Tempest - Condi Arcana

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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 damageUtility.

Designed for:

Overview

A condition damage build based on extended condition coverage while enhancing Burn Burn and Bleed Bleed stacks, as well as providing team utility from overloads and focus skills.

Skillbar

Scepter/FocusHealingUtilityElite

Slot Changes

Heal:

  • "Wash the Pain Away!" "Wash the Pain Away!"
    Activation.png
    20Recharge.png
    "Wash the Pain Away!"
    Shout. Mists billow out of the player, healing allies that are in range.
    Healing.pngFirst Heal: 3,560
    Healing.pngSecond Heal: 1,950
    Healing.pngThird Heal: 980
    Targets.pngNumber of Targets: 5
    Radius.pngFirst Heal Radius: 180
    Radius.pngSecond Heal Radius: 240
    Radius.pngThird Heal Radius: 360
    : For a more supportive option.
  • Glyph of Elemental Harmony Glyph of Elemental Harmony
    Activation.png
    20Recharge.png
    Glyph of Elemental Harmony
    Glyph. Heal yourself and gain a boon based on your attunement.
    Fire: might.
    Water: regeneration.
    Air: swiftness.
    Earth: protection.
    Healing.pngHealing: 4,894
    Might.png3Might (20s): +90 Power, +90 Condition Damage
    Regeneration.pngRegeneration (10s): 1,300 Heal
    Swiftness.pngSwiftness (10s): 33% Movement Speed
    Protection.pngProtection (3s): -33% Incoming Damage
    : For on-demand healing. Synergizes with
    .

Utility Skills:

  • : Can be used in conjunction with
    . Used for enhancing condition stacking and/or coverage.
  • Mist Form Mist Form
    60Recharge.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
    Breaks Stun.pngBreaks Stun
    : Can be used in conjunction with
    for reduced cooldown (CD) as well as an extra condition cleanse.
  • Armor of Earth Armor of Earth
    50Recharge.png
    Armor of Earth
    Cantrip. Protect yourself with earth armor and gain protection and stability.
    Protection.pngProtection (6s): -33% Incoming Damage
    Stability.png10Stability (6s): Cannot be knocked down, pushed back, pulled, launched, stunned, dazed, floated, sunk, feared or taunted.
    Duration.pngDuration: 6 seconds
    Breaks Stun.pngBreaks Stun
    : For extra Stability Stability.
  • Cleansing Fire Cleansing Fire
    40Recharge.png
    Cleansing Fire
    Cantrip. Cure three conditions and burn foes.
    Burning.png3Burning (4s): 1,572 Damage
    Book.pngConditions Removed: 3
    Targets.pngNumber of Targets: 5
    Radius.pngRadius: 240
    : For additional condition cleanse.

Specializations




Variants

  • For a more offensive and faster option at the cost of some sustain.



Variants

  • : Can be used to reduce the cooldown of
    Arcane Shield Arcane Shield
    40Recharge.png
    Arcane Shield
    Arcane. Block attacks with an energy shield. If it blocks three attacks, it explodes for critical damage.
    Damage.pngDamage: 399
    Arcane Shield.png3Arcane Shield (5s): Blocks attacks. Explodes after blocking three attacks.
    Targets.pngNumber of Targets: 5
    Radius.pngRadius: 360
    Breaks Stun.pngBreaks Stun
    and
    Arcane Power Arcane Power
    45Recharge.png
    Arcane Power
    Arcane. Your next five attacks do critical damage.
    Arcane Power.png5Glyph of Arcane Power (30s): Attacks do critical damage.
    as well as increasing their effectiveness by promoting condition application.
  • : Can be used to reduce the cooldown of
    Mist Form Mist Form
    60Recharge.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
    Breaks Stun.pngBreaks Stun
    ,
    Cleansing Fire Cleansing Fire
    40Recharge.png
    Cleansing Fire
    Cantrip. Cure three conditions and burn foes.
    Burning.png3Burning (4s): 1,572 Damage
    Book.pngConditions Removed: 3
    Targets.pngNumber of Targets: 5
    Radius.pngRadius: 240
    and
    Armor of Earth Armor of Earth
    50Recharge.png
    Armor of Earth
    Cantrip. Protect yourself with earth armor and gain protection and stability.
    Protection.pngProtection (6s): -33% Incoming Damage
    Stability.png10Stability (6s): Cannot be knocked down, pushed back, pulled, launched, stunned, dazed, floated, sunk, feared or taunted.
    Duration.pngDuration: 6 seconds
    Breaks Stun.pngBreaks Stun
    .

Equipment

Scepter.png
Focus.png
I.png
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 Torment
5Recharge.png
Superior Sigil of Torment.pngSuperior Sigil of Torment
50% Chance on critical: Apply AoE torment (5 seconds, 180 radius). (Cooldown: 5s)
I.png
Superior Rune of Balthazar
Superior Rune of Balthazar.pngSuperior Rune of Balthazar
(1): +25 Condition Damage (2): +10% Burning Duration (3): +50 Condition Damage (4): +20% Burning Duration (5): +100 Condition Damage (6): +20% Burning Duration; +10% maximum health.
Deadshot Amulet
Deadshot Amulet.pngDeadshot Amulet
+1050 Precision +1050 Condition Damage +560 Vitality +560 Expertise

Variants

Sigil(s)

  • Superior Sigil of Smoldering Superior Sigil of Smoldering
    Superior Sigil of Smoldering.pngSuperior Sigil of Smoldering
    Increase Inflicted Burning Duration: 20%
  • Superior Sigil of Earth Superior Sigil of Earth
    2Recharge.png
    Superior Sigil of Earth.pngSuperior Sigil of Earth
    60% Chance on Critical: Inflict Bleeding (5 seconds). (Cooldown: 2s)

Rune(s)

  • Superior Rune of the Nightmare Superior Rune of the Nightmare
    Superior Rune of the Nightmare.pngSuperior Rune of the Nightmare
    (1): +25 Condition Damage (2): +5% Condition Duration (3): +50 Condition Damage (4): +10% Condition Duration (5): +100 Condition Damage (6): When you use an elite skill, deliver an attack (240 radius) that blinds enemies and transfers one condition.(Cooldown: 45s)
  • Superior Rune of the Tempest Superior Rune of the Tempest
    Superior Rune of the Tempest.pngSuperior Rune of the Tempest
    (1): +8 to All Stats (2): +5% Condition Duration (3): +12 to All Stats (4): +10% Condition Duration (5): +16 to All Stats (6): Heal nearby allies when you break a stun (radius 360).

Usage

  • The main source of damage will come from Burn Burn, although Bleed Bleed is also a condition used to deal damage. Before applying burns, use skills from other attunements (especially
    Air Attunement Air Attunement
    10Recharge.png
    Air Attunement
    Attune to air, gaining heavy damage and control abilities.
    and
    Earth Attunement Earth Attunement
    10Recharge.png
    Earth Attunement
    Attune to earth, gaining superior damage-over-time and defensive abilities.
    ) to increase overall condition coverage. This will make condition cleansing for the enemy more difficult.
  • Glyph of Elemental Power Glyph of Elemental Power
    45Recharge.png
    Glyph of Elemental Power
    Glyph. Gain a chance for spells to inflict a condition based on your attunement.
    Book.pngTrigger Chance: 25%
    Burn.png2Burning (3s): 786 Damage
    Chill.pngChilled (2s): -66% Movement Speed, -66% Skill Recharge Rate
    Weakness.pngWeakness (6s): -50% Endurance Regeneration, 50% Fumble (Unrestricted)
    Cripple.pngCripple (5s): -50% Movement Speed
    Duration.pngEffect Recharge: 5 seconds
    Duration.pngDuration: 30 seconds
    Stun-Break.pngBreaks Stun
    should mainly be activated in
    Fire Attunement Fire Attunement
    10Recharge.png
    Fire Attunement
    Attune to fire, gaining heavy damage and burning abilities.
    . Because burns will be the main damage source, this step is crucial.
  • Use overloads when out of focus to apply area-of-effect (AoE) condition application safely. Channeling an offensive overload such as
    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
    off-point, followed by a teleport onto a point using
    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
    is a great way to deal AoE condition application without taking hard pressure.
  • In addition to weapon skills,
    ,
    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)
    , and
    Superior Sigil of Torment Superior Sigil of Torment
    5Recharge.png
    Superior Sigil of Torment.pngSuperior Sigil of Torment
    50% Chance on critical: Apply AoE torment (5 seconds, 180 radius). (Cooldown: 5s)
    are a large part of covering up burn application. Rotate between attunements often to maximize overall condition coverage effectiveness.

Tips

  • Channeling overloads fully all the time isn't recommended especially if no other condition players are around. The goal is to apply various conditions while stacking burns and bleeds fairly quickly, so as soon as an overload has damaged your opponent, switch attunements.
    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
    may, however, be channeled all the way often for various reasons such as crowd-control (CC) baiting or to simply heal.
  • Save endurance for Evasive Arcana Evasive Arcana during various situations. The water variant of the dodge skill is a heal and a condi cleanse, in case there are large stacks of conditions present.
  • Being a presence in teamfights or joining in on a skirmish is this build's strong point. Try avoiding 1v1's and sticking around others that need help.
  • The faster skills are activated, the more heals are received from
    .

Counters

  • Long Resistance Resistance duration, especially from Warriors.
  • Heavy condition pressure.
  • Chain crowd-control (CC).
Build rating - 2 stars
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3 Ratings
0 stars
Valandor gave this build 0 stars February 2017

I do not see, why you should need that in your team. Everything this build can do, other builds from different professions can do by far better.

0 stars
Hanz gave this build 0 stars February 2017

Will the terribad bronze tier condi ele reposts ever stop?

5 stars
Poelala gave this build 5 stars February 2017

This is a build that lacks identity. It's not good at tanking, sustaining, supporting, DPSing, or giving utility to teammates. The only good thing that this build can do is +1 and it lacks the mobility of a thief or even a ranger to +1 a good amount of times. This build is very susceptible to +1s, meaning that if a thief even glares at you you're dead. This build also uses a 1v1 weaponset that was designed for power, yet it sucks in 1v1s. When I say that it sucks in 1v1s I mean that it can't secure a 1v1 kill as fast as a warrior or mesmer, which makes the weaponset obsolete. A good choice would have been to go much more supporty and use d/f so you can act as a condi power support tempest, adding an extra flare to the pvp scene. All in all, this build was made for T1 or T2 silver and wouldn't do well any higher than that.

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