Difference between revisions of "Silimaur/newbieconditempest"
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− | Optional skills for your third utility: | + | '''Optional skills for your third utility:''' |
{{Skill|Glyph of Elemental Power}} Note: always cast in fire attunement | {{Skill|Glyph of Elemental Power}} Note: always cast in fire attunement | ||
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'''Heal Alternatives''' | '''Heal Alternatives''' | ||
+ | |||
{{Skill|Signet of Restoration}} | {{Skill|Signet of Restoration}} | ||
* You can use {{Skill|Signet of Restoration}} instead of {{Skill|Arcane Brilliance}} if you want to retain some self-sustain. However, as you are not using the earth traitline you no longer have access to {{Trait|Written in Stone}} as you would if you were running a core condi elementalist. Therefore anytime you use your signet you will lose access to the passive healing. You may therefore benefit more from the higher damage of Arcane Brilliance. | * You can use {{Skill|Signet of Restoration}} instead of {{Skill|Arcane Brilliance}} if you want to retain some self-sustain. However, as you are not using the earth traitline you no longer have access to {{Trait|Written in Stone}} as you would if you were running a core condi elementalist. Therefore anytime you use your signet you will lose access to the passive healing. You may therefore benefit more from the higher damage of Arcane Brilliance. | ||
Line 60: | Line 61: | ||
* {{Trait|Arcane Resurrection}} can be very helpful group support if your group is struggling with a lot of downstates. | * {{Trait|Arcane Resurrection}} can be very helpful group support if your group is struggling with a lot of downstates. | ||
{{Specialization|Tempest|bot|mid|top}} | {{Specialization|Tempest|bot|mid|top}} | ||
+ | |||
==Equipment & Consumables== | ==Equipment & Consumables== | ||
For your equipment you will want to choose from the following: | For your equipment you will want to choose from the following: | ||
− | * [https://metabattle.com/wiki/User:Silimaur/ | + | * [https://metabattle.com/wiki/User:Silimaur/8goldele This uses the same gear as the original 8 gold core elementalist] (30k DPS) |
− | * [ | + | * You could additionally use a vipers set up (work in progress) [http://gw2skills.net/editor/?PGgAs2lZwuYJsKGJOqOmrWA-zRRYLJNgpihHj4JQnCw2s8oZFA-e convert to page] |
− | * [https://metabattle.com/wiki/User:Silimaur/optimalcorecondiele | + | * [https://metabattle.com/wiki/User:Silimaur/optimalcorecondiele This uses the same gear as the optimised core condi ele (not worthwhile unless you have legendary gear)] (34.5k DPS) |
− | |||
==Playstyle== | ==Playstyle== | ||
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The DPS rotation can be summarised as, 'stay in fire attunement and spam all the things'. | The DPS rotation can be summarised as, 'stay in fire attunement and spam all the things'. | ||
− | At a very basic level you can simply use all of your damaging skills and utilities off cooldown and never leave fire attunement unless you need to but see below if you want to get more out of your skills! | + | At a very basic level you can simply use all of your damaging skills and utilities off cooldown (prioritising overload fire) and never leave fire attunement unless you need to but see below if you want to get more out of your skills! |
But you can get more out of some of your skills, for example: | But you can get more out of some of your skills, for example: | ||
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* {{Skill|Glyph of Elemental Power}}: if you are instead using glyph of elemental power, this can also be pre-cast prior to starting an encounter | * {{Skill|Glyph of Elemental Power}}: if you are instead using glyph of elemental power, this can also be pre-cast prior to starting an encounter | ||
* {{Skill|Arcane Power}}: can also be pre-cast prior to an encounter - note that if you are playing solo you will want to summon your elementals prior to casting Arcane Power. | * {{Skill|Arcane Power}}: can also be pre-cast prior to an encounter - note that if you are playing solo you will want to summon your elementals prior to casting Arcane Power. | ||
+ | |||
+ | '''Overloads''' | ||
+ | |||
+ | Your Tempest traits increase the power of your overloads providing you with the following: | ||
+ | * {{Trait|Unstable Conduit}} provides an aura related to the relevant element - fire for damage and might, frost for 10% damage reduction, shocking stunning your attackers, magnetic aura reflecting projectiles. | ||
+ | * {{Trait|Harmonious Conduit}} provides swiftness and stability when you overload. | ||
+ | * {{Trait|Hardy Conduit}} provides 3.75 seconds of protection on overload (enhanced by 20% for 39.5% damage reduction) | ||
+ | |||
+ | Additionally your overloads will provide the following: | ||
+ | * All of your overloads will function as a stun break | ||
+ | * {{Skill|Overload Fire}} Produces a ton of might and deals a hefty amount of burning damage as well as providing a fire field and whirl finisher. | ||
+ | * {{Skill|Overload Water}} Is a powerful AOE healing and cleansing skill that additionally provides a source of regeneration and vigor. | ||
+ | * {{Skill|Overload Air}} Deals a AOE strike damage, vulnerability, empowers your next attack with alightning strike and provides a lightning field. | ||
+ | * {{Skill|Overload Earth}} Provides 4 stacks of stability, additional protection to you and your allies, causes bleeding, a 3.25 second cripple and 4.25 seconds of immobolize. Also acts as a blast finisher. | ||
'''Elite Skill''' | '''Elite Skill''' | ||
Line 101: | Line 116: | ||
Soft CC: | Soft CC: | ||
+ | * {{Skill|Overload Earth}} 3.25 second cripple and 4.25 seconds of immobolize | ||
* {{Skill|Shatterstone}} 2.5 second chill | * {{Skill|Shatterstone}} 2.5 second chill | ||
* {{Skill|Freezing Gust}} - 3.5 second chill | * {{Skill|Freezing Gust}} - 3.5 second chill | ||
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'''Defensive Skills''' | '''Defensive Skills''' | ||
− | Core ele has access to some powerful defensive skills on top of {{Trait|Final Shielding}} mentioned above. | + | Core ele has access to some powerful defensive skills on top of {{Trait|Final Shielding}} and overload skills mentioned above. |
* {{Skill|Signet of Restoration}} can be used whenever needed and will continue to provide constant passive sustain due to the earth trait {{Trait|Written in Stone}} | * {{Skill|Signet of Restoration}} can be used whenever needed and will continue to provide constant passive sustain due to the earth trait {{Trait|Written in Stone}} | ||
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'''Combo Fields & Finishers''' | '''Combo Fields & Finishers''' | ||
− | {{Skill|Flamewall}} provides a fire field that that you can blast for might or fire projectiles through. Generally if you are camping fire for DPS you will want to open with your flame wall and immediately blast this fire field with {{Skill|Dragon's Tooth}} and {{Skill|Phoenix}} which are both blast finishers providing quick access to 6 additional might - note this is more relevant when playing solo as in instanced content you will likely have supports assisting with might generation. | + | * {{Skill|Overload Fire}} provides a fire field for additional might blasting and also acts as a whirl finisher which combined with a fire field produces burning bolts for additional damage. |
+ | |||
+ | * {{Skill|Overload Air}} provides a lightning field which can be blasted for swiftness or fire projectiles / whirl for brutal bolts that apply vuln. | ||
+ | |||
+ | * {{Skill|Overload Earth}} acts as a blast finisher. | ||
+ | |||
+ | * {{Skill|Flamewall}} provides a fire field that that you can blast for might or fire projectiles through. Generally if you are camping fire for DPS you will want to open with your flame wall and immediately blast this fire field with {{Skill|Dragon's Tooth}} and {{Skill|Phoenix}} which are both blast finishers providing quick access to 6 additional might - note this is more relevant when playing solo as in instanced content you will likely have supports assisting with might generation. | ||
− | {{Skill|Magnetic Wave}} is also a blast finisher. While it is good to be aware of this (and to use it as and when it is useful) you are unlikely to want to swap to earth purely to get off this blast finisher due to the impact it will have on your DPS. | + | * {{Skill|Magnetic Wave}} is also a blast finisher. While it is good to be aware of this (and to use it as and when it is useful) you are unlikely to want to swap to earth purely to get off this blast finisher due to the impact it will have on your DPS. |
− | Similarly, {{Skill|Rock Barrier}} and {{Skill|Stone Shards}} can be used as projectile finishers - make use of them if you do find yourself stuck in earth. | + | * Similarly, {{Skill|Rock Barrier}} and {{Skill|Stone Shards}} can be used as projectile finishers - make use of them if you do find yourself stuck in earth. |
Latest revision as of 18:04, 12 May 2023
Newbie Condi Tempest
Introduction
Please note this guide is a work in progress that I will be adding to as and when I have time. If you have any specific questions or suggestions please get in touch!
The below builds assume you have reached level 80 as an elementalist and fully unlocked the tempest elite specialisation. Therefore you have all traits and utility skills unlocked. Do not use this build if you have not fully unlocked tempest, instead stick to the Core Condition Elementalist.
These builds are designed to work both in the open world and in instanced content such as fractals, raids and strikes.
Skill Bar
Optional skills for your third utility:
Note: always cast in fire attunement
- Pros:
- Decent DPS
- Acts as a stun break
- Simple to use in all content
- Cons:
- Higher damage options available
Note: always cast in fire attunement
- Pros:
- High DPS
- Can be pre-cast multiple times to stack your elementals (cast before a fight starts)
- Cons:
- Can be clunky in the open world as elementals will die when you mount up
- If you are not able to pre-cast this skill stacking your elementals prior to starting an instanced encounter you will not be able to get the most out of this skill
- Encounters such as the Kaineng Overlook strike will also kill all your elementals making this skill sub-optimal
- Damage can be RNG based
- Provides additional mobility in the open world
- Situationally useful in encounters requiring a lot of movement
- Useful if you require additional defence
- Situationally useful in certain encounters requiring blocks
Heal Alternatives
- You can use instead of if you want to retain some self-sustain. However, as you are not using the earth traitline you no longer have access to as you would if you were running a core condi elementalist. Therefore anytime you use your signet you will lose access to the passive healing. You may therefore benefit more from the higher damage of Arcane Brilliance.
Specializations
Variants
- can be very helpful group support if your group is struggling with a lot of downstates.
Equipment & Consumables
For your equipment you will want to choose from the following:
- This uses the same gear as the original 8 gold core elementalist (30k DPS)
- You could additionally use a vipers set up (work in progress) convert to page
- This uses the same gear as the optimised core condi ele (not worthwhile unless you have legendary gear) (34.5k DPS)
Playstyle
Basic DPS
The DPS rotation can be summarised as, 'stay in fire attunement and spam all the things'.
At a very basic level you can simply use all of your damaging skills and utilities off cooldown (prioritising overload fire) and never leave fire attunement unless you need to but see below if you want to get more out of your skills!
But you can get more out of some of your skills, for example:
- : if you can, precast this before a fight starts so you are starting the encounter with 3 elementals
- : if you are instead using glyph of elemental power, this can also be pre-cast prior to starting an encounter
- : can also be pre-cast prior to an encounter - note that if you are playing solo you will want to summon your elementals prior to casting Arcane Power.
Overloads
Your Tempest traits increase the power of your overloads providing you with the following:
- provides an aura related to the relevant element - fire for damage and might, frost for 10% damage reduction, shocking stunning your attackers, magnetic aura reflecting projectiles.
- provides swiftness and stability when you overload.
- provides 3.75 seconds of protection on overload (enhanced by 20% for 39.5% damage reduction)
Additionally your overloads will provide the following:
- All of your overloads will function as a stun break
- Produces a ton of might and deals a hefty amount of burning damage as well as providing a fire field and whirl finisher.
- Is a powerful AOE healing and cleansing skill that additionally provides a source of regeneration and vigor.
- Deals a AOE strike damage, vulnerability, empowers your next attack with alightning strike and provides a lightning field.
- Provides 4 stacks of stability, additional protection to you and your allies, causes bleeding, a 3.25 second cripple and 4.25 seconds of immobolize. Also acts as a blast finisher.
Elite Skill
Typically you will summon your elite elemental in fire for the highest damage available but elite elemental can be used flexibly.
- If you require additional healing, summon a water elemental
- If you need additional CC, summon a lightning elemental
Due to the
trait your elite can also be used as a powerful defensive tool providing 3 blocks on command. Lesser Arcane Shield can be triggered both on the initial summoning of your elemental and also when you order your elemental to cast its ability. This gives you the option to control your elite elemental casts to provide you with blocks as and when you need them. Note, the cooldown of your elite elemental's skill is faster than the 16 second internal cooldown of the trait so if you want to trigger Lesser Arcane Shield on every cast you will need to delay your skill casts. Alternately, you can keep things simple and accept that you will have access to the blocks every other elite elemental cast.Crowd Control
In order to access your CC abilities you will generally be required to leave fire attunement (I know, sacrilege). On the brightside, all of your crowd control is ranged which can come in handy.
Hard CC:
- - a 2 second daze
- - a 4 second knockdown
- - summoning your elite elemental in lightning provides access to a 1.5 second stun
Soft CC:
- 3.25 second cripple and 4.25 seconds of immobolize
- 2.5 second chill
- - 3.5 second chill
- - 2 x 7.25 second blind
- - 1.75 second cripple and 7.25 second blind
- - 6 second cripple
Defensive Skills
Core ele has access to some powerful defensive skills on top of
and overload skills mentioned above.- can be used whenever needed and will continue to provide constant passive sustain due to the earth trait
- provides you with a consistent source of cleanse while providing more than 50% vigor uptime for more dodges
- can be used when additional self-healing is required
- is a 6 second projectile block for when you are struggling with ranged enemies
- grants you 250 additional toughness (although watch out for this in instanced content relying on toughness based tanking), barrier, and 4.25 seconds of resistance allowing you to shrug off non-damaging conditions.
- is a 3 second projectile reflect (combined with swirling winds this gives you up to 9 seconds immunity to incoming projectiles)
- gives 3 seconds of invulnerability to almost everything the game can throw at you - this is your get out of jail free card
Combo Fields & Finishers
- provides a fire field for additional might blasting and also acts as a whirl finisher which combined with a fire field produces burning bolts for additional damage.
- provides a lightning field which can be blasted for swiftness or fire projectiles / whirl for brutal bolts that apply vuln.
- acts as a blast finisher.
- provides a fire field that that you can blast for might or fire projectiles through. Generally if you are camping fire for DPS you will want to open with your flame wall and immediately blast this fire field with and which are both blast finishers providing quick access to 6 additional might - note this is more relevant when playing solo as in instanced content you will likely have supports assisting with might generation.
- is also a blast finisher. While it is good to be aware of this (and to use it as and when it is useful) you are unlikely to want to swap to earth purely to get off this blast finisher due to the impact it will have on your DPS.
- Similarly, and can be used as projectile finishers - make use of them if you do find yourself stuck in earth.
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