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Difference between revisions of "Tempest - Condi Tempest"

(typos)
Line 30: Line 30:
 
|elite = Glyph of Elementals
 
|elite = Glyph of Elementals
 
}}
 
}}
 
 
==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 crowd 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}} for projectile reflection, {{Tooltip|Protection}}, 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.
 
  
  
Line 62: Line 36:
 
{{Specialization|Earth|mid|top|mid}}
 
{{Specialization|Earth|mid|top|mid}}
 
{{Specialization|Tempest|bot|mid|top}}
 
{{Specialization|Tempest|bot|mid|top}}
;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.
 
  
  
Line 91: Line 55:
 
| 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}}
 
  
  
Line 107: Line 60:
 
Prioritize ascended food over everything else; steak (power) and flatbread (conditions). Using cheap/budget food is perfectly acceptable in open world.
 
Prioritize ascended food over everything else; steak (power) and flatbread (conditions). Using cheap/budget food is perfectly acceptable in open world.
  
'''Damage'''
+
;Damage
 
 
 
For damage, run {{Food|Koi Cake}} and {{Utility|Toxic Focusing Crystal}}. Budget options are {{Food|Super Veggie Pizza}} with {{Utility|Tuning Icicle}}. Run {{Utility|Corsair Tuning Crystal}} if running high toughness builds.
 
For damage, run {{Food|Koi Cake}} and {{Utility|Toxic Focusing Crystal}}. Budget options are {{Food|Super Veggie Pizza}} with {{Utility|Tuning Icicle}}. Run {{Utility|Corsair Tuning Crystal}} if running high toughness builds.
  
'''Defense'''
+
;Defense
 
 
 
Use {{Food|Bowl of Orrian Truffle and Meat Stew}} for more dodges.  
 
Use {{Food|Bowl of Orrian Truffle and Meat Stew}} for more dodges.  
  
'''Farming'''
+
;Farming
 
 
 
Run {{Food|Peppermint Omnomberry Bar}} and {{Utility|Sharpening Skull}} (or its other variants) when trying to maximize gold per hour.
 
Run {{Food|Peppermint Omnomberry Bar}} and {{Utility|Sharpening Skull}} (or its other variants) when trying to maximize gold per hour.
  
  
 
==Usage==
 
==Usage==
===Damage===
+
====Damage====
 
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 for damage, or in Air for {{Tooltip|Vulnerability}}.
 
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 for damage, or in Air for {{Tooltip|Vulnerability}}.
  
====Dagger+Warhorn====
+
;Dagger+Warhorn
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.
+
* 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.
 
+
* In water, use {{Skill|Frozen Burst}} when you need a blast finisher (more about finishers below).
In water, use {{Skill|Frozen Burst}} when you need a blast finisher (more about finishers below).
+
* In Air, use {{Skill|Lightning Orb}} and {{Skill|Convergence}}. {{Skill|Cyclone}} can be used for damage if you won't need the CC.
 
+
* 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.
In Air, use {{Skill|Lightning Orb}} and {{Skill|Convergence}}. {{Skill|Cyclone}} can be used for damage if you won't need the CC.
 
 
 
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.
 
 
 
====Scepter+Warhorn====
 
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.
 
 
 
In Water, use {{Skill|Shatterstone}}.
 
 
 
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.
 
  
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.
+
;Scepter+Warhorn
 +
* 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.
 +
* In Water, use {{Skill|Shatterstone}}.
 +
* 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.
 +
* 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.
  
  
===Finishers===
+
====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.
 
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 {{Skill|Wildfire}}: use a blast finisher like {{Skill|Frozen Burst}} to generate AoE 3 stacks of {{tooltip|Might}} for 20 seconds.
 
* Fire fields like {{Skill|Wildfire}}: use a blast finisher like {{Skill|Frozen Burst}} to generate AoE 3 stacks of {{tooltip|Might}} for 20 seconds.
Line 153: Line 97:
  
  
=== Elementals ===
+
====Elementals====
 
Elementals are really good allies in any open world elementalist build. Their only downside is that they die when you mount up.
 
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
 
{{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.
 
{{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.
 
* 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 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.
Line 162: Line 107:
 
* The Lesser Earth Elemental deals low damage, inflicts {{Tooltip|Weakness}}, and is very tanky.
 
* The Lesser Earth Elemental deals low damage, inflicts {{Tooltip|Weakness}}, and is very tanky.
  
====Glyph of Elementals====
+
;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.
 
{{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 Fire Elemental can be commanded to deal damage and {{Tooltip|Burning}} in an AoE.
Line 170: Line 115:
  
  
===Defense===
+
====Defense====
 
* The best defense is always to dodge or sidestep attacks. Both {{Skill|Burning Speed}} and {{Skill|Earthen Rush}} evade attacks while casting.
 
* 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.
 
* 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.
Line 183: Line 128:
  
  
===Sustain===
+
====Sustain====
 
You have some sustain in {{Skill|Water Attunement}}  
 
You have some sustain in {{Skill|Water Attunement}}  
 
* {{Skill|Overload Water}} heals, cleanses conditions, and applies {{Tooltip|Regeneration}}.
 
* {{Skill|Overload Water}} heals, cleanses conditions, and applies {{Tooltip|Regeneration}}.
Line 191: Line 136:
  
  
===Crowd Control===
+
====Crowd Control====
 
* {{Skill|Cyclone}}
 
* {{Skill|Cyclone}}
 
* {{Skill|Tidal Surge}}
 
* {{Skill|Tidal Surge}}
Line 200: Line 145:
 
* 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}}.
 
* 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}}.
 
* You also have a lot of soft crowd control such as {{Skill|Overload Earth}} or {{Skill|Earthen Rush}}.
 +
 +
==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 crowd control.
 +
* Staff - Long ranged AoE option with high healing but reduced boon support.
 +
 +
 +
====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}} for projectile reflection, {{Tooltip|Protection}}, 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.
 +
 +
 +
====Trait Variants====
 +
* {{Trait|Gale Song}} - passive defensive stunbreak; very valuable in groups.
 +
 +
;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.
 +
 +
 +
====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 excel at anything but improves versatility. Also Improves supportive capabilities by increasing healing and boon duration.
 +
* {{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 01:26, 8 September 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 September 08, 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


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.
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



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 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 Earth 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.
  • If using Scepter, Phoenix cleanses 1 condition.
  • 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.
  • 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.

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 crowd control.
  • Staff - Long ranged AoE option with high healing but reduced boon support.


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 for projectile reflection, Protection Protection, 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.


Trait Variants

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


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 excel at anything but improves versatility. Also Improves supportive capabilities by increasing healing and boon duration.
  • Sigil of Energy - drastic increase to defense, replace Sigil of Superior Sigil of Bursting


Video Examples

Scepter Tempest vs Chak Lobber


Ratings

This build has a rating of 5 stars based on 1 votes.
Log in or register to rate this build.
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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