Difference between revisions of "Tempest - Fresh Air"
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==Template Code== | ==Template Code== | ||
− | {{TemplateCode|code = [& | + | {{TemplateCode|code = [&DQYpKRE+MBsXARcBwxLDEnQSdBLLAMsAJgCWAAAAAAAAAAAAAAAAAAAAAAADWQBaAGcAAA==]}} |
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===Weapon Variants=== | ===Weapon Variants=== | ||
* If you don't have access to [https://wiki.guildwars2.com/wiki/Weaponmaster_Training Weaponmaster Training] with Secrets of the Obscure, you will not be able to wield a sword. Use scepter instead. | * If you don't have access to [https://wiki.guildwars2.com/wiki/Weaponmaster_Training Weaponmaster Training] with Secrets of the Obscure, you will not be able to wield a sword. Use scepter instead. | ||
− | * {{Tooltip|Scepter}} - ranged mainhand but | + | * {{Tooltip|Scepter}} - ranged mainhand but lower damage |
− | |||
===Skill Variants=== | ===Skill Variants=== | ||
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==Specializations== | ==Specializations== | ||
{{Specialization|Air|top|bot|mid}} | {{Specialization|Air|top|bot|mid}} | ||
− | {{Specialization|Water|mid|bot| | + | {{Specialization|Water|mid|bot|bot}} |
{{Specialization|Tempest|bot|mid|top}} | {{Specialization|Tempest|bot|mid|top}} | ||
− | * {{Trait| | + | * {{Trait|Ferocious Winds}} - when playing in groups already providing {{Tooltip|Fury}}. |
+ | * {{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}} - | + | * {{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 can replace Water to trade sustain for extra damage. Useful when playing in groups with a support. | ||
+ | {{Specialization|Fire|top|bot|top|variant=y}} | ||
+ | |||
==Equipment== | ==Equipment== | ||
− | + | This build uses the same gear as power weaver and power catalyst for ease of gearing. | |
− | |||
− | This | ||
{{PvE equipment | {{PvE equipment | ||
| stats = Berserker | | stats = Berserker | ||
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| relic = Relic of Fireworks | | relic = Relic of Fireworks | ||
}} | }} | ||
+ | * {{Rune|Superior Rune of the Scholar}} is almost identical to {{Rune|Superior Rune of the Dragonhunter}}. Either can be used. | ||
* Other relics include {{Relic|Relic of the Thief}}, {{Relic|Relic of the Adventurer}}, and {{Relic|Relic of Cerus}}. | * Other relics include {{Relic|Relic of the Thief}}, {{Relic|Relic of the Adventurer}}, and {{Relic|Relic of Cerus}}. | ||
* 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. | + | * 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. |
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{{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 use {{Skill|Overload Fire}} off-cooldown, filling the gaps with {{Skill|Overload Air}}. After Overload Air, attune to either Water or Earth, cast 1 or 2 skills then return to Air since {{Trait|Fresh Air}} has recharged it. 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]]). | |
− | |||
− | |||
;Opener | ;Opener | ||
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#{{Skill|Flame Uprising}} | #{{Skill|Flame Uprising}} | ||
#{{Skill|Cauterizing Strike}} | #{{Skill|Cauterizing Strike}} | ||
− | #{{Skill|Heat Sync}} | + | #auto attack |
− | #{{Skill| | + | #{{Skill|Overload Fire}} |
− | #auto attack until you can {{Skill|Overload Air}} | + | #{{Skill|Heat Sync}} and {{Skill|Earth Attunement}} |
+ | #{{Skill|Sand Squall}} | ||
+ | #{{Skill|Dust Storm}} and {{Skill|Water Attunement}} | ||
+ | #{{Skill|Tidal Surge}} | ||
+ | #{{Skill|Air Attunement}} and auto attack until you can {{Skill|Overload Air}} | ||
− | * For extra damage, use your utility skills such as {{Skill|"Feel the Burn!"}} when you attune back to Air | + | * Be sure to use {{Skill|Sand Squall}} inside a fire field for more {{Tooltip|Might}}. |
+ | * For extra damage, use your utility skills such as {{Skill|"Feel the Burn!"}} 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}}. | ||
===Auras=== | ===Auras=== | ||
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* {{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 after overloading. | ||
* {{Skill|Overload Earth}} is great for chipping away at breakbars with its {{Tooltip|crippled}} and {{Tooltip|immobilize}}. It also gives you {{Tooltip|stability}} at the start, and the lingering storm provides {{Tooltip|protection}}. | * {{Skill|Overload Earth}} is great for chipping away at breakbars with its {{Tooltip|crippled}} and {{Tooltip|immobilize}}. It also gives you {{Tooltip|stability}} at the start, and the lingering storm provides {{Tooltip|protection}}. | ||
− | * | + | * Attune to {{Skill|Water Attunement}} periodically to refresh {{Trait|Soothing Mist}} and heal yourself with {{Trait|Healing Ripple}}. You also heal yourself with {{Skill|Water Globe}} and {{Skill|Riptide}} |
− | * Evade damage by dodging or using {{Skill|Riptide}} and {{Skill|Earthen Vortex}}. | + | * Evade damage by dodging or using {{Skill|Riptide}} and {{Skill|Earthen Vortex}}. This will also heal you thanks to {{Trait|Flow like Water}}. |
* This build has a lot of CC, use it to your advantage. | * This build has a lot of CC, use it to your advantage. | ||
Revision as of 21:48, 6 April 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 burst damage, AoE damage, and boon generation for self and allies, most notably Might and Fury. Through several traits, it also provides AoE Auras to support itself and nearby allies. With the trait , the build can also sacrifice some damage to provide Alacrity to allies.
Template Code
Skill Bar
Weapon Variants
- If you don't have access to Weaponmaster Training with Secrets of the Obscure, you will not be able to wield a sword. Use scepter instead.
- Scepter - ranged mainhand but lower damage
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 Fire Aura for great synergy with the rest of the build.
combines damage, defense, and crowd control. Provides Magnetic Aura to reflect projectiles and for great synergy with the rest of the build.
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.
- Frost Aura for more boons and damage reduction. - area
- - additional condition cleanse.
- - for mobility.
- Your overloads break stun when cast, but if you want a dedicated stun break you can use , which also blocks 3 attacks. It has a long cooldown so, if more frequent stun breaks are preferred over the block, try or .
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
- Fury. - when playing in groups already providing
- - 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
Fire
Fire can replace Water to trade sustain for extra damage. Useful when playing in groups with a support.
Equipment
This build uses the same gear as power weaver and power catalyst for ease of gearing.
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
x6
- is almost identical to . Either can be used.
- Other relics include , , and .
- 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 use Guide:What are Combo Fields).
off-cooldown, filling the gaps with . After Overload Air, attune to either Water or Earth, cast 1 or 2 skills then return to Air since has recharged it. Since creates a fire field, you can use combo finishers to provide yourself and nearby allies with even more might (See:- Opener
Against bosses and other strong enemies, try to follow this opener:
- while getting close to the enemy.
- and
- auto attack
- and
- and
- and auto attack until you can
- Be sure to use Might. inside a fire field for more
- For extra damage, use your utility skills such as when you attune back to Air because you will be under all these damage modifiers: , , and .
- You will activate with Overloads, , , and .
Auras
In this build, on top of their normal benefits, Auras also provide Fury and Swiftness thanks to , which is great because you really want Fury. 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.
- 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 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
- Evade damage by dodging or using and . This will also heal you thanks to .
- This build has a lot of CC, use it to your advantage.
Crowd Control
Ratings
Comments
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