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 |
+ | | meta = y | ||
| xpac = hot | | xpac = hot | ||
− | | difficulty = | + | | difficulty = 1 |
}} | }} | ||
==Overview== | ==Overview== | ||
− | A Power {{Tooltip|Tempest}} build for open world. This build has | + | A Power {{Tooltip|Tempest}} build for open world. This build has very high AoE damage plus somme boon generation for self and allies, most notably {{Tooltip|Might}} and {{Tooltip|Fury}}. Cast {{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==]}} |
− | |||
==Skill Bar== | ==Skill Bar== | ||
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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=== | ||
− | + | {{Tooltip|Scepter}}+{{Tooltip|Warhorn}} are your best weapons, providing the highest damage and some utility. | |
− | * {{Tooltip| | + | * {{Tooltip|Spear}} - can be considered by players with Janthir Wilds, providing great AoE damage, but it's harder to use. |
===Skill Variants=== | ===Skill Variants=== | ||
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{{Skill|Glyph of Elemental Harmony}} provides strong burst heal and a boon based on attunement. Other alternatives are: | {{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 | + | * {{Skill|"Wash the Pain Away!"}} - weak heal, but heals in an AoE and cleanses 1 condition per pulse. |
* {{Skill|Ether Renewal}} - very situational heal that removes up to 8 conditions throughout its long channelling time. | * {{Skill|Ether Renewal}} - very situational heal that removes up to 8 conditions throughout its long channelling time. | ||
====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 full {{Tooltip|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|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}}. | ||
+ | |||
===Fire=== | ===Fire=== | ||
− | + | If using {{Tooltip|Spear}}, replace Water with Fire. It is harder to play but has great AoE damage. You still want to spam {{Skill|Overload Air}} but you will also use {{Skill|Etching: Volcano}} and {{Skill|Etching: Haboob}}. | |
{{Specialization|Fire|top|bot|top|variant=y}} | {{Specialization|Fire|top|bot|top|variant=y}} | ||
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| rune = Superior Rune of the Scholar | | rune = Superior Rune of the Scholar | ||
| rune-qt = 6 | | rune-qt = 6 | ||
− | | weapon1 = | + | | weapon1 = Scepter |
| weapon2 = Warhorn | | weapon2 = Warhorn | ||
| sigil1 = Superior Sigil of Force | | sigil1 = Superior Sigil of Force | ||
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}} | }} | ||
* {{Rune|Superior Rune of the Scholar}} is almost identical to {{Rune|Superior Rune of the Dragonhunter}}. Either can be used. | * {{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. | * 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. | + | * In open world, you can consider using full {{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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==Usage== | ==Usage== | ||
+ | ===Overloads=== | ||
+ | Overloads are the profession mechanic of the tempest. After attuning to an element, remain in it for a few seconds to achieve Singularity, allowing you to press the attunement key again to Overload that attunement and cast a powerful skill but place the attunement on a long recharge. | ||
+ | |||
+ | In this skill, you will focus on {{Skill|Overload Air}}. | ||
+ | |||
===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}}. | {{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 | + | Your goal is to spam {{Skill|Overload Air}} for damage. If you are playing alone, you can also {{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]]). |
+ | After Overloading, attune to another element, cast 1 or 2 skills then return to Air since {{Trait|Fresh Air}} has recharged it. | ||
;Opener | ;Opener | ||
Against bosses and other strong enemies, try to follow this opener: | Against bosses and other strong enemies, try to follow this opener: | ||
− | |||
#{{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 | + | #fill the gap with one auto attack |
#{{Skill|Overload Fire}} | #{{Skill|Overload Fire}} | ||
− | #{{Skill|Heat Sync}} | + | #{{Skill|Heat Sync}} {{to}} {{Skill|Air Attunement}} |
− | #{{Skill| | + | #{{Skill|Lightning Orb}} |
− | #{{Skill| | + | #{{Skill|Arc Lightning}} + {{Skill|Lightning Strike}} |
− | #{{Skill| | + | #{{Skill|Overload Air}} |
− | #{{Skill|Air Attunement}} | + | #{{Skill|Water Attunement}} |
+ | #{{Skill|Shatterstone}} | ||
+ | #{{Skill|Water Trident}} and {{Skill|Air Attunement}} | ||
+ | #{{Skill|Arc Lightning}} + {{Skill|Lightning Strike}} until {{Skill|Overload Air}} | ||
− | * | + | * If playing in a group giving you {{Tooltip|Might}}, skip {{Skill|Overload Fire}} and just return to Air quickly. |
− | * | + | * {{Skill|Lightning Strike}} has no cast time nor animation, use it while casting other skills or overload. |
+ | * 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}}. | * You will activate {{Relic|Relic of Fireworks}} with Overloads, {{Skill|Wildfire}}, {{Skill|Lightning Orb}}, and {{Skill|Dust Storm}}. | ||
+ | |||
+ | ===Spear=== | ||
+ | If using {{Tooltip|Spear}} (requires Janthir Wilds), replace the Water traitline with Fire as indicated above. Your priority is still to spam {{Skill|Overload Air}}, but you will want to use {{Skill|Derecho}}, {{Skill|Volcano}} and {{Skill|Haboob}} as well, which will obviously work better if an ally is giving you {{Tooltip|Quickness}} so you don't delay Overload Air too much. | ||
+ | #{{Skill|Overload Air}} | ||
+ | #{{Skill|Fulgor}} and {{Skill|Fire Attunement}} | ||
+ | #{{Skill|Etching: Volcano}} | ||
+ | #{{Skill|Blazing Barrage}} | ||
+ | #{{Skill|Meteor}} | ||
+ | #{{Skill|Seethe}} | ||
+ | #{{Skill|Volcano}} and {{Skill|Air Attunement}} | ||
+ | #{{Skill|Etching: Derecho}} | ||
+ | #{{Skill|Twister}} | ||
+ | #{{Skill|Fulgor}} | ||
+ | #{{Skill|Energize}} | ||
+ | #{{Skill|Derecho}} | ||
+ | #{{Skill|Overload Air}} and {{Skill|Earth Attunement}} | ||
+ | #*{{Skill|Etching: Haboob}} (skip if you have alacrity) | ||
+ | #{{Skill|Earthen Spear}} | ||
+ | #*{{Skill|Fissure}} (skip if you have alacrity) | ||
+ | #*{{Skill|Harden}} (skip if you have alacrity) | ||
+ | #*{{Skill|Haboob}} (skip if you have alacrity) | ||
+ | #{{Skill|Air Attunement}} and autoattack until Overload is ready, then repeat from step 1. | ||
+ | Always empower {{Skill|Volcano}} by casting {{Skill|Seethe}} directly before.<br> | ||
+ | It's generally not worth it to stay in Earth for {{Skill|Haboob}}, but you can do it if you don't have {{Tooltip|Alacrity}} from other players. Likewise, Water attunement should only be used if you need condition cleanse from {{Skill|Ripple}} or a little healing from {{Skill|Jokulhlaup}}. | ||
+ | |||
===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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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. | 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 | + | {{Skill|Glyph of Lesser Elementals}} summons one elemental for 2 minutes. If you cast it off cooldown, you can have 3 elementals alive most of the time. |
* 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. | ||
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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=== |
Latest revision as of 09:27, 13 October 2024
Overview
A Power Tempest build for open world. This build has very high AoE damage plus somme boon generation for self and allies, most notably Might and Fury. Cast 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 provideTemplate Code
Skill Bar
Weapon Variants
Scepter+ Warhorn are your best weapons, providing the highest damage and some utility.
- Spear - can be considered by players with Janthir Wilds, providing great AoE damage, but it's harder to use.
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 cleanses 1 condition per pulse.
- - very situational heal that removes up to 8 conditions throughout its long channelling time.
Utilities
Marauder gear, equip a different skill.
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
- 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
If using Spear, replace Water with Fire. It is harder to play but has great AoE damage. You still want to spam but you will also use and .
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 full 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
Overloads
Overloads are the profession mechanic of the tempest. After attuning to an element, remain in it for a few seconds to achieve Singularity, allowing you to press the attunement key again to Overload that attunement and cast a powerful skill but place the attunement on a long recharge.
In this skill, you will focus on
.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. If you are playing alone, you can also for damage andAfter Overloading, attune to another element, 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:
- and
- fill the gap with one auto attack
- ⇒
- +
- and
- + until
- If playing in a group giving you Might, skip and just return to Air quickly.
- has no cast time nor animation, use it while casting other skills or overload.
- 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 .
Spear
If using Spear (requires Janthir Wilds), replace the Water traitline with Fire as indicated above. Your priority is still to spam , but you will want to use , and as well, which will obviously work better if an ally is giving you Quickness so you don't delay Overload Air too much.
- and
- and
- (skip if you have alacrity)
and
- (skip if you have alacrity)
- (skip if you have alacrity)
- (skip if you have alacrity)
- and autoattack until Overload is ready, then repeat from step 1.
Always empower
It's generally not worth it to stay in Earth for , but you can do it if you don't have Alacrity from other players. Likewise, Water attunement should only be used if you need condition cleanse from or a little healing from .
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 most of the time.
- 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 .
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