Tempest - Dagger/Dagger Sages

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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 damageMobilityBunkering.

Designed for:

Overview

D/D provides high survivability, decent damage, and great diversity. Stacking Might Might is required for this build.

Skill Bar

Dagger/DaggerHealingUtilityElite

Variants

  • You can bring
    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
    over Rebound.

Specializations




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 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 Daredevil
Superior Rune of the Daredevil.pngSuperior Rune of the Daredevil
(1): +25 Power (2): +35 Toughness (3): +50 Power (4): +65 Toughness (5): +100 Power (6): Next attack is guaranteed to crit after completing a dodge roll while in combat.
Mercenary's Amulet
Sage's Amulet.pngSage's Amulet
+1050 Power +560 Vitality +560 Healing Power +1050 Condition Damage


Usage

Roles

  • D/D elementalist is a jack-of-all-trades. To be fully effective with it, you have to learn to play it to ALL its strengths. Your roles include:
    • Team support: If you can share a water-attuned + +
      Cleansing Wave Cleansing Wave
      ¾Activation.png
      40Recharge.png
      Cleansing Wave
      Heal yourself and nearby allies, curing a condition.
      Heal.pngHealing: 1,302
      Book.pngConditions Removed: 1
      Book.pngNumber of Targets: 5
      Radius.pngRadius: 240
      +
      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
      with an ally in jeopardy, that can be game-changing. Protection from
      Earth Attunement Earth Attunement
      10Recharge.png
      Earth Attunement
      Attune to earth, gaining superior damage-over-time and defensive abilities.
      and
      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
      can mitigate a burst too. Paying more attention to this is vital, since you will often get ignored while your allies get focused hard.
    • Downed control:
      Armor of Earth Armor of Earth
      75Recharge.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
      Stun-Break.pngBreaks stun
      can secure stomps/resses. Don’t forget to swap to water for a quick heal when your ally gets up.
      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
      and
      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
      also work for good cleave when stomps are too risky.
    • Roaming/contesting: With decent mobility, sustain and damage you are capable of fighting on a point and win against most specs in 1v1s.
    • Bunkering/rotations: Help out your fellow bunkers by swapping contestation with them if they are running out of CDs.
    • Learn to properly stack might: Try to use any of your available blast finishers in a fire field such as
      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
      as often as you can - your blast finishers are:
  • 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
    on Water.
  • 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
    and
    Churning Earth Churning Earth
    Activation.png
    30Recharge.png
    Churning Earth
    Make the earth churn, crippling nearby foes before unleashing a seismic wave that damages and bleeds them.
    Damage.pngDamage: 792
    Bleed.png8Bleeding (8s): 2,720 Damage
    Cripple.png4Cripple (1s): -50% Movement Speed
    Book.pngNumber of Targets: 5
    Radius.pngRadius: 360
    Combo.pngCombo Finisher: Blast
    on Earth. Churning has a reduced cast time, so you can catch people off guard with it.
  • Because of your first dodge on
    Earth Attunement Earth Attunement
    10Recharge.png
    Earth Attunement
    Attune to earth, gaining superior damage-over-time and defensive abilities.
    also becomes a Blast finisher.

General

  • 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
    works on downed people, disabling their skill for multiple seconds thus they can't use their interrupting downed skill, giving enough time for your ally to make a safe stomp. Try to position yourself in a way that the enemy is between you and your friend, so you don't knock the downed out of stomp-range.
  • Whenever you gain an aura you also receive health due to for a quick self heal. Auras are:
    • 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.
      on Air.
    • 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
      on Water.
      • Note: You will only apply protection on aura if you spec for earth instead of fire, which is less popular right now.
    • You can use
      Magnetic Leap Magnetic Leap
      Magnetic Leap
      Pull yourself to your magneticaly grasped foe and deliver a strike.
      Damage.pngDamage: 71
      Combo.pngCombo Finisher: Leap
      Range.pngRange: 900
      (this is
      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
      's chain skill) on Earth in a Fire field to gain
      Fire Shield Fire Shield
      40Recharge.png
      Fire Shield
      Envelop yourself in a fiery shield that burns foes and grants might every time you are struck (cooldown of 1 second per attacker).
      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).
      Might.pngMight (10s): 30 Power, 30 Condition Damage
      Burn.pngBurning (1s): 328 Damage
      Radius.pngCondition Duration Reduction: 20%
      .
  • 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
    is hard to land against strafing or ranged enemies, and it is an important source of damage. You can use
    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
    mid-animation on top of your opponent to make sure it actually hits. You can also Lightning Flash mid-
    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
    or before
    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
    for CC that is very hard to dodge, but make sure you can follow up-- you're wasting two important cooldowns. It's also possible to change the distance you travel with Burning Speed by adjusting your camera - bird's eye view (so when you see your character from above), while holding down any movement keys, drastically reduces the range of this skill which is useful in melee range.
  • You can swap Attunements even while casting spells in order to trigger Can't find such trait "Arcane Fury"! Please refer to our trait index, the casting won't get interrupted - this can cause serious damage to foes in the case of hard-hitting skills like
    Fire Grab Fire Grab
    ¾Activation.png
    30Recharge.png
    Fire Grab
    Damage foes in a cone in front of you. Deal more damage to burning foes.
    Damage.pngDamage: 426
    Damage.pngDamage vs. Burning: 682
    Book.pngNumber of Targets: 5
    Range.pngRange: 300
    . However, swapping an "Overload" will interrupt it and put the attunment on an extended cool down so be sure to finish the cast.
  • "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
    should be used to help keep yourself alive, as well as your teammates, and it has a relatively low cooldown so don't be afraid to use it.
  • The combination of
    Superior Rune of the Daredevil Superior Rune of the Daredevil
    Superior Rune of the Daredevil.pngSuperior Rune of the Daredevil
    (1): +25 Power (2): +35 Toughness (3): +50 Power (4): +65 Toughness (5): +100 Power (6): Next attack is guaranteed to crit after completing a dodge roll while in combat.
    and the intense endurance regeneration provided by +++ allows for frequent dodges and therefor critical hits.
  • Remember to dodge before
    Fire Grab Fire Grab
    ¾Activation.png
    30Recharge.png
    Fire Grab
    Damage foes in a cone in front of you. Deal more damage to burning foes.
    Damage.pngDamage: 426
    Damage.pngDamage vs. Burning: 682
    Book.pngNumber of Targets: 5
    Range.pngRange: 300
    and
    Churning Earth Churning Earth
    Activation.png
    30Recharge.png
    Churning Earth
    Make the earth churn, crippling nearby foes before unleashing a seismic wave that damages and bleeds them.
    Damage.pngDamage: 792
    Bleed.png8Bleeding (8s): 2,720 Damage
    Cripple.png4Cripple (1s): -50% Movement Speed
    Book.pngNumber of Targets: 5
    Radius.pngRadius: 360
    Combo.pngCombo Finisher: Blast
    .


Counters

  • High Chill Chill uptime, as chill affects Attunement cooldowns, messing up the Elementalist's rotation.
  • High boon rip and pressure
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