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 = | + | | 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}}. | + | 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 = [& | + | {{TemplateCode|code = [&DQYpLxE+MBsXARcBwxLDEnQSdBLLAMsAJgCWAAAAAAAAAAAAAAAAAAAAAAADWQAvAGcAAA==]}} |
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|profession = elementalist | |profession = elementalist | ||
|specialization = tempest | |specialization = tempest | ||
− | |weapon1 = | + | |weapon1 = Scepter |
|weapon2 = Warhorn | |weapon2 = Warhorn | ||
− | |||
|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=== | ||
− | * | + | Scepter provides nice damage from range and some utility. |
− | + | * {{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| | + | {{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 | + | {{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|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 | + | * 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| | + | {{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| | + | * {{Trait|Zephyr's Boon}} - if you lack {{Tooltip|Fury}}, requires {{Trait|Unstable 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. | ||
* {{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}}. | * {{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}}. | ||
− | |||
− | |||
− | |||
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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| | + | #{{Skill|Lightning Strike}} and {{Skill|Fire Attunement}} |
#{{Skill|Wildfire}} | #{{Skill|Wildfire}} | ||
− | #{{Skill| | + | #{{Skill|Dragon's Tooth}} |
− | #{{Skill| | + | #{{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=== | ||
− | + | 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| | + | * 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}} |
− | * | + | * Dodging attacks will also heal you thanks to {{Trait|Flow like Water}}. |
− | * | + | * Blind trash mobs with {{Skill|Blinding Flash}}, {{Skill|Dust Devil}} or {{Skill|Dust Storm}}. |
===Crowd Control=== | ===Crowd Control=== |
Revision as of 18:42, 28 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
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. to fry your enemies with a nimbus of lightning, then do it over and over again thanks to refreshing its cooldown.
With the trait Alacrity to allies.
, the build can also sacrifice damage to provide
Template Code
Skill Bar
Weapon Variants
Scepter provides nice damage from range and some utility.
- 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
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 Might.
combines damage, defense, and crowd control. Provides Magnetic Aura to reflect projectiles.
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.
- - additional condition cleanse.
- - for mobility.
- Your overloads break stun when cast, but if you want a dedicated stun break you can use Stability. , which also blocks 3 attacks, or for invulnerability, or for
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, requires . - if you lack
- - 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
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 and 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
Auras provide useful bennefits to yourself. If needed, they can be shared to nearby allies by using the trait
and even provide boons with . 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.
- You can increase your toughness with .
- 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 of Water 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
- Dodging attacks will also heal you thanks to .
- Blind trash mobs with , or .
Crowd Control
Ratings
Comments
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