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Tempest - Fresh Air Tempest

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Part of the current metagame.

Our curator decided this build is in the current metagame regardless of rating. The community gave this build a rating, making it top-tier: Great.

Focused on: Direct damageArea damageMelee damageMobilityDpsDefenseRoaming.

Designed for:

 

Expansions required:

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Overview

This is a tempest build focused on very high melee damage through the use of . This build can potentially supply 25 Might Might to 10+ people.

Fresh Air builds are versatile and can weapon swap to change their entire playstyle instantly. They have a lot of different tools to deal with threats and can handle almost anything the game throws at them.

Pros
  • Great burst damage
  • Highly active playstyle
  • Good mobility
Cons
  • Low sustain/defense
  • Difficult to play well
  • Strict on gear
  • Poor damage at range

Skill Bar

Dagger/WarhornHealingUtilityElite

Weapon Variants

Mainhands
  • Scepter - High burst, low DPS. Can be used to stack might quickly.
Offhands
  • Dagger - Higher mobility
  • Focus - higher defense, less DPS

Skill Variants

Healing Skills
  • - small passive sustain
  • - burst heal
  • - if conditions are a problem.
Utility Skills
  • - caps vuln or area blind
  • - breaks stun and blocks attacks.
  • - for mobility.
  • - very useful for Scepter to fill spaces between cooldowns
  • - projectile hate

Specializations

Build Code

[&DQYpKyUeMBl0ABcBywDLAL4B6wD2APYAJgCWAAAAAAAAAAAAAAAAAAAAAAA=]
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Variants
  • - more dodges at the cost of your passive stun break.

Fire Variant

Higher DPS but lower defense. Replaces Arcane.


Variants
  • - if you need condition cleanse.
  • - provides more Blind Blind if having trouble with trash mobs.

Water Variant

Provides high DPS and offers a small amount of sustain; comparable to Arcane.


Variants
  • / - if you need more condition cleanse

Equipment

Ascended gear and stat infusions are not required; you can use exotic gear with the same stats.

Standard Equipment: Scepter

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6x
Superior Rune of Strength
18x
Precise Infusion

Standard Equipment: Dagger

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6x
Superior Rune of Strength
18x
Precise Infusion

Variant Equipment

Gear

  • Berserker stat icon.png Berserker's , Assassin stat icon.png Assassin's - higher DPS, much lower defense
  • Knight stat icon.png Knight's - often mixed with other gear for some defense; Knight stat icon.png Knight's trinkets with Berserker stat icon.png Berserker's or Assassin stat icon.png Assassin's armor and weapons is a common replacement for Marauder stat icon.png Marauder

Runes

  • , - higher burst, much lower DPS
  • , , - defensive options
  • - strongest defensive rune if zerging

Sigils

  • - defensive option
  • - for condi cleanse

Consumables

Food
  • Any ascended food is superior to any other food you could use. Steak for power, flatbread for conditions.
  • - Use for general farming.
  • - Use for when you need to max out magic find.
  • - more sustain
  • Anything - Any food is better than none, but you should prioritize the food above before using any other food.
Utility
  • , , - general farming
  • - good damage option with +karma

Solo

This food assists with more difficult content, such as bosses or bounties.
Food
  • , , Can't find such food "Bowl of Meat and Winter Vegetables"! Please refer to our food index. - Defense/Damage
  • , - Damage
Utility
  • - Damage

Usage

Scepter vs Dagger

While the two weapon sets might seem similar at first, they have a few inherent differences.

Scepter
  • Scepter has several blast finishers and a harder rotation. It can easily provide 25 might for 10+ people while dealing relatively high DPS. Scepter relies more heavily on than dagger due to the strength of .
  • Scepter's attacks are generally ranged, while Dagger's are generally melee.
  • Scepter has two blast finishers: and . has a significant delay, which should be taken into account.
Dagger
  • Dagger has a very simple rotation compared to Scepter, but is restricted to melee range.
  • Dagger has one fewer blast finishers than scepter, being its only blast. This means Dagger's potential for sharing might is significantly less.
  • Dagger gains extra auras over scepter and has two solid mobility skills, and
Comparison

Dagger generally has a more fluid playstyle with an easier rotation. While it lacks any good ranged options, its high mobility more than makes up for it. Scepter, meanwhile, deals slightly more damage and has a slower-paced, almost clockwork playstyle. Scepter trades ease of use for the capability to quickly stack tremendous amounts of might.

General

This build relies on the interaction between and . After using , you can swap to another attunement and reset the cooldown on with any critical hit. This lets you spam and to powerful effect.
The attunement you swap to after depends on the situation:
Scepter
  • has powerful burst damage skills in and . It also provides a fire field in .
  • grants and for sustain, as well as for CC.
  • grants for Protection Protection and for area damage and Blind Blind.
Dagger
  • has powerful burst damage skills in .
  • grants and for sustain.
  • grants for mobility and for crowd control.
After using the skills you need, you should swap back to and autoattack while waiting for to recharge.

Damage

  • DPS is mostly passive with this build; just make sure you're hitting things with your and using and off cooldown.
    • Never interrupt .
  • in Fire or Air can be used as a high-damage opener.
    • deals more damage, but has a much shorter cooldown allowing you to throw it out liberally.
    • If using for damage, chain it after to get the damage buff from .
  • Use , , and to upkeep the massive ferocity buff from .
    • and are blast finishers
Scepter
  • Weave in , , and when you can for more damage.
    • Cast on the other side of your target so it hits both on the way out and back.
  • You can blast with , , or to grant area Might Might.
Dagger
  • You can use to maintain Fury Fury.
  • Weave in and when you can for more damage.

Defense

  • The best defense is always to dodge or sidestep attacks. Use the high Vigor Vigor uptime of this build to your advantage.
  • continuously blinds enemies for 10 seconds when used in . is another AoE blind, and and provide additional single-target blinds.
  • To block something without interrupting , you can use .
  • , used in , creates a tanky elemental that can help take pressure off you.
Scepter
  • You can use and to interrupt enemies.
Dagger
  • You can use and to interrupt enemies.

Sustain

  • You can create a water field with and then blast it with or for area healing.
  • cleanses a condition.
  • You can run or to better deal with condition pressure.
  • , used in , creates an elemental with strong healing and condition cleanse on a short cooldown.
  • If you need healing really badly, you can run away and .

Crowd Control

  • (Dagger Only)
  • (Dagger)
  • (from Ice Elemental)
  • (from Air Elemental)
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Build rating - 5 stars
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4 Ratings
5 stars
Onlywrin gave this build 5 stars June 2020

This build is one of the strongest options when playing ele in open world. It has high damage, group support, sustain, defense, mobility, and can change its entire playstyle with the press of a button. The Dagger variant is extremely easy to play, with a smooth playstyle while the scepter variant is harder but offers amazing Might support while sustaining very high DPS.

5 stars
Ether gave this build 5 stars January 2020

pretty much my bread and butter for open world farming. Unlike your weaver counter part, which either requires u to get in melee range to cleave, or having to hope that enemies are stupid enough to stand in your staff AOEs, Tempest can remain very mobile and still able to stay on multiple targets thanks to the overloads. One little thing i do want to add is if you're using fire and air trait, I suggest using One with Air for extra mobility to make sticking and catching up to farming groups easier. I typically like to use lightning flash+eye of storm combo if i'm using scepter/warhorn to compensate for Tempest's lack of instant teleport.

5 stars
Painbow gave this build 5 stars October 2019

Just wanted to redo my comment in wake of tempest changes. You will want to run with water 2-3-(1 if you need a lot of condi cleanse or 3 if you don't - taking invigorating torrents if taking cleansing water). Water grants you the highest damage buff along with air, along with improved sustain and the option to trait for strong condi cleanse. Since your fire attunement won't always be off cooldown straight away after air overload now, you can stay in air a little bit longer and use skills/auto-attack, or go to water just before fire comes off cooldown and use shatterstone, this will then attune to fire, this will grant you some healing/regen too. I get that arcane probably looks more attractive now with the reduced attunement recharge rate as transcendent tempest makes it quicker to access your air overload, but the damage increase from water, especially in bursty fights which is the majority of open-world, is superior. Taking zephyr's boon and unstable conduit will give you an easy time keeping up fury. Even with strength runes and a strength sigil, you will want fried golden dumplings to maintain might. Tempest is probably the best all-round elementalist specialisation for general open-world due to survivability and aoe cleave. Taking some marauder pieces to get your health up to roughly 15k and filling the rest with assassins is pretty good quality of life too.

1 More Rating
5 stars
Chinkeeyong gave this build 5 stars September 2018

This build has great damage and survivability and can fight entirely at range, making it perfect for soloing HoT hero points and other challenging bosses. It also packs more than enough AoE burst damage to deal with general open world.

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