Tempest - Staff Tempest
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Contents
Overview
A standard staff tempest build built for high area damage at long range. This build excels in a large zerg, such as Dragonfall, Drizzlewood Coast, or LS4 Trains. An experienced Elementalist player can also make this build work in a solo roaming scenario, though it may struggle against extremely difficult enemies.
- Pros
- Low difficulty
- Long Range
- Lots of area damage
- Moderate self-might
- Cons
- Squishy
- Low single-target DPS
- Lack of sustain
Playstyle
The general playstyle of this build revolves around Elementalist's Staff's very high area damage via , and . It can deal significant area damage at 1200 range, making it ideal for running in a group or zerg. Most of your time will be spent in , however when in melee range abusing can be extremely powerful as well - especially if combined with .
Skill Bar
Skill Variants
- Healing Skills
- - if conditions are a problem. Synergizes with covering its long channel time.
- - Powerful burst heal.
- - allows you to make good use of combo fields.
- Utility Skills
- - strong option when not zerging
- - more single-target damage than .
- - good AOE damage
- - higher damage than if you don't need the defense.
- - more mobility.
- - get out of jail free card.
- Elite Skills
- - high damage and mobility.
Specializations
Build Code
- Variants
- and - higher damage, lower defense
- - better for solo play
- - higher might uptime
Arcane Variant
Can replace Fire, offers more consistent burst damage and higher Defense at the cost of DPS.
- use this when running with a group that grants you lots of boons.
- provides good defensive abilities on dodging while in or
- If running this variant, replace with
Equipment
- Ascended gear is not required for open world, but is recommended.
Standard Equipment
Variant Equipment
The gear with this build is relatively flexible.
Gear
Berserker's ,
Assassin's - slightly higher dps, much lower defense
Knight's - can be mixed into a set to provide higher defense at the cost of DPS.
Berserker's armor and weapons with
Knight's trinkets is a common replacement for
Marauder .
Runes
- Zerging
- - provides extreme sustain when running in a zerg, best defensive rune when zerging
- , , - higher burst, lower DPS rune alternatives
- - DPS/Defense hybrid rune
- , , , - Defensive rune alternatives
- Replace ⇒ or and ⇒ if running
- - Defensive + Utility option, combine with
- Solo
- - higher burst than but lower DPS
- - DPS/Defense hybrid rune
Sigils
- Zerging
- , , - defensive
- - makes permanent and reduces 's CD drastically.
- , - useful on-kill sigils
- - combine with for extreme mobility
- Solo
- It is strongly recommended to stick with + when solo.
Consumables
Farming
- 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
- , - Defense/Damage
- , - Damage
- Utility
- - Damage
Usage
Damage
Use your skills. Your goal is to tag large groups of mobs quickly. , , and are your bread and butter.
- Against static groups, is an incredible damage tool. It also works very well against bosses, especially those with a large hit box.
- You can use during your channel to prevent being interrupted. You can also abuse before you cast to blind groups of mobs.
- Against static groups, is an incredible damage tool. It also works very well against bosses, especially those with a large hit box.
- and allow you to trap enemies for your AOEs.
Defense & Support
- and provide significant condition removal to both yourself and allies.
- is a decent area heal.
- is a large area blind.
Crowd Control
- and (in Lightning Hammer)
- (from Ice Elemental)
- (from Air Elemental)
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