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Difference between revisions of "Tempest - Condi Tempest"

(Created page with "{{#seo: |title=Condition Tempest |description=An open world build for Condition Tempest. }} {{Build | profession = Elementalist | specialization = Tempest | designed for = Ope...")
 
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{{#seo:
 
|title=Condition Tempest
 
|description=An open world build for Condition Tempest.
 
}}
 
 
{{Build
 
{{Build
 
| profession = Elementalist
 
| profession = Elementalist
 
| specialization = Tempest
 
| specialization = Tempest
| designed for = Open World, Open World Solo, Open World Support, Open World General
+
| designed for = open world, open world general
 
| focus = condition damage, defense
 
| focus = condition damage, defense
 
| rating = great
 
| rating = great
 
| xpac = hot
 
| xpac = hot
 +
| difficulty = 2
 
}}
 
}}
 
__TOC__
 
  
 
==Overview==
 
==Overview==
A high-DPS, high-Defense Elementalist build that is relatively easy to begin learning. This build relies heavily on its very high {{Tooltip|Burning}} output and its personal {{Tooltip|Might}} generation. It has considerable amounts of area damage which results in excellent cleave. It has both melee and ranged DPS options, and several viable build variants that allow the build to reach high levels of versatility and offer a multitude of playstyles.
+
Condi Tempest is a condition damage based tempest build for open world that focuses on inflicting AoE {{Tooltip|Burning}} and {{Tooltip|Bleeding}}. It is naturally tanky, with good access to {{Tooltip|Protection}} and some {{Tooltip|Stability}}. It has great uptime of {{Tooltip|Might}} for self and allies, and good supportive options. It is very easy to learn and play.
  
This build is recommended for new players due to its ease of use, though they may struggle with the class's low HP and active playstyle at first.
 
  
 
==Template Code==
 
==Template Code==
 
{{TemplateCode|
 
{{TemplateCode|
code = [&DQYfJRomMBt0AAAAywAAAHIAAADDEgAAJgAAAAAAAAAAAAAAAAAAAAAAAAA=]
+
code = [&DQYfFRonMBt0ABcBywDLAMMSwxJzAPYAJgCZEgAAAAAAAAAAAAAAAAAAAAA=]
 
}}
 
}}
 +
  
 
==Skill Bar==
 
==Skill Bar==
Line 28: Line 23:
 
|profession = elementalist
 
|profession = elementalist
 
|specialization = tempest
 
|specialization = tempest
|weapon1 = dagger
+
|weapon1 = scepter
 
|weapon2 = warhorn
 
|weapon2 = warhorn
 +
|weapon3 = staff
 
|healing = Signet of Restoration
 
|healing = Signet of Restoration
 
|utility1 = Signet of Fire
 
|utility1 = Signet of Fire
|utility2 = "Feel the Burn!"
+
|utility2 = Signet of Earth
 
|utility3 = Glyph of Elemental Power
 
|utility3 = Glyph of Elemental Power
 
|elite = Glyph of Elementals
 
|elite = Glyph of Elementals
Line 38: Line 34:
  
 
===Weapon Variants===
 
===Weapon Variants===
* Scepter - Ranged alternative to mainhand dagger.
+
* {{Tooltip|Dagger|Mainhand Dagger}} - higher base damage and more AoE than {{Tooltip|Scepter}}, but locked to melee range and harder to use.
* Staff - Use in zergs for ranged AOE
+
* {{Tooltip|Pistol}} - strong option with Weaponmaster.
* Dagger (offhand) - Lower DPS but more mobility than warhorn
 
 
 
===Skill Variants===
 
====Healing====
 
* {{Skill|Glyph of Elemental Harmony}} - burst heal
 
* {{Skill|Arcane Brilliance}} - blast finisher
 
  
====Utilities====
+
====Skill Variants====
* {{Skill|Glyph of Lesser Elementals}} - Provides powerful pets that can be buffed by your boons.
+
* {{Skill|Arcane Brilliance}} - blast finisher heal
* {{Skill|"Flash-Freeze!"}} or {{Skill|"Aftershock!"}} - more defense and support for nearby allies.
+
* {{Skill|Glyph of Lesser Elementals}} - very high DPS skill that can double as damage soak; note that the elementals die when you mount up
* {{Skill|Glyph of Storms}} - AoE burst damage from {{Skill|Firestorm}} or pulsing blind with {{Skill|Sandstorm}}.
+
* {{Skill|"Aftershock!"}} - area {{Tooltip|Magnetic Aura}} for projectile reflection, {{Tooltip|Protection}}, and impairs enemies, plus a blast finisher.
* {{Skill|Arcane Shield}} - breaks stun and blocks attacks.
+
* {{Skill|Glyph of Storms}} - AoE burst damage from {{Skill|Firestorm (Glyph of Storms)}} or pulsing {{Tooltip|Blinded}} with {{Skill|Sandstorm}}.
 +
* {{Skill|Arcane Shield}} - breaks stun and blocks 3 attacks.
 
* {{Skill|Lightning Flash}} - for mobility.
 
* {{Skill|Lightning Flash}} - for mobility.
 
+
* {{Skill|"Rebound!"}} - very situational skill that can be considered against certain bosses with oneshot attacks.
====Elites====
 
* {{Skill|Conjure Fiery Greatsword}} - high AoE damage on a long cooldown, mobility
 
* {{Skill|"Rebound!"}} - strong defensive elite
 
  
 
==Specializations==
 
==Specializations==
{{Specialization|Fire|top|top|mid}}
+
{{Specialization|Fire|top|top|top}}
{{Specialization|Earth|mid|top|mid}}
+
{{Specialization|Earth|bot|top|mid}}
 
{{Specialization|Tempest|bot|mid|top}}
 
{{Specialization|Tempest|bot|mid|top}}
:'''Variants'''
 
* A note on {{Trait|Persisting Flames}} - this trait does not interact with the fire field creation from {{Skill|Overload Fire}}. As a result, this trait is an extremely poor choice for this build.
 
* {{Trait|Blinding Ashes}} - more {{Tooltip|Blind}} if having trouble with trash mobs.
 
* {{Trait|Gale Song}} - passive defensive stunbreak; very valuable in groups
 
  
===Arcane===
+
==Equipment==
It is possible run Arcane over Earth for an increase to sustain.
+
* Ascended gear and stat infusions are not required; you can use exotic gear with the same stats.
{{Specialization|Arcane|bot|bot|top|variant=y}}
 
* {{Trait|Elemental Lockdown}} - extra boons
 
  
==Equipment==
+
===Standard Equipment===
Ascended gear and stat infusions are not required; you can use exotic gear with the same stats.
+
This equipment is useful in general PVE.
This set uses gear similar to this build's instanced PVE counterpart and works well for general PVE. Viper offers the highest damage, but no defense or sustain. Consult the variants below for defensive options.
 
 
{{PvE equipment
 
{{PvE equipment
 
| weight = Light
 
| weight = Light
 
| stats = Viper
 
| stats = Viper
| rune = Superior Rune of the Elementalist
+
| rune = Superior Rune of the Trapper
 
| rune-qt = 6
 
| rune-qt = 6
| weapon1 = Dagger
+
| weapon1 = Scepter
 
| weapon2 = Warhorn
 
| weapon2 = Warhorn
 
| sigil1 = Superior Sigil of Bursting
 
| sigil1 = Superior Sigil of Bursting
 
| sigil2 = Superior Sigil of Smoldering
 
| sigil2 = Superior Sigil of Smoldering
| weapon3 = scepter
+
| weapon3 = Staff
| weapon4 = x
+
| weapon4 =  
| sigil3 = Superior Sigil of Bursting
+
| sigil3 = Superior Sigil of Frenzy
| sigil4 = Smoldering
+
| sigil4 = Superior Sigil of Smoldering
 +
| relic = Relic of the Fractal
 +
}}
 +
* Other relics include {{Relic|Relic of the Adventurer}}, {{Relic|Relic of the Cavalier}}, and {{Relic|Relic of Durability}}.
 +
* For defense, equip the highest tier Jade Core you can afford. Use defensive food, traits, or skills if required. If necessary, use {{Tooltip|Trailblazer}}, {{Tooltip|Celestial}}, or {{Tooltip|Ritualist stats|Ritualist}} trinkets.
 +
 
 +
===Budget Equipment===
 +
A very cheap equipment set with very high HP.
 +
{{PvE equipment
 +
| weight = Light
 +
| stats = Carrion
 +
| rune = Superior Rune of Balthazar
 +
| rune-qt = 6
 +
| weapon1 = Scepter
 +
| weapon2 = Warhorn
 +
| sigil1 = Superior Sigil of Earth
 +
| sigil2 = Superior Sigil of Smoldering
 +
| weapon3 = Staff
 +
| weapon4 =
 +
| sigil3 = Superior Sigil of Frenzy
 +
| sigil4 = Superior Sigil of Smoldering
 +
| relic = Relic of the Cavalier
 +
| variant = y
 
}}
 
}}
  
===Gear Variants===
+
<br>
'''Budget'''
+
==Consumables==
* {{Tooltip|Dire}} + {{Rune|Balthazar}} + {{Sigil|Smoldering}} - a cheap gearset that performs well when camping fire
+
Budget consumables are acceptable for use in open world.
  
'''Defense'''
+
===DPS===
* {{Tooltip|Trailblazer}} + {{Rune|Superior Rune of the Nightmare}} - a tanky gearset for soloing difficult content
+
* Prioritize '''Flatbread''' Ascended food.
* {{Tooltip|Celestial}} + {{Rune|Leadership}} / {{Rune|Superior Rune of the Traveler}} - a powerful gearset with increased boon duration and healing
+
* {{Food|Plate of Beef Rendang}} / {{Food|Bowl of Truffle Risotto}}
* {{Tooltip|Celestial}} - mix in a few cele trinkets for an instant defense boost
+
* {{Utility|Master Tuning Crystal}} / {{Utility|Tuning Icicle}}
* {{Sigil|Energy}} - drastic increase to defense, replace {{Sigil|Superior Sigil of Bursting}}
 
  
==Consumables==
+
===Defense===
Prioritize ascended food over everything else; steak (power) and flatbread (conditions). Using cheap/budget food is perfectly acceptable in open world.
+
* {{Food|Bowl of Orrian Truffle and Meat Stew}}
'''Damage'''
+
* {{Food|Oysters with Spicy Sauce}}
For damage, run {{Food|Koi Cake}} and {{Utility|Toxic Focusing Crystal}}. Budget options are {{Food|Super Veggie Pizza}} with {{Utility|Tuning Icicle}}. Run {{Utility|Corsair Tuning Crystal}} if running high toughness builds.
+
* {{Food|Bowl of Lemongrass Mussel Pasta}}
  
'''Defense'''
+
===Farming===
Use {{Food|Bowl of Orrian Truffle and Meat Stew}} for more dodges.
+
* Prioritize '''Flatbread''' Ascended food.
 +
* {{Item|Birthday Blaster}} / {{Item|Feast of Delectable Birthday Cake}}
 +
* {{Food|Peppermint Omnomberry Bar}}
 +
* {{Utility|Sharpening Skull}} (and variants)
 +
<br>
  
'''Farming'''
 
Run {{Food|Peppermint Omnomberry Bar}} and {{Utility|Sharpening Skull}} (or its other variants) when trying to maximize gold per hour.
 
  
 
==Usage==
 
==Usage==
* {{Skill|Glyph of Elementals}} can provide a high damage elemental in Fire or excellent defensive options in Earth or Water.
+
====Damage====
* Use blast finishers like {{Skill|Frozen Burst}} and {{Skill|Sand Squall}} over Fire Fields to grant {{Tooltip|Might}}.
+
The build is extremely simple and revolves around {{Skill|Overload Fire}} and {{Skill|Overload Earth}}. Use {{Skill|Signet of Fire}} and {{Skill|"Feel the Burn!"}} off cooldown. Thanks to {{Trait|Written in Stone}}, you will not lose the passive effects of signets after using them. Use {{Skill|Glyph of Elemental Power}} in Fire for damage, or in Air for {{Tooltip|Vulnerability}}.
* Use {{Skill|Heat Sync}} at 15+ might
+
 
* It can be beneficial to use {{Skill|Glyph of Elemental Power}} just before leaving {{Skill|Air Attunement}} for added {{Tooltip|Vulnerability}} application.
+
For open world play it is perfectly fine to just stay in fire attunement if you wish for a easier more laid back playstyle.
 +
 
 +
;Dagger+Warhorn
 +
* In Fire, use {{Skill|Wildfire}} + {{Skill|Burning Speed}} + {{Skill|Drake's Breath}} (you can leave Fire during the casting of Drake's Breath). Use {{Skill|Heat Sync}} to share all the {{Tooltip|Might}} you generate with nearby allies.
 +
* In water, use {{Skill|Frozen Burst}} when you need a blast finisher (more about finishers below).
 +
* In Air, use {{Skill|Lightning Orb}} and {{Skill|Convergence}}. {{Skill|Cyclone}} can be used for damage if you won't need the CC.
 +
* In Earth, use {{Skill|Dust Storm}}, {{Skill|Earthen Rush}}, {{Skill|Ring of Earth}}. Use {{Skill|Sand Squall}} when you have boons to extend their duration.
 +
 
 +
;Scepter+Warhorn
 +
* In Fire, use {{Skill|Wildfire}} + {{Skill|Phoenix}} + {{Skill|Dragon's Tooth}}. Phoenix and Dragon's Tooth are blast finishers (more about finishers below). Use {{Skill|Heat Sync}} to share all the {{Tooltip|Might}} you generate with nearby allies.
 +
* In Air, use {{Skill|Lightning Orb}} and {{Skill|Lightning Strike}} off cooldown. {{Skill|Cyclone}} can be used for damage if you won't need the CC.
 +
* In Earth, use {{Skill|Dust Storm}} and {{Skill|Rock Barrier}} {{to}} {{Skill|Hurl}}. Use {{Skill|Sand Squall}} when you have boons to extend their duration.
 +
 
 +
 
 +
====Finishers====
 +
Elementalists in general have many combo fields and finishers. These skills provide additional effects when interacting with each other. Here are some good combos you should keep in mind, you have to be near the skill to receive these effects.
 +
* Fire fields like {{Skill|Wildfire}}: use a blast finisher like {{Skill|Frozen Burst}} to generate AoE 3 stacks of {{tooltip|Might}} for 20 seconds.
 +
* Water fields like {{Skill|Water Globe}}: use a blast finisher like {{Skill|Sand Squall}} to create AoE 1320 healing.
 +
You can also use combo fields to generate auras.
 +
* Fire field + leap finisher = {{Tooltip|Fire Aura}}
 +
* Frost field + blast finisher = {{Tooltip|Frost Aura}}
 +
If you want to know more about combos, check [https://wiki.guildwars2.com/wiki/Combo the official wiki].
 +
 
  
===Damage===
+
====Elementals====
====Dagger====
+
Elementals are really good allies in any open world elementalist build. Their only downside is that they die when you mount up.
* Don't interrupt {{Skill|Drake's Breath}}. Attunement swapping will not interrupt it.
 
* Activate {{Skill|Signet of Fire}} and {{Skill|"Feel the Burn!"}}.
 
* Your primary damage skills are:
 
# {{Skill|Wildfire}}
 
# {{Skill|Drake's Breath}}
 
# {{Skill|Lightning Orb}}
 
# {{Skill|Ring of Earth}}
 
# {{Skill|Dust Storm}} (against large targets or groups)
 
# {{Skill|Burning Speed}}
 
# {{Skill|Convergence}}
 
# {{Skill|Shocking Aura}}
 
* Fill gaps in cooldowns with basic attacks.
 
  
====Scepter====
+
;Glyph of Lesser Elementals
* Activate {{Skill|Signet of Fire}} and {{Skill|"Feel the Burn!"}} off-cooldown.
+
{{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.
* Your primary damage skills are:
+
* 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.
# {{Skill|Wildfire}}
+
* The Lesser Ice Elemental deals very low damage and inflicts a lot of {{Tooltip|Chill}} (80-90% uptime) through an ice combo field.
# {{Skill|Dragon's Tooth}}
+
* The Lesser Air Elemental deals great single target damage and generates {{Tooltip|Swiftness}}. It has the highest singe target dps of all Lesser Elementals.
# {{Skill|Phoenix}}
+
* The Lesser Earth Elemental deals low damage, inflicts {{Tooltip|Weakness}}, and is very tanky.
# {{Skill|Lightning Orb}}
 
# {{Skill|Lightning Strike}}
 
# {{Skill|Blinding Flash}}
 
# {{Skill|Dust Storm}} (against large targets or groups)
 
* Fill gaps in cooldowns with basic attacks.
 
  
===Zerg Support===
+
;Glyph of Elementals
It is possible to play this build as an extremely effective boon support in large zergs by casting {{Skill|Heat Sync}} any time you have 25 might.
+
{{Skill|Glyph of Elementals}} summons one elemental for 2 minutes with 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, kocking 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===
+
 
* Constantly spam skills to get the benefit from {{Skill|Signet of Restoration}}
+
====Defense====
* {{Skill|Water Attunement}} {{to}} {{Skill|Overload Water}} is a powerful defensive skill. Combine this with {{Skill|Tidal Surge}} and {{Skill|Water Globe}} for additional healing.
+
* The best defense is always to dodge or sidestep attacks. Both {{Skill|Burning Speed}} and {{Skill|Earthen Rush}} evade attacks while casting.
** While in Water, you can {{Skill|Frozen Burst}} on a Fire field for {{Tooltip|Might}} or inside your {{Skill|Water Globe}} for more burst healing.
+
* You cannot dodge while doing an Overload or you will cancel it, but you can use the {{Tooltip|Swiftness}} from {{Trait|Harmonious Conduit}} to get out of the way of telegraphed attacks.
* {{Skill|Sand Squall}} grants {{Tooltip|Protection}} in addition to projectile hate and increasing the duration of your existing boons.
+
* {{Skill|Ring of Earth}} blocks projectiles, while {{Tooltip|Magnetic Aura}} from {{Skill|Sand Squall}} or {{Trait|Unstable Conduit}}+{{Skill|Overload Earth}} reflects them.
 +
* Constantly spam skills to heal thanks to {{Skill|Signet of Restoration}}.
 +
* You get {{Tooltip|Protection}} when you overload thanks to {{Trait|Hardy Conduit}}, and from {{Skill|Sand Squall}} (which also extends esixting boons).
 
* {{Skill|Dust Storm}} is a useful blind, very strong against groups of trash mobs.
 
* {{Skill|Dust Storm}} is a useful blind, very strong against groups of trash mobs.
 +
* {{Skill|Glyph of Elementals}} is great for defense, as the elemental will often draw aggro away from you. The earth elemental is quite tanky.
 
* Your overloads break stun.
 
* Your overloads break stun.
 +
* If using Scepter, {{Skill|Phoenix}} cleanses 1 condition.
 
* When taking the Arcane traitline, dodging in Water attunement will cleanse conditions and provide a significant heal. Additionally, it is recommended you attunement swap often to benefit from {{Trait|Arcane Restoration}}
 
* When taking the Arcane traitline, dodging in Water attunement will cleanse conditions and provide a significant heal. Additionally, it is recommended you attunement swap often to benefit from {{Trait|Arcane Restoration}}
  
===CC===
+
 
* {{Skill|Overload Air}} / {{Skill|Overload Earth}}
+
====Sustain====
* {{Skill|Earthen Rush}}
+
You have some sustain in {{Skill|Water Attunement}}
* {{Skill|Frozen Burst}}
+
* {{Skill|Overload Water}} heals, cleanses conditions, and applies {{Tooltip|Regeneration}}.
 +
* {{Skill|Tidal Surge}} heals a little bit and applies {{Tooltip|Regeneration}}.
 +
* {{Skill|Water Globe}} heals. Remember you can blast that water field for more healing.
 +
* {{Skill|Glyph of Elementals}}, used in {{Skill|Water Attunement}}, creates an elemental with strong healing and condition cleanse on a short cooldown.
 +
 
 +
 
 +
====Crowd Control====
 +
* {{Skill|Cyclone}}
 
* {{Skill|Tidal Surge}}
 
* {{Skill|Tidal Surge}}
* {{Skill|Cyclone}}
+
* Melee range enemies that attack you or allies while having {{Tooltip|Shocking Aura}}.
 +
* {{Skill|Crashing Waves}} (from {{Skill|Glyph of Elementals}} Ice Elemental)
 +
* {{Skill|Shocking Bolt}} (from {{Skill|Glyph of Elementals}} Air Elemental)
 
* {{Skill|Shocking Aura}} {{to}} {{Skill|Transmute Lightning}}
 
* {{Skill|Shocking Aura}} {{to}} {{Skill|Transmute Lightning}}
 
+
* If you need a lot of crowd control you can use {{Skill|Conjure Frost Bow}} so that you and an ally can use {{Skill|Deep Freeze}}.
==Video Examples==
+
* You also have a lot of soft crowd control such as {{Skill|Overload Earth}} or {{Skill|Earthen Rush}}.
[https://www.youtube.com/watch?v=Kd8KYhPRIho Scepter Tempest vs Chak Lobber]
 

Latest revision as of 01:25, 1 April 2024

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

Focused on: Condition damage and Defense

Designed for: Open World and Open World General

Expansions required: Heart of Thorns builds

Difficulty:
Normal
This build was last updated on April 01, 2024 and is up to date for the October 8, 2024 patch.

Overview

Condi Tempest is a condition damage based tempest build for open world that focuses on inflicting AoE Burning Burning and Bleeding Bleeding. It is naturally tanky, with good access to Protection Protection and some Stability Stability. It has great uptime of Might Might for self and allies, and good supportive options. It is very easy to learn and play.


Template Code

[&DQYfFRonMBt0ABcBywDLAMMSwxJzAPYAJgCZEgAAAAAAAAAAAAAAAAAAAAA=]
Copy Template Code


Skill Bar

Scepter/Warhorn
Staff
Utility

Weapon Variants

  • Mainhand Dagger Mainhand Dagger - higher base damage and more AoE than Scepter Scepter, but locked to melee range and harder to use.
  • Pistol Pistol - strong option with Weaponmaster.

Skill Variants

  • Arcane Brilliance - blast finisher heal
  • Glyph of Lesser Elementals - very high DPS skill that can double as damage soak; note that the elementals die when you mount up
  • "Aftershock!" - area Magnetic Aura Magnetic Aura for projectile reflection, Protection Protection, and impairs enemies, plus a blast finisher.
  • Glyph of Storms - AoE burst damage from Firestorm (Glyph of Storms) or pulsing Blinded Blinded with Sandstorm.
  • Arcane Shield - breaks stun and blocks 3 attacks.
  • Lightning Flash - for mobility.
  • "Rebound!" - very situational skill that can be considered against certain bosses with oneshot attacks.

Specializations

Equipment

  • Ascended gear and stat infusions are not required; you can use exotic gear with the same stats.

Standard Equipment

This equipment is useful in general PVE.

Head
Viper
Shoulders
Viper
Chest
Viper
Hands
Viper
Legs
Viper
Feet
Viper
Backpiece
Viper
Accessory
Viper
Accessory
Viper
Amulet
Viper
Ring
Viper
Ring
Viper
Scepter
Viper
Warhorn
Viper
Sigil
Sigil
Staff
Viper
Sigil
Sigil
Rune
x6


Relic
  • Other relics include Relic of the Adventurer, Relic of the Cavalier, and Relic of Durability.
  • For defense, equip the highest tier Jade Core you can afford. Use defensive food, traits, or skills if required. If necessary, use Trailblazer Trailblazer, Celestial Celestial, or Ritualist Ritualist trinkets.

Budget Equipment

A very cheap equipment set with very high HP.

Head
Carrion
Shoulders
Carrion
Chest
Carrion
Hands
Carrion
Legs
Carrion
Feet
Carrion
Backpiece
Carrion
Accessory
Carrion
Accessory
Carrion
Amulet
Carrion
Ring
Carrion
Ring
Carrion
Scepter
Carrion
Warhorn
Carrion
Sigil
Sigil
Staff
Carrion
Sigil
Sigil
Rune
x6


Relic


Consumables

Budget consumables are acceptable for use in open world.

DPS

  • Prioritize Flatbread Ascended food.
  • /
  • /

Defense

Farming

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



Usage

Damage

The build is extremely simple and revolves around Overload Fire and Overload Earth. Use Signet of Fire and "Feel the Burn!" off cooldown. Thanks to Written in Stone, you will not lose the passive effects of signets after using them. Use Glyph of Elemental Power in Fire for damage, or in Air for Vulnerability Vulnerability.

For open world play it is perfectly fine to just stay in fire attunement if you wish for a easier more laid back playstyle.

Dagger+Warhorn
  • In Fire, use Wildfire + Burning Speed + Drake's Breath (you can leave Fire during the casting of Drake's Breath). Use Heat Sync to share all the Might Might you generate with nearby allies.
  • In water, use Frozen Burst when you need a blast finisher (more about finishers below).
  • In Air, use Lightning Orb and Convergence. Cyclone can be used for damage if you won't need the CC.
  • In Earth, use Dust Storm, Earthen Rush, Ring of Earth. Use Sand Squall when you have boons to extend their duration.
Scepter+Warhorn
  • In Fire, use Wildfire + Phoenix + Dragon's Tooth. Phoenix and Dragon's Tooth are blast finishers (more about finishers below). Use Heat Sync to share all the Might Might you generate with nearby allies.
  • In Air, use Lightning Orb and Lightning Strike off cooldown. Cyclone can be used for damage if you won't need the CC.
  • In Earth, use Dust Storm and Rock Barrier Hurl. Use Sand Squall when you have boons to extend their duration.


Finishers

Elementalists in general have many combo fields and finishers. These skills provide additional effects when interacting with each other. Here are some good combos you should keep in mind, you have to be near the skill to receive these effects.

  • Fire fields like Wildfire: use a blast finisher like Frozen Burst to generate AoE 3 stacks of Might Might for 20 seconds.
  • Water fields like Water Globe: use a blast finisher like Sand Squall to create AoE 1320 healing.

You can also use combo fields to generate auras.

If you want to know more about combos, check the official wiki.


Elementals

Elementals are really good allies in any open world elementalist build. Their only downside is that they die when you mount up.

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 highest singe target dps of all Lesser Elementals.
  • The Lesser Earth Elemental deals low damage, inflicts Weakness Weakness, and is very tanky.
Glyph of Elementals

Glyph of Elementals summons one elemental for 2 minutes with 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, kocking 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. Both Burning Speed and Earthen Rush evade attacks while casting.
  • You cannot dodge while doing an Overload or you will cancel it, but you can use the Swiftness Swiftness from Harmonious Conduit to get out of the way of telegraphed attacks.
  • Ring of Earth blocks projectiles, while Magnetic Aura Magnetic Aura from Sand Squall or Unstable Conduit+Overload Earth reflects them.
  • Constantly spam skills to heal thanks to Signet of Restoration.
  • You get Protection Protection when you overload thanks to Hardy Conduit, and from Sand Squall (which also extends esixting boons).
  • Dust Storm is a useful blind, very strong against groups of trash mobs.
  • Glyph of Elementals is great for defense, as the elemental will often draw aggro away from you. The earth elemental is quite tanky.
  • Your overloads break stun.
  • If using Scepter, Phoenix cleanses 1 condition.
  • When taking the Arcane traitline, dodging in Water attunement will cleanse conditions and provide a significant heal. Additionally, it is recommended you attunement swap often to benefit from Arcane Restoration


Sustain

You have some sustain in Water Attunement

  • Overload Water heals, cleanses conditions, and applies Regeneration Regeneration.
  • Tidal Surge heals a little bit and applies Regeneration Regeneration.
  • Water Globe heals. Remember you can blast that water field for more healing.
  • Glyph of Elementals, used in Water Attunement, creates an elemental with strong healing and condition cleanse on a short cooldown.


Crowd Control

  • Cyclone
  • Tidal Surge
  • Melee range enemies that attack you or allies while having Shocking Aura Shocking Aura.
  • Crashing Waves (from Glyph of Elementals Ice Elemental)
  • Shocking Bolt (from Glyph of Elementals Air Elemental)
  • Shocking Aura Transmute Lightning
  • If you need a lot of crowd control you can use Conjure Frost Bow so that you and an ally can use Deep Freeze.
  • You also have a lot of soft crowd control such as Overload Earth or Earthen Rush.


Ratings

This build has a rating of 5 stars based on 1 votes.
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5 stars
Starlitjupiter gave this build 5 stars • June 2023
With the June 27 changes, Tempest is in an incredible spot for the first time in a very long time. It brings very high damage, plenty of AOE, and even large amounts of group support through boon share with Heat Sync. In farm zergs, this build has excellent damage at range and good group support. Solo, it has very high DPS and good defense thanks to the enhanced protection. Condi Tempest is incredibly well rounded and has come out as one of the strongest solo builds of the patch.

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