.pngKnockdown: 2 seconds
    Book.pngNumber of Targets: 5
    Radius.pngRadius: 240
    Combo.pngCombo Finisher: Blast
    into fire attunement. Don't get too hung up on this though, it's really not what this build is about.

Counters

This is a painful lineup. Basically every class in the game can choose to stalemate with you. Not many things have real killing pressure on you though.

Countered specifically by corrupt necro/reaper.

It's still pretty damn good at general roaming and fighting against the odds though. Severely struggles with thief +1 though, due to ether/overloads interrupts through stability and protection rip.

Build rating: Not Rated
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