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Vahki95/Sandbox/Tempest

Overview[edit]

This build is made for handling both condi pressure and power pressure well, and thrives in teamfights and holding points where the continuous regen, protection, and vigor, combined with the powerful aoe overloads of tempest allow both large amounts of tanking, damage, and healing all rolled into one class.

Skill Bar[edit]

Staff
Healing
Utility
Elite
Fireball
1Activation.png
Fireball
Cast a fireball that explodes on impact and hits multiple foes.
Damage.pngDamage: 207
Book.pngNumber of Targets: 3
Radius.pngRadius: 120
Range.pngRange: 1,200
Lava Font
6Recharge.png
Lava Font
Make lava erupt from the target area.
Damage.png4Damage: 780
Book.pngNumber of Targets: 5
Duration.pngDuration: 4 seconds
Radius.pngRadius: 120
Combo.pngCombo Field: Fire
Range.pngRange: 1,200
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
Burning Retreat
20Recharge.png
Burning Retreat
Quickly roll backwards, leaving behind a line of fire that burns.
Damage.pngDamage: 24
Burn.pngBurning (1s): 328 Damage
Duration.pngDuration: 6 seconds
Book.pngEvade: 1 second
Combo.pngCombo Field: Fire
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
"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
"Flash-Freeze!"
¼Activation.png
25Recharge.png
"Flash-Freeze!"
Shout. Unleash a torrent of ice on enemy locations, chilling those who cannot escape. Grant frost aura to allies in range.
Damage.pngDamage: 414
Frost Aura.pngFrost Aura (5s): Chill foes that strike you (only once per second for each attacker); incoming damage is reduced by 10%.
Chill.pngChilled (3s): -66% Skill Recharge Rate, -66% Movement Speed
Book.pngNumber of Targets: 5
Radius.pngRadius: 600
"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
Lightning Flash
40Recharge.png
Lightning Flash
Cantrip. Teleport to target area.
Damage.pngDamage: 365
Book.pngNumber of Targets: 1
Radius.pngRadius: 120
Range.pngRange: 900
"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 Blast
¾Activation.png
Water Blast
Spray a jet of water at your foe that splashes to heals nearby allies.
Damage.pngDamage: 73
Heal.pngHealing: 372
Book.pngNumber of Targets: 5
Radius.pngRadius: 180
Range.pngRange: 1,200
Ice Spike
1Activation.png
4Recharge.png
Ice Spike
Drop a giant ice spike on foes to make them vulnerable.
Damage.pngDamage: 365
Vulnerability.png5Vulnerability (10s): 5% Incoming Damage
Book.pngNumber of Targets: 5
Radius.pngRadius: 240
Range.pngRange: 1,200
Geyser
¾Activation.png
20Recharge.png
Geyser
Create a geyser to heal nearby allies.
Heal.pngHealing: 2,424
Book.pngNumber of Targets: 5
Duration.pngDuration: 2 seconds
Radius.pngRadius: 180
Combo.pngCombo Field: Water
Range.pngRange: 1,200
Frozen Ground
40Recharge.png
Frozen Ground
Coat the target area in ice, chilling foes that enter it.
Chill.pngChilled (2s): -66% Movement Speed, -66% Skill Recharge Rate
Book.pngNumber of Targets: 5
Duration.pngDuration: 5 seconds
Radius.pngRadius: 240
Combo.pngCombo Field: Ice
Range.pngRange: 1,200
Unblockable.pngUnblockable
Healing Rain
Activation.png
45Recharge.png
Healing Rain
Call down a healing rain on the target area, granting regeneration to allies and curing conditions once every three seconds.
Regeneration.png3Regen (4s): 1,560 Heal
Book.pngConditions Removed: 1
Book.pngNumber of Targets: 5
Book.pngPulses: 3
Duration.pngDuration: 6 seconds
Radius.pngRadius: 360
Combo.pngCombo Field: Water
Range.pngRange: 1,200
Chain Lightning
¾Activation.png
Chain Lightning
Hit multiple foes with arcs of chain lightning.
Damage.pngDamage: 134
Book.pngNumber of Bounces: 3
Range.pngRange: 1,200
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
Gust
¼Activation.png
25Recharge.png
Gust
Push foes backwards with a burst of air.
Knockback.pngKnockback: 400
Book.pngNumber of Targets: 5
Range.pngRange: 1,200
Windborne Speed
¼Activation.png
25Recharge.png
Windborne Speed
You and nearby allies gain swiftness, while curing crippled, immobilized, and chilled.
Swiftness.pngSwiftness (10s): 33% Movement Speed
Book.pngNumber of Targets: 5
Radius.pngRadius: 240
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
Stoning
¾Activation.png
Stoning
Hurl a rock and weaken your foe.
Damage.pngDamage: 122
Weakness.pngWeakness (3s): -50% Endurance Regeneration, 50% Fumble (Unrestricted)
Combo.pngCombo Finisher: Physical Projectile
Range.pngRange: 1,200
Eruption
Activation.png
6Recharge.png
Eruption
Shake the ground until it erupts and damages foes.
Damage.pngDamage: 304
Bleed.png6Bleeding (12s): 3,060 Damage
Book.pngNumber of Targets: 5
Radius.pngRadius: 240
Combo.pngCombo Finisher: Blast
Range.pngRange: 1,200
Magnetic Aura
30Recharge.png
Magnetic Aura
Reflect projectiles with magnetic energy.
Magnetic Aura.pngMagnetic Aura (5s): Reflect projectiles with magnetic energy.
Unsteady Ground
¼Activation.png
30Recharge.png
Unsteady Ground
Create unsteady ground that foes cannot cross.
Duration.pngDuration: 3 seconds
Range.pngRange: 1,200
Shockwave
¾Activation.png
30Recharge.png
Shockwave
Create a shockwave that bleeds and immobilizes your target.
Damage.pngDamage: 122
Bleed.pngBleeding (20s): 850 Damage
Immobilize.pngImmobilize (2s): Unable to move.
Book.pngNumber of Targets: 5
Combo.pngCombo Finisher: Physical Projectile
Range.pngRange: 1,200

Specializations[edit]



Variants

  • Harmonious Conduit Harmonious Conduit
    Trait VI.pngHarmonious Conduit
    Gain stability when beginning an overload. Upon successfully completing an overload, gain increased damage for a period of time.
    can be swapped out for
    Invigorating Torrents Invigorating Torrents
    Trait V.pngInvigorating Torrents
    Auras you apply also grant regeneration and vigor.
    .
  • Gale Song Gale Song
    Trait I.pngGale Song
    Trigger "Eye of the Storm!" when a foe attempts to control you by stun, daze, knockback, pull, knockdown, sink, float, fear, taunt, or launch.
    can be swapped out for
    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.
    .

Equipment[edit]

Staff.png
I.png
Superior Sigil of Doom
9Recharge.png
Superior Sigil of Doom.pngSuperior Sigil of Doom
Your next attack after you swap to this weapon while in combat inflicts poison (6 seconds). (Cooldown: 9s)
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 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
Soldier Amulet
Soldier Amulet.pngSoldier Amulet
+1200 Power +900 Toughness +900 Vitality

Variants[edit]

Rune

  • Superior Rune of the Monk 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)

Take this if you are trying to increase healing output. In its current state Durability is much stronger however due to the additional boon duration.

  • Superior Rune of the Grove Superior Rune of the Grove
    Superior Rune of the Grove.pngSuperior Rune of the Grove
    (1): +25 Healing Power (2): +10% Protection Duration (3): +50 Healing Power (4): +20% Protection Duration (5): +100 Healing Power (6): +20% Protection Duration; when struck by a foe, a meadow blooms at your location, granting vigor, regeneration, and protection to allies within it. (Cooldown: 90s)

A bit of a cheese rune, however this rune finds its place in the fight vs. other bunker builds, where it is important to get them off point and keep them there. Can be the difference between decapping/capping, but Durability still is superior.

Sigils

  • Superior Sigil of Leeching Superior Sigil of Leeching
    9Recharge.png
    Superior Sigil of Leeching.pngSuperior Sigil of Leeching
    Your next attack after swapping to this weapon while in combat steals some health. (Cooldown: 9s)
  • Superior Sigil of Hydromancy Superior Sigil of Hydromancy
    9Recharge.png
    Superior Sigil of Hydromancy.pngSuperior Sigil of Hydromancy
    Damage nearby foes and chill them for 2 seconds when you swap to this weapon while in combat. (Cooldown: 9s)

Usage[edit]

Roles

This build is focused on utilizing the Tempest's access to powerful sustain and tenacity through high tank stats, large amounts of healing, and continuous applications of regen and healing from shouts, in order to buff allies and hold points against anywhere from one to three enemies. Generally you will be able to hold most points 1 vs. 1 against almost any class, and can hold 1 vs. 2 against certain combinations of classes. You are also invaluable in team-fights due to the auras you apply from your shouts.

Burst

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

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.

.

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.
      from
      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
    • 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
      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.
      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
      and
      "Flash-Freeze!" "Flash-Freeze!"
      ¼Activation.png
      25Recharge.png
      "Flash-Freeze!"
      Shout. Unleash a torrent of ice on enemy locations, chilling those who cannot escape. Grant frost aura to allies in range.
      Damage.pngDamage: 414
      Frost Aura.pngFrost Aura (5s): Chill foes that strike you (only once per second for each attacker); incoming damage is reduced by 10%.
      Chill.pngChilled (3s): -66% Skill Recharge Rate, -66% Movement Speed
      Book.pngNumber of Targets: 5
      Radius.pngRadius: 600
    • Fire Shield 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%
      from
      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!"
      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
    • 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!"
      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
  • 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!"
    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
    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.
  • Utilise
    Magnetic Aura Magnetic Aura
    30Recharge.png
    Magnetic Aura
    Reflect projectiles with magnetic energy.
    Magnetic Aura.pngMagnetic Aura (5s): Reflect projectiles with magnetic energy.
    when under heavy projectile pressure from things such as power ranger or dragonhunter
  • 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. 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.
  • "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
    Is a potent elite. Focus on using this for an additional reflect against heavy projectiles, or more importantly as a shocking aura for your team. Do not save this for low health situations, as you will almost always go down regardless, focus on the aura application instead.
  • In the current meta you will find yourself fighting vs. bunkers very often. A key way to win these fights is the use of
    Gust Gust
    ¼Activation.png
    25Recharge.png
    Gust
    Push foes backwards with a burst of air.
    Knockback.pngKnockback: 400
    Book.pngNumber of Targets: 5
    Range.pngRange: 1,200
    ,
    Unsteady Ground Unsteady Ground
    ¼Activation.png
    30Recharge.png
    Unsteady Ground
    Create unsteady ground that foes cannot cross.
    Duration.pngDuration: 3 seconds
    Range.pngRange: 1,200
    , and
    Shockwave Shockwave
    ¾Activation.png
    30Recharge.png
    Shockwave
    Create a shockwave that bleeds and immobilizes your target.
    Damage.pngDamage: 122
    Bleed.pngBleeding (20s): 850 Damage
    Immobilize.pngImmobilize (2s): Unable to move.
    Book.pngNumber of Targets: 5
    Combo.pngCombo Finisher: Physical Projectile
    Range.pngRange: 1,200
    .
    Gust Gust
    ¼Activation.png
    25Recharge.png
    Gust
    Push foes backwards with a burst of air.
    Knockback.pngKnockback: 400
    Book.pngNumber of Targets: 5
    Range.pngRange: 1,200
    is used to remove bunkers from points when they are vulnerable to cc,
    Unsteady Ground Unsteady Ground
    ¼Activation.png
    30Recharge.png
    Unsteady Ground
    Create unsteady ground that foes cannot cross.
    Duration.pngDuration: 3 seconds
    Range.pngRange: 1,200
    is used to then keep them off point, as well as to interrupt certain heals/invulns (such as Revenant sword 3,
    Unrelenting Assault Unrelenting Assault
    ½Activation.png
    12Recharge.png
    5Energy.png
    Unrelenting Assault
    Shadowstep and unleash a fierce attack on nearby foes. Gain might each time you damage a foe.
    Damage.pngDamage: 202
    Might.pngMight (8s): +30 Power, +30 Condition Damage
    Book.pngNumber of Hits: 7
    Book.pngEvade: ½s
    Range.pngRange: 450
    ) and
    Shockwave Shockwave
    ¾Activation.png
    30Recharge.png
    Shockwave
    Create a shockwave that bleeds and immobilizes your target.
    Damage.pngDamage: 122
    Bleed.pngBleeding (20s): 850 Damage
    Immobilize.pngImmobilize (2s): Unable to move.
    Book.pngNumber of Targets: 5
    Combo.pngCombo Finisher: Physical Projectile
    Range.pngRange: 1,200
    is used to try and keep your opponent immobilized off point.

Counters[edit]

  • CC chains after interrupting an overload leave you high and dry, as you have no access to stability at that point
  • Combos of a power build and a condi build removing diamond skin and allowing condis to stack
  • Power revenants give this build a lot of trouble

Top Streamers[edit]

Feel free to add content here (must be regular ESL participant).

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