Tempest - Dagger/Dagger
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Contents
Overview
A well-balanced build that can burst single targets as well as might-stack and heal an entire team.
Skill Bar
Slot Changes
- - Enormous aoe heal. Great for supporting a team over supporting yourself.
- - a great 'panic button' while under heavy focus.
- - excellent condition cleansing.
- Shout. Call upon the earth to cripple and immobilize foes in the area around you. Allies in the initial blast gain magnetic aura.
Specializations
Variants
- Take 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



Variants
Dagger/Dagger
Rune
Superior 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. 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.
- All of your overloads apply an aura. This makes for insane sustain on some skills where you can double dip. For example, 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.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.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.
- For max DPS, overload an attunement and immediately switch to Fire.
Harmonious Conduit gives you 10% added damage upon doing this.
- 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.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.
Combos
- 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.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.
Counters
- Boon corruption
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