Tempest - WET Dagger Tempest Roamer
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Do you desperately miss dagger/dagger roaming on the elementalist? Tired of being mercilessly ganked into oblivion by thieves? Well, do I have the build for you...the WET Dagger Tempest build plays like a scrapper, has the mobility of Thief, sustains like Druid, can chain cc like a Warrior, and matches the raw aoe damage of a Dragon Hunter to punish those opponents who see you as a free bag.
- Though riskier since it is easily interrupted, running makes you almost untouchable to condition Necros and mesmers.
is a great tool for stomping and escaping cc chains while being a reliable panic button. However, the immobilize on and can be quite useful when trying to keep your prey under .
Although can be useful in a skirmish with its aura and heal, it is hard to pass up the sheer mobility offers.
Variants All Earth traits for the 3rd section are viable so take if you feel you need on demand burst healing or if you desire to be tankier against power builds.
Variants If you find yourself being interrupted too much take for more stability and damage with the cost of having less sustain.
For users who do not have Heart of Thorns.
Stats The gear displayed here is just a sample. Using Celestial stats is perfectly viable as well. As a guide line, you should typically aim for:
- At least 2200 Power
- 35-50% Critical Chance
- 185-200% Critical Damage
- 17,000 Health
- 2600 Toughness
- 350-500 Healing Power
- When roaming, thanks to the elementalist's 20+ skills, you'll be at the luxury of having permanent swiftness from Can't find such trait "Speedy Conduit"! Please refer to our trait index and as well as near permanent protection when in combat depending on what runes you choose to run.
- The WET Dagger Tempest is perfect for capturing camps quickly due to its superior mobility and area damage.
- More often than not, camps can be captured before the swords even show up.
- Much of the initial burst relies on keeping your opponent under the . For this reason your standard burst rotation should beː
- Cast and begin your
- Knock down your opponent with once you've finished channelling and switch to
- Dash back to your foe with and chunk them with and
- If your situations requires more instant burst or you catch an enemy fleeing then a good rotation would look likeː
- Switch to and channel
- to you enemy once you have nearly finished channelling your
- Immediately follow up with an to knock them down
- Switch to and auto-attack twice before chain ccing them with
- Switch to and Dash back to your foe with
- Finish them with a combination of and
- , , and are blast finishers and should be used in fire fields such as and to stack might as much as possibleǃ
- Because of the endurance regeneration from
- If you do find yourself on the losing end of a skirmish with your opponent being power, then your defensive rotation should look likeː
- Switch to + for 60% damage reduction and 1500heal/regen
- and if you can
- Switch to + and auto-attack as much as possible to proc
- If you're fighting a condition-based opponent and they manage to bring you below the threshold, then utilize your auras for condi cleanse as well as and your cantrips.
- Noteː Unless you are in desperate need for a burst healing or you are running the trait try to refrain from casting .
- It is also interesting to note that you can use the auto attack on the earth attunement while running away from your opponent which makes it great for kiting.
When You Realize a Zerg is Coming Right at You
- Let's face it, zergs are forever a part of WvW as much as Stone Mist Castle is. On the bright side, you are not a snail fleeing from a cheetah like a Necromancer would be if they encounter a zerg. On the off chance that you do find a group of players pursuing you then to maximize your mobility you should use the following rotationː
- + Switch to
- Repeat and as soon as they come off cooldown until you are safe.
- This build is specifically designed to go toe to toe with most classes in this game.
- Good match ups for this build include:
- Laugh at condi thieves as they repeatedly remove their own conditions with .
- Power thieves that are not running stun breaks.
- All engineers (condi or power).
- You'll be able to stalemate or win most ranger match ups.
- Guardians can be a skill based match up depending on their gear (although if things go south you can always run away).
- Power warriors can be a skill based match up but at worst, you'll stalemate with them.
- Additionally, this build can run away from all classes except thieves.
- Despite all the benefits this build has when it comes to roaming, it is not without its counters.
- Prone to interrupts due to lack of stability.
- If a thief interrupts or evades too many of your key spells, then pray allies are nearby you to aid or revive.
- Avoid mesmers
- Unless they have built completely glass and are either lagging or blindfolded, you are not going to beat one since they'll be able to evade all of your spells and either strike you back much harder or simply stalemate and slowly wear you down.
- Condi mesmers are not threatening as long as you are managing your cleanses, but the uncommon power mesmers are deadly to this build.
- You'll be able to stalemate with most bunker classes however warriors that are running a lot of cc can be a problem.
- Boon-corrupt Necromancers for obvious reasons.
-Thanks for all the wonderful feedback guys! Happy WvWing!!!