Difference between revisions of "Tempest - Fresh Air"
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| profession = Elementalist | | profession = Elementalist | ||
| specialization = Tempest | | specialization = Tempest | ||
− | | designed for = | + | | designed for = open world, open world general |
| focus = strike damage | | focus = strike damage | ||
− | | rating = | + | | rating = good |
| xpac = hot | | xpac = hot | ||
| difficulty = 2 | | difficulty = 2 | ||
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==Overview== | ==Overview== | ||
− | + | A Power {{Tooltip|Tempest}} build for open world. This build has good 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 damage to provide {{Tooltip|Alacrity}} to allies. | |
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− | With the trait {{Trait|Lucid Singularity}} the build can also sacrifice | ||
==Template Code== | ==Template Code== | ||
− | {{TemplateCode|code = [& | + | {{TemplateCode|code = [&DQYpKRE+MBsXARcBwxLDEnQSdBLLAMsAJgCWAAAAAAAAAAAAAAAAAAAAAAADWQBaAGcAAA==]}} |
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|profession = elementalist | |profession = elementalist | ||
|specialization = tempest | |specialization = tempest | ||
− | |weapon1 = | + | |weapon1 = Sword |
− | |weapon2 = | + | |weapon2 = Warhorn |
+ | |weapon3 = Staff | ||
|healing = Glyph of Elemental Harmony | |healing = Glyph of Elemental Harmony | ||
|utility1 = "Feel the Burn!" | |utility1 = "Feel the Burn!" | ||
− | |utility2 = | + | |utility2 = "Aftershock!" |
|utility3 = Signet of Fire | |utility3 = Signet of Fire | ||
|elite = Glyph of Elementals | |elite = Glyph of Elementals | ||
}} | }} | ||
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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 lower damage |
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===Skill Variants=== | ===Skill Variants=== | ||
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====Healing==== | ====Healing==== | ||
− | {{Skill|Glyph of Elemental Harmony}} | + | {{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|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|"Wash the Pain Away!"}} - weak heal, but heals in an AoE and also cleanses 1 condition. | ||
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====Utilities==== | ====Utilities==== | ||
− | {{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|Signet of Fire}} is here only for the precision buff, so never cast it. If you already have 100% crit chance because you're using Marauder gear, equip a different skill.<br> |
− | {{skill|"Feel the Burn!"}} has low cooldown, decent damage, and provides Fire Aura for great synergy with the rest of the build.<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| | + | {{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> |
− | * {{Skill|Glyph of Storms}} | + | Other alternatives are: |
− | * {{Skill|"Flash-Freeze!"}} - area {{Tooltip|Frost Aura}} for more boons and damage reduction | + | * {{Skill|Glyph of Storms}} provides AoE damage in fire and air, while on earth it will {{Tooltip|blind}} trash mobs. |
− | * {{Skill| | + | * {{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|Cleansing Fire}} - additional condition cleanse. | ||
* {{Skill|Lightning Flash}} - for mobility. | * {{Skill|Lightning Flash}} - for mobility. | ||
− | + | * 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}}. | |
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− | * 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, if more frequent stun breaks are preferred over the block, try {{Skill|Signet of Air}} or {{Skill|Glyph of Elemental Power}}. | ||
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====Elites==== | ====Elites==== | ||
{{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|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. | ||
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* {{Skill|"Rebound!"}} - very situational skill that can be considered against certain bosses with oneshot attacks. | * {{Skill|"Rebound!"}} - very situational skill that can be considered against certain bosses with oneshot attacks. | ||
==Specializations== | ==Specializations== | ||
− | {{Specialization|Air|top| | + | {{Specialization|Air|top|bot|mid}} |
− | {{Specialization|Water|mid|bot| | + | {{Specialization|Water|mid|bot|bot}} |
{{Specialization|Tempest|bot|mid|top}} | {{Specialization|Tempest|bot|mid|top}} | ||
;Variants | ;Variants | ||
− | * {{Trait|Ferocious Winds}} - | + | * {{Trait|Ferocious Winds}} - when playing in groups already providing {{Tooltip|Fury}}. |
− | * {{Trait| | + | * {{Trait|Powerful Aura}} - when playing in groups to support allies. |
− | * {{Trait|Lucid Singularity}} - | + | * {{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}} - useful in groups to provide allies with {{Tooltip|Alacrity}}. You can technically provide permanent alacrity with only the bonus concentration of {{Trait|Gathered Focus}}, but this isn't realistic in real fights. This trait works best if you can acquire more concentration from food or gear like {{Tooltip|Diviner}}. | ||
+ | ===Fire=== | ||
+ | Fire can replace Water to trade sustain for extra damage. Useful when playing in groups with a support. | ||
+ | {{Specialization|Fire|top|bot|top|variant=y}} | ||
==Equipment== | ==Equipment== | ||
− | + | This build uses the same gear as power weaver and power catalyst for ease of gearing. | |
{{PvE equipment | {{PvE equipment | ||
| stats = Berserker | | stats = Berserker | ||
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| rune = Superior Rune of the Scholar | | rune = Superior Rune of the Scholar | ||
| rune-qt = 6 | | rune-qt = 6 | ||
− | | weapon1 = | + | | weapon1 = Sword |
| weapon2 = Warhorn | | weapon2 = Warhorn | ||
| sigil1 = Superior Sigil of Force | | sigil1 = Superior Sigil of Force | ||
| sigil2 = Superior Sigil of Accuracy | | sigil2 = Superior Sigil of Accuracy | ||
− | | | + | | relic = Relic of Fireworks |
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}} | }} | ||
− | * | + | * {{Rune|Superior Rune of the Scholar}} is almost identical to {{Rune|Superior Rune of the Dragonhunter}}. Either can be used. |
− | + | * You can use {{Relic|Relic of Zakiros}} to trade a minor amount of damage for sustain, {{Relic|Relic of the Cavalier}} to start combat with boons, or {{Relic|Relic of Durability}} for a little extra defense. | |
− | * {{ | + | * Equip the highest tier Jade Core you can afford. |
− | + | * 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. If doing so, switch your runes to {{Rune|Superior Rune of the Deadeye}}. The amulet can be {{Tooltip|Dragon stats|Dragon}}. With this gear set you no longer need {{Skill|Signet of Fire}} and can use another damage or utility skill instead. | |
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− | == | + | ==Consumables== |
− | + | Budget consumables are acceptable for use in open world. | |
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+ | ===DPS=== | ||
+ | * Prioritize '''Steak''' Ascended food. | ||
+ | * {{Food|Plate of Spicy Moa Wings}} / {{Food|Bowl of Sweet and Spicy Butternut Squash Soup}} | ||
+ | * {{Utility|Superior Sharpening Stone}} / {{Utility|Tin of Fruitcake}} | ||
− | == | + | ===Defense=== |
− | + | * {{Food|Bowl of Orrian Truffle and Meat Stew}} | |
− | + | * {{Food|Fried Oyster Sandwich}} | |
− | + | * {{Food|Bowl of Lemongrass Mussel Pasta}} | |
− | + | ===Farming=== | |
− | + | * Prioritize '''Steak''' Ascended food. | |
+ | * {{Item|Birthday Blaster}} / {{Item|Feast of Delectable Birthday Cake}} | ||
+ | * {{Food|Peppermint Omnomberry Bar}} | ||
+ | * {{Utility|Sharpening Skull}} (and variants) | ||
==Usage== | ==Usage== | ||
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===Damage=== | ===Damage=== | ||
− | + | {{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}}. | |
− | + | Your goal is to spam {{Skill|Overload Air}} for damage, and {{Skill|Overload Fire}} for damage and {{Tooltip|Might}}. Since {{Skill|Overload Fire}} creates a fire field, you can use combo finishers to provide yourself and nearby allies with even more might (See: [[Guide:What are Combo Fields]]). | |
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− | + | When you attune to either Water or Earth, cast 1 or 2 skills then return to Air since {{Trait|Fresh Air}} has recharged it. | |
− | + | ;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|Cauterizing Strike}} | |
− | + | #auto attack | |
− | + | #{{Skill|Overload Fire}} | |
− | + | #{{Skill|Heat Sync}} and {{Skill|Earth Attunement}} | |
− | + | #{{Skill|Sand Squall}} | |
− | + | #{{Skill|Dust Storm}} and {{Skill|Air Attunement}} | |
− | + | # autoattack until {{Skill|Overload Air}} | |
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+ | * Be sure to use {{Skill|Sand Squall}} inside a fire field (such as Overload Fire) for more {{Tooltip|Might}}. | ||
+ | * Use {{Skill|"Feel the Burn!"}} off cooldown. | ||
+ | * If using high damage skills like {{Skill|Glyph of Storms}} or {{Skill|Conjure Fiery Greatsword}}, use them when you attune back to Air because you will be under all these damage modifiers: {{Trait|Aeromancer's Training}}, {{Trait|Fresh Air}}, and {{Trait|Transcendent Tempest}}. | ||
+ | * You will activate {{Relic|Relic of Fireworks}} with Overloads, {{Skill|Wildfire}}, {{Skill|Lightning Orb}}, and {{Skill|Dust Storm}}. | ||
===Auras=== | ===Auras=== | ||
− | + | 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|Fire Aura}}: {{Skill|"Feel the Burn!"}}, {{Skill|Overload Fire}}. | ||
− | * {{Tooltip|Frost Aura}}: | + | * {{Tooltip|Frost Aura}}: {{Skill|"Flash-Freeze!"}}, {{Skill|Overload Water}}. |
− | * {{Tooltip|Shocking Aura}}: | + | * {{Tooltip|Shocking Aura}}: {{Skill|Overload Air}}. |
− | * {{Tooltip|Magnetic Aura}}: | + | * {{Tooltip|Magnetic Aura}}: {{Skill|Sand Squall}}, {{Skill|"Aftershock!"}}, {{Skill|Overload Earth}}. |
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=== Elementals === | === Elementals === | ||
− | Elementals are really good allies in any open world elementalist build. Their only downside is that they die when you mount up. | + | 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==== | ||
{{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. | {{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 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 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 | + | * 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. | * The Lesser Earth Elemental deals low damage, inflicts {{Tooltip|Weakness}}, and is very tanky. | ||
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* The Air Elemental can be commanded to {{Tooltip|Stun}} for 1.5 seconds. | * 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. | * 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. | ||
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===Defense=== | ===Defense=== | ||
* 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. | * 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. | * {{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|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. | * 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. | + | * {{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}}. | |
− | + | * Attune to {{Skill|Water Attunement}} periodically to refresh {{Trait|Soothing Mist}} and heal yourself with {{Trait|Healing Ripple}}. You also heal yourself with {{Skill|Water Globe}} and {{Skill|Riptide}} | |
− | + | * Evade damage by dodging or using {{Skill|Riptide}} and {{Skill|Earthen Vortex}}. This will also heal you thanks to {{Trait|Flow like Water}}. | |
− | * | + | * This build has a lot of CC, use it to your advantage. |
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− | * {{Skill| | ||
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===Crowd Control=== | ===Crowd Control=== | ||
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* {{Skill|Crashing Waves}} (from {{Skill|Glyph of Elementals}} Ice Elemental) - {{Tooltip|Knockback}} | * {{Skill|Crashing Waves}} (from {{Skill|Glyph of Elementals}} Ice Elemental) - {{Tooltip|Knockback}} | ||
* {{Skill|Shocking Bolt}} (from {{Skill|Glyph of Elementals}} Air Elemental) - {{Tooltip|stun}} | * {{Skill|Shocking Bolt}} (from {{Skill|Glyph of Elementals}} Air Elemental) - {{Tooltip|stun}} | ||
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Revision as of 16:01, 9 June 2024
The community gave this build a rating, making it second-tier: Good
Focused on: Strike damage
Designed for: Open World and Open World General
Overview
A Power Tempest build for open world. This build has good AoE damage and boon generation for self and allies, most notably Might and Fury. Through several traits, it also provides AoE Auras to support itself and nearby allies. With the trait , the build can also sacrifice damage to provide Alacrity to allies.
Template Code
Skill Bar
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 - ranged mainhand but lower damage
Skill Variants
Healing
provides strong burst heal and a boon based on attunement. Other alternatives are:
- - 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.
- - weak heal, but heals in an AoE and also cleanses 1 condition.
- - very situational heal that removes up to 8 conditions throughout its long channelling time.
Utilities
has low cooldown, decent damage, and provides Fire Aura for great synergy with the rest of the build.
combines damage, defense, and crowd control. Provides Magnetic Aura to reflect projectiles and for great synergy with the rest of the build.
Other alternatives are:
- blind trash mobs. provides AoE damage in fire and air, while on earth it will
- - spawn a small elemental army that dies when you mount up, good for fighting strong bosses.
- Frost Aura for more boons and damage reduction. - area
- - additional condition cleanse.
- - for mobility.
- Your overloads break stun when cast, but if you want a dedicated stun break you can use , which also blocks 3 attacks. It has a long cooldown so, if more frequent stun breaks are preferred over the block, try or .
Elites
Knockback, on Air for a Stun, or on Earth for defense.
is simply the best elite for solo play. Cast it on Fire for damage, on Water for support, healing and- - very situational skill that can be considered against certain bosses with oneshot attacks.
Specializations
- Variants
- Fury. - when playing in groups already providing
- - when playing in groups to support allies.
- Stability from may cause you to be interrupted while using an Overload, so be careful about that. - sacrifices defense for extra damage. The loss of
- Alacrity. You can technically provide permanent alacrity with only the bonus concentration of , but this isn't realistic in real fights. This trait works best if you can acquire more concentration from food or gear like Diviner. - useful in groups to provide allies with
Fire
Fire can replace Water to trade sustain for extra damage. Useful when playing in groups with a support.
Equipment
This build uses the same gear as power weaver and power catalyst for ease of gearing.
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
x6
- is almost identical to . Either can be used.
- You can use to trade a minor amount of damage for sustain, to start combat with boons, or for a little extra defense.
- Equip the highest tier Jade Core you can afford.
- In open world, you can consider using Marauder gear instead of Berserker to sacrifice a small amount of damage for a massive health increase. If doing so, switch your runes to . The amulet can be Dragon. With this gear set you no longer need and can use another damage or utility skill instead.
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
resets the cooldown of every time you critically strike while attuned to a different attunement. This includes resetting the cooldown of . 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 , the extra ferocity from Fresh Air, and the extra damage from .
Your goal is to spam Might. Since creates a fire field, you can use combo finishers to provide yourself and nearby allies with even more might (See: Guide:What are Combo Fields).
for damage, and for damage andWhen you attune to either Water or Earth, cast 1 or 2 skills then return to Air since
has recharged it.- Opener
Against bosses and other strong enemies, try to follow this opener:
- while getting close to the enemy.
- and
- auto attack
- and
- and
- autoattack until
- Be sure to use Might. inside a fire field (such as Overload Fire) for more
- Use off cooldown.
- If using high damage skills like or , use them when you attune back to Air because you will be under all these damage modifiers: , , and .
- You will activate with Overloads, , , and .
Auras
On top of their normal benefits, Auras also provide Fury and Swiftness thanks to , which is great because you really want Fury. You have several skills that produce auras, including your overloads thanks to :
- Fire Aura: , .
- Frost Aura: , .
- Shocking Aura: .
- Magnetic Aura: , , .
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
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, and provides 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 (80-90% uptime) through an ice combo field.
- The Lesser Air Elemental deals great single target damage and generates Swiftness. It has the second best damage behind Fire, but it's single target.
- The Lesser Earth Elemental deals low damage, inflicts 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 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 for 1.5 seconds.
- The Earth Elemental can be commanded to inflict nearby enemies with 1 second of Immobilize and 5 seconds of Cripple, while providing 3 seconds of Protection to nearby allies.
Defense
- The best defense is always to dodge or sidestep attacks. You have permanent 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.
- is great for defense, as the elemental will often draw aggro away from you. The earth elemental is quite tanky.
- You get Stability when you overload thanks to .
- You get Protection when you overload thanks to , from (which also extends existing boons) and from when cast in Earth.
- Magnetic Aura from or + reflects projectiles.
- 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 due to the increased cooldown after overloading.
- crippled and immobilize. It also gives you stability at the start, and the lingering storm provides protection. is great for chipping away at breakbars with its
- Attune to periodically to refresh and heal yourself with . You also heal yourself with and
- Evade damage by dodging or using and . This will also heal you thanks to .
- This build has a lot of CC, use it to your advantage.
Crowd Control
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We are looking for experienced build admins and guide writers for Throne and Liberty. Get in touch with Galaxian#1640 on Discord if you're a good fit for the role or know someone else who is. Those are paid position.