Serapti.3064

Overview[edit]

This build is a versatile teamfighter that provides an excellent mix of high AoE damage and support through auras, healing, and boons.


Skill Bar[edit]

Weapon Skills

Fire Attunement
Utility
Elite
Dragon's Claw
½Activation.png
Dragon's Claw
Fling fire in a claw-shaped spread at your foe.
Damage.pngDamage per Projectile: 91
Range.pngRange: 400
Drake's Breath
Activation.png
5Recharge.png
Drake's Breath
Spray a cone of fire at foes while on the move.
Damage.png4Damage: 712
Burn.png4Burning (2½s): 1,048 Damage
Book.pngNumber of Targets: 5
Range.pngRange: 400
Burning Speed
¾Activation.png
15Recharge.png
Burning Speed
Slide forward and blast the area, leaving behind a line of fire that burns foes.
Damage.pngBlast Damage: 710
Damage.pngFire Wall Damage: 36
Burn.pngBurning (1½s): 131 Damage
Book.pngNumber of Targets: 5
Duration.pngFire Wall Duration: 4 seconds
Radius.pngBlast Radius: 240
Book.pngEvade: ¾ seconds
Combo.pngCombo Field: Fire
Range.pngRange: 600
Flamewall
¾Activation.png
20Recharge.png
Flamewall
Create a wall of flame at the target area that burns foes.
Damage.pngDamage: 32
Burn.pngBurning (2½s): 262 Damage
Book.pngNumber of Targets: 5
Duration.pngDuration: 8 seconds
Combo.pngCombo Field: Fire
Range.pngRange: 900
Fire Shield
40Recharge.png
Fire Shield
Envelop yourself in a fiery shield that burns foes and grants might every time you are struck (cooldown of 1 second per attacker).
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).
Might.pngMight (10s): 30 Power, 30 Condition Damage
Burn.pngBurning (1s): 328 Damage
Radius.pngCondition Duration Reduction: 20%
"Wash the Pain Away!"
½Activation.png
25Recharge.png
"Wash the Pain Away!"
Shout. Mists billow out of the player, healing allies that are in range.
Heal.pngFirst Heal: 3,560
Heal.pngSecond Heal: 1,950
Heal.pngThird Heal: 980
Book.pngNumber of Targets: 5
Radius.pngFirst Heal Radius: 180
Radius.pngSecond Heal Radius: 240
Radius.pngThird Heal Radius: 360
"Feel the Burn!"
20Recharge.png
"Feel the Burn!"
Shout. Heat waves blast out from the player, causing damage and granting fire aura to allies.
Damage.pngDamage: 592
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).
Burn.pngBurning (4s): 524
Book.pngNumber of Targets: 5
Book.pngBlast Radius: 600
"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
"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
Water Attunement
Vapor Blade
½Activation.png
Vapor Blade
Cast a vapor blade that inflicts vulnerability and returns to you.
Damage.pngDamage: 80
Vulnerability.pngVulnerability (6s): 1% Incoming Damage
Book.pngNumber of Targets: 5
Range.pngRange: 600
Cone of Cold
Activation.png
10Recharge.png
Cone of Cold
Spray an icy blast in a cone that damages foes and heals allies.
Damage.png4Damage: 488
Heal.pngHealing: 740
Book.pngNumber of Targets: 5
Range.pngRange: 400
Frozen Burst
¼Activation.png
12Recharge.png
Frozen Burst
Detonate a burst of ice that chills nearby foes.
Damage.pngDamage: 103
Chill.pngChilled (3s): -66% Movement Speed, -66% Skill Recharge Rate
Book.pngNumber of Targets: 5
Radius.pngRadius: 240
Combo.pngCombo Finisher: Blast
Freezing Gust
½Activation.png
25Recharge.png
Freezing Gust
Chill your foe for a brief time.
Damage.pngDamage: 65
Chill.pngChilled (3s): -66% Movement Speed, -66% Skill Recharge Rate
Range.pngRange: 900
Comet
¾Activation.png
25Recharge.png
Comet
Drop a comet of ice on target foe, damaging and dazing foes in the area.
Damage.pngDamage: 195
Daze.pngDaze (2s): Unable to use skills.
Book.pngNumber of Targets: 5
Radius.pngRadius: 180
Combo.pngCombo Finisher: Blast
Range.pngRange: 900
Air Attunement
Lightning Whip
½Activation.png
Lightning Whip
Lash your foe with lightning.
Damage.png2Damage: 344
Book.pngNumber of Targets: 3
Range.pngRange: 300
Lightning Touch
¾Activation.png
10Recharge.png
Lightning Touch
Shock your foe and inflict weakness.
Damage.pngDamage: 146
Weakness.pngWeakness (5s): -50% Endurance Regeneration, 50% Fumble (Unrestricted)
Book.pngNumber of Targets: 3
Range.pngRange: 300
Shocking Aura
25Recharge.png
Shocking Aura
Envelop yourself with electrical energy that stuns nearby foes if they attack you. Each attaker can be affected by this only once every 2 seconds.
Shocking Aura.pngShocking Aura (4s): Stun nearby attacking foes with an electric shock (only once per 2 seconds for each attacker).
Stun.pngStun (1s): Unable to use skills or move.
Swirling Winds
½Activation.png
30Recharge.png
Swirling Winds
Create a swirling wind that destroys projectiles.
Duration.pngDuration: 6 seconds
Radius.pngRadius: 400
Gale
¾Activation.png
50Recharge.png
Gale
Knock down your foe with a charged wind blast.
Knockdown.pngKnockdown: 2 seconds
Range.pngRange: 900
Earth Attunement
Impale
¾Activation.png
Impale
Spear your foes on a giant stone spike.
Damage.pngDamage: 122
Bleed.pngBleeding (8s): 340 Damage
Range.pngRange: 300
Ring of Earth
¾Activation.png
6Recharge.png
Ring of Earth
Bleed foes with a ring of rocky spikes.
Damage.pngDamage: 306
Bleed.pngBleeding (12s): 510 Damage
Cripple.pngCripple (3s): -50% Movement Speed
Book.pngNumber of Targets: 5
Radius.pngRadius: 240
Book.pngBlock Missiles
Magnetic Grasp
½Activation.png
12Recharge.png
Magnetic Grasp
Immobilize your foe, making them vulnerable to a Magnetic Leap attack.
Damage.pngDamage: 24
Immobilize.pngImmobilize (2s): Unable to move.
Combo.pngCombo Finisher: Physical Projectile
Range.pngRange: 900
Unblockable.pngUnblockable
Magnetic Wave
25Recharge.png
Magnetic Wave
Damage foes, cure three conditions, and reflect projectiles with a magnetic surge.
Damage.pngDamage: 255
Cripple.pngCripple (5s): -50% Movement Speed
Book.pngNumber of Targets: 5
Duration.pngReflection Duration: 3 seconds
Radius.pngRadius: 300
Combo.pngCombo Finisher: Blast
Obsidian Flesh
50Recharge.png
Obsidian Flesh
Envelop yourself in stony armor, making yourself invulnerable.
Duration.pngDuration: 4 seconds
Book.pngPrevents Capture-Point Contribution

Slot Changes[edit]

  • Use
    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
    instead of "Aftershock"! "Aftershock"! for extra stability if overloading when being focused or for stomps/revives.


Specializations[edit]

Earth Magic
Stone Flesh
Elementalist-minor-trait.pngStone Flesh
Gain toughness while attuned to earth.
Attribute bonus.pngAttribute Adjust: 150
Specialization line.png
Earth's Embrace
Trait I.pngEarth's Embrace
Gain Armor of Earth whenever your health drops below the threshold.
Radius.pngHealth Threshold: 50%
Serrated Stones
Trait II.pngSerrated Stones
Bleeds you apply last longer; deal more damage to bleeding foes.
Damage.pngDamage Increase: 5%
Radius.pngDuration Increase: 20%
Elemental Shielding
Trait III.pngElemental Shielding
Gain protection when applying an aura to yourself or an ally.
Protection.pngProtection (3s): -33% Incoming Damage
Specialization line.png
Earthen Blast
Elementalist-minor-trait.pngEarthen Blast
Damage foes and cripple them for 3 seconds when attuning to earth.
Damage.pngDamage: 73
Cripple.pngCrippled (3s): -50% Movement Speed
Book.pngNumber of Targets: 3
Radius.pngRadius: 240
Specialization line.png
Strength of Stone
Trait IV.pngStrength of Stone
Gain condition damage based on your toughness.
Book.pngGain Condition Damage Based on a Percentage of Toughness: 10%
Rock Solid
Trait V.pngRock Solid
Grant stability to nearby allies when attuning to earth.
Stability.pngStability (2s): Cannot be knocked down, pushed back, pulled, launched, stunned, dazed, floated, sunk, feared or taunted.
Book.pngNumber of Targets: 5
Radius.pngRadius: 240
Geomancer's Training
Trait VI.pngGeomancer's Training
You recover more quickly from crippling, immobilizing, and chilling. Reduces recharge on all earth weapon skills.
Immobilize.pngImmobilize: Unable to move.
Cripple.pngCrippled: -50% Movement Speed
Chill.pngChilled: -66% Skill Recharge Rate, -66% Movement Speed
Book.pngRecharge Reduced: 33%
Radius.pngDuration Decreased: 33%
Specialization line.png
Geomancer's Defense
Elementalist-minor-trait.pngGeomancer's Defense
You take less damage from foes within close range.
Damage.pngDamage Reduced: 10%
Book.pngRange Threshold: 360
Specialization line.png
Diamond Skin
Trait VII.pngDiamond Skin
Conditions cannot be applied to you when your health is above the threshold.
Radius.pngHealth Threshold: 90%
Written in Stone
Trait VIII.pngWritten in Stone
Maintain the passive effects of signets when you activate them. Reduce recharge of signets.
Book.pngRecharge Reduced: 20%
Stone Heart
Trait IX.pngStone Heart
You cannot be critically hit while attuned to earth.
Book.pngStone Heart: You cannot be critically hit while attuned to earth.
Air Magic
Zephyr's Speed
Elementalist-minor-trait.pngZephyr's Speed
Move faster while attuned to air.
Book.pngMovement Speed Increase: 25%
Specialization line.png
Zephyr's Boon
Trait I.pngZephyr's Boon
Auras grant Fury and Swiftness for 5 seconds when applied
Fury.pngFury (5s): 20% Critical Chance
Swiftness.pngSwiftness (5s): 33% Movement Speed
One with Air
Trait II.pngOne with Air
Gain superspeed when attuning to air.
Superspeed.pngSuperspeed (3s): Movement speed is greatly increased.
Ferocious Winds
Trait III.pngFerocious Winds
Gain ferocity based on your precision.
Book.pngGain Ferocity Based on a Percentage of Precision: 7%
Specialization line.png
Electric Discharge
Elementalist-minor-trait.pngElectric Discharge
Strike your target with a bolt of lightning when attuning to air.
Specialization line.png
Inscription
Trait IV.pngInscription
Grants a boon associated with your current attunement when you cast a glyph. Reduces glyph recharge.
Fire Attunement.pngMight.pngMight (20s): +30 Power, +30 Condition Damage
Water Attunement.pngRegeneration.pngRegeneration (10s): 1300 Heal
Air Attunement.pngSwiftness.pngSwiftness (10s): 33% Movement Speed
Earth Attunement.pngProtection.pngProtection (3s): -33% Incoming Damage
Book.pngRecharge Reduced: 20%
Aeromancer's Training
Trait V.pngAeromancer's Training
Gain precision while attuned to air. Reduces recharge on all air weapon skills.
Book.pngPrecision Increase: 190
Book.pngRecharge Reduced: 33%
Tempest Defense
25Recharge.png
Trait VI.pngTempest Defense
Surround yourself with a Shocking Aura when disabled (stun, daze, knockback, pull, knockdown, sink, float, fear, or launch). Deal more damage to stunned or knocked-down foes.
Damage.pngDamage Increase: 20%
Shocking Aura.pngShocking Aura (4s): Stun nearby attacking foes with an electric shock (only once per 2 seconds for each attacker).
Specialization line.png
Weak Spot
Elementalist-minor-trait.pngWeak Spot
Chance to cause vulnerability on critical hits.
Book.pngChance on Critical Hit: 60%
Vulnerability.pngVulnerability (5s): 1% Incoming Damage, 1% Incoming Condition Damage
Specialization line.png
Bolt to the Heart
Trait VII.pngBolt to the Heart
Deal more damage when your foe's health drops below the threshold.
Damage.pngDamage Increase: 20%
Radius.pngHealth Threshold: 50%
Fresh Air
Trait VIII.pngFresh Air
Recharge air attunement on a critical hit.
Book.pngRecharge Reduced: 100%
Lightning Rod
Trait IX.pngLightning Rod
Disabling an enemy causes them to be struck by a lightning bolt.

Variants[edit]

For a more supportive version of the build swap out Air Magic for “Water Magic. It will let you share auras from weapon skills and overloads for overall more healing (and provides extra condition removal), but you give up sustained AoE damage and movement speed.

Water Magic
Soothing Mist
Elementalist-minor-trait.pngSoothing Mist
You and nearby allies regenerate health while you are attuned to water. Radius 300
Specialization line.png
Soothing Ice
Trait I.pngSoothing Ice
Gain regeneration and frost aura for 4 seconds when critically hit
Piercing Shards
Trait II.pngPiercing Shards
While attuned to water, your spells deal 20% more damage to vulnerable foes. Vulnerability lasts 33% longer
Stop, Drop, and Roll
Trait III.pngStop, Drop, and Roll
Dodge-rolling removes burning and chilled from you and nearby allies
Specialization line.png
Healing Ripple
Elementalist-minor-trait.pngHealing Ripple
Heal nearby allies when attuning to water
Specialization line.png
Soothing Disruption
Trait IV.pngSoothing Disruption
Cantrips grant you regeneration and vigor for 6 seconds. Cantrips have 20% reduced recharge
Cleansing Wave
Trait V.pngCleansing Wave
Remove a condition from you and allies when attuning to water
Aquamancer's Training
Trait VI.pngAquamancer's Training
Deal 10% extra damage when your health is above 90%. All water weapon skills have their recharge reduced by 33%
Specialization line.png
Aquatic Benevolence
Elementalist-minor-trait.pngAquatic Benevolence
Healing done to allies is increased by 15%
Specialization line.png
Cleansing Water
Trait VII.pngCleansing Water
Remove a condition when granting regeneration to yourself or an ally
Powerful Aura
Trait VIII.pngPowerful Aura
When you apply an aura to yourself, grant that aura to all nearby allies as well
Soothing Power
Trait IX.pngSoothing Power
The healing effect of soothing mist is increased by 200%

Equipment[edit]

Dagger.png
Focus.png
I.png
Superior Sigil of Transference
Superior Sigil of Transference.pngSuperior Sigil of Transference
Outgoing healing effectiveness is increased by 10%.
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 Monk
Superior Rune of the Monk.pngSuperior Rune of the Monk
(1): +25 Healing Power (2): +5% Boon Duration (3): +50 Healing Power (4): +10% Boon Duration (5): +100 Healing Power (6): +10% outgoing heal effectiveness to allies, +1% outgoing heal effectiveness for 3 seconds whenever granting a boon to an ally (max 10)
Celestial Amulet
Celestial Amulet.pngCelestial Amulet
+460 Power +460 Precision +460 Toughness +460 Vitality +460 Ferocity +460 Healing Power +460 Condition Damage

Variants[edit]

Rune

  • Superior Rune of the Soldier Superior Rune of the Soldier
    Superior Rune of the Soldier.pngSuperior Rune of the Soldier
    (1): +25 Vitality (2): +35 Toughness (3): +50 Vitality (4): +65 Toughness (5): +100 Vitality (6): Shouts remove a condition from each affected ally.

Usage[edit]

Roles

As a Tempest you provide on point damage and support using your overloads and shouts. In general you should try to be in teamfights as much as you can where your AoEs and heals will be most effective. This build can work relatively well 1v1 due to high sustain and diamond skin, but you’ll want to avoid fighting non-condition builds that are built for 1v1s.

General

Whenever you apply an aura you also receive Protection due to

Elemental Shielding Elemental Shielding
Trait III.pngElemental Shielding
Gain protection when applying an aura to yourself or an ally.
Protection.pngProtection (3s): -33% Incoming Damage

which makes your auras an even stronger tool of defense. You also get a heal from Elemental Bastion and fury/swiftness from Zephyr’s Boon if running Air. Auras are:

    • Shocking Aura Shocking Aura
      25Recharge.png
      Shocking Aura
      Envelop yourself with electrical energy that stuns nearby foes if they attack you. Each attaker can be affected by this only once every 2 seconds.
      Shocking Aura.pngShocking Aura (4s): Stun nearby attacking foes with an electric shock (only once per 2 seconds for each attacker).
      Stun.pngStun (1s): Unable to use skills or move.
      form Air attunement and
      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
      and Tempest Defense
    • Frost Aura Frost Aura
      40Recharge.png
      Frost Aura
      Protect yourself with frost armor that reduces incoming damage by 10%. While active, it chills foes that hit you. Each attaker can be affected by this only once per second.
      Frost Aura.pngFrost Aura (7s): -10% Incoming Damage
      Chill.pngChilled (2s): -66% Movement Speed, -66% Skill Recharge Rate
      from Elemental Bastion and
      Overload Water Overload Water
      4Activation.png
      20Recharge.png
      Overload Water
      Overload. Create a surge of accumulated water magic, healing and cleansing allies. When the cast ends, heal the area and apply regeneration. Using this skill causes the attunement to have a longer recharge.
      Heal.pngHealing: 392
      Heal.pngFinal Healing: 2,132
      Regeneration.pngRegeneration (8s): 1,040 Heal
      Book.pngConditions Removed per Pulse: 1
      Book.pngWater Attunement Recharge: 20 seconds
      Radius.pngInterval: 1 second
      Radius.pngRadius: 360
      .
    • Fire Aura Fire Aura from Fire 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 ”Feel the Burn!” ”Feel the Burn!”
    • Magnetic Aura Magnetic Aura
      30Recharge.png
      Magnetic Aura
      Reflect projectiles with magnetic energy.
      Magnetic Aura.pngMagnetic Aura (5s): Reflect projectiles with magnetic energy.
      from
      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
      and "Aftershock"! "Aftershock"!
  • Using your auras for sustain is critical to your success as a Tempest. Each shout will apply an aura to you and nearby allies and damage enemies and provide you and your allies a decent heal.
  • ”Wash the Pain Away!” ”Wash the Pain Away!” Is a very powerful AoE heal for yourself and allies. Try to coordinate it with your allies so they receive each pulse of the channel to maximize the healing they can receive. The first pulse heals the most but has the smallest radius, while the other two pulses have a lower healing value but larger radius.
  • You will want to use Gw2skillObsidian Flesh when focused to help survive, as overloading will make you a target of focus pressure more often.
  • In general, decide when to overload carefully. Overload Air is your go-to offensive skill, use this whenever you’re not being heavily pressured to leave a devastating AoE on the point. When running Fresh Air you can use it even more frequently by getting a critical hit after leaving air after and overload to refresh its cooldown instantly. Overload Fire provides burning, a fire field, and decent mightstacking to your team, Overload Water provides a lot of healing and regeneration, and Overload Earth provides lots of protection to allies, has more stability on channel, and applies bleeds to enemies. When you overload, watch your positioning carefully to make sure you’re doing damage to an enemy or healing an ally but use the radius of the overload to stay out of direct AoEs and cleave to ensure your overloads don’t get interrupted. Do not overload if you’re being focused in a teamfight, although Overload Water can sometimes save you if you time it right and don’t get interrupted.

Counters[edit]

  • High Chill Chill uptime, as chill affects Attunement and Overload cooldowns and Overload charge-up times.
  • Heavy condition pressure in teamfights once diamond skin is broken (If not running soldier runes variant).
  • Heavy Interrupt pressure while overloading, especially from Dragonhunter and Chronomancer.

Streamers[edit]

Remove ads

Remove all ads across the entire website for only $4.99! Click here for more info.