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Difference between revisions of "Tempest - Condi Tempest"

(Updated. Restructured. Removed variants that were too defensive.)
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==Overview==
 
==Overview==
A high-DPS, high-Defense Elementalist build that is relatively easy to begin learning. This build relies heavily on its very high {{Tooltip|Burning}} output and its personal {{Tooltip|Might}} generation. It has considerable amounts of area damage which results in excellent cleave. It has both melee and ranged DPS options, and several viable build variants that allow the build to reach high levels of versatility and offer a multitude of playstyles.
+
Condi Tempest is a condition damage based tempest build for open world that focuses on inflicting AoE {{Tooltip|Burning}} and {{Tooltip|Bleeding}}. It is naturally tanky, with good access to {{Tooltip|Protection}} and some {{Tooltip|Stability}}. It has great uptime of {{Tooltip|Might}} for self and allies, and good supportive options. It is very easy to learn and play.
 
 
This build is recommended for new players due to its ease of use, though they may struggle with the class's low HP and active playstyle at first.
 
  
  
 
==Template Code==
 
==Template Code==
 
{{TemplateCode|
 
{{TemplateCode|
code = [&DQYfJRomMBt0AAAAywAAAHIAAADDEgAAJgAAAAAAAAAAAAAAAAAAAAAAAAA=]
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code = [&DQYfFRomMBt0ABcBywDLAMMSwxJzAPYAJgCZEgAAAAAAAAAAAAAAAAAAAAA=]
 
}}
 
}}
  
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|elite = Glyph of Elementals
 
|elite = Glyph of Elementals
 
}}
 
}}
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 +
 +
==Variants==
 +
====Weapon Variants====
 +
* Scepter - Ranged alternative to mainhand dagger.
 +
* Dagger (offhand) - Less support than warhorn but more burst damage, crowd control, and mobility.
 +
* Focus - less damage but more utility and rowd control.
 +
 +
====Skill Variants====
 +
'''Healing'''
 +
* {{Skill|Glyph of Elemental Harmony}} - great burst heal and povides a boon.
 +
* {{Skill|Arcane Brilliance}} - the strongest heal if there are 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|Ether Renewal}} - very situational heal that removes up to 8 conditions throughout its long channeling time.
 +
 +
'''Utilities'''
 +
* {{Skill|Glyph of Lesser Elementals}} - this is an excellent skill, with the only downside being that elementals die when you mount up. Use on fire for damage, or on earth for a tanky pet.
 +
* {{Skill|"Aftershock!"}} - area {{Tooltip|Magnetic Aura}}, {{Tooltip|Protection}}, projectile reflection, and impairs enemies, plus a blast finisher.
 +
* {{Skill|Glyph of Storms}} - AoE burst damage from {{Skill|Firestorm (Glyph of Storms)}} or pulsing {{Tooltip|Blinded}} with {{Skill|Sandstorm}}.
 +
* {{Skill|Arcane Shield}} - breaks stun and blocks 3 attacks.
 +
* {{Skill|Signet of Air}} - short cooldown stun break.
 +
* {{Skill|Lightning Flash}} - for mobility.
 +
 +
'''Elites'''
 +
* {{Skill|Conjure Fiery Greatsword}} - Burst damage with skills 4 and 5, and mobility with 3, but you lose the pet elemental that can tank and do damage.
 +
* {{Skill|"Rebound!"}} - very situational skill that can be considered against certain bosses with oneshot attacks.
  
  
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{{Specialization|Earth|mid|top|mid}}
 
{{Specialization|Earth|mid|top|mid}}
 
{{Specialization|Tempest|bot|mid|top}}
 
{{Specialization|Tempest|bot|mid|top}}
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;Variants
 +
* {{Trait|Gale Song}} - passive defensive stunbreak; very valuable in groups.
 +
 +
====Trait Variants====
 +
;Arcane
 +
It is possible run Arcane over Earth for an increase to sustain.
 +
{{Specialization|Arcane|bot|bot|top|variant=y}}
 +
* {{Trait|Renewing Stamina}} - More {{Tooltip|Vigor}} uptime.
 +
* {{Trait|Elemental Lockdown}} - Extra boons.
 +
* {{Trait|Arcane Resurrection}} - Improved revival power in groups.
  
  
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| sigil4 = Smoldering
 
| sigil4 = Smoldering
 
}}
 
}}
 +
 +
 +
====Gear Variants====
 +
'''Budget'''
 +
* {{Tooltip|Sinister}} + {{Rune|Balthazar}} + {{Sigil|Smoldering}} - cheap hybrid alternative that focuses on burning while working on getting Viper.
 +
 +
'''Defense'''
 +
* {{Tooltip|Dire}} + {{Rune|Balthazar}} + {{Sigil|Smoldering}} - cheap defensive alternative that focuses on burning while working on getting Viper or Trailblazer.
 +
* {{Tooltip|Trailblazer}} + {{Rune|Superior Rune of the Undead}} + {{Sigil|Superior Sigil of Smoldering}} + {{Sigil|Superior Sigil of Agony}} - A very tanky gearset for soloing difficult content. Great synergy with {{Trait|Strength of Stone}}.
 +
* {{Tooltip|Celestial}} - A spread out gear set that doesn't excell at anything but improves versatilty.
 +
* {{Sigil|Energy}} - drastic increase to defense, replace {{Sigil|Superior Sigil of Bursting}}
  
  
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==Usage==
 
==Usage==
* {{Skill|Glyph of Elementals}} can provide a high damage elemental in Fire or excellent defensive options in Earth or Water.
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===Damage===
* Use blast finishers like {{Skill|Frozen Burst}} and {{Skill|Sand Squall}} over Fire Fields to grant {{Tooltip|Might}}.
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The build is extremely simple and revolves around {{Skill|Overload Fire}} and {{Skill|Overload Earth}}. Use {{Skill|Signet of Fire}} and {{Skill|"Feel the Burn!"}} off cooldown. Thanks to {{Trait|Written in Stone}}, you will not lose the passive effects of signets after using them. Use {{Skill|Glyph of Elemental Power}} in Fire or Earth for damage, or in Air for {{Tooltip|Vulnerability}}.
* Use {{Skill|Heat Sync}} at 15+ might
 
* It can be beneficial to use {{Skill|Glyph of Elemental Power}} just before leaving {{Skill|Air Attunement}} for added {{Tooltip|Vulnerability}} application.
 
  
'''Damage'''
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====Dagger+Warhorn====
* Don't interrupt {{Skill|Drake's Breath}}. Attunement swapping will not interrupt it.
+
In Fire, use {{Skill|Wildfire}} + {{Skill|Burning Speed}} + {{Skill|Drake's Breath}} (you can leave Fire during the casting of Drake's Breath). Use {{Skill|Heat Sync}} to share all the {{Tooltip|Might}} you generate with nearby allies.
* Activate {{Skill|Signet of Fire}} and {{Skill|"Feel the Burn!"}} off cooldown.
 
* Your primary damage skills are:
 
* Warhorn
 
** {{Skill|Wildfire}}
 
** {{Skill|Lightning Orb}}
 
** {{Skill|Dust Storm}} (against large targets or groups)
 
* Dagger
 
** {{Skill|Drake's Breath}}
 
** {{Skill|Ring of Earth}}
 
** {{Skill|Burning Speed}}
 
** {{Skill|Convergence}}
 
** {{Skill|Earthen Rush}} (If using {{Trait|Strength of Stone}})
 
* Scepter
 
** {{Skill|Dragon's Tooth}}
 
** {{Skill|Phoenix}}
 
** {{Skill|Lightning Strike}}
 
** {{Skill|Rock Barrier}} {{to}} {{Skill|Hurl}}
 
** {{Skill|Shatterstone}} (only if you need to go to water for healing)
 
* Fill gaps in cooldowns with basic attacks.
 
  
 +
In water, use {{Skill|Frozen Burst}} when you need a blast finisher (more about finishers below).
  
'''Zerg Support'''
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In Air, use {{Skill|Lightning Orb}} and {{Skill|Convergence}}. {{Skill|Cyclone}} can be used for damage if you won't need the CC.
* It is possible to play this build as an extremely effective boon support in large zergs by casting {{Skill|Heat Sync}} any time you have 25 might.
 
* See the skill/trait variants listed below for more zerg support options.
 
* {{Skill|Overload Water}} is a strong AOE cleanse and heal for yourself and allies.
 
  
'''Defense'''
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In Earth, use {{Skill|Dust Storm}}, {{Skill|Earthen Rush}}, {{Skill|Ring of Earth}}. Use {{Skill|Sand Squall}} when you have boons to extend their duration.
* Constantly spam skills to get the benefit from {{Skill|Signet of Restoration}}
 
* {{Skill|Water Attunement}} {{to}} {{Skill|Overload Water}} is a powerful defensive skill. Combine this with {{Skill|Tidal Surge}} and {{Skill|Water Globe}} for additional healing.
 
** While in Water, you can {{Skill|Frozen Burst}} on a Fire field for {{Tooltip|Might}} or inside your {{Skill|Water Globe}} for more burst healing.
 
* {{Skill|Sand Squall}} grants {{Tooltip|Protection}} in addition to projectile hate and increasing the duration of your existing boons.
 
* {{Skill|Dust Storm}} is a useful blind, very strong against groups of trash mobs.
 
* Your overloads break stun.
 
* When taking the Arcane traitline, dodging in Water attunement will cleanse conditions and provide a significant heal. Additionally, it is recommended you attunement swap often to benefit from {{Trait|Arcane Restoration}}
 
  
'''CC'''
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====Scepter+Warhorn====
* {{Skill|Overload Air}} / {{Skill|Overload Earth}}
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In Fire, use {{Skill|Wildfire}} + {{Skill|Phoenix}} + {{Skill|Dragon's Tooth}}. Phoenix and Dragon's Tooth are blast finishers (more about finishers below). Use {{Skill|Heat Sync}} to share all the {{Tooltip|Might}} you generate with nearby allies.
* {{Skill|Earthen Rush}}
 
* {{Skill|Frozen Burst}}
 
* {{Skill|Tidal Surge}}
 
* {{Skill|Cyclone}}
 
* {{Skill|Shocking Aura}} {{to}} {{Skill|Transmute Lightning}}
 
  
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In Water, use {{Skill|Shatterstone}}.
  
==Variants==
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In Air, use {{Skill|Lightning Orb}} and {{Skill|Lightning Strike}} off cooldown. {{Skill|Cyclone}} can be used for damage if you won't need the CC.
====Weapon Variants====
 
* Scepter - Ranged alternative to mainhand dagger.
 
* Staff - Use in zergs for ranged AOE damage, CC and healing
 
* Dagger (offhand) - Lower DPS but more mobility than warhorn
 
  
 +
In Earth, use {{Skill|Dust Storm}} and {{Skill|Rock Barrier}} {{to}} {{Skill|Hurl}}. Use {{Skill|Sand Squall}} when you have boons to extend their duration.
  
====Skill Variants====
 
'''Healing'''
 
* {{Skill|Glyph of Elemental Harmony}} - burst heal
 
* {{Skill|Arcane Brilliance}} - blast finisher
 
* {{Skill|"Wash the Pain Away!"}} - Group healing/cleanse
 
  
'''Utilities'''
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===Finishers===
* {{Skill|Glyph of Lesser Elementals}} - Provides powerful pets that can be buffed by your boons.
+
Elementalists in general have many combo fields and finishers. These skills provide additional effects when interacting with each other. Here are some good combos you should keep in mind, you have to be near the skill to receive these effects.
* {{Skill|"Flash-Freeze!"}} or {{Skill|"Aftershock!"}} - More defense and support for nearby allies.
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* Fire fields like {{Skill|Wildfire}}: use a blast finisher like {{Skill|Frozen Burst}} to generate AoE 3 stacks of {{tooltip|Might}} for 20 seconds.
* {{Skill|Glyph of Storms}} - AOE burst damage from {{Skill|Firestorm (Glyph of Storms)}} or pulsing blind with {{Skill|Sandstorm}}.
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* Water fields like {{Skill|Water Globe}}: use a blast finisher like {{Skill|Sand Squall}} to create AoE 1320 healing.
* {{Skill|Arcane Shield}} - Breaks stun and blocks attacks.
+
You can also use combo fields to generate auras.
* {{Skill|Lightning Flash}} - For mobility.
+
* Fire field + leap finisher = {{Tooltip|Fire Aura}}
 +
* Frost field + blast finisher = {{Tooltip|Frost Aura}}
 +
If you want to know more about combos, check [https://wiki.guildwars2.com/wiki/Combo the official wiki].
  
'''Elites'''
 
* {{Skill|Conjure Fiery Greatsword}} - High AOE damage on a long cooldown, mobility.
 
* {{Skill|"Rebound!"}} - Strong defensive/support elite
 
  
====Trait Variants====
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=== Elementals ===
* {{Trait|Pyromancer's Puissance}} - extra {{Tooltip|Might}} generation for self and allies if needed. Be aware that you will lose up to 10 might every time you cast {{Skill|Overload Fire}} or leave Fire Attunement.
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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.
* {{Trait|Blinding Ashes}} - more {{Tooltip|Blind}} if having trouble with trash mobs.
+
====Glyph of Lesser Elementals====
* {{Trait|Gale Song}} - passive defensive stunbreak; very valuable in groups
+
{{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.
* {{Trait|Invigorating Torrents}} and {{Trait|Elemental Bastion}} - For more healing oriented variants using stats like {{Tooltip|Celestial}}
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* 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 Air Elemental deals great single target damage and generates {{Tooltip|Swiftness}}. It has the highest singe target dps of all Lesser Elementals.
 +
* The Lesser Earth Elemental deals low damage, inflicts {{Tooltip|Weakness}}, and is very tanky.
  
'''Arcane'''
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====Glyph of Elementals====
 +
{{Skill|Glyph of Elementals}} summons one elemental for 2 minutes with 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 {{Tooltip|Burning}} in an AoE.
 +
* The Ice Elemental can be commanded to deal damage in an AoE, while healing nearby allies by 6401, kocking back enemies, and removing 1 condition.
 +
* 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.
  
It is possible run Arcane over Earth for an increase to sustain.
 
{{Specialization|Arcane|bot|bot|top|variant=y}}
 
* {{Trait|Renewing Stamina}} - More {{Tooltip|Vigor}} uptime.
 
* {{Trait|Elemental Lockdown}} - Extra boons.
 
* {{Trait|Arcane Resurrection}} - Improved revival power in groups.
 
  
'''Water'''
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===Defense===
 +
* The best defense is always to dodge or sidestep attacks. Both {{Skill|Burning Speed}} and {{Skill|Earthen Rush}} evade attacks while casting.
 +
* You cannot dodge while doing an Overload or you will cancel it, but you can use the {{Tooltip|Swiftness}} from {{Trait|Harmonious Conduit}} to get out of the way of telegraphed attacks.
 +
* {{Skill|Ring of Earth}} blocks projectiles, while {{Tooltip|Magnetic Aura}} from {{Skill|Sand Squall}} or {{Trait|Unstable Conduit}}+{{Skill|Overload Air}} reflects them.
 +
* Constantly spam skills to heal thanks to {{Skill|Signet of Restoration}}.
 +
* You get {{Tooltip|Protection}} when you overload thanks to {{Trait|Hardy Conduit}}, and from {{Skill|Sand Squall}} (which also extends esixting boons).
 +
* {{Skill|Dust Storm}} is a useful blind, very strong against groups of trash mobs.
 +
* {{Skill|Glyph of Elementals}} is great for defense, as the elemental will often draw aggro away from you. The earth elemental is quite tanky.
 +
* Your overloads break stun.
 +
* When taking the Arcane traitline, dodging in Water attunement will cleanse conditions and provide a significant heal. Additionally, it is recommended you attunement swap often to benefit from {{Trait|Arcane Restoration}}
  
Water can be used if running a more supportive oriented build (only recommended if using stat sets with healing power - e.g. {{Tooltip|Celestial}})
 
{{Specialization|Water|Mid|bot|bot|variant=y}}
 
* {{Trait|Soothing Ice}} - Passive defense option.
 
* {{Trait|Powerful Aura}} - Allows you to share your self-only auras with allies.
 
* {{Trait|Stop, Drop, and Roll}}, {{Trait|Cleansing Wave}} and {{Trait|Cleansing Water}} - More Cleanse support if needed.
 
  
 +
===Sustain===
 +
You have some sustain in {{Skill|Water Attunement}}
 +
* {{Skill|Overload Water}} heals, cleanses conditions, and applies {{Tooltip|Regeneration}}.
 +
* {{Skill|Tidal Surge}} heals a little bit and applies {{Tooltip|Regeneration}}.
 +
* {{Skill|Water Globe}} heals. Remember you can blast that water field for more healing.
 +
* If using Scepter, {{Skill|Phoenix}} cleanses 1 condition.
 +
* {{Skill|Glyph of Elementals}}, used in {{Skill|Water Attunement}}, creates an elemental with strong healing and condition cleanse on a short cooldown.
  
====Gear Variants====
 
'''Budget'''
 
* {{Tooltip|Dire}} + {{Rune|Balthazar}} + {{Sigil|Smoldering}} - a cheap gearset that performs well when camping fire
 
* {{Tooltip|Apothecary}}/{{Tooltip|Shaman}}/{{Tooltip|Settler}} mix + {{Rune|Balthazar}} + {{Sigil|Smoldering}} - Healing oriented version of above and a budget option for celestial.
 
  
'''Defense'''
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===Crowd Control===
* {{Tooltip|Trailblazer}} + {{Rune|Superior Rune of the Nightmare}} - A tanky gearset for soloing difficult content.
+
* {{Skill|Cyclone}}
* {{Tooltip|Celestial}} - A powerful gearset with increased boon duration and healing, increasing survivability and group support.
+
* {{Skill|Tidal Surge}}
* {{Sigil|Energy}} - drastic increase to defense, replace {{Sigil|Superior Sigil of Bursting}}
+
* Melee range enemies that attack you or allies while having {{Tooltip|Shocking Aura}}.
 +
* {{Skill|Crashing Waves}} (from {{Skill|Glyph of Elementals}} Ice Elemental)
 +
* {{Skill|Shocking Bolt}} (from {{Skill|Glyph of Elementals}} Air Elemental)
 +
* {{Skill|Shocking Aura}} {{to}} {{Skill|Transmute Lightning}}
 +
* If you need a lot of crowd control you can use {{Skill|Conjure Frost Bow}} so that you and an ally can use {{Skill|Deep Freeze}}.
 +
* You also have a lot of soft crowd control such as {{Skill|Overload Earth}} or {{Skill|Earthen Rush}}.
  
  
 
==Video Examples==
 
==Video Examples==
 
[https://www.youtube.com/watch?v=Kd8KYhPRIho Scepter Tempest vs Chak Lobber]
 
[https://www.youtube.com/watch?v=Kd8KYhPRIho Scepter Tempest vs Chak Lobber]

Revision as of 12:24, 16 August 2022

The community gave this build a rating, making it top-tier: Great

Focused on: Condition damage and Defense

Designed for: Open World, [[|]], [[|]] and Open World General

Expansions required: Heart of Thorns builds

Difficulty:
TBD
This build was last updated on August 16, 2022 and is up to date for the October 8, 2024 patch.

Overview

Condi Tempest is a condition damage based tempest build for open world that focuses on inflicting AoE Burning Burning and Bleeding Bleeding. It is naturally tanky, with good access to Protection Protection and some Stability Stability. It has great uptime of Might Might for self and allies, and good supportive options. It is very easy to learn and play.


Template Code

[&DQYfFRomMBt0ABcBywDLAMMSwxJzAPYAJgCZEgAAAAAAAAAAAAAAAAAAAAA=]
Copy Template Code


Skill Bar

Dagger/Warhorn
Utility


Variants

Weapon Variants

  • Scepter - Ranged alternative to mainhand dagger.
  • Dagger (offhand) - Less support than warhorn but more burst damage, crowd control, and mobility.
  • Focus - less damage but more utility and rowd control.

Skill Variants

Healing

  • Glyph of Elemental Harmony - great burst heal and povides a boon.
  • Arcane Brilliance - the strongest heal if there are 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 channeling time.

Utilities

  • Glyph of Lesser Elementals - this is an excellent skill, with the only downside being that elementals die when you mount up. Use on fire for damage, or on earth for a tanky pet.
  • "Aftershock!" - area Magnetic Aura Magnetic Aura, Protection Protection, projectile reflection, and impairs enemies, plus a blast finisher.
  • Glyph of Storms - AoE burst damage from Firestorm (Glyph of Storms) or pulsing Blinded Blinded with Sandstorm.
  • Arcane Shield - breaks stun and blocks 3 attacks.
  • Signet of Air - short cooldown stun break.
  • Lightning Flash - for mobility.

Elites

  • Conjure Fiery Greatsword - Burst damage with skills 4 and 5, and mobility with 3, but you lose the pet elemental that can tank and do damage.
  • "Rebound!" - very situational skill that can be considered against certain bosses with oneshot attacks.


Specializations

Variants
  • Gale Song - passive defensive stunbreak; very valuable in groups.

Trait Variants

Arcane

It is possible run Arcane over Earth for an increase to sustain.

  • Renewing Stamina - More Vigor Vigor uptime.
  • Elemental Lockdown - Extra boons.
  • Arcane Resurrection - Improved revival power in groups.


Equipment

  • Ascended gear and stat infusions are not required; you can use exotic gear with the same stats.
  • This set uses gear similar to this build's instanced PVE counterpart and works well for general PVE. Viper offers the highest damage, but no defense or sustain. Consult the variants below for defensive options.
Head
Viper
Shoulders
Viper
Chest
Viper
Hands
Viper
Legs
Viper
Feet
Viper
Backpiece
Viper
Accessory
Viper
Accessory
Viper
Amulet
Viper
Ring
Viper
Ring
Viper
Dagger
Viper
Warhorn
Viper
Sigil
Sigil
scepter
Viper
Sigil
Sigil
Rune
x6



Gear Variants

Budget

  • Sinister Sinister + Rune of Balthazar + Sigil of Smoldering - cheap hybrid alternative that focuses on burning while working on getting Viper.

Defense

  • Dire Dire + Rune of Balthazar + Sigil of Smoldering - cheap defensive alternative that focuses on burning while working on getting Viper or Trailblazer.
  • Trailblazer Trailblazer + Rune of Superior Rune of the Undead + Sigil of Superior Sigil of Smoldering + Sigil of Superior Sigil of Agony - A very tanky gearset for soloing difficult content. Great synergy with Strength of Stone.
  • Celestial Celestial - A spread out gear set that doesn't excell at anything but improves versatilty.
  • Sigil of Energy - drastic increase to defense, replace Sigil of Superior Sigil of Bursting


Consumables

Prioritize ascended food over everything else; steak (power) and flatbread (conditions). Using cheap/budget food is perfectly acceptable in open world.

Damage

For damage, run and . Budget options are with . Run if running high toughness builds.

Defense

Use for more dodges.

Farming

Run and (or its other variants) when trying to maximize gold per hour.


Usage

Damage

The build is extremely simple and revolves around Overload Fire and Overload Earth. Use Signet of Fire and "Feel the Burn!" off cooldown. Thanks to Written in Stone, you will not lose the passive effects of signets after using them. Use Glyph of Elemental Power in Fire or Earth for damage, or in Air for Vulnerability Vulnerability.

Dagger+Warhorn

In Fire, use Wildfire + Burning Speed + Drake's Breath (you can leave Fire during the casting of Drake's Breath). Use Heat Sync to share all the Might Might you generate with nearby allies.

In water, use Frozen Burst when you need a blast finisher (more about finishers below).

In Air, use Lightning Orb and Convergence. Cyclone can be used for damage if you won't need the CC.

In Earth, use Dust Storm, Earthen Rush, Ring of Earth. Use Sand Squall when you have boons to extend their duration.

Scepter+Warhorn

In Fire, use Wildfire + Phoenix + Dragon's Tooth. Phoenix and Dragon's Tooth are blast finishers (more about finishers below). Use Heat Sync to share all the Might Might you generate with nearby allies.

In Water, use Shatterstone.

In Air, use Lightning Orb and Lightning Strike off cooldown. Cyclone can be used for damage if you won't need the CC.

In Earth, use Dust Storm and Rock Barrier Hurl. Use Sand Squall when you have boons to extend their duration.


Finishers

Elementalists in general have many combo fields and finishers. These skills provide additional effects when interacting with each other. Here are some good combos you should keep in mind, you have to be near the skill to receive these effects.

  • Fire fields like Wildfire: use a blast finisher like Frozen Burst to generate AoE 3 stacks of Might Might for 20 seconds.
  • Water fields like Water Globe: use a blast finisher like Sand Squall to create AoE 1320 healing.

You can also use combo fields to generate auras.

If you want to know more about combos, check the official wiki.


Elementals

Elementals are really good allies in any open world elementalist build. Their only downside is that they die when you mount up.

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 highest singe target dps of all Lesser Elementals.
  • The Lesser Earth Elemental deals low damage, inflicts Weakness Weakness, and is very tanky.

Glyph of Elementals

Glyph of Elementals summons one elemental for 2 minutes with 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, kocking 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. Both Burning Speed and Earthen Rush evade attacks while casting.
  • You cannot dodge while doing an Overload or you will cancel it, but you can use the Swiftness Swiftness from Harmonious Conduit to get out of the way of telegraphed attacks.
  • Ring of Earth blocks projectiles, while Magnetic Aura Magnetic Aura from Sand Squall or Unstable Conduit+Overload Air reflects them.
  • Constantly spam skills to heal thanks to Signet of Restoration.
  • You get Protection Protection when you overload thanks to Hardy Conduit, and from Sand Squall (which also extends esixting boons).
  • Dust Storm is a useful blind, very strong against groups of trash mobs.
  • Glyph of Elementals is great for defense, as the elemental will often draw aggro away from you. The earth elemental is quite tanky.
  • Your overloads break stun.
  • When taking the Arcane traitline, dodging in Water attunement will cleanse conditions and provide a significant heal. Additionally, it is recommended you attunement swap often to benefit from Arcane Restoration


Sustain

You have some sustain in Water Attunement

  • Overload Water heals, cleanses conditions, and applies Regeneration Regeneration.
  • Tidal Surge heals a little bit and applies Regeneration Regeneration.
  • Water Globe heals. Remember you can blast that water field for more healing.
  • If using Scepter, Phoenix cleanses 1 condition.
  • Glyph of Elementals, used in Water Attunement, creates an elemental with strong healing and condition cleanse on a short cooldown.


Crowd Control

  • Cyclone
  • Tidal Surge
  • Melee range enemies that attack you or allies while having Shocking Aura Shocking Aura.
  • Crashing Waves (from Glyph of Elementals Ice Elemental)
  • Shocking Bolt (from Glyph of Elementals Air Elemental)
  • Shocking Aura Transmute Lightning
  • If you need a lot of crowd control you can use Conjure Frost Bow so that you and an ally can use Deep Freeze.
  • You also have a lot of soft crowd control such as Overload Earth or Earthen Rush.


Video Examples

Scepter Tempest vs Chak Lobber


Ratings

This build has a rating of 5 stars based on 1 votes.
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5 stars
Starlitjupiter gave this build 5 stars • June 2023
With the June 27 changes, Tempest is in an incredible spot for the first time in a very long time. It brings very high damage, plenty of AOE, and even large amounts of group support through boon share with Heat Sync. In farm zergs, this build has excellent damage at range and good group support. Solo, it has very high DPS and good defense thanks to the enhanced protection. Condi Tempest is incredibly well rounded and has come out as one of the strongest solo builds of the patch.

Comments

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