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Tempest - Overload Focused Berzerker Staff

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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: Direct damage.

Designed for:


Overview

This Tempest build is designed to utilize overloads and staff to deal massive area damage.

Skill Bar

StaffHealingUtilityElite

Slot Changes

  • Mist Form Mist Form
    75Recharge.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
    Stun-Break.pngBreaks stun
    over
    "Aftershock!" "Aftershock!"
    ¼Activation.png
    45Recharge.png
    "Aftershock!"
    Shout. Call upon the earth to cripple and immobilize foes in the area around you. Allies in the initial blast gain magnetic aura.
    Damage.png2Damage: 888
    Magnetic Aura.pngMagnetic Aura (5s): Reflect projectiles with magnetic energy.
    Cripple.pngCrippled (6s): -50% Movement Speed
    Immobilize.pngImmobilize (2s): Unable to move.
    Book.pngNumber of Targets: 5
    Book.pngBlast Radius: 240
    Combo.pngCombo Finisher: Blast
    Range.pngRange: 600
    .

Specializations




Equipment

Staff.png
I.png
Superior Sigil of Purity
10Recharge.png
Superior Sigil of Purity.pngSuperior Sigil of Purity
60% Chance on Hit: Remove a Condition. (Cooldown: 10s)
Superior Sigil of Energy
9Recharge.png
Superior Sigil of Energy.pngSuperior Sigil of Energy
Gain 50% of your endurance when you swap to this weapon while in combat. (Cooldown: 9s)
I.png
Superior Rune of the Fire
Superior Rune of the Fire.pngSuperior Rune of the Fire
(1): +25 Power (2): +10% Might Duration (3): +50 Power (4): 25% chance when struck to gain might for 10 seconds. (Cooldown: 5s) (5): +100 Power (6): +20% Burning Duration; When struck below 80% health you gain a fire aura for 5 seconds. (Cooldown: 60s)
Marauder Amulet
Marauder Amulet.pngMarauder Amulet
+1050 Power +1050 Precision +560 Vitality +560 Ferocity

Variants

Rune

  • Superior Rune of Hoelbrak Superior Rune of Hoelbrak
    Superior Rune of Hoelbrak.pngSuperior Rune of Hoelbrak
    (1): +25 Power (2): +10% Might Duration (3): +50 Power (4): 25% chance when struck to gain might for 10 seconds. (Cooldown: 5s) (5): +100 Power (6): +20% Might Duration; -20% condition duration applied to you.
    - or any might focused rune
  • Superior Rune of Durability Superior Rune of Durability
    Superior Rune of Resistance.pngSuperior 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
    - (I haven't tested with this, but improving survivability might not hurt the build)
  • Lucid Singularity Lucid Singularity
    Trait VIII.pngLucid Singularity
    Remove and gain massive resistance to movement-impeding conditions while overloading your attunements.
    - for further mobility while overloading, the build as shown uses
    Element Bastion Element Bastion
    Trait IX.pngElement Bastion
    Auras you apply heal allies. Apply a frost aura to yourself and nearby allies when struck while below the health threshold.
    as a survivability choice.

Usage

Damage Output

Utilizing

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

/

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

together with

Meteor Shower Meteor Shower
Activation.png
30Recharge.png
Meteor Shower
Call down a meteor shower onto the target area.
Damage.pngDamage: 317
Book.pngNumber of Impacts: 24
Book.pngNumber of Targets: 3
Duration.pngDuration: 9 seconds
Radius.pngDamage Radius: 120
Radius.pngRadius: 360
Range.pngRange: 1,200

will give tremendous damage output when attacking or defending a conquest point. Against damage oriented opponent builds, these three skills will each hit for an average of 1500 and crit for an average of 3000 damage per tick. This gives

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

on average 15,000 - 30,000 damage vs a DPS opponent (bunker builds take about half as much damage)... which is, by itself even enough to burn through a Necromancer's health and shroud pools. Add to that similar numbers for

Meteor Shower Meteor Shower
Activation.png
30Recharge.png
Meteor Shower
Call down a meteor shower onto the target area.
Damage.pngDamage: 317
Book.pngNumber of Impacts: 24
Book.pngNumber of Targets: 3
Duration.pngDuration: 9 seconds
Radius.pngDamage Radius: 120
Radius.pngRadius: 360
Range.pngRange: 1,200

and

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 it becomes clear how potent this build can be.

Condition Removal

Because each of the AoE skills ticks for a full 10 seconds, and each tick can count as a 'hit' on an opponent, the inclusion of

Superior Sigil of Purity Superior Sigil of Purity
10Recharge.png
Superior Sigil of Purity.pngSuperior Sigil of Purity
60% Chance on Hit: Remove a Condition. (Cooldown: 10s)

provides a great amount of condition removal to the build. By giving a 60% chance to remove a condition with each hit and 10 potential hits with each 10 second AoE burst, each skill has the potential to remove as many as 6 conditions from the tempest on each cast (on average). This allows the tempest to thoroughly control 1v1 battles against classes (such as necros) who rely on conditions for damage.

General

Normal rotation looks something like this (starting from air attunement):

  • Static Field Static Field
    ¾Activation.png
    40Recharge.png
    Static Field
    Create an electrical field that stuns foes crossing it.
    Damage.pngDamage: 122
    Stun.pngStun (2s): Unable to use skills or move.
    Duration.pngDuration: 4 seconds
    Radius.pngRadius: 180
    Combo.pngCombo Field: Lightning
    Range.pngRange: 1,200
    Unblockable.pngUnblockable
    on the point to stun and interrupt foes already on point.
  • Lightning Surge Lightning Surge
    Activation.png
    10Recharge.png
    Lightning Surge
    Charge a lightning surge that damages and blinds foes near your target when it discharges.
    Damage.pngDamage: 317
    Blind.pngBlindness (5s): Next outgoing attack misses.
    Book.pngNumber of Targets: 5
    Radius.pngRadius: 120
    Range.pngRange: 1,200
    get a blind up on your opponent
  • 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
    following your opponent around if they try to flee.
  • Fire Attunement Fire Attunement
    10Recharge.png
    Fire Attunement
    Attune to fire, gaining heavy damage and burning abilities.
    switch to fire...
  • 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
    bring up armor of earth to grant stability and protection while casting meteor shower.
  • Meteor Shower Meteor Shower
    Activation.png
    30Recharge.png
    Meteor Shower
    Call down a meteor shower onto the target area.
    Damage.pngDamage: 317
    Book.pngNumber of Impacts: 24
    Book.pngNumber of Targets: 3
    Duration.pngDuration: 9 seconds
    Radius.pngDamage Radius: 120
    Radius.pngRadius: 360
    Range.pngRange: 1,200
    (lightning flash can be used during this cast if your opponent is up in your business)
  • Flame Burst Flame Burst
    ½Activation.png
    10Recharge.png
    Flame Burst
    Burn foes at the target location.
    Damage.pngDamage: 39
    Burn.png2Burning (6s): 1,572 Damage
    Book.pngNumber of Targets: 5
    Radius.pngRadius: 180
    Range.pngRange: 1,200
    in order to blind again through
    Blinding Ashes Blinding Ashes
    8Recharge.png
    Trait IX.pngBlinding Ashes
    Blind foes that you burn.
    Blind.pngBlind (4s): Next outgoing attack misses.
  • 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
    to finish them off.

Generally, by the time you get to overload fire the opponent will be down or running for their life. If they are down,

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

provides tremendous down state pressure on any resurector that attempts assistance, and will generally cleave out the downed player in short order.

vs. Ranged

The thing about an overload focused build is that it tends to focus on very close range fights, but getting close to a dragon hunter or a ranger may not be wise, particularly with the traps the dragon hunter has undoubtedly laid down around himself. In such a case, the build is setup to work from ranged utilizing

Magnetic Aura Magnetic Aura
30Recharge.png
Magnetic Aura
Reflect projectiles with magnetic energy.
Magnetic Aura.pngMagnetic Aura (5s): Reflect projectiles with magnetic energy.

wherever possible. All staff tempests have

Magnetic Aura Magnetic Aura
30Recharge.png
Magnetic Aura
Reflect projectiles with magnetic energy.
Magnetic Aura.pngMagnetic Aura (5s): Reflect projectiles with magnetic energy.

available to reflect incoming ranged attacks. The most direct way we come by this is from

Earth Attunement Earth Attunement
10Recharge.png
Earth Attunement
Attune to earth, gaining superior damage-over-time and defensive abilities.

skill 3 (obviously). However, this build provides three other sources of this skill allowing for greater uptime of the reflection buble. The second source comes thanks to

Unstable Conduit Unstable Conduit
Trait III.pngUnstable Conduit
Overloading an attunement grants an aura based on the element you're attuned to when the ability is completed.

, when

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

expires we automatically get

Magnetic Aura Magnetic Aura
30Recharge.png
Magnetic Aura
Reflect projectiles with magnetic energy.
Magnetic Aura.pngMagnetic Aura (5s): Reflect projectiles with magnetic energy.

. The third and fourth come by including the tempest shouts:

"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

and

"Aftershock!" "Aftershock!"
¼Activation.png
45Recharge.png
"Aftershock!"
Shout. Call upon the earth to cripple and immobilize foes in the area around you. Allies in the initial blast gain magnetic aura.
Damage.png2Damage: 888
Magnetic Aura.pngMagnetic Aura (5s): Reflect projectiles with magnetic energy.
Cripple.pngCrippled (6s): -50% Movement Speed
Immobilize.pngImmobilize (2s): Unable to move.
Book.pngNumber of Targets: 5
Book.pngBlast Radius: 240
Combo.pngCombo Finisher: Blast
Range.pngRange: 600

. In my experience, pretty much any dragon hunter will down themselves in three shots if they shoot into

Magnetic Aura Magnetic Aura
30Recharge.png
Magnetic Aura
Reflect projectiles with magnetic energy.
Magnetic Aura.pngMagnetic Aura (5s): Reflect projectiles with magnetic energy.

without my needing to cast a single other spell. In most scenarios, having three sources of

Magnetic Aura Magnetic Aura
30Recharge.png
Magnetic Aura
Reflect projectiles with magnetic energy.
Magnetic Aura.pngMagnetic Aura (5s): Reflect projectiles with magnetic energy.

is plenty to survive a ranged assault. In such cases,

Mist Form Mist Form
75Recharge.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
Stun-Break.pngBreaks stun

is included as the alternate for greater survivability and to allow the tempest to mist form stomp opponents. The default build includes

"Aftershock!" "Aftershock!"
¼Activation.png
45Recharge.png
"Aftershock!"
Shout. Call upon the earth to cripple and immobilize foes in the area around you. Allies in the initial blast gain magnetic aura.
Damage.png2Damage: 888
Magnetic Aura.pngMagnetic Aura (5s): Reflect projectiles with magnetic energy.
Cripple.pngCrippled (6s): -50% Movement Speed
Immobilize.pngImmobilize (2s): Unable to move.
Book.pngNumber of Targets: 5
Book.pngBlast Radius: 240
Combo.pngCombo Finisher: Blast
Range.pngRange: 600

mainly because it's an easy way to get

Magnetic Aura Magnetic Aura
30Recharge.png
Magnetic Aura
Reflect projectiles with magnetic energy.
Magnetic Aura.pngMagnetic Aura (5s): Reflect projectiles with magnetic energy.

without forcing you to attune to earth first.

Weaknesses

In current testing of this build, the biggest weakness is against a high damage opponent that can out-burn the tempest's casts. Some builds of Revenant/Herald are able to down the tempest before he/she can get through the above rotation. This is why the

Superior Rune of Durability Superior Rune of Durability
Superior Rune of Resistance.pngSuperior 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

is included for consideration. Also, additional CC might help against such Revenant/Herald builds.

Notes

This build works equally well for either conquest or stronghold. Though on stronghold, it's recommended to take the

Mist Form Mist Form
75Recharge.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
Stun-Break.pngBreaks stun

variant in order to ensure a solid stomp on the enemy lord.

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