Tempest - Power Staff Conjures

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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: AoE damageControl.

Designed for:


Overview

A build meant to control through control skills and area denial, and also providing high area of effect/direct damage and healing/utilities for yourself and teammates.

Skillbar

StaffHealingUtilityElite

Slot Changes

Elite

  • Conjure Fiery Greatsword
    Not usable underwater.png
    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 the weapon gain increased power and condition damage.
    Damage.pngDamage: 266
    Conjure Fiery Greatsword.pngConjure Fire Attributes: 260 Power, 180 Condition Damage
    Conjure Fiery Greatsword.png15Conjure Fire Charges (60s): Skill uses remaining with this conjured weapon.,60
    Burning.pngBurning (3s): 393 Damage
    Targets.pngNumber of Targets: 3
    Duration.pngDuration: 60 seconds
    Radius.pngRadius: 150
    Range.pngRange: 1,200

Specializations



Variants

  • trades improved overloading/damage boost for more condition cleansing.

Variants

Fire over Earth for more damage at the cost of some survivability.



Equipment

Staff.png
I.png
Superior Sigil of Air
3Recharge.png
Superior Sigil of Air.pngSuperior Sigil of Air
50% Chance on Critical: Cause a Lightning Strike. (Cooldown: 3s)
Superior Sigil of Fire
5Recharge.png
Superior Sigil of Fire.pngSuperior Sigil of Fire
50% Chance on Critical: Trigger a Flame Blast for area of effect damage (240 radius). (Cooldown: 5s)
I.png
Superior Rune of Melandru
Superior Rune of Melandru.pngSuperior Rune of Melandru
(1): +25 Toughness (2): +35 Vitality (3): +50 Toughness (4): -10% Incoming Condition Duration; -10% Incoming Stun Duration (5): +100 Toughness (6): -15% Incoming Condition Duration; -15% Incoming Stun Duration
Demolisher's Amulet
Demolisher's Amulet.pngDemolisher's Amulet
+1050 Power +1050 Precision +560 Toughness +560 Ferocity

Variants

Rune

  • Superior Rune of Rage Superior Rune of Rage
    Superior Rune of Rage.pngSuperior Rune of Rage
    (1): +25 Ferocity (2): +10% Fury Duration (3): +50 Ferocity (4): 25% chance when struck to gain fury for 15 seconds. (Cooldown: 30s) (5): +100 Ferocity (6): +20% Fury Duration; While under the effects of fury gain +5% damage.
    with the Fire variant to help keep up fury.

Amulet

  • Marauder Amulet Marauder Amulet
    Marauder Amulet.pngMarauder Amulet
    +1050 Power +1050 Precision +560 Vitality +560 Ferocity
  • Paladin's Amulet Paladin's Amulet
    Paladin's Amulet.pngPaladin's Amulet
    +1050 Power +1050 Precision +560 Toughness +560 Vitality
    for more tankiness over critical strike damage.

Usage

Conjures

  • Conjures provide incredible utility for staff skills.
  • Conjure Flame Axe
    Not usable underwater.png
    ¼Activation.png
    60Recharge.png
    Conjure Flame Axe
    Conjure. Manifest a lava axe in your hands and at the target location. Wielders of the weapon gain increased power and condition damage.
    Conjure Flame Axe.pngConjure Flame Attributes: 180 Power, 180 Condition Damage
    Conjure Flame Axe.png15Conjure Flame Charges (60s): Skill uses remaining with this conjured weapon.
    Duration.pngDuration: 60 seconds
    Range.pngRange: 1,200
    (CFA) has a leap and short cooldown blast finish. The second
    Burning Retreat
    20Recharge.png
    Burning Retreat
    Quickly roll backward, leaving behind a line of fire that burns.
    Damage.pngDamage: 40
    Burning.pngBurning (1s): 131 Damage
    Duration.pngDuration: 6 seconds
    Book.pngEvade: 1 second
    Combo.pngCombo Field: Fire
    (BR) is helpful too for catch up, creating distance or evading.
  • Conjure Earth Shield
    Not usable underwater.png
    ¾Activation.png
    60Recharge.png
    Conjure Earth Shield
    Conjure. Manifest a magnetic shield in your hands and at the target location. Wielders of the weapon gain increased toughness and vitality.
    Conjure Earth Shield.pngConjure Earth Attributes: 180 Vitality, 180 Toughness
    Conjure Earth Shield.png15Conjure Earth Charges (60s): Skill uses remaining with this conjured weapon.
    Duration.pngDuration: 60 seconds
    Range.pngRange: 1,200
    (CES) has
    Magnetic Shield
    Activation.png
    25Recharge.png
    Magnetic Shield
    Pull nearby foes to you with a magnetic force. Gain protection for each pulled foe.
    Damage.pngDamage: 142
    Protection.pngProtection (2s): -33% Incoming Damage
    Radius.pngPull: 400
    Targets.pngNumber of Targets: 3
    Radius.pngRadius: 600
    Book.pngUnblockable
    which pulls nearby enemies and can be used to peel or force enemies into AoEs.
    Fortify
    3Activation.png
    30Recharge.png
    Fortify
    Use magnetism to envelop yourself in a shield, becoming invulnerable.
    Duration.pngDuration: 3 seconds
    Book.pngPrevents Capture-Point Contribution
    prevents movement and capture-point contribution, so be careful when using it.

Counters

  • Necromancers can reliably corrupt your stability when overloading.
  • Heavy condition pressure
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