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Difference between revisions of "Tempest - Fresh Air"

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| designed for = open world, open world general
 
| designed for = open world, open world general
 
| focus = strike damage  
 
| focus = strike damage  
| rating = good
+
| rating = great
 
| 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.
+
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}}. {{Skill|Overload Air}} to fry your enemies with a nimbus of lightning, then do it over and over again thanks to {{Trait|Fresh Air}} refreshing its cooldown.
 +
 
 +
With the trait {{Trait|Lucid Singularity}}, the build can also sacrifice damage to provide {{Tooltip|Alacrity}} to allies.
  
  
 
==Template Code==
 
==Template Code==
{{TemplateCode|code = [&DQYpKRE+MBsXARcBwxLDEnQSdBLLAMsAJgCWAAAAAAAAAAAAAAAAAAAAAAADWQBaAGcAAA==]}}
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{{TemplateCode|code = [&DQYpLxE+MBsXARcBwxLDEnQSdBLLAMsAJgCWAAAAAAAAAAAAAAAAAAAAAAADWQAvAGcAAA==]}}
  
  
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|profession = elementalist
 
|profession = elementalist
 
|specialization = tempest
 
|specialization = tempest
|weapon1 = Sword
+
|weapon1 = Scepter
 
|weapon2 = Warhorn
 
|weapon2 = Warhorn
|weapon3 = Staff
 
 
|healing = Glyph of Elemental Harmony
 
|healing = Glyph of Elemental Harmony
 
|utility1 = "Feel the Burn!"
 
|utility1 = "Feel the Burn!"
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|elite = Glyph of Elementals
 
|elite = Glyph of Elementals
 
}}
 
}}
 +
  
 
===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.
+
Scepter provides nice damage from range and some utility.
* {{Tooltip|Scepter}} - ranged mainhand but lower damage
+
* {{Tooltip|Sword}} - alternative weapon set for players with [https://wiki.guildwars2.com/wiki/Weaponmaster_Training Weaponmaster Training] from Secrets of the Obscure, dealing more aoe damage but in melee range.
  
 
===Skill Variants===
 
===Skill Variants===
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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 because you're using Marauder gear, 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 {{Tooltip|Fire Aura}} for great synergy with the rest of the build.<br>
+
{{skill|"Feel the Burn!"}} has low cooldown, decent damage, and provides {{Tooltip|Might}}.<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>
+
{{Skill|"Aftershock!"}} combines damage, defense, and crowd control. Provides {{Tooltip|Magnetic Aura}} to reflect projectiles.<br>
 
Other alternatives are:
 
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 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|Cleansing Fire}} - additional condition cleanse.
 
* {{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}}.
+
* 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, or  {{Skill|Mist Form}} for invulnerability, or {{Skill|Armor of Earth}} for {{Tooltip|Stability}}.
  
 
====Elites====
 
====Elites====
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==Specializations==
 
==Specializations==
{{Specialization|Air|top|bot|mid}}
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{{Specialization|Air|bot|bot|mid}}
 
{{Specialization|Water|mid|bot|bot}}
 
{{Specialization|Water|mid|bot|bot}}
 
{{Specialization|Tempest|bot|mid|top}}
 
{{Specialization|Tempest|bot|mid|top}}
  
 
;Variants
 
;Variants
* {{Trait|Ferocious Winds}} - when playing in groups already providing {{Tooltip|Fury}}.
+
* {{Trait|Zephyr's Boon}} - if you lack {{Tooltip|Fury}}, requires {{Trait|Hardy Conduit}}.
 
* {{Trait|Powerful Aura}} - when playing in groups to support allies.
 
* {{Trait|Powerful Aura}} - when playing in groups to support allies.
 
* {{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|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.
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#{{Skill|Lightning Orb}} while getting close to the enemy.
 
#{{Skill|Lightning Orb}} while getting close to the enemy.
 
#{{Skill|Overload Air}}
 
#{{Skill|Overload Air}}
#{{Skill|Quantum Strike}} and {{Skill|Fire Attunement}}
+
#{{Skill|Lightning Strike}} and {{Skill|Fire Attunement}}
 
#{{Skill|Wildfire}}
 
#{{Skill|Wildfire}}
#{{Skill|Flame Uprising}}
+
#{{Skill|Dragon's Tooth}}
#{{Skill|Cauterizing Strike}}
+
#{{Skill|Phoenix}}
 
#auto attack
 
#auto attack
 
#{{Skill|Overload Fire}}
 
#{{Skill|Overload Fire}}
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#{{Skill|Sand Squall}}
 
#{{Skill|Sand Squall}}
 
#{{Skill|Dust Storm}} and {{Skill|Air Attunement}}
 
#{{Skill|Dust Storm}} and {{Skill|Air Attunement}}
# autoattack until {{Skill|Overload Air}}
+
# autoattack and {{Skill|Lightning Strike}} until {{Skill|Overload Air}}
  
 
* Be sure to use {{Skill|Sand Squall}} inside a fire field (such as Overload Fire) for more {{Tooltip|Might}}.
 
* Be sure to use {{Skill|Sand Squall}} inside a fire field (such as Overload Fire) for more {{Tooltip|Might}}.
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===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}}:
+
Auras provide useful bennefits to yourself. If needed, they can be shared to nearby allies by using the trait {{Trait|Powerful Aura}} and even provide boons with {{Trait|Zephyr's Boon}}. 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}}: {{Skill|"Flash-Freeze!"}}, {{Skill|Overload Water}}.
 
* {{Tooltip|Frost Aura}}: {{Skill|"Flash-Freeze!"}}, {{Skill|Overload Water}}.
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* 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.
 +
* You can increase your toughness with {{Skill|Rock Barrier}}.
 
* {{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 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 of Water 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}}.
 
* {{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}}
+
* 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|Water Trident}}
* Evade damage by dodging or using {{Skill|Riptide}} and {{Skill|Earthen Vortex}}. This will also heal you thanks to {{Trait|Flow like Water}}.
+
* Dodging attacks will also heal you thanks to {{Trait|Flow like Water}}.
* This build has a lot of CC, use it to your advantage.
+
* Blind trash mobs with {{Skill|Blinding Flash}}, {{Skill|Dust Devil}} or {{Skill|Dust Storm}}.
  
 
===Crowd Control===
 
===Crowd Control===

Revision as of 18:58, 24 June 2024

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 June 24, 2024 and is up to date for the October 8, 2024 patch.

Overview

A Power Tempest Tempest build for open world. This build has good AoE damage and boon generation for self and allies, most notably Might Might and Fury Fury. Overload Air to fry your enemies with a nimbus of lightning, then do it over and over again thanks to Fresh Air refreshing its cooldown.

With the trait Lucid Singularity, the build can also sacrifice damage to provide Alacrity Alacrity to allies.


Template Code

[&DQYpLxE+MBsXARcBwxLDEnQSdBLLAMsAJgCWAAAAAAAAAAAAAAAAAAAAAAADWQAvAGcAAA==]
Copy Template Code


Skill Bar

Scepter/Warhorn
Utility


Weapon Variants

Scepter provides nice damage from range and some utility.

  • Sword Sword - alternative weapon set for players with Weaponmaster Training from Secrets of the Obscure, dealing more aoe damage but in melee range.

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 because you're using Marauder gear, equip a different skill.
"Feel the Burn!" has low cooldown, decent damage, and provides Might Might.
"Aftershock!" combines damage, defense, and crowd control. Provides Magnetic Aura Magnetic Aura to reflect projectiles.
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.
  • 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, or Mist Form for invulnerability, or Armor of Earth for Stability Stability.

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

Variants
  • Zephyr's Boon - if you lack Fury Fury, requires Hardy Conduit.
  • Powerful Aura - when playing in groups to support allies.
  • 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 - useful in groups to provide allies with Alacrity Alacrity. You can technically provide permanent alacrity with only the bonus concentration of 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 Diviner Diviner.

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.

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
  • Rune of Superior Rune of the Scholar is almost identical to Rune of Superior Rune of the Dragonhunter. Either can be used.
  • You can use Relic of Zakiros to trade a minor amount of damage for sustain, Relic of the Cavalier to start combat with boons, or Relic of Durability for a little extra defense.
  • Equip 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. If doing so, switch your runes to Rune of Superior Rune of the Deadeye. The amulet can be Dragon Dragon. With this gear set you no longer need Signet of Fire 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

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.

Your goal is to spam Overload Air for damage, and Overload Fire for damage and Might Might. Since 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).

When you attune to either Water or Earth, cast 1 or 2 skills then return to Air since Fresh Air has recharged it.

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. Lightning Strike and Fire Attunement
  4. Wildfire
  5. Dragon's Tooth
  6. Phoenix
  7. auto attack
  8. Overload Fire
  9. Heat Sync and Earth Attunement
  10. Sand Squall
  11. Dust Storm and Air Attunement
  12. autoattack and Lightning Strike until Overload Air
  • Be sure to use Sand Squall inside a fire field (such as Overload Fire) for more Might Might.
  • Use "Feel the Burn!" off cooldown.
  • If using high damage skills like Glyph of Storms or Conjure Fiery Greatsword, use them when you attune back to Air because you will be under all these damage modifiers: Aeromancer's Training, Fresh Air, and Transcendent Tempest.
  • You will activate Relic of Fireworks with Overloads, Wildfire, Lightning Orb, and Dust Storm.

Auras

Auras provide useful bennefits to yourself. If needed, they can be shared to nearby allies by using the trait Powerful Aura and even provide boons with Zephyr's Boon. 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.
  • You can increase your toughness with Rock Barrier.
  • 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 of Water 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.
  • Attune to Water Attunement periodically to refresh Soothing Mist and heal yourself with Healing Ripple. You also heal yourself with Water Globe and Water Trident
  • Dodging attacks will also heal you thanks to Flow like Water.
  • Blind trash mobs with Blinding Flash, Dust Devil or Dust Storm.

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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