Difference between revisions of "Tempest - Condi Tempest"
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==Usage== | ==Usage== | ||
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− | The build is extremely simple and revolves around {{Skill|Fire Attunement}} with {{Skill|Overload Fire}} and {{Skill|Earth Attunement}} with {{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 for damage, or in Air for {{Tooltip|Vulnerability}}. | + | The build is extremely simple and revolves around {{Skill|Fire Attunement}} with {{Skill|Overload Fire}} and {{Skill|Earth Attunement}} with {{Skill|Overload Earth}}. Use {{Skill|Signet of Fire}}, {{Skill|Signet of Earth}} 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 for damage, or in Air for {{Tooltip|Vulnerability}}. |
− | You will spend the bast majority of your time in {{Skill|Fire Attunement}} and {{Skill|Earth Attunement}}. Use {{Skill|Overload Fire}} and {{Skill|Earth | + | You will spend the bast majority of your time in {{Skill|Fire Attunement}} and {{Skill|Earth Attunement}}. Use {{Skill|Overload Fire}} and {{Skill|Overload Earth}} off cooldown, and swap to the other attunement when it recharges. |
Latest revision as of 19:22, 6 February 2025
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
Overview
Condi Tempest is a condition damage based tempest build for open world that focuses on inflicting AoE Burning and
Bleeding. It is naturally tanky, with good access to
Protection and some
Stability. It has great uptime of
Might for self and allies, and good supportive options. It is very easy to learn and play.
Template Code
Skill Bar
Weapon Variants
Mainhand Dagger - higher base damage and more AoE than
Scepter, but locked to melee range and harder to use.
Pistol - strong option with Weaponmaster.
Skill Variants
- - blast finisher heal
- - very high DPS skill that can double as damage soak; note that the elementals die when you mount up
Magnetic Aura for projectile reflection,
Protection, and impairs enemies, plus a blast finisher.
- area Blinded with .
- AoE burst damage from or pulsing - - breaks stun and blocks 3 attacks.
- - for mobility.
- - very situational skill that can be considered against certain bosses with oneshot attacks.
Specializations
Equipment
- Ascended gear and stat infusions are not required; you can use exotic gear with the same stats.
Standard Equipment
This equipment is useful in general PVE.
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
x6
- Other relics include , , and .
- For defense, equip the highest tier Jade Core you can afford. Use defensive food, traits, or skills if required. If necessary, use
Trailblazer,
Celestial, or
Ritualist trinkets.
Budget Equipment
A very cheap equipment set with very high HP.
Carrion
Carrion
Carrion
Carrion
Carrion
Carrion
Carrion
Carrion
Carrion
Carrion
Carrion
Carrion
Carrion
Carrion
Carrion
x6
Consumables
Budget consumables are acceptable for use in open world.
DPS
- Prioritize Flatbread Ascended food.
- /
- /
Defense
Farming
- Prioritize Flatbread Ascended food.
- /
- (and variants)
Usage
Damage
The build is extremely simple and revolves around Vulnerability.
You will spend the bast majority of your time in
and . Use and off cooldown, and swap to the other attunement when it recharges.
- Dagger+Warhorn
- In Fire, use
Might you generate with nearby allies.
+ + (you can leave Fire during the casting of Drake's Breath). Use to share all the - In water, can be used if you need a blast finisher.
- In Air, use for damage, and can be used for CC.
- In Earth, use , , . Use when you have boons to extend their duration.
- Scepter+Warhorn
- In Fire, use
Might you generate with nearby allies.
+ + . Phoenix and Dragon's Tooth are blast finishers (more about finishers below). Use to share all the - In Air, use for damage, and can be used for CC.
- In Earth, use ⇒ . Use when you have boons to extend their duration. and
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
Might for 20 seconds.
: use a blast finisher like to generate AoE 3 stacks of - Water fields like : use a blast finisher like to create AoE 1320 healing.
You can also use combo fields to generate auras.
- Fire field + leap finisher =
Fire Aura
- Frost field + blast finisher =
Frost Aura
See also: Guide:What are Combo Fields
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
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 highest single target dps of all Lesser Elementals.
- The Lesser Earth Elemental deals low damage, inflicts
Weakness, and is very tanky.
- 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 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. Both and evade attacks while casting.
- You cannot dodge while doing an Overload or you will cancel it, but you can use the
Swiftness from to get out of the way of telegraphed attacks.
Magnetic Aura from or + reflects them.
blocks projectiles, while - Constantly spam skills to heal thanks to .
- You get
Protection when you overload thanks to , and from (which also extends existing boons).
- is a useful blind and very strong against groups of trash mobs.
- is great for defense, as the elemental will often draw aggro away from you. The earth elemental is quite tanky.
- Your overloads break stun.
- If using Scepter, cleanses 1 condition.
Sustain
You have some sustain in
Regeneration.
heals, cleanses conditions, and applies Regeneration.
heals a little bit and applies - heals. Remember you can blast that water field for more healing.
- , used in , creates an elemental with strong healing and condition cleanse on a short cooldown.
Crowd Control
- Melee range enemies that attack you or allies while having
Shocking Aura.
- (from Ice Elemental)
- (from Air Elemental)
- ⇒
- If you need a lot of crowd control you can use so that you and an ally can use .
- You also have a lot of soft crowd control such as or .
Ratings

Comments
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