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Difference between revisions of "Tempest - Fresh Air"

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==Overview==
 
==Overview==
A Power {{Tooltip|Tempest}} build for open world. This build has good burst damage, self boons, and can provide support to allies in the form of {{Tooltip|Might}} and {{Tooltip|Alacrity}}. This build is designed for both solo and group play.
+
A Power {{Tooltip|Tempest}} build for open world. This build has good burst damage, AoE damage, and boon generation for self and allies, most notably {{Tooltip|Might}} and {{Tooltip|Fury}}. Through several traits, it also provides AoE Auras to support itself and nearby allies. With the trait {{Trait|Lucid Singularity}}, the build can also sacrifice some damage to provide {{Tooltip|Alacrity}} to allies.
  
  
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===Weapon Variants===
 
===Weapon Variants===
 +
* If you don't have access to [https://wiki.guildwars2.com/wiki/Weaponmaster_Training Weaponmaster Training] with Secrets of the Obscure, you will not be able to wield a sword. Use scepter instead.
 
* {{Tooltip|Scepter}} - ranged mainhand but much lower damage
 
* {{Tooltip|Scepter}} - ranged mainhand but much lower damage
 
* {{Tooltip|Hammer}} - lower damage but mid-ranged
 
* {{Tooltip|Hammer}} - lower damage but mid-ranged
  
 
===Skill Variants===
 
===Skill Variants===
====Heals====
+
====Healing====
* {{Skill|Arcane Brilliance}} - blast finisher
+
{{Skill|Glyph of Elemental Harmony}} provides strong burst heal and a boon based on attunement. Other alternatives are:
 +
* {{Skill|Arcane Brilliance}} - potentially the strongest heal if there are 5 enemies in range, plus a blast finisher, but very weak healing if there are no nearby enemies.
 +
* {{Skill|"Wash the Pain Away!"}} - weak heal, but heals in an AoE and also cleanses 1 condition.
 +
* {{Skill|Ether Renewal}} - very situational heal that removes up to 8 conditions throughout its long channelling time.
  
 
====Utilities====
 
====Utilities====
Try not to replace {{Skill|Signet of Fire}} unless necessary.  
+
{{Skill|Signet of Fire}} is here only for the precision buff, so never cast it. If you already have 100% crit chance, equip a different skill.<br>
 +
{{skill|"Feel the Burn!"}} has low cooldown, decent damage, and provides {{Tooltip|Fire Aura}} for great synergy with the rest of the build.<br>
 +
{{Skill|"Aftershock!"}} combines damage, defense, and crowd control. Provides {{Tooltip|Magnetic Aura}} to reflect projectiles and for great synergy with the rest of the build.<br>
 +
Other alternatives are:
 +
* {{Skill|Glyph of Storms}} provides AoE damage in fire and air, while on earth it will {{Tooltip|blind}} trash mobs.
 
* {{Skill|Glyph of Lesser Elementals}} - spawn a small elemental army that dies when you mount up, good for fighting strong bosses.
 
* {{Skill|Glyph of Lesser Elementals}} - spawn a small elemental army that dies when you mount up, good for fighting strong bosses.
* {{Skill|"Flash-Freeze!"}} - area {{Tooltip|Frost Aura}} for more boons and damage reduction
+
* {{Skill|"Flash-Freeze!"}} - area {{Tooltip|Frost Aura}} for more boons and damage reduction.
* {{Skill|Cleansing Fire}} - additional condition cleanse
+
* {{Skill|Cleansing Fire}} - additional condition cleanse.
 
* {{Skill|Lightning Flash}} - for mobility.
 
* {{Skill|Lightning Flash}} - for mobility.
* {{Skill|Arcane Wave}} - AoE burst and tagging.
 
 
* Your overloads break stun when cast, but if you want a dedicated stun break you can use {{Skill|Arcane Shield}}, which also blocks 3 attacks. It has a long cooldown so, if more frequent stun breaks are preferred over the block, try {{Skill|Signet of Air}} or {{Skill|Glyph of Elemental Power}}.
 
* Your overloads break stun when cast, but if you want a dedicated stun break you can use {{Skill|Arcane Shield}}, which also blocks 3 attacks. It has a long cooldown so, if more frequent stun breaks are preferred over the block, try {{Skill|Signet of Air}} or {{Skill|Glyph of Elemental Power}}.
  
 
====Elites====
 
====Elites====
* {{Skill|"Rebound!"}} - used to cheese powerful boss mechanics.
+
{{Skill|Glyph of Elementals}} is simply the best elite for solo play. Cast it on Fire for damage, on Water for support, healing and {{Tooltip|Knockback}}, on Air for a {{Tooltip|Stun}}, or on Earth for defense.
 +
* {{Skill|"Rebound!"}} - very situational skill that can be considered against certain bosses with oneshot attacks.
  
  
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{{Specialization|Water|mid|bot|mid}}
 
{{Specialization|Water|mid|bot|mid}}
 
{{Specialization|Tempest|bot|mid|top}}
 
{{Specialization|Tempest|bot|mid|top}}
 +
* {{Trait|Soothing Power}} - when there are no nearby allies or elementals to share auras to with {{Trait|Powerful Aura}}.
 +
* {{Trait|Tempestuous Aria}} - sacrifices defense for extra damage. The loss of {{Tooltip|Stability}} from {{Trait|Harmonious Conduit}} may cause you to be interrupted while using an Overload, so be careful about that.
 
* {{Trait|Lucid Singularity}} - use in groups to provide allies with {{Tooltip|Alacrity}}.
 
* {{Trait|Lucid Singularity}} - use in groups to provide allies with {{Tooltip|Alacrity}}.
  
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| weapon1 = Sword
 
| weapon1 = Sword
 
| weapon2 = Warhorn
 
| weapon2 = Warhorn
| weapon3 = Staff
 
 
| sigil1 = Superior Sigil of Force
 
| sigil1 = Superior Sigil of Force
 
| sigil2 = Superior Sigil of Accuracy
 
| sigil2 = Superior Sigil of Accuracy
| sigil3 = Superior Sigil of Frenzy
 
| sigil4 = Superior Sigil of Accuracy
 
 
| relic = Relic of Fireworks
 
| relic = Relic of Fireworks
 
}}
 
}}
* {{Rune|Superior Rune of the Dragonhunter}} and {{Rune|Superior Rune of the Scholar}} are interchangeable.
+
* Other relics include {{Relic|Relic of the Thief}}, {{Relic|Relic of the Adventurer}}, and {{Relic|Relic of Cerus}}.
* Other relics include {{Relic|Relic of the Thief}}, {{Relic|Relic of the Adventurer}}, {{Relic|Relic of Cerus}}, and {{Relic|Relic of Durability}}.
+
* Eequip the highest tier Jade Core you can afford.
* For defense, equip the highest tier Jade Core you can afford. Use defensive food, traits, or skills if required. If necessary, use {{Tooltip|Knight}} trinkets.  
+
* In open world, you can consider using {{Tooltip|Marauder}} gear instead of Berserker to sacrifice a small amount of damage for a massive health increase.
  
  
<br>
 
 
==Consumables==
 
==Consumables==
 
Budget consumables are acceptable for use in open world.
 
Budget consumables are acceptable for use in open world.
Line 100: Line 106:
 
* {{Food|Peppermint Omnomberry Bar}}
 
* {{Food|Peppermint Omnomberry Bar}}
 
* {{Utility|Sharpening Skull}} (and variants)
 
* {{Utility|Sharpening Skull}} (and variants)
<br>
+
 
  
 
==Usage==
 
==Usage==
 
===Damage===
 
===Damage===
* The goal of this build is to proc {{Trait|Fresh Air}} off cooldown, utilizing {{Skill|Overload Air}} as often as possible.  
+
{{Trait|Fresh Air}} resets the cooldown of {{Skill|Air Attunement}} every time you critically strike while attuned to a different attunement. This includes resetting the cooldown of {{Skill|Overload Air}}. Thus, the idea behind the build is to use Overload Air, attune to another element and maybe use some skills of that element, and then return to Air, triggering {{Trait|Electric Discharge}}, the extra ferocity from Fresh Air, and the extra damage from {{Trait|Transcendent Tempest}}.
* Use {{Skill|Overload Air}} and {{Skill|Overload Fire}} off cooldown.
+
 
* {{Skill|Fire Attunement}} and {{Skill|Air Attunement}} are our main damage sources. Use their skills off cooldown, and try to never interrupt Air auto-attack chains.
+
You should also use {{Skill|Overload Fire}} offcooldown for its damage and {{Tooltip|Might}} generation .As this creates a fire field, you can use combo finishers to provide yourself and nearby allies with 25 might (See: [[Guide:What are Combo Fields]]).
* Proc {{Relic|Relic of Fireworks}} with {{Skill|Wildfire}}, {{Skill|Lightning Orb}}, and {{Skill|Dust Storm}}.
+
 
 +
You will activate {{Relic|Relic of Fireworks}} with {{Skill|Wildfire}}, {{Skill|Lightning Orb}}, and {{Skill|Dust Storm}}.
 +
 
 +
;Opener
 +
Against bosses and other strong enemies, try to follow this opener:
 +
#{{Skill|Lightning Orb}} while getting close to the enemy.
 +
#{{Skill|Overload Air}}
 +
#{{Skill|Quantum Strike}} and {{Skill|Fire Attunement}}
 +
#{{Skill|Wildfire}}
 +
#{{Skill|Flame Uprising}}
 +
#{{Skill|Cauterising Strike}}
 +
#{{Skill|Heat Sync}}
 +
#{{Skill|Overload Fire}} and {{Skill|Air Attunement}}
 +
#auto attack until you can {{Skill|Overload Air}}
 +
 
 +
* For extra damage, use your utility skills such as {{Skill|"Feel the Burn!"}} when you attune back to Air and are under all these damage modifiers: {{Trait|Aeromancer's Training}}, {{Trait|Fresh Air}}, and {{Trait|Transcendent Tempest}}.
 +
 
 +
===Auras===
 +
In this build, on top of their normal benefits, Auras also provide {{Tooltip|Fury}} and {{Tooltip|Swiftness}} thanks to {{Trait|Zephyr's Boon}}, which is great because you really want Fury. You have several skills that produce auras, including your overloads thanks to {{Trait|Unstable Conduit}}:
 +
* {{Tooltip|Fire Aura}}: {{Skill|"Feel the Burn!"}}, {{Skill|Overload Fire}}.
 +
* {{Tooltip|Frost Aura}}: {{Skill|"Flash-Freeze!"}}, {{Skill|Overload Water}}.
 +
* {{Tooltip|Shocking Aura}}: {{Skill|Overload Air}}.
 +
* {{Tooltip|Magnetic Aura}}: {{Skill|Sand Squall}}, {{Skill|"Aftershock!"}}, {{Skill|Overload Earth}}.
 +
 
 +
=== Elementals ===
 +
Elementals are really good allies in any open world elementalist build. Their only downside is that they die when you mount up. Consider summoning a few elementals before fighting bosses or other tough enemies.
 +
====Glyph of Lesser Elementals====
 +
{{Skill|Glyph of Lesser Elementals}} summons one elemental for 2 minutes. If you cast it off cooldown, you can have 3 elementals alive almost always.
 +
* The Lesser Fire Elemental deals good melee range AoE strike damage and {{Tooltip|Burning}}, and provides {{Tooltip|Might}}. It has the highest AoE damage of all Lesser Elementals.
 +
* The Lesser Ice Elemental deals very low damage and inflicts a lot of {{Tooltip|Chill}} (80-90% uptime) through an ice combo field.
 +
* The Lesser Air Elemental deals great single target damage and generates {{Tooltip|Swiftness}}. It has the second best damage behind Fire, but it's single target.
 +
* The Lesser Earth Elemental deals low damage, inflicts {{Tooltip|Weakness}}, and is very tanky.
 +
 
 +
====Glyph of Elementals====
 +
Elementals have the same attacks and behaviour as Lesser Elementals, but can be commanded to do an additional skill.
 +
* The Fire Elemental can be commanded to deal damage and {{Tooltip|Burning}} in an AoE.
 +
* The Ice Elemental can be commanded to deal damage in an AoE, while healing nearby allies by 6401, knocking back enemies, and removing 1 condition.
 +
* The Air Elemental can be commanded to {{Tooltip|Stun}} for 1.5 seconds.
 +
* The Earth Elemental can be commanded to inflict nearby enemies with 1 second of {{Tooltip|Immobilize}} and 5 seconds of {{Tooltip|Cripple}}, while providing 3 seconds of {{Tooltip|Protection}} to nearby allies.
  
 
===Defense===
 
===Defense===
* Heal yourself with {{Skill|Water Attunement}} skills, especially {{Skill|Water Orb}} and {{Skill|Riptide}}
+
* The best defense is always to dodge or sidestep attacks. You have permanent {{Tooltip|Swiftness}} so you can run around enemies while they die to your AoEs. You cannot dodge while doing an Overload or you will cancel it, but you can use that swiftness to get out of the way of telegraphed attacks.
 +
* {{Skill|Glyph of Elementals}} is great for defense, as the elemental will often draw aggro away from you. The earth elemental is quite tanky.
 +
* You get {{Tooltip|Stability}} when you overload thanks to {{Trait|Harmonious Conduit}}.
 +
* You get {{Tooltip|Protection}} when you overload thanks to {{Trait|Hardy Conduit}}, from {{Skill|Sand Squall}} (which also extends existing boons) and from {{Skill|Glyph of Elemental Harmony}} when cast in Earth.
 +
* {{Tooltip|Magnetic Aura}} from {{Skill|Sand Squall}} or {{Trait|Unstable Conduit}}+{{Skill|Overload Earth}} reflects projectiles.
 +
* {{Skill|Overload Water}} can be used in emergencies to cleanse 5 conditions and heal you a little. However, you will lack sustain as you'll lose access to {{Trait|Soothing Mist}} due to the increased cooldown after overloading.
 +
* {{Skill|Overload Earth}} is great for chipping away at breakbars with its {{Tooltip|crippled}} and {{Tooltip|immobilize}}. It also gives you {{Tooltip|stability}} at the start, and the lingering storm provides {{Tooltip|protection}}.
 +
* Heal yourself with {{Skill|Water Attunement}} skills, especially {{Skill|Water Globe}} and {{Skill|Riptide}}
 
* Evade damage by dodging or using {{Skill|Riptide}} and {{Skill|Earthen Vortex}}.  
 
* Evade damage by dodging or using {{Skill|Riptide}} and {{Skill|Earthen Vortex}}.  
* {{Skill|Sand Squall}} grants a magnetic aura
 
 
* This build has a lot of CC, use it to your advantage.
 
* This build has a lot of CC, use it to your advantage.
  

Revision as of 10:57, 7 October 2023

The community gave this build a rating, making it top-tier: Great

Focused on: Strike damage

Designed for: Open World and Open World General

Expansions required: Heart of Thorns builds

Difficulty:
Normal
This build was last updated on October 07, 2023 and is up to date for the October 8, 2024 patch.

Overview

A Power Tempest Tempest build for open world. This build has good burst damage, AoE damage, and boon generation for self and allies, most notably Might Might and Fury Fury. Through several traits, it also provides AoE Auras to support itself and nearby allies. With the trait Lucid Singularity, the build can also sacrifice some damage to provide Alacrity Alacrity to allies.


Template Code

[&DQYpLREuMBsXARcBwxLDEnQS9gDLAMsAJgCZEgAAAAAAAAAAAAAAAAAAAAA=]
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Skill Bar

Sword/Warhorn
Staff
Utility

Weapon Variants

  • If you don't have access to Weaponmaster Training with Secrets of the Obscure, you will not be able to wield a sword. Use scepter instead.
  • Scepter Scepter - ranged mainhand but much lower damage
  • Hammer Hammer - lower damage but mid-ranged

Skill Variants

Healing

Glyph of Elemental Harmony provides strong burst heal and a boon based on attunement. Other alternatives are:

  • Arcane Brilliance - potentially the strongest heal if there are 5 enemies in range, plus a blast finisher, but very weak healing if there are no nearby enemies.
  • "Wash the Pain Away!" - weak heal, but heals in an AoE and also cleanses 1 condition.
  • Ether Renewal - very situational heal that removes up to 8 conditions throughout its long channelling time.

Utilities

Signet of Fire is here only for the precision buff, so never cast it. If you already have 100% crit chance, equip a different skill.
"Feel the Burn!" has low cooldown, decent damage, and provides Fire Aura Fire Aura for great synergy with the rest of the build.
"Aftershock!" combines damage, defense, and crowd control. Provides Magnetic Aura Magnetic Aura to reflect projectiles and for great synergy with the rest of the build.
Other alternatives are:

  • Glyph of Storms provides AoE damage in fire and air, while on earth it will blind blind trash mobs.
  • Glyph of Lesser Elementals - spawn a small elemental army that dies when you mount up, good for fighting strong bosses.
  • "Flash-Freeze!" - area Frost Aura Frost Aura for more boons and damage reduction.
  • Cleansing Fire - additional condition cleanse.
  • Lightning Flash - for mobility.
  • Your overloads break stun when cast, but if you want a dedicated stun break you can use Arcane Shield, which also blocks 3 attacks. It has a long cooldown so, if more frequent stun breaks are preferred over the block, try Signet of Air or Glyph of Elemental Power.

Elites

Glyph of Elementals is simply the best elite for solo play. Cast it on Fire for damage, on Water for support, healing and Knockback Knockback, on Air for a Stun Stun, or on Earth for defense.

  • "Rebound!" - very situational skill that can be considered against certain bosses with oneshot attacks.


Specializations

  • Soothing Power - when there are no nearby allies or elementals to share auras to with Powerful Aura.
  • Tempestuous Aria - sacrifices defense for extra damage. The loss of Stability Stability from Harmonious Conduit may cause you to be interrupted while using an Overload, so be careful about that.
  • Lucid Singularity - use in groups to provide allies with Alacrity Alacrity.

Equipment

Ascended gear is not required, exotics work just fine.

Standard Equipment

This set uses gear that can be used throughout all of PVE.

Head
Berserker
Shoulders
Berserker
Chest
Berserker
Hands
Berserker
Legs
Berserker
Feet
Berserker
Backpiece
Berserker
Accessory
Berserker
Accessory
Berserker
Amulet
Berserker
Ring
Berserker
Ring
Berserker
Sword
Berserker
Warhorn
Berserker
Sigil
Sigil
Rune
x6


Relic
  • Other relics include Relic of the Thief, Relic of the Adventurer, and Relic of Cerus.
  • Eequip the highest tier Jade Core you can afford.
  • In open world, you can consider using Marauder Marauder gear instead of Berserker to sacrifice a small amount of damage for a massive health increase.


Consumables

Budget consumables are acceptable for use in open world.

DPS

  • Prioritize Steak Ascended food.
  • /
  • /

Defense

Farming

  • Prioritize Steak Ascended food.
  • /
  • (and variants)


Usage

Damage

Fresh Air resets the cooldown of Air Attunement every time you critically strike while attuned to a different attunement. This includes resetting the cooldown of Overload Air. Thus, the idea behind the build is to use Overload Air, attune to another element and maybe use some skills of that element, and then return to Air, triggering Electric Discharge, the extra ferocity from Fresh Air, and the extra damage from Transcendent Tempest.

You should also use Overload Fire offcooldown for its damage and Might Might generation .As this creates a fire field, you can use combo finishers to provide yourself and nearby allies with 25 might (See: Guide:What are Combo Fields).

You will activate Relic of Fireworks with Wildfire, Lightning Orb, and Dust Storm.

Opener

Against bosses and other strong enemies, try to follow this opener:

  1. Lightning Orb while getting close to the enemy.
  2. Overload Air
  3. Quantum Strike and Fire Attunement
  4. Wildfire
  5. Flame Uprising
  6. Cauterising Strike
  7. Heat Sync
  8. Overload Fire and Air Attunement
  9. auto attack until you can Overload Air
  • For extra damage, use your utility skills such as "Feel the Burn!" when you attune back to Air and are under all these damage modifiers: Aeromancer's Training, Fresh Air, and Transcendent Tempest.

Auras

In this build, on top of their normal benefits, Auras also provide Fury Fury and Swiftness Swiftness thanks to Zephyr's Boon, which is great because you really want Fury. You have several skills that produce auras, including your overloads thanks to Unstable Conduit:

Elementals

Elementals are really good allies in any open world elementalist build. Their only downside is that they die when you mount up. Consider summoning a few elementals before fighting bosses or other tough enemies.

Glyph of Lesser Elementals

Glyph of Lesser Elementals summons one elemental for 2 minutes. If you cast it off cooldown, you can have 3 elementals alive almost always.

  • The Lesser Fire Elemental deals good melee range AoE strike damage and Burning Burning, and provides Might Might. It has the highest AoE damage of all Lesser Elementals.
  • The Lesser Ice Elemental deals very low damage and inflicts a lot of Chill Chill (80-90% uptime) through an ice combo field.
  • The Lesser Air Elemental deals great single target damage and generates Swiftness Swiftness. It has the second best damage behind Fire, but it's single target.
  • The Lesser Earth Elemental deals low damage, inflicts Weakness Weakness, and is very tanky.

Glyph of Elementals

Elementals have the same attacks and behaviour as Lesser Elementals, but can be commanded to do an additional skill.

  • The Fire Elemental can be commanded to deal damage and Burning Burning in an AoE.
  • The Ice Elemental can be commanded to deal damage in an AoE, while healing nearby allies by 6401, knocking back enemies, and removing 1 condition.
  • The Air Elemental can be commanded to Stun Stun for 1.5 seconds.
  • The Earth Elemental can be commanded to inflict nearby enemies with 1 second of Immobilize Immobilize and 5 seconds of Cripple Cripple, while providing 3 seconds of Protection Protection to nearby allies.

Defense

  • The best defense is always to dodge or sidestep attacks. You have permanent Swiftness Swiftness so you can run around enemies while they die to your AoEs. You cannot dodge while doing an Overload or you will cancel it, but you can use that swiftness to get out of the way of telegraphed attacks.
  • Glyph of Elementals is great for defense, as the elemental will often draw aggro away from you. The earth elemental is quite tanky.
  • You get Stability Stability when you overload thanks to Harmonious Conduit.
  • You get Protection Protection when you overload thanks to Hardy Conduit, from Sand Squall (which also extends existing boons) and from Glyph of Elemental Harmony when cast in Earth.
  • Magnetic Aura Magnetic Aura from Sand Squall or Unstable Conduit+Overload Earth reflects projectiles.
  • Overload Water can be used in emergencies to cleanse 5 conditions and heal you a little. However, you will lack sustain as you'll lose access to Soothing Mist due to the increased cooldown after overloading.
  • Overload Earth is great for chipping away at breakbars with its crippled crippled and immobilize immobilize. It also gives you stability stability at the start, and the lingering storm provides protection protection.
  • Heal yourself with Water Attunement skills, especially Water Globe and Riptide
  • Evade damage by dodging or using Riptide and Earthen Vortex.
  • This build has a lot of CC, use it to your advantage.

Crowd Control

  • Cyclone - Pull Pull
  • Tidal Surge - Knockback Knockback
  • Enemies that attack you or allies from melee range while having Shocking Aura Shocking Aura - stun stun
  • Crashing Waves (from Glyph of Elementals Ice Elemental) - Knockback Knockback
  • Shocking Bolt (from Glyph of Elementals Air Elemental) - stun stun


Ratings

This build has a rating of 5 stars based on 2 votes.
Log in or register to rate this build.
5 stars
Warming Hearth gave this build 5 stars • June 2024
Great mix of damage, boons, and utility. And very fun to just spam overload air over and over again, especially now that its damage has been buffed.
5 stars
Starlitjupiter gave this build 5 stars • April 2023
Fresh Air Tempest is a mainstay in optimized farm zergs. While it doesn't pack the same punch that Condi Weaver or Catalyst would solo, it provides extremely high cleave / AOE while also maintaining high uptime on Alacrity for itself and nearby allies, something that is essential for a good zerg. In short, this is by far the best elementalist build for general group play in open world and I strongly recommend it.

Comments

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