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Tempest - Condi Tempest

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 June 28, 2023 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

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Skill Bar

Scepter/Warhorn
Utility

Weapon Variants

  • Dagger (main-hand) - Short range option with evasive dashes.
  • Dagger (off-hand) - 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.

Specializations

Trait Variants

Arcane

It is possible run Arcane over Earth for an increase to sustain.

Equipment

  • Ascended gear and stat infusions are not required; you can use exotic gear with the same stats.

A note on gear for Condition Tempest

There are several gear variants for Condition Tempest which are incredibly close in DPS, including variants that use a mixture of Viper Viper and Grieving Grieving gear. We've opted to use full Viper Viper gear as our default set here because it is more flexible and works well for both Tempest and Weaver.

Standard Equipment

  • This set uses gear similar to this build's instanced PVE counterpart and works well for general PVE. Viper offers high 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
Scepter
Viper
Warhorn
Viper
Sigil
Sigil
Rune
x6


  • For budget gear, you can run Dire Dire, Sinister Sinister, or Carrion Carrion with Rune of Balthazar and Sigil of Smoldering

Luxury Gear

Celestial offers much higher defense and utility than Viper while maintaining very high damage (within 85% of Viper's output). The increased defense and utility at such a small cost can make it an excellent luxury set for open world.

Head
Celestial
Shoulders
Celestial
Chest
Celestial
Hands
Celestial
Legs
Celestial
Feet
Celestial
Backpiece
Celestial
Accessory
Celestial
Accessory
Celestial
Amulet
Celestial
Ring
Celestial
Ring
Celestial
Scepter
Celestial
Warhorn
Celestial
Sigil
Sigil
Rune
x6


  • Trailblazer Trailblazer can be used in place of Celestial Celestial, however this will result in a bit of Strike Damage loss which can be problematic in some farm trains such as Istan or Silverwastes. If using Trailblazer, it is often better to run Rune of Superior Rune of the Undead due to the toughness interaction. Due to the low power of trailblazer, it is recommended to keep a power gearset on one of your gear swaps for farming easy, tag-oriented farms.
  • Sigil of Energy offers a massive boost to defense at very little cost. Replaces Sigil of Superior Sigil of Bursting.


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.

For open world play it is perfectly fine to just stay in fire attunement if you wish for a easier more laid back playstyle.

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 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.


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.

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