Difference between revisions of "Tempest - Fresh Air"
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(Expanding the build. After further testing, I really can't recommend Arcane, it's always worse; and the lesser elementals are quite nice) |
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==Overview== | ==Overview== | ||
− | Fresh Air Tempest is a power-based tempest build that excels in doing AoE damage by spamming {{Skill|Overload Air}} over and over thanks to {{Trait|Fresh Air}}. Through several traits, it also provides AoE Auras to support itself and nearby allies. | + | Fresh Air Tempest is a power-based tempest build that excels in doing AoE damage by spamming {{Skill|Overload Air}} over and over again thanks to {{Trait|Fresh Air}}. Through several traits, it also provides AoE Auras to support itself and nearby allies. This build has permanent {{Tooltip|Fury}} and {{Tooltip|Swiftness}}. |
+ | |||
==Template Code== | ==Template Code== | ||
{{TemplateCode|code = [&DQYRLikpMBsXARcBwxLDEvYA9gDLAMsAJgCZEgAAAAAAAAAAAAAAAAAAAAA=]}} | {{TemplateCode|code = [&DQYRLikpMBsXARcBwxLDEvYA9gDLAMsAJgCZEgAAAAAAAAAAAAAAAAAAAAA=]}} | ||
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==Skill Bar== | ==Skill Bar== | ||
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|healing = Glyph of Elemental Harmony | |healing = Glyph of Elemental Harmony | ||
|utility1 = "Feel the Burn!" | |utility1 = "Feel the Burn!" | ||
− | |utility2 = | + | |utility2 = Glyph of Lesser Elementals |
|utility3 = Signet of Fire | |utility3 = Signet of Fire | ||
|elite = Glyph of Elementals | |elite = Glyph of Elementals | ||
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===Weapon Variants=== | ===Weapon Variants=== | ||
− | * Scepter is | + | You can use a variety of weapons with this build: |
+ | * Scepter is good because this build spends a lot of time casting {{Skill|Overload Air}}, and scepter's Air skills have no casting time so they can be casted during that channel. | ||
* Dagger (mainhand) - more mobility, less blast finishers, less range, AoE auto attack in Air. | * Dagger (mainhand) - more mobility, less blast finishers, less range, AoE auto attack in Air. | ||
* Staff - more AoE, lower dps, higher range. | * Staff - more AoE, lower dps, higher range. | ||
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===Skill Variants=== | ===Skill Variants=== | ||
+ | Let's explain why we recommened these skills, and alternatives you can consider: | ||
====Healing==== | ====Healing==== | ||
− | {{Skill|Glyph of Elemental Harmony}} is a great burst heal. | + | {{Skill|Glyph of Elemental Harmony}} is a great burst heal and povides a boon. |
− | * {{Skill|Arcane Brilliance}} - the strongest heal if there are enemies in range, plus a blast finisher, but | + | * {{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 heal and also cleanses 1 condition. | |
− | * {{Skill|"Wash the Pain Away!"}} - | + | * {{Skill|Ether Renewal}} - very situational heal that removes up to 8 conditions throughout its long channeling time. |
− | * {{Skill|Ether Renewal}} - removes up to 8 conditions | ||
− | |||
====Utilities==== | ====Utilities==== | ||
{{Skill|Signet of Fire}} is only here for the precision buff, so never cast it. If you already have 100% crit chance, equip a different skill.<br> | {{Skill|Signet of Fire}} is only here for the precision buff, so never cast it. If you already have 100% crit chance, equip a different skill.<br> | ||
− | {{skill|"Feel the Burn!"}} has low | + | {{skill|"Feel the Burn!"}} has low cooldown, decent damage, and provides Fire Aura for great synergy with the rest of the build.<br> |
− | + | {{Skill|Glyph of Lesser Elementals}} - this is an excellent skill, with the only downside being that elementals die when you mount up. Check the Elementals section below. | |
− | |||
* {{Skill|Glyph of Storms}} - AoE damage over time. | * {{Skill|Glyph of Storms}} - AoE damage over time. | ||
− | * {{Skill|"Flash-Freeze!"}} - area Frost Aura for more boons and damage reduction, and to chill enemies. | + | * {{Skill|"Flash-Freeze!"}} - area {{Tooltip|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|"Aftershock!"}} - area {{Tooltip|Magnetic Aura}} for more boons and projectile reflection, and to impair enemies. |
* {{Skill|Lightning Flash}} - for mobility. | * {{Skill|Lightning Flash}} - for mobility. | ||
− | |||
* {{Skill|Arcane Blast}} strong single target burst damage, but quickly falls off. | * {{Skill|Arcane Blast}} strong single target burst damage, but quickly falls off. | ||
* {{Skill|Arcane Wave}} strong AoE burst damage, but quickly falls off. | * {{Skill|Arcane Wave}} strong AoE burst damage, but quickly falls off. | ||
+ | * Your overloads break stun when cast, but if you want a dedicated stun break you can use {{Skill|Arcane Shield}}, which also blocks 3 attacks. It has a long cooldown, if more frenquent stun breaks are preferred over the block, try {{Skill|Signet of Air}} or {{Skill|Glyph of Elemental Power}}. | ||
+ | |||
====Elites==== | ====Elites==== | ||
− | {{Skill|Glyph of Elementals}} | + | {{Skill|Glyph of Elementals}} is simply the best elite for solo play. Cast it on Fire for damage, on Earth for defense, on Water for an excellent middle ground between defense and offense and healing, or on Air for a {{Tooltip|Stun}}. |
− | * {{Skill|Conjure Fiery Greatsword}} - more damage | + | * {{Skill|Conjure Fiery Greatsword}} - consider this when you're playing in a group and don't need the utility of the elemental. It offers more burst damage with skills 4 and 5. |
− | * {{Skill|"Rebound!"}} - | + | * {{Skill|"Rebound!"}} - very situational skill that can be considered against certain bosses with oneshot attacks. |
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{{Specialization|Water|mid|bot|mid}} | {{Specialization|Water|mid|bot|mid}} | ||
{{Specialization|Tempest|bot|mid|top}} | {{Specialization|Tempest|bot|mid|top}} | ||
− | + | ||
− | * {{Trait|Soothing Power}} - if there are no nearby allies for {{Trait|Powerful Aura}} to share any aura. | + | ;Variants |
+ | * {{Trait|Soothing Power}} - if there are no nearby allies nor elementals for {{Trait|Powerful Aura}} to share any aura. | ||
* {{Trait|Ferocious Winds}} - if nearby allies are already providing fury. | * {{Trait|Ferocious Winds}} - if nearby allies are already providing fury. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
==Equipment== | ==Equipment== | ||
− | :Ascended gear and stat infusions are not required; you can use exotic gear with the same stats. This set uses the same gear as | + | :Ascended gear and stat infusions are not required; you can use exotic gear with the same stats. This set uses the same gear as power elementalist builds for strikes, raids, and fractals, making it a good investment for general PvE. |
{{PvE equipment | {{PvE equipment | ||
| stats = Berserker | | stats = Berserker | ||
Line 99: | Line 90: | ||
| infusion2-qt = 1 | | infusion2-qt = 1 | ||
}} | }} | ||
− | * This setup relies on {{ | + | * This setup relies on {{Skill|Signet of Fire}} and precision food like {{Food|Plate of Truffle Steak}} to reach 99,99% critical chance. |
− | + | ;Budget | |
− | * {{Rune|Superior Rune of | + | * {{Rune|Superior Rune of Strength}} - budget option while working to get Scholar. |
* {{Rune|Superior Rune of the Pack}} - less damage, more boons. | * {{Rune|Superior Rune of the Pack}} - less damage, more boons. | ||
− | + | ;Defense | |
− | * {{Tooltip|Marauder | + | * {{Tooltip|Marauder}} - can be mixed with other sets to increase defense. |
− | * | + | * {{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. | ||
===Gear Variants=== | ===Gear Variants=== | ||
− | If you | + | If open world and story content is your main game mode, you should really consider investing into a gear set tailored for it. This gear set is obviously worse for strikes, raids, and fractals, but is infinitely better for open world and story. |
{{PvE equipment | {{PvE equipment | ||
| stats = Marauder | | stats = Marauder | ||
Line 131: | Line 122: | ||
<!-- Custom stats --> | <!-- Custom stats --> | ||
| head = | | head = | ||
− | | shoulders = | + | | shoulders = |
| chest = | | chest = | ||
− | | hands = | + | | hands = |
− | | legs = | + | | legs = Dragon |
− | | feet = | + | | feet = |
| backpiece = | | backpiece = | ||
− | | accessory1 = | + | | accessory1 = |
| accessory2 = | | accessory2 = | ||
− | | amulet = | + | | amulet = Dragon |
− | | ring1 = | + | | ring1 = Dragon |
− | | ring2 = | + | | ring2 = Dragon |
− | | weapon1-stats = | + | | weapon1-stats = |
| weapon2-stats = | | weapon2-stats = | ||
| weapon3-stats = | | weapon3-stats = | ||
| weapon4-stats = | | weapon4-stats = | ||
}} | }} | ||
− | * This gear set has about 54% more health and reaches 100% | + | * This gear set has about 54% more health and reaches 100% critical chance without {{Skill|Signet of Fire}}, freeing up that utility slot for another skill. |
− | * For ease of gearing at a very minor dps loss, you can just use full Marauder. | + | ** You should always use {{Food|Slice of Candied Dragon Roll}} to reach 100% critical chance and some life steal. This food is very cheap, use it always in open world with this build. |
+ | * For ease of gearing at a very minor dps loss, you can just use full {{Tooltip|Marauder}}. | ||
==Consumables== | ==Consumables== | ||
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 | |
− | {{Food|Plate of Truffle Steak}} | + | The build is optimised around precision buff. The best food is {{Food|Plate of Truffle Steak}} but for open world you should use the budget option {{Food|Slice of Candied Dragon Roll}} / {{Food|Scoop of Mintberry Swirl Ice Cream}}. For utility, {{Utility|Superior Sharpening Stone}} offers the highest damage, and has good budget options in {{Utility|Hardened Sharpening Stone}}. |
− | |||
− | |||
− | |||
− | + | ;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. | ||
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==Usage== | ==Usage== | ||
===Overload Air=== | ===Overload Air=== | ||
− | {{Trait|Fresh Air}} resets the cooldown of {{Skill|Air Attunement}} every time you | + | {{Trait|Fresh Air}} resets the cooldown of {{Skill|Air Attunement}} every time you critically hit while attuned to a different attunement. This includes resetting the cooldown of {{Skill|Overload Air}}. Thus, the build just keeps spamming Overload Air over and over again, continually triggering {{Trait|Electric Discharge}}, the extra ferocity from Fresh Air, and the extra damage from {{Trait|Transcendent Tempest}}. Never delay Overload Air. |
+ | |||
===Damage=== | ===Damage=== | ||
The build is extremely simple and revolves around spamming {{Skill|Overload Air}} while filling the gaps with weapon and utility skills. | The build is extremely simple and revolves around spamming {{Skill|Overload Air}} while filling the gaps with weapon and utility skills. | ||
− | ====Scepter==== | + | |
− | In Fire, use {{Skill|Wildfire}} + {{Skill|Phoenix}} + {{Skill|Dragon's Tooth}} | + | ====Scepter+Warhorn==== |
+ | In Fire, use {{Skill|Wildfire}} + {{Skill|Phoenix}} + {{Skill|Dragon's Tooth}}. Phoenix and Dragon's Tooth are blast finishers (more about this below). Consider casting {{Skill|Heat Sync}} for boons. | ||
In Water, use {{Skill|Shatterstone}}. | In Water, use {{Skill|Shatterstone}}. | ||
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In Air, use {{Skill|Lightning Orb}}. Spam {{Skill|Lightning Strike}} off cooldown. {{Skill|Cyclone}} can be used for damage if CC is not needed. | In Air, use {{Skill|Lightning Orb}}. Spam {{Skill|Lightning Strike}} off cooldown. {{Skill|Cyclone}} can be used for damage if CC is not needed. | ||
− | In Earth, use {{Skill|Dust Storm}}. Consider casting {{Skill|Rock Barrier}} for free extra toughness. | + | In Earth, use {{Skill|Dust Storm}}. Consider casting {{Skill|Rock Barrier}} for free extra toughness (never use Rock Barrier in raids). Consider casting {{Skill|Sand Squall}} for boons. |
− | |||
− | |||
− | In water, use {{Skill|Frozen Burst}} | + | ====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). Consider casting {{Skill|Heat Sync}} for boons. | ||
+ | |||
+ | In water, use {{Skill|Frozen Burst}}. This is a blast finisher. | ||
In Air, use {{Skill|Lightning Orb}} and {{Skill|Convergence}}. Air also has the strongest auto attack. | 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}}. | + | In Earth, use {{Skill|Dust Storm}}, {{Skill|Earthen Rush}}, {{Skill|Ring of Earth}}. Consider casting {{Skill|Sand Squall}} for boons. |
+ | |||
====Staff==== | ====Staff==== | ||
In Fire, use {{Skill|Lava Font}} + {{Skill|Flame Burst}} + {{Skill|Meteor Shower}} (you can leave Fire during the casting of Meter Shower). {{Skill|Burning Retreat}} evades and distances you from your enemy. | In Fire, use {{Skill|Lava Font}} + {{Skill|Flame Burst}} + {{Skill|Meteor Shower}} (you can leave Fire during the casting of Meter Shower). {{Skill|Burning Retreat}} evades and distances you from your enemy. | ||
− | In water, use {{Skill|Ice Spike}} | + | In water, use {{Skill|Ice Spike}}, this is a blast finisher. Remember Healing Rain cleanses conditions. |
+ | |||
+ | In Air, use {{Skill|Lightning Surge}} then auto attack until you can Overload. | ||
+ | |||
+ | In Earth, use {{Skill|Eruption}} and {{Skill|Shock Wave}}. Eruption is a blast finisher. | ||
+ | |||
+ | |||
+ | ===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 {{Skill|Wildfire}}: use a blast finisher like {{Skill|Phoenix}} to generate AoE {{tooltip|Might}}, 3 stacks for 20 seconds. | ||
+ | * Water fields like {{Skill|Water Globe}}: use a blast finisher like {{Skill|Sand Squall}} to create AoE 1320 healing. | ||
+ | You can also use combo fields to generate auras. | ||
+ | * Fire field + leap finisher = {{Tooltip|Fire Aura}} | ||
+ | * Frost field + blast finisher = {{Tooltip|Frost Aura}} | ||
+ | If you want to know more about combos, check [https://wiki.guildwars2.com/wiki/Combo 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==== | ||
+ | {{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 AoE damage, and attacks from melee range. It has the highest AoE damage of all Lesser Elementals. | ||
+ | * The Lesser Ice Elemental deals very low damage and inflicts a lot of {{Tooltip|Chill}} (80-90% uptime) through an ice combo field. | ||
+ | * The Lesser Air Elemental deals great single target damage and generates {{Tooltip|Swiftness}}. It has the highest singe target dps of all Lesser Elementals. | ||
+ | * The Lesser Earth Elemental deals low damage, inflicts {{Tooltip|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 burn 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 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. | ||
− | |||
− | + | ===Fiery Greatsword=== | |
− | + | If taking {{Skill|Conjure Fiery Greatsword}}, use it right as you attune to Air. Cast {{Skill|Firestorm}} and {{Skill|Fiery Rush}} then drop it and Overload Air while casting {{Skill|Lightning Strike}}. If using dagger or staff, you cannot use skills during the Overload so you can keep the greatsword until the chanelling finishes and drop it when leaving Air to benefit longer from the extra power. | |
− | If taking {{Skill|Conjure Fiery Greatsword}}, use it right as you attune to Air. Cast {{Skill|Firestorm}} and {{Skill|Fiery Rush}} then Overload Air | ||
===Defense=== | ===Defense=== | ||
− | * The best defense is always to dodge or sidestep attacks. You have permanent | + | * The best defense is always to dodge or sidestep attacks. You have permanent {{Tooltip|Swiftness}} so you can run around enemies while they die to your AoEs. |
− | * {{Skill|Glyph of Elementals}}, | + | * {{Skill|Glyph of Elementals}} is great for defense, as the elemental will often draw aggro away from you. The earth elemental is quite tanky. |
* {{Skill|Arcane Shield}} blocks 3 attacks. | * {{Skill|Arcane Shield}} blocks 3 attacks. | ||
* Starting an overload gives you stability thanks to {{Trait|Harmonious Conduit}}. | * Starting an overload gives you stability thanks to {{Trait|Harmonious Conduit}}. |
Revision as of 18:49, 4 August 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 that excels in doing AoE damage by spamming Fury and Swiftness.
over and over again thanks to . Through several traits, it also provides AoE Auras to support itself and nearby allies. This build has permanent
Template Code
Skill Bar
Weapon Variants
You can use a variety of weapons with this build:
- Scepter is good because this build spends a lot of time casting , and scepter's Air skills have no casting time so they can be casted during that channel.
- Dagger (mainhand) - more mobility, less blast finishers, less range, AoE auto attack in Air.
- Staff - more AoE, lower dps, higher range.
Skill Variants
Let's explain why we recommened these skills, and alternatives you can consider:
Healing
is a great burst heal and povides a boon.
- - the strongest heal if there are enemies in range, plus a blast finisher, but very weak healing if there are no nearby enemies.
- - weak heal, but heals in an AoE heal and also cleanses 1 condition.
- - very situational heal that removes up to 8 conditions throughout its long channeling time.
Utilities
has low cooldown, decent damage, and provides Fire Aura for great synergy with the rest of the build.
- this is an excellent skill, with the only downside being that elementals die when you mount up. Check the Elementals section below.
- - AoE damage over time.
- 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. - area
- - for mobility.
- strong single target burst damage, but quickly falls off.
- strong AoE burst damage, but quickly falls off.
- 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, if more frenquent stun breaks are preferred over the block, try or .
Elites
Stun.
is simply the best elite for solo play. Cast it on Fire for damage, on Earth for defense, on Water for an excellent middle ground between defense and offense and healing, or on Air for a- - consider this when you're playing in a group and don't need the utility of the elemental. It offers more burst damage with skills 4 and 5.
- - very situational skill that can be considered against certain bosses with oneshot attacks.
Specializations
- Variants
- - if there are no nearby allies nor elementals for to share any aura.
- - if nearby allies are already providing fury.
Equipment
- Ascended gear and stat infusions are not required; you can use exotic gear with the same stats. This set uses the same gear as power elementalist builds for strikes, raids, and fractals, making it a good investment for general PvE.
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
x6
x17
x1
- This setup relies on and precision food like to reach 99,99% critical chance.
- Budget
- - budget option while working to get Scholar.
- - less damage, more boons.
- Defense
- Marauder - can be mixed with other sets to increase defense.
- - defense.
- , - defensive sigils.
Gear Variants
If open world and story content is your main game mode, you should really consider investing into a gear set tailored for it. This gear set is obviously worse for strikes, raids, and fractals, but is infinitely better for open world and story.
Marauder
Marauder
Marauder
Marauder
Dragon
Marauder
Marauder
Marauder
Marauder
Dragon
Dragon
Dragon
Marauder
Marauder
x6
- This gear set has about 54% more health and reaches 100% critical chance without
- You should always use to reach 100% critical chance and some life steal. This food is very cheap, use it always in open world with this build.
, freeing up that utility slot for another skill.
- For ease of gearing at a very minor dps loss, you can just use full Marauder.
Consumables
Prioritize ascended food over everything else; steak (power) and flatbread (conditions). Using cheap/budget food is perfectly acceptable in open world.
- Damage
The build is optimised around precision buff. The best food is but for open world you should use the budget option / . For utility, offers the highest damage, and has good budget options in .
- Farming
Run and (or its other variants) when trying to maximize gold per hour.
Usage
Overload Air
resets the cooldown of every time you critically hit while attuned to a different attunement. This includes resetting the cooldown of . Thus, the build just keeps spamming Overload Air over and over again, continually triggering , the extra ferocity from Fresh Air, and the extra damage from . Never delay Overload Air.
Damage
The build is extremely simple and revolves around spamming
while filling the gaps with weapon and utility skills.Scepter+Warhorn
In Fire, use
+ + . Phoenix and Dragon's Tooth are blast finishers (more about this below). Consider casting for boons.In Water, use
.In Air, use
. Spam off cooldown. can be used for damage if CC is not needed.In Earth, use
. Consider casting for free extra toughness (never use Rock Barrier in raids). Consider casting for boons.Dagger+Warhorn
In Fire, use
+ + (you can leave Fire during the casting of Drake's Breath). Consider casting for boons.In water, use
. This is a blast finisher.In Air, use
and . Air also has the strongest auto attack.In Earth, use
, , . Consider casting for boons.Staff
In Fire, use
+ + (you can leave Fire during the casting of Meter Shower). evades and distances you from your enemy.In water, use
, this is a blast finisher. Remember Healing Rain cleanses conditions.In Air, use
then auto attack until you can Overload.In Earth, use
and . Eruption is a blast finisher.
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, 3 stacks for 20 seconds. : use a blast finisher like to generate AoE
- 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
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
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 AoE damage, and attacks from melee range. 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 singe target dps of all Lesser Elementals.
- 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 burn 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 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.
Fiery Greatsword
If taking
, use it right as you attune to Air. Cast and then drop it and Overload Air while casting . If using dagger or staff, you cannot use skills during the Overload so you can keep the greatsword until the chanelling finishes and drop it when leaving Air to benefit longer from the extra power.
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.
- is great for defense, as the elemental will often draw aggro away from you. The earth elemental is quite tanky.
- blocks 3 attacks.
- 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)
- (from Ice Elemental)
- (from Air Elemental)
- (staff only)
- and (staff only, only work if an enemy walks crossed the edge of the skill, has no effect on targets that don't cross it.)
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