Tempest - Fresh Air
Overview
A Power Tempest build for open world. This build has very high AoE damage plus somme boon generation for self and allies, most notably Might and Fury. Cast to fry your enemies with a nimbus of lightning, then do it over and over again thanks to refreshing its cooldown.
With the trait Alacrity to allies.
, the build can also sacrifice damage to provide
Template Code
Skill Bar
Weapon Variants
Scepter+ Warhorn are your best weapons, providing the highest damage and some utility. We don't suggest you use any different weapon.
Skill Variants
Healing
provides strong burst heal and a boon based on attunement. Other alternatives are:
- - potentially the strongest heal if there are 5 enemies in range, plus a blast finisher, but very weak healing if there are no nearby enemies.
- - weak heal, but heals in an AoE and also cleanses 1 condition.
- - very situational heal that removes up to 8 conditions throughout its long channelling time.
Utilities
Marauder gear, equip a different skill.
has low cooldown, decent damage, and provides Might.
combines damage, defense, and crowd control. Provides Magnetic Aura to reflect projectiles.
Other alternatives are:
- blind trash mobs. provides AoE damage in fire and air, while on earth it will
- - spawn a small elemental army that dies when you mount up, good for fighting strong bosses.
- - additional condition cleanse.
- - for mobility.
- Your overloads break stun when cast, but if you want a dedicated stun break you can use Stability. , which also blocks 3 attacks, or for invulnerability, or for
Elites
Knockback, on Air for a Stun, or on Earth for defense.
is simply the best elite for solo play. Cast it on Fire for damage, on Water for support, healing and- - very situational skill that can be considered against certain bosses with oneshot attacks.
Specializations
- Variants
- Stability from may cause you to be interrupted while using an Overload, so be careful about that. - sacrifices defense for extra damage. The loss of
- Alacrity. You can technically provide permanent alacrity with only the bonus concentration of , but this isn't realistic in real fights. This trait works best if you can acquire more concentration from food or gear like Diviner. - useful in groups to provide allies with
Equipment
This build uses the same gear as power weaver and power catalyst for ease of gearing.
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
x6
- is almost identical to . Either can be used.
- You can use to trade a minor amount of damage for sustain, to start combat with boons, or for a little extra defense.
- Equip the highest tier Jade Core you can afford.
- In open world, you can consider using full Marauder gear instead of Berserker to sacrifice a small amount of damage for a massive health increase. If doing so, switch your runes to . The amulet can be Dragon. With this gear set you no longer need and can use another damage or utility skill instead.
Consumables
Budget consumables are acceptable for use in open world.
DPS
- Prioritize Steak Ascended food.
- /
- /
Defense
Farming
- Prioritize Steak Ascended food.
- /
- (and variants)
Usage
Overloads
Overloads are the profession mechanic of the tempest. After attuning to an element, remain in it for a few seconds to achieve Singularity, allowing you to press the attunement key again to Overload that attunement and cast a powerful skill but place the attunement on a long recharge.
In this skill, you will focus on
.Damage
resets the cooldown of every time you critically strike while attuned to a different attunement. This includes resetting the cooldown of . Thus, the idea behind the build is to use Overload Air, attune to another element and maybe use some skills of that element, and then return to Air, triggering , the extra ferocity from Fresh Air, and the extra damage from .
Your goal is to spam Might. Since creates a fire field, you can use combo finishers to provide yourself and nearby allies with even more might (See: Guide:What are Combo Fields).
for damage. If you are playing alone, you can also for damage andAfter Overloading, attune to another element, cast 1 or 2 skills then return to Air since
has recharged it.- Opener
Against bosses and other strong enemies, try to follow this opener:
- and
- fill the gap with one auto attack
- ⇒
- +
- and
- + until
- If playing in a group giving you Might, skip and just return to Air quickly.
- has no cast time nor animation, use it while casting other skills or overload.
- Use off cooldown.
- If using high damage skills like or , use them when you attune back to Air because you will be under all these damage modifiers: , , and .
- You will activate with Overloads, , , and .
Auras
Auras provide useful bennefits to yourself. If needed, they can be shared to nearby allies by using the trait
and even provide boons with . You have several skills that produce auras, including your overloads thanks to :- Fire Aura: , .
- Frost Aura: , .
- Shocking Aura: .
- Magnetic Aura: , , .
Elementals
Elementals are really good allies in any open world elementalist build. Their only downside is that they die when you mount up. Consider summoning a few elementals before fighting bosses or other tough enemies.
Glyph of Lesser Elementals
summons one elemental for 2 minutes. If you cast it off cooldown, you can have 3 elementals alive most of the time.
- The Lesser Fire Elemental deals good melee range AoE strike damage and Burning, and provides 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 (80-90% uptime) through an ice combo field.
- The Lesser Air Elemental deals great single target damage and generates Swiftness. It has the second best damage behind Fire, but it's single target.
- 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 Burning in an AoE.
- The Ice Elemental can be commanded to deal damage in an AoE, while healing nearby allies by 6401, knocking 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.
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. You cannot dodge while doing an Overload or you will cancel it, but you can use that swiftness to get out of the way of telegraphed attacks.
- is great for defense, as the elemental will often draw aggro away from you. The earth elemental is quite tanky.
- You get Stability when you overload thanks to .
- You get Protection when you overload thanks to , from (which also extends existing boons) and from when cast in Earth.
- You can increase your toughness with .
- Magnetic Aura from or + reflects projectiles.
- can be used in emergencies to cleanse 5 conditions and heal you a little. However, you will lack sustain as you'll lose access to due to the increased cooldown of Water after overloading.
- crippled and immobilize. It also gives you stability at the start, and the lingering storm provides protection. is great for chipping away at breakbars with its
- Attune to periodically to refresh and heal yourself with . You also heal yourself with and
- Dodging attacks will also heal you thanks to .
- Blind trash mobs with , or .
Crowd Control
Ratings
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