Difference between revisions of "Tempest - Fresh Air"
(solidifying recommended skills, adding staff as alternative) |
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==Overview== | ==Overview== | ||
− | Fresh Air Tempest is a | + | Fresh Air Tempest is a power-based tempest build that excels in doing AoE damage by spamming {{Skill|Overload Air}} over and over thanks to {{Trait|Fresh Air}}. Through several traits, it also provides AoE Auras to support itself and nearby allies. |
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==Template Code== | ==Template Code== | ||
− | {{TemplateCode|code = [& | + | {{TemplateCode|code = [&DQYRLikpMBsXARcBwxLDEvYA9gDLAMsAJgCZEgAAAAAAAAAAAAAAAAAAAAA=]}} |
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==Skill Bar== | ==Skill Bar== | ||
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|weapon2 = warhorn | |weapon2 = warhorn | ||
|healing = Glyph of Elemental Harmony | |healing = Glyph of Elemental Harmony | ||
− | |utility1 | + | |utility1 = "Feel the Burn!" |
− | + | |utility2 = Arcane Shield | |
|utility3 = Signet of Fire | |utility3 = Signet of Fire | ||
− | |elite = | + | |elite = Glyph of Elementals |
}} | }} | ||
===Weapon Variants=== | ===Weapon Variants=== | ||
− | * Scepter is recommended because this build spends a lot of time casting {{Skill|Overload Air}}, and scepter's | + | * Scepter is recommended because this build spends a lot of time casting {{Skill|Overload Air}}, and scepter's Air skills have no casting time so they can be casted during that channel. |
− | * Dagger (mainhand) - more mobility | + | * Dagger (mainhand) - more mobility, less blast finishers, less range, AoE auto attack in Air. |
− | * | + | * Staff - more AoE, lower dps, higher range. |
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===Skill Variants=== | ===Skill Variants=== | ||
====Healing==== | ====Healing==== | ||
+ | {{Skill|Glyph of Elemental Harmony}} is a great burst heal. | ||
* {{Skill|Arcane Brilliance}} - the strongest heal if there are enemies in range, plus a blast finisher, but underperforms if there are no nearby enemies. | * {{Skill|Arcane Brilliance}} - the strongest heal if there are enemies in range, plus a blast finisher, but underperforms if there are no nearby enemies. | ||
* {{Skill|Signet of Restoration}} - passive sustain. | * {{Skill|Signet of Restoration}} - passive sustain. | ||
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====Utilities==== | ====Utilities==== | ||
− | + | {{Skill|Signet of Fire}} is only here for the precision buff, so never cast it. If you already have 100% crit chance, equip a different skill.<br> | |
− | + | {{skill|"Feel the Burn!"}} has low cd, decent dmg, and provides Fire Aura for great synergy with the rest of the build.<br> | |
− | * | + | {{Skill|Arcane Shield}} is your stun break, and also blocks 3 attacks. It has a long cooldown, if more frenquent stun breaks are preferred over the block, try {{Skill|Signet of Air}} or {{Skill|Glyph of Elemental Power}}. |
+ | * {{Skill|Glyph of Lesser Elementals}} - cast it on Fire for damage, on Earth for defense, and on Water for an excellent middle ground between defense and offense. Don't use it on Air. | ||
+ | * {{Skill|Glyph of Storms}} - AoE damage over time. | ||
* {{Skill|"Flash-Freeze!"}} - area Frost Aura for more boons and damage reduction, and to chill enemies. | * {{Skill|"Flash-Freeze!"}} - area Frost Aura for more boons and damage reduction, and to chill enemies. | ||
* {{Skill|"Aftershock!"}} - area Magnetic Aura for more boons and projectile reflection, and to impair enemies. | * {{Skill|"Aftershock!"}} - area Magnetic Aura for more boons and projectile reflection, and to impair enemies. | ||
* {{Skill|Lightning Flash}} - for mobility. | * {{Skill|Lightning Flash}} - for mobility. | ||
− | * {{Skill| | + | * {{Skill|Conjure Lightning Hammer}} - good to fill spaces between cooldowns. Use {{Skill|Invoke Lightning}} (skill 4) and auto attacks, and drop it. |
− | * {{Skill| | + | * {{Skill|Arcane Blast}} strong single target burst damage, but quickly falls off. |
− | + | * {{Skill|Arcane Wave}} strong AoE burst damage, but quickly falls off. | |
====Elites==== | ====Elites==== | ||
− | + | {{Skill|Glyph of Elementals}} - cast it on Fire for damage, on Earth for defense, on Water for an excellent middle ground between defense and offense and healing, or on Air for a {{Tooltip|Stun}}. | |
+ | * {{Skill|Conjure Fiery Greatsword}} - more damage and great burst with skills 4 and 5. | ||
* {{Skill|"Rebound!"}} - great against certain enemies with oneshot attacks. | * {{Skill|"Rebound!"}} - great against certain enemies with oneshot attacks. | ||
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{{Specialization|Tempest|bot|mid|top}} | {{Specialization|Tempest|bot|mid|top}} | ||
:'''Variants''' | :'''Variants''' | ||
− | * {{Trait|Soothing Power}} - if there are no nearby allies for {{Trait|Powerful Aura}} to share | + | * {{Trait|Soothing Power}} - if there are no nearby allies for {{Trait|Powerful Aura}} to share any aura. |
* {{Trait|Ferocious Winds}} - if nearby allies are already providing fury. | * {{Trait|Ferocious Winds}} - if nearby allies are already providing fury. | ||
− | * {{Trait|Gale Song}} - AoE stunbreak but less auras. | + | * {{Trait|Gale Song}} - AoE stunbreak but less auras. Auras are quite good in this build, so only use this when absolutely necessary. |
===Arcane=== | ===Arcane=== | ||
− | Arcane can replace Water | + | Arcane can replace Water. It offers less damage and less sustain, but makes the build more forgiving through boons and an emergency shield. |
− | {{Specialization|Arcane| | + | {{Specialization|Arcane|mid|bot|top|variant=y}} |
+ | * {{Trait|Arcane Restoration}} very little sustain, but gives up on {{Tooltip|Vigor}} which synergyses with {{Trait|Evasive Arcana}}. | ||
* {{Trait|Evasive Arcana}} casts a spell when dodging: | * {{Trait|Evasive Arcana}} casts a spell when dodging: | ||
** Dodging in fire burns nearby foes. | ** Dodging in fire burns nearby foes. | ||
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** Dodging in air blinds trash mobs. | ** Dodging in air blinds trash mobs. | ||
** Dodging in earth cripples and bleeds foes, and does a blast finisher. | ** Dodging in earth cripples and bleeds foes, and does a blast finisher. | ||
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| sigil2 = Superior Sigil of Impact | | sigil2 = Superior Sigil of Impact | ||
}} | }} | ||
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===Gear Variants=== | ===Gear Variants=== | ||
− | * If you can afford the luxury of a gear set tailored for open world, use full {{Tooltip|Marauder}} with {{Rune|Superior Rune of the Eagle}}, {{Sigil|Superior Sigil of Force}} and {{Sigil|Superior Sigil of Accuracy}}. | + | * If you can afford the luxury of a gear set tailored for open world, use full {{Tooltip|Marauder}} with {{Rune|Superior Rune of the Eagle}}, {{Sigil|Superior Sigil of Force}} and {{Sigil|Superior Sigil of Accuracy}}. |
+ | * This provides 54% more health, 20% more crit chance, and only 20% less ferocity. | ||
+ | * With food that boosts precision such as {{Food|Scoop of Mintberry Swirl Ice Cream}} (budget) or {{Food|Plate of Truffle Steak}}, and the permanent {{Tooltip|Fury}} this build provides, this set up reaches 100% crit chance, so you can replace {{Skill|Signet of Fire}} for other skill. | ||
'''Budget''' | '''Budget''' | ||
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==Usage== | ==Usage== | ||
− | === | + | ===Overload Air=== |
− | {{Trait|Fresh Air}} resets the cooldown of {{Skill|Air Attunement}} every time | + | {{Trait|Fresh Air}} resets the cooldown of {{Skill|Air Attunement}} every time you crit while attuned to a different attunement. This includes resetting the cooldown of {{Skill|Overload Air}}. Thus, the build just keeps spamming Overload Air, continually triggering {{Trait|Electric Discharge}}, the extra ferocity from Fresh Air, and the extra damage from {{Trait|Transcendent Tempest}}. Never delay Overload Air. |
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===Damage=== | ===Damage=== | ||
− | The build is extremely simple and revolves around spamming {{Skill|Overload Air}} | + | The build is extremely simple and revolves around spamming {{Skill|Overload Air}} while filling the gaps with weapon and utility skills. |
====Scepter==== | ====Scepter==== | ||
In Fire, use {{Skill|Wildfire}} + {{Skill|Phoenix}} + {{Skill|Dragon's Tooth}} for blast finishers in the fire field. | In Fire, use {{Skill|Wildfire}} + {{Skill|Phoenix}} + {{Skill|Dragon's Tooth}} for blast finishers in the fire field. | ||
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In Water, use {{Skill|Shatterstone}}. | In Water, use {{Skill|Shatterstone}}. | ||
− | In Air, use {{Skill|Lightning Orb}}. Spam {{Skill|Lightning Strike}} | + | In Air, use {{Skill|Lightning Orb}}. Spam {{Skill|Lightning Strike}} off cooldown. {{Skill|Cyclone}} can be used for damage if CC is not needed. |
− | In Earth, use {{Skill|Dust Storm}} | + | In Earth, use {{Skill|Dust Storm}}. Consider casting {{Skill|Rock Barrier}} for free extra toughness. |
====Dagger==== | ====Dagger==== | ||
− | In Fire, use {{Skill|Wildfire}} + {{Skill|Burning Speed}} + {{Skill|Drake's Breath}} (you can leave Fire during the casting of Drake's Breath) | + | In Fire, use {{Skill|Wildfire}} + {{Skill|Burning Speed}} + {{Skill|Drake's Breath}} (you can leave Fire during the casting of Drake's Breath). |
In water, use {{Skill|Frozen Burst}} preferably inside a fire field. | In water, use {{Skill|Frozen Burst}} preferably inside a fire field. | ||
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In Earth, use {{Skill|Dust Storm}}, {{Skill|Earthen Rush}}, {{Skill|Ring of Earth}}. | In Earth, use {{Skill|Dust Storm}}, {{Skill|Earthen Rush}}, {{Skill|Ring of Earth}}. | ||
+ | ====Staff==== | ||
+ | In Fire, use {{Skill|Lava Font}} + {{Skill|Flame Burst}} + {{Skill|Meteor Shower}} (you can leave Fire during the casting of Meter Shower). {{Skill|Burning Retreat}} evades and distances you from your enemy. | ||
+ | |||
+ | In water, use {{Skill|Ice Spike}} for its blast finisher. Cast Ice Spike first, then the combo field. Use it with {{Skill|Geyser}} or {{Skill|Healing Rain}} for AoE heal. Use it with {{Skill|Frozen Ground}} for AoE Frost Aura. Remember Healing Rain cleanses conditions. | ||
+ | In Air, use {{Skill|Lightning Surge}} then auto attack until your can Overload. | ||
+ | In Earth, use {{Skill|Eruption}} and {{Skill|Shock Wave}}. Remember Eruption is a blast finisher. | ||
====Fiery Greatsword==== | ====Fiery Greatsword==== | ||
− | If taking {{Skill|Conjure Fiery Greatsword}}, use it right | + | If taking {{Skill|Conjure Fiery Greatsword}}, use it right as you attune to Air. Cast {{Skill|Firestorm}} and {{Skill|Fiery Rush}} then Overload Air. If using scepter, drop the greatsword to cast {{Skill|Lightning Strike}}; if using dagger or staff, keep the greatsword until the chanelling finishes and drop it when leaving Air to benefit longer from the extra power. |
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* 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. | * 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. | ||
* {{Skill|Glyph of Elementals}}, used in {{Skill|Earth Attunement}}, creates a tanky elemental that can help take pressure off you. | * {{Skill|Glyph of Elementals}}, used in {{Skill|Earth Attunement}}, creates a tanky elemental that can help take pressure off you. | ||
− | * | + | * {{Skill|Arcane Shield}} blocks 3 attacks. |
* Starting an overload gives you stability thanks to {{Trait|Harmonious Conduit}}. | * Starting an overload gives you stability thanks to {{Trait|Harmonious Conduit}}. | ||
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===Crowd Control=== | ===Crowd Control=== | ||
− | * {{Skill|Shocking Aura}} {{to}} {{Skill|Transmute Lightning}} ( | + | * {{Skill|Shocking Aura}} {{to}} {{Skill|Transmute Lightning}} (dagger only) |
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* {{Skill|Cyclone}} | * {{Skill|Cyclone}} | ||
* {{Skill|Tidal Surge}} | * {{Skill|Tidal Surge}} | ||
* {{Skill|Crashing Waves}} (from Ice Elemental) | * {{Skill|Crashing Waves}} (from Ice Elemental) | ||
* {{Skill|Shocking Bolt}} (from Air Elemental) | * {{Skill|Shocking Bolt}} (from Air Elemental) | ||
+ | * {{Skill|Gust}} (staff only) | ||
+ | * {{Skill|Unsteady Ground}} and {{Skill|Static Field}} (staff only, only work if an enemy walks crossed the edge of the skill, has no effect on targets that don't cross it.) |
Revision as of 21:44, 19 June 2022
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
Fresh Air Tempest is a power-based tempest build that excels in doing AoE damage by spamming
over and over thanks to . Through several traits, it also provides AoE Auras to support itself and nearby allies.Template Code
Skill Bar
Weapon Variants
- Scepter is recommended because this build spends a lot of time casting , and scepter's Air skills have no casting time so they can be casted during that channel.
- Dagger (mainhand) - more mobility, less blast finishers, less range, AoE auto attack in Air.
- Staff - more AoE, lower dps, higher range.
Skill Variants
Healing
is a great burst heal.
- - the strongest heal if there are enemies in range, plus a blast finisher, but underperforms if there are no nearby enemies.
- - passive sustain.
- - good AoE heal and also cleanses 1 condition.
- - removes up to 8 conditions but has a long channeling time.
Utilities
has low cd, decent dmg, and provides Fire Aura for great synergy with the rest of the build.
is your stun break, and also blocks 3 attacks. It has a long cooldown, if more frenquent stun breaks are preferred over the block, try or .
- - cast it on Fire for damage, on Earth for defense, and on Water for an excellent middle ground between defense and offense. Don't use it on Air.
- - AoE damage over time.
- - area Frost Aura for more boons and damage reduction, and to chill enemies.
- - area Magnetic Aura for more boons and projectile reflection, and to impair enemies.
- - for mobility.
- - good to fill spaces between cooldowns. Use (skill 4) and auto attacks, and drop it.
- strong single target burst damage, but quickly falls off.
- strong AoE burst damage, but quickly falls off.
Elites
Stun.
- cast it on Fire for damage, on Earth for defense, on Water for an excellent middle ground between defense and offense and healing, or on Air for a- - more damage and great burst with skills 4 and 5.
- - great against certain enemies with oneshot attacks.
Specializations
- Variants
- - if there are no nearby allies for to share any aura.
- - if nearby allies are already providing fury.
- - AoE stunbreak but less auras. Auras are quite good in this build, so only use this when absolutely necessary.
Arcane
Arcane can replace Water. It offers less damage and less sustain, but makes the build more forgiving through boons and an emergency shield.
- Vigor which synergyses with . very little sustain, but gives up on
- Dodging in fire burns nearby foes.
- Dodging in water heals and removes 1 condi.
- Dodging in air blinds trash mobs.
- Dodging in earth cripples and bleeds foes, and does a blast finisher.
casts a spell when dodging:
Equipment
- Ascended gear and stat infusions are not required; you can use exotic gear with the same stats. This set uses gear similar to its raid counterpart and is useful for general PVE.
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
x6
Gear Variants
- If you can afford the luxury of a gear set tailored for open world, use full Marauder with , and .
- This provides 54% more health, 20% more crit chance, and only 20% less ferocity.
- With food that boosts precision such as (budget) or , and the permanent Fury this build provides, this set up reaches 100% crit chance, so you can replace for other skill.
Budget
- - budget DPS, replaces Impact sigil.
- - less damage, more boons.
- - less power, more crits.
Defense
- Knight, Soldier - can be mixed with other sets to increase defense.
- , - defense.
- , - defensive sigils.
Consumables
Prioritize ascended food over everything else; steak (power) and flatbread (conditions). Using cheap/budget food is perfectly acceptable in open world.
- Damage
and offer the highest damage when solo, and have good budget options in + . Run against trash for a very high damage buff.
- Defense
for more dodges, for sustain against trash.
- Farming
Run and (or its other variants) when trying to maximize gold per hour.
Usage
Overload Air
resets the cooldown of every time you crit while attuned to a different attunement. This includes resetting the cooldown of . Thus, the build just keeps spamming Overload Air, continually triggering , the extra ferocity from Fresh Air, and the extra damage from . Never delay Overload Air.
Damage
The build is extremely simple and revolves around spamming
while filling the gaps with weapon and utility skills.Scepter
In Fire, use
+ + for blast finishers in the fire field.In Water, use
.In Air, use
. Spam off cooldown. can be used for damage if CC is not needed.In Earth, use
. Consider casting for free extra toughness.Dagger
In Fire, use
+ + (you can leave Fire during the casting of Drake's Breath).In water, use
preferably inside a fire field.In Air, use
and . Air also has the strongest auto attack.In Earth, use
, , .Staff
In Fire, use
+ + (you can leave Fire during the casting of Meter Shower). evades and distances you from your enemy.In water, use
for its blast finisher. Cast Ice Spike first, then the combo field. Use it with or for AoE heal. Use it with for AoE Frost Aura. Remember Healing Rain cleanses conditions.In Air, use
then auto attack until your can Overload.In Earth, use
and . Remember Eruption is a blast finisher.Fiery Greatsword
If taking
, use it right as you attune to Air. Cast and then Overload Air. If using scepter, drop the greatsword to cast ; if using dagger or staff, keep the greatsword until the chanelling finishes and drop it when leaving Air to benefit longer from the extra power.
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.
- , used in , creates a tanky elemental that can help take pressure off you.
- blocks 3 attacks.
- Starting an overload gives you stability thanks to .
Sustain
- Attuning to Water gives some healing from and .
- heals a bit.
- You can create a water field with and then blast it with or for area healing.
- cleanses a condition.
- You can run against enemies with several conditions.
- , used in , creates an elemental with strong healing and condition cleanse on a short cooldown.
- in Water gives you regeneration.
- If you need healing really badly, you can run away and .
Crowd Control
- ⇒ (dagger only)
- (from Ice Elemental)
- (from Air Elemental)
- (staff only)
- and (staff only, only work if an enemy walks crossed the edge of the skill, has no effect on targets that don't cross it.)
Ratings
Comments
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