Difference between revisions of "Tempest - Condi Tempest"
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|elite = Glyph of Elementals | |elite = Glyph of Elementals | ||
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==Specializations== | ==Specializations== | ||
− | {{Specialization|Fire|top|top| | + | {{Specialization|Fire|top|top|top}} |
{{Specialization|Earth|mid|top|mid}} | {{Specialization|Earth|mid|top|mid}} | ||
{{Specialization|Tempest|bot|mid|top}} | {{Specialization|Tempest|bot|mid|top}} | ||
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==Equipment== | ==Equipment== | ||
− | Ascended gear and stat infusions are not required; you can use exotic gear with the same stats. | + | * 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. | + | * 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. |
{{PvE equipment | {{PvE equipment | ||
| weight = Light | | weight = Light | ||
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| sigil2 = Superior Sigil of Smoldering | | sigil2 = Superior Sigil of Smoldering | ||
| weapon3 = scepter | | weapon3 = scepter | ||
− | | weapon4 = | + | | weapon4 = |
| sigil3 = Superior Sigil of Bursting | | sigil3 = Superior Sigil of Bursting | ||
| sigil4 = Smoldering | | sigil4 = Smoldering | ||
}} | }} | ||
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* It can be beneficial to use {{Skill|Glyph of Elemental Power}} just before leaving {{Skill|Air Attunement}} for added {{Tooltip|Vulnerability}} application. | * 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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* Don't interrupt {{Skill|Drake's Breath}}. Attunement swapping will not interrupt it. | * Don't interrupt {{Skill|Drake's Breath}}. Attunement swapping will not interrupt it. | ||
− | * Activate {{Skill|Signet of Fire}} and {{Skill|"Feel the Burn!"}}. | + | * Activate {{Skill|Signet of Fire}} and {{Skill|"Feel the Burn!"}} off cooldown. |
* Your primary damage skills are: | * 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. | * Fill gaps in cooldowns with basic attacks. | ||
− | + | '''Zerg Support''' | |
− | * | + | * 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. | |
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− | + | '''Defense''' | |
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* Constantly spam skills to get the benefit from {{Skill|Signet of Restoration}} | * 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. | * {{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. | ||
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* 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}} | * 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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* {{Skill|Overload Air}} / {{Skill|Overload Earth}} | * {{Skill|Overload Air}} / {{Skill|Overload Earth}} | ||
* {{Skill|Earthen Rush}} | * {{Skill|Earthen Rush}} | ||
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* {{Skill|Cyclone}} | * {{Skill|Cyclone}} | ||
* {{Skill|Shocking Aura}} {{to}} {{Skill|Transmute Lightning}} | * {{Skill|Shocking Aura}} {{to}} {{Skill|Transmute Lightning}} | ||
+ | |||
+ | |||
+ | ==Variants== | ||
+ | ====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 | ||
+ | |||
+ | |||
+ | ====Skill Variants==== | ||
+ | '''Healing''' | ||
+ | * {{Skill|Glyph of Elemental Harmony}} - burst heal | ||
+ | * {{Skill|Arcane Brilliance}} - blast finisher | ||
+ | * {{Skill|"Wash the Pain Away!"}} - Group healing/cleanse | ||
+ | |||
+ | '''Utilities''' | ||
+ | * {{Skill|Glyph of Lesser Elementals}} - Provides powerful pets that can be buffed by your boons. | ||
+ | * {{Skill|"Flash-Freeze!"}} or {{Skill|"Aftershock!"}} - More defense and support for nearby allies. | ||
+ | * {{Skill|Glyph of Storms}} - AOE burst damage from {{Skill|Firestorm (Glyph of Storms)}} or pulsing blind with {{Skill|Sandstorm}}. | ||
+ | * {{Skill|Arcane Shield}} - Breaks stun and blocks attacks. | ||
+ | * {{Skill|Lightning Flash}} - For mobility. | ||
+ | |||
+ | '''Elites''' | ||
+ | * {{Skill|Conjure Fiery Greatsword}} - High AOE damage on a long cooldown, mobility. | ||
+ | * {{Skill|"Rebound!"}} - Strong defensive/support elite | ||
+ | |||
+ | ====Trait Variants==== | ||
+ | * {{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. | ||
+ | * {{Trait|Blinding Ashes}} - more {{Tooltip|Blind}} if having trouble with trash mobs. | ||
+ | * {{Trait|Gale Song}} - passive defensive stunbreak; very valuable in groups | ||
+ | * {{Trait|Invigorating Torrents}} and {{Trait|Elemental Bastion}} - For more healing oriented variants using stats like {{Tooltip|Celestial}} | ||
+ | |||
+ | '''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. | ||
+ | |||
+ | '''Water''' | ||
+ | |||
+ | 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. | ||
+ | |||
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+ | ====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''' | ||
+ | * {{Tooltip|Trailblazer}} + {{Rune|Superior Rune of the Nightmare}} - A tanky gearset for soloing difficult content. | ||
+ | * {{Tooltip|Celestial}} - A powerful gearset with increased boon duration and healing, increasing survivability and group support. | ||
+ | * {{Sigil|Energy}} - drastic increase to defense, replace {{Sigil|Superior Sigil of Bursting}} | ||
==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 09:24, 12 March 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
Overview
A high-DPS, high-Defense Elementalist build that is relatively easy to begin learning. This build relies heavily on its very high Burning output and its personal 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.
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
Skill Bar
Specializations
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.
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
x6
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
- can provide a high damage elemental in Fire or excellent defensive options in Earth or Water.
- Use blast finishers like Might. and over Fire Fields to grant
- Use at 15+ might
- It can be beneficial to use Vulnerability application. just before leaving for added
Damage
- Don't interrupt . Attunement swapping will not interrupt it.
- Activate and off cooldown.
- Your primary damage skills are:
- Warhorn
- (against large targets or groups)
- Dagger
- (If using )
- Scepter
- ⇒
- (only if you need to go to water for healing)
- Fill gaps in cooldowns with basic attacks.
Zerg Support
- It is possible to play this build as an extremely effective boon support in large zergs by casting any time you have 25 might.
- See the skill/trait variants listed below for more zerg support options.
- is a strong AOE cleanse and heal for yourself and allies.
Defense
- Constantly spam skills to get the benefit from
- ⇒ is a powerful defensive skill. Combine this with and for additional healing.
- While in Water, you can Might or inside your for more burst healing. on a Fire field for
- Protection in addition to projectile hate and increasing the duration of your existing boons. grants
- 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
CC
- /
- ⇒
Variants
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
Skill Variants
Healing
- - burst heal
- - blast finisher
- - Group healing/cleanse
Utilities
- - Provides powerful pets that can be buffed by your boons.
- or - More defense and support for nearby allies.
- - AOE burst damage from or pulsing blind with .
- - Breaks stun and blocks attacks.
- - For mobility.
Elites
- - High AOE damage on a long cooldown, mobility.
- - Strong defensive/support elite
Trait Variants
- Might generation for self and allies if needed. Be aware that you will lose up to 10 might every time you cast or leave Fire Attunement. - extra
- Blind if having trouble with trash mobs. - more
- - passive defensive stunbreak; very valuable in groups
- Celestial and - For more healing oriented variants using stats like
Arcane
It is possible run Arcane over Earth for an increase to sustain.
- Vigor uptime. - More
- - Extra boons.
- - Improved revival power in groups.
Water
Water can be used if running a more supportive oriented build (only recommended if using stat sets with healing power - e.g. Celestial)
- - Passive defense option.
- - Allows you to share your self-only auras with allies.
- , and - More Cleanse support if needed.
Gear Variants
Budget
- Dire + + - a cheap gearset that performs well when camping fire
- Apothecary/ Shaman/24px Settler mix + + - Healing oriented version of above and a budget option for celestial.
Defense
- Trailblazer + - A tanky gearset for soloing difficult content.
- Celestial - A powerful gearset with increased boon duration and healing, increasing survivability and group support.
- - drastic increase to defense, replace
Video Examples
Ratings
Comments
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