Tempest - Fresh Air
Overview
A Power Tempest build for open world. This build has high AoE damage plus some boon generation for self and allies, most notably
Might and
Fury. Cast to fry your enemies with a nimbus of lightning, then do it over and over again thanks to refreshing its cooldown.
With the trait Alacrity to allies.
Template Code
Skill Bar
Weapon Variants
We default to Scepter+
Warhorn as they provide a good mix of damage and support.
Sword+
Offhand dagger provide higher damage and mobility, but are melee focused and have less support. Sword usage requires Weaponmaster Training with Secrets of the Obscure.
Hammer higher damage and some AoE but requires you to maintain the buffs from the 3rd skill such as , , etc. Hammer usage requires Weaponmaster Training with Secrets of the Obscure.
Spear - can be considered by players with Janthir Wilds, providing great AoE damage, but it's harder to use as it is more stationary.
Skill Variants
Healing
We default to
as it provides strong burst healing and a boon based on attunement. Other alternatives are:- Guide:What are Combo Fields). - weak heal by default, but is greatly increased if it strikes nearby enemies. Performs a blast finisher, and heals for more when doing so. Excellent synergy with water combo fields. (See:
- - weak healing, but heals in an AoE and cleanses 1 condition per pulse.
- - very high healing and condition removal throughout its long channelling time. Great option for raw healing if you can afford the cast time.
Utilities
We default to:
is here only for the precision buff, so never cast it. If you already have 100% crit chance because you're using full Marauder gear, equip a different skill.
has low cooldown, decent damage, and provides Might.
combines damage, defense, and crowd control. Provides Magnetic Aura to reflect projectiles.
Other alternatives are:
blind trash mobs.
provides AoE damage in fire and air, while on earth it will - - spawn a small elemental army that dies when you mount up, good for fighting strong bosses.
- - very flexible skill that can do damage, or cleanse conditions, or daze enemies, or give barrier, depending on your current attunement, and breaks stun.
- - condition cleanse and stun break.
- - for mobility.
- Your overloads break stun when cast, but if you want a dedicated stun break you can use
Stability.
, which also blocks 3 attacks, or for invulnerability, or for
Elites
Knockback, on Air for a
Stun, or on Earth for defense and tanking.
- - very situational skill that can be considered against certain bosses with oneshot attacks.
Specializations
- Variants
Stability from may cause you to be interrupted while using an Overload, so be careful about that.
- sacrifices defense for extra damage. The loss of Alacrity. You can technically provide permanent alacrity with only the bonus concentration of , but this isn't realistic in real fights. This trait works best if you can acquire more concentration from food or gear like
Diviner.
- useful in groups to provide allies with
Water
Water can replace
Fire. This slightly lowers your sustained damage but slightly improves burst damage and provides some healing and extra Vitality for more health.
Equipment
This build uses the same gear as power weaver and power catalyst for ease of gearing.
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
x6
If you are gearing this character from zero, start with exotic quality gear. Search the trading post for "Zhed" armor, "Hypnotic Scepter" scepter, "Kodanroar" or "Shattered Warhorn" warhorn. Upgrade to ascended gear as you progress. See also: Guide:How to Gear a Character.
- We default to scepter+warhorn as they provide a good mix of damage and support, but players with Weaponmaster Training with Secrets of the Obscure can use
Hammer or
Sword+
Dagger for slightly higher damage but less support.
- is almost identical to . Either can be used.
- You can use to trade a minor amount of damage for sustain, to start combat with boons, or for a little extra defense.
- Equip the highest tier Jade Core you can afford.
- In open world, you can consider using full
Marauder gear instead of Berserker to sacrifice a small amount of damage for a massive health increase. If doing so, switch your runes to . The amulet can be
Dragon. With this gear set you no longer need and can use another damage or utility skill instead.
Consumables
Budget consumables are acceptable for use in open world.
DPS
- Prioritize Steak Ascended food.
- /
- /
Defense
Farming
- Prioritize Steak Ascended food.
- /
- (and variants)
Usage
Overloads
Overloads are the profession mechanic of the tempest. After attuning to an element, remain in it for a few seconds to achieve Singularity, allowing you to press the attunement key again to Overload that attunement and cast a powerful skill but place the attunement on a long recharge.
In this build, you will focus on
.Damage
resets the cooldown of every time you critically strike while attuned to a different attunement. This includes resetting the cooldown of . Thus, the idea behind the build is to use Overload Air, attune to another element and maybe use some skills of that element, and then return to Air, triggering and getting the extra ferocity from Fresh Air and the extra damage from .
Your goal is to spam Might. Since creates a fire field, you can use combo finishers to provide yourself and nearby allies with even more might (See: Guide:What are Combo Fields).
After Overloading, attune to another element, cast 1 or 2 skills then return to Air since
has recharged it.- Opener
Against bosses and other strong enemies, try to follow this opener:
- and
- +
- until is ready
- and
- + until is ready
- If playing in a group giving you
Might, skip and just return to Air quickly.
- has no cast time nor animation, use it while casting other skills or overload.
- Use off cooldown.
- If using high damage skills like or , use them when you attune back to Air because you will be under all these damage modifiers: , , and .
- You will activate with Overloads, , , and .
Spear
If using Spear (requires Janthir Wilds), your priority is still to spam , but you will want to use , and as well, which will obviously work better if an ally is giving you
Quickness so you don't delay Overload Air too much.
- and
- and
- (skip if you have alacrity)
and
- (skip if you have alacrity)
- (skip if you have alacrity)
- (skip if you have alacrity)
- and autoattack until Overload is ready, then repeat from step 1.
Always empower
It's generally not worth it to stay in Earth for , but you can do it if you don't have Alacrity from other players. Likewise, Water attunement should only be used if you need condition cleanse from or a little healing from .
Auras
Auras provide useful benefits to yourself. If needed, they can be shared to nearby allies by using the trait
and even provide boons with . You have several skills that produce auras, including your overloads thanks to :Fire Aura: , .
Frost Aura: , .
Shocking Aura: .
Magnetic Aura: , , .
Elementals
Elementals are really good allies in any open world elementalist build. Their only downside is that they die when you mount up. Consider summoning a few elementals before fighting bosses or other tough enemies.
Glyph of Lesser Elementals
summons one elemental for 2 minutes. If you cast it off cooldown, you can have 3 elementals alive most of the time.
- The Lesser Fire Elemental deals good melee range AoE strike damage and
Burning, and provides
Might. It has the highest AoE damage of all Lesser Elementals.
- The Lesser Ice Elemental deals very low damage and inflicts a lot of
Chill (80-90% uptime) through an ice combo field.
- The Lesser Air Elemental deals great single target damage and generates
Swiftness. It has the second best damage behind Fire, but it's single target.
- The Lesser Earth Elemental deals low damage, inflicts
Weakness, and is very tanky.
Glyph of Elementals
Elementals have the same attacks and behaviour as Lesser Elementals, but can be commanded to do an additional skill.
- The Fire Elemental can be commanded to deal damage and
Burning in an AoE.
- The Ice Elemental can be commanded to deal damage in an AoE, while healing nearby allies by 6401, knocking back enemies, and removing 1 condition.
- The Air Elemental can be commanded to
Stun for 1.5 seconds.
- The Earth Elemental can be commanded to inflict nearby enemies with 1 second of
Immobilize and 5 seconds of
Cripple, while providing 3 seconds of
Protection to nearby allies.
Defense
- The best defense is always to dodge or sidestep attacks. You have permanent
Swiftness so you can run around enemies while they die to your AoEs. You cannot dodge while doing an Overload or you will cancel it, but you can use that swiftness to get out of the way of telegraphed attacks.
- is great for defense, as the elemental will often draw aggro away from you. The earth elemental is quite tanky.
- You get
Stability when you start an overload thanks to .
- You get
Protection when you start an overload thanks to , from (which also extends existing boons) and from when cast in Earth.
- You can increase your toughness with .
Magnetic Aura from or + reflects projectiles.
- can be used in emergencies to cleanse 5 conditions and heal you a little.
crippled and
immobilize. It also gives you
stability at the start, and the lingering storm provides
protection.
is great for chipping away at breakbars with its - When using
Water, you should attune to periodically to refresh and heal yourself with . You also heal yourself with and
- Dodging attacks will also heal you thanks to .
- Blind trash mobs with , or .
Crowd Control
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