Difference between revisions of "Tempest - Fresh Air"
(Slight changes for better boons = more damage, simplified usage) |
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==Overview== | ==Overview== | ||
− | Fresh Air Tempest is a Power-based Tempest build | + | Fresh Air Tempest is a Power-based Tempest build with good area damage by spamming {{Skill|Overload Air}} thanks to {{Trait|Fresh Air}}. It also provides some boons through aura generation. |
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|weapon1 = Scepter | |weapon1 = Scepter | ||
|weapon2 = warhorn | |weapon2 = warhorn | ||
− | |healing = | + | |healing = Glyph of Elemental Harmony |
|utility1 = Arcane Wave | |utility1 = Arcane Wave | ||
− | |utility2 = | + | |utility2 = "Feel the Burn!" |
|utility3 = Signet of Fire | |utility3 = Signet of Fire | ||
|elite = Conjure Fiery Greatsword | |elite = Conjure Fiery Greatsword | ||
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===Weapon Variants=== | ===Weapon Variants=== | ||
− | * Dagger (mainhand) - | + | * Scepter is recommended because this build spends a lot of time casting {{Skill|Overload Air}}, and scepter's air skills can be casted during the channel. |
+ | * Dagger (mainhand) - more mobility and AoE, less blast finishers, less range. | ||
* Dagger (offhand) - higher mobility, lower DPS | * Dagger (offhand) - higher mobility, lower DPS | ||
− | * Staff - use in zergs for ranged area damage | + | * Staff - use in zergs for ranged area damage, see [[Build:Tempest - Staff Tempest]] |
===Skill Variants=== | ===Skill Variants=== | ||
====Healing==== | ====Healing==== | ||
− | * {{Skill| | + | * {{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| | + | * {{Skill|Signet of Restoration}} - passive sustain. |
− | * {{Skill|"Wash the Pain Away!"}} - | + | * {{Skill|"Wash the Pain Away!"}} - good AoE heal and also cleanses 1 condition. |
+ | * {{Skill|Ether Renewal}} - removes up to 8 conditions but has a long channeling time. | ||
====Utilities==== | ====Utilities==== | ||
− | * {{Skill|Glyph of Storms}} - | + | * Never use the active of Fire Signet, you only want it for the precision buff. If you already have 100% crit chance, use a different skill. |
+ | * Feel the Burn provides decent damage and boons, but can be replaced by {{Skill|Arcane Blast}} for stronger single target burst. | ||
+ | * Arcane Wave provides strong AoE burst damage, and can be replaced by {{Skill|Glyph of Storms}} for more damage over time. | ||
+ | * {{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|Lightning Flash}} - for mobility. | ||
* {{Skill|Arcane Shield}} - breaks stun and blocks attacks. | * {{Skill|Arcane Shield}} - breaks stun and blocks attacks. | ||
− | + | * {{Skill|Conjure Lightning Hammer}} - very useful for Scepter to fill spaces between cooldowns. | |
− | * {{Skill|Conjure Lightning Hammer}} - very useful for Scepter to fill spaces between cooldowns | ||
− | |||
− | |||
− | |||
====Elites==== | ====Elites==== | ||
− | * {{Skill|Glyph of Elementals}} - gives you a very strong pet | + | * {{Skill|Glyph of Elementals}} - gives you a very strong pet. |
− | * {{Skill|"Rebound!"}} - | + | * {{Skill|"Rebound!"}} - great against certain enemies with oneshot attacks. |
==Specializations== | ==Specializations== | ||
− | {{Specialization|Air| | + | {{Specialization|Air|top|mid|mid}} |
− | {{Specialization|Water|mid|bot| | + | {{Specialization|Water|mid|bot|mid}} |
− | {{Specialization|Tempest| | + | {{Specialization|Tempest|bot|mid|top}} |
:'''Variants''' | :'''Variants''' | ||
− | * {{Trait| | + | * {{Trait|Soothing Power}} - if there are no nearby allies for {{Trait|Powerful Aura}} to share the auras from {{trait|Unstable Conduit}}. |
+ | * {{Trait|Ferocious Winds}} - if nearby allies are already providing fury. | ||
+ | * {{Trait|Gale Song}} - AoE stunbreak but less auras. | ||
===Arcane=== | ===Arcane=== | ||
− | Arcane can replace Water for | + | Arcane can replace Water for less damage but more sustain. |
− | {{Specialization|Arcane|bot|bot| | + | {{Specialization|Arcane|bot|bot|top|variant=y}} |
− | * {{Trait|Evasive Arcana}} - | + | * {{Trait|Evasive Arcana}} casts a spell when dodging: |
+ | ** 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. | ||
+ | * {{Trait|Elemental Surge}} - can be considered if running more than one Arcane skill but you will lose the quality of life of Evasive Arcana. | ||
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| sigil2 = Superior Sigil of Impact | | sigil2 = Superior Sigil of Impact | ||
}} | }} | ||
− | + | ||
===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}}. Combine it with crit food such as {{Food|Scoop of Mintberry Swirl Ice Cream}} and {{Tooltip|Fury}} for 100% crit chance and high damage, and you no longer need to slot {{Skill|Signet of Fire}}. | ||
+ | |||
'''Budget''' | '''Budget''' | ||
− | * {{Sigil|Superior Sigil of Air}} - budget DPS | + | * {{Sigil|Superior Sigil of Air}} - budget DPS, replaces Impact sigil. |
− | * {{Rune|Superior Rune of the Pack}}, {{Rune|Superior Rune of | + | * {{Rune|Superior Rune of the Pack}} - less damage, more boons. |
+ | * {{Rune|Superior Rune of the Eagle}} - less power, more crits. | ||
'''Defense''' | '''Defense''' | ||
− | + | * {{Tooltip|Knight}}, {{Tooltip|Soldier}} - can be mixed with other sets to increase defense. | |
− | * {{Tooltip|Knight}}, {{Tooltip|Soldier}} - can be mixed with other sets to increase defense | + | * {{Rune|Superior Rune of Durability}}, {{Rune|Superior Rune of Vampirism}} - defense. |
− | * {{Rune|Superior Rune of Durability}}, {{Rune|Superior Rune of Vampirism}} - defense | + | * {{Sigil|Superior Sigil of Energy}}, {{Sigil|Superior Sigil of Cleansing}} - defensive sigils. |
− | * {{Sigil|Superior Sigil of Energy}}, {{Sigil|Superior Sigil of Cleansing}} - defensive sigils | ||
==Consumables== | ==Consumables== | ||
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==Usage== | ==Usage== | ||
===Fresh Air=== | ===Fresh Air=== | ||
− | {{Trait|Fresh Air}} | + | {{Trait|Fresh Air}} resets the cooldown of {{Skill|Air Attunement}} every time the elementalist crits while attuned to a different attunement. This includes resetting the cooldown of {{Skill|Overload Air}}. Thus, the build just keeps going into Air Attunement continually triggering {{Trait|Electric Discharge}}, the extra ferocity from Fresh Air, and the extra damage from {{Trait|Transcendent Tempest}}. |
− | + | You should try to use your damage skills while under the effects of these buffs. | |
===Damage=== | ===Damage=== | ||
− | + | The build is extremely simple and revolves around spamming {{Skill|Overload Air}} over and over, casting your Arcane skills {{Skill|Arcane Wave}} / {{Skill|Arcane Blast}} and/or {{Skill|Glyph of Storms}} (in air attunement) in between, and other filler skills: | |
+ | ====Scepter==== | ||
+ | In Fire, use {{Skill|Wildfire}} + {{Skill|Phoenix}} + {{Skill|Dragon's Tooth}} for blast finishers in the fire field. | ||
+ | |||
+ | In Water, use {{Skill|Shatterstone}}. | ||
+ | In Air, use {{Skill|Lightning Orb}}. Spam {{Skill|Lightning Strike}} + {{Skill|Blinding Flash}} whenever ready. | ||
− | ==== | + | In Earth, use {{Skill|Dust Storm}} |
− | + | ====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 water, use {{Skill|Frozen Burst}} preferably inside a fire field. | |
− | |||
− | |||
− | |||
+ | In Air, use {{Skill|Lightning Orb}} and {{Skill|Convergence}}. Air also has the strongest auto attack. | ||
− | + | In Earth, use {{Skill|Dust Storm}}, {{Skill|Earthen Rush}}, {{Skill|Ring of Earth}}. | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
====Fiery Greatsword==== | ====Fiery Greatsword==== | ||
− | If taking {{Skill|Conjure Fiery Greatsword}}, | + | If taking {{Skill|Conjure Fiery Greatsword}}, use it right before Overload Air, overload, swap attunement, then cast {{Skill|Fiery Rush}} and {{Skill|Firestorm}} while going back to Air, then drop the sword and continue with your normal skills. |
===Defense=== | ===Defense=== | ||
− | * The best defense is always to dodge or sidestep attacks. | + | * 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. | ||
+ | * Consider {{Skill|Arcane Shield}} to block dangerous attacks that you struggle to dodge. | ||
+ | * Starting an overload gives you stability thanks to {{Trait|Harmonious Conduit}}. | ||
===Sustain=== | ===Sustain=== | ||
+ | * Attuning to Water gives some healing from {{Trait|Healing Ripple}} and {{Trait|Soothing Mist}}. | ||
+ | * {{Skill|Tidal Surge}} heals a bit. | ||
* You can create a water field with {{Skill|Water Globe}} and then blast it with {{Skill|Phoenix}} or {{Skill|Sand Squall}} for area healing. | * You can create a water field with {{Skill|Water Globe}} and then blast it with {{Skill|Phoenix}} or {{Skill|Sand Squall}} for area healing. | ||
* {{Skill|Phoenix}} cleanses a condition. | * {{Skill|Phoenix}} cleanses a condition. | ||
− | * You can run {{Skill|Ether Renewal}} | + | * You can run {{Skill|Ether Renewal}} against enemies with several conditions. |
* {{Skill|Glyph of Elementals}}, used in {{Skill|Water Attunement}}, creates an elemental with strong healing and condition cleanse on a short cooldown. | * {{Skill|Glyph of Elementals}}, used in {{Skill|Water Attunement}}, creates an elemental with strong healing and condition cleanse on a short cooldown. | ||
+ | * {{Skill|Glyph of Elemental Harmony}} in Water gives you regeneration. | ||
* If you need healing really badly, you can run away and {{Skill|Overload Water}}. | * If you need healing really badly, you can run away and {{Skill|Overload Water}}. | ||
Revision as of 21:02, 4 April 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 with good area damage by spamming
thanks to . It also provides some boons through aura generation.
Template Code
Skill Bar
Weapon Variants
- Scepter is recommended because this build spends a lot of time casting , and scepter's air skills can be casted during the channel.
- Dagger (mainhand) - more mobility and AoE, less blast finishers, less range.
- Dagger (offhand) - higher mobility, lower DPS
- Staff - use in zergs for ranged area damage, see Build:Tempest - Staff Tempest
Skill Variants
Healing
- - 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
- Never use the active of Fire Signet, you only want it for the precision buff. If you already have 100% crit chance, use a different skill.
- Feel the Burn provides decent damage and boons, but can be replaced by for stronger single target burst.
- Arcane Wave provides strong AoE burst damage, and can be replaced by for more 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.
- - breaks stun and blocks attacks.
- - very useful for Scepter to fill spaces between cooldowns.
Elites
- - gives you a very strong pet.
- - great against certain enemies with oneshot attacks.
Specializations
- Variants
- - if there are no nearby allies for to share the auras from .
- - if nearby allies are already providing fury.
- - AoE stunbreak but less auras.
Arcane
Arcane can replace Water for less damage but more sustain.
- 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:
- - can be considered if running more than one Arcane skill but you will lose the quality of life of Evasive Arcana.
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 . Combine it with crit food such as and Fury for 100% crit chance and high damage, and you no longer need to slot .
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
Fresh Air
resets the cooldown of every time the elementalist crits while attuned to a different attunement. This includes resetting the cooldown of . Thus, the build just keeps going into Air Attunement continually triggering , the extra ferocity from Fresh Air, and the extra damage from .
You should try to use your damage skills while under the effects of these buffs.
Damage
The build is extremely simple and revolves around spamming
over and over, casting your Arcane skills / and/or (in air attunement) in between, and other filler skills:Scepter
In Fire, use
+ + for blast finishers in the fire field.In Water, use
.In Air, use
. Spam + whenever ready.In Earth, use
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
, , .
Fiery Greatsword
If taking
, use it right before Overload Air, overload, swap attunement, then cast and while going back to Air, then drop the sword and continue with your normal skills.
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.
- Consider to block dangerous attacks that you struggle to dodge.
- 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)
- (Dagger)
- (from Ice Elemental)
- (from Air Elemental)
Ratings
Comments
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