Difference between revisions of "Tempest - Fresh Air"

(solidifying recommended skills, adding staff as alternative)
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==Overview==
 
==Overview==
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.
+
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.
 
 
  
 
==Template Code==
 
==Template Code==
{{TemplateCode|code = [&DQYpKREuMBsXARcBTgHLAMMSHAHLAFABlwCZEgAAAAAAAAAAAAAAAAAAAAA=]}}
+
{{TemplateCode|code = [&DQYRLikpMBsXARcBwxLDEvYA9gDLAMsAJgCZEgAAAAAAAAAAAAAAAAAAAAA=]}}
 
 
  
 
==Skill Bar==
 
==Skill Bar==
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|weapon2 = warhorn
 
|weapon2 = warhorn
 
|healing = Glyph of Elemental Harmony
 
|healing = Glyph of Elemental Harmony
|utility1 = Arcane Wave
+
|utility1 = "Feel the Burn!"
|utility2 = "Feel the Burn!"
+
|utility2 = Arcane Shield
 
|utility3 = Signet of Fire
 
|utility3 = Signet of Fire
|elite = Conjure Fiery Greatsword
+
|elite = Glyph of Elementals
 
}}
 
}}
  
  
 
===Weapon Variants===
 
===Weapon Variants===
* 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.
+
* Scepter is recommended 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 and AoE, less blast finishers, less range.  
+
* Dagger (mainhand) - more mobility, less blast finishers, less range, AoE auto attack in Air.
* Dagger (offhand) - higher mobility, lower DPS
+
* Staff - more AoE, lower dps, higher range.
* Staff - use in zergs for ranged area damage, see [[Build:Tempest - Staff Tempest]]
 
  
  
 
===Skill Variants===
 
===Skill Variants===
 
====Healing====
 
====Healing====
 +
{{Skill|Glyph of Elemental Harmony}} is a great burst heal.
 
* {{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|Arcane Brilliance}} - the strongest heal if there are enemies in range, plus a blast finisher, but underperforms if there are no nearby enemies.
 
* {{Skill|Signet of Restoration}} - passive sustain.
 
* {{Skill|Signet of Restoration}} - passive sustain.
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====Utilities====
 
====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.
+
{{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>
* Feel the Burn provides decent damage and boons, but can be replaced by {{Skill|Arcane Blast}} for stronger single target burst.
+
{{skill|"Feel the Burn!"}} has low cd, decent dmg, and provides Fire Aura for great synergy with the rest of the build.<br>
* Arcane Wave provides strong AoE burst damage, and can be replaced by {{Skill|Glyph of Storms}} for more damage over time.
+
{{Skill|Arcane Shield}} is your stun break, and 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}}.
 +
* {{Skill|Glyph of Lesser Elementals}} - cast it on Fire for damage, on Earth for defense, and on Water for an excellent middle ground between defense and offense. Don't use it on Air.
 +
* {{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 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 Magnetic Aura for more boons and projectile reflection, and to impair enemies.
 
* {{Skill|Lightning Flash}} - for mobility.
 
* {{Skill|Lightning Flash}} - for mobility.
* {{Skill|Arcane Shield}} - breaks stun and blocks attacks.
+
* {{Skill|Conjure Lightning Hammer}} - good to fill spaces between cooldowns. Use {{Skill|Invoke Lightning}} (skill 4) and auto attacks, and drop it.
* {{Skill|Conjure Lightning Hammer}} - very useful for Scepter to fill spaces between cooldowns.
+
* {{Skill|Arcane Blast}} strong single target burst damage, but quickly falls off.
 
+
* {{Skill|Arcane Wave}} strong AoE burst damage, but quickly falls off.
  
 
====Elites====
 
====Elites====
* {{Skill|Glyph of Elementals}} - gives you a very strong pet.
+
{{Skill|Glyph of Elementals}} - 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 and great burst with skills 4 and 5.
 
* {{Skill|"Rebound!"}} - great against certain enemies with oneshot attacks.
 
* {{Skill|"Rebound!"}} - great against certain enemies with oneshot attacks.
  
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{{Specialization|Tempest|bot|mid|top}}
 
{{Specialization|Tempest|bot|mid|top}}
 
:'''Variants'''
 
:'''Variants'''
* {{Trait|Soothing Power}} - if there are no nearby allies for {{Trait|Powerful Aura}} to share the auras from {{trait|Unstable Conduit}}.
+
* {{Trait|Soothing Power}} - if there are no nearby allies 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.
* {{Trait|Gale Song}} - AoE stunbreak but less auras.
+
* {{Trait|Gale Song}} - AoE stunbreak but less auras. Auras are quite good in this build, so only use this when absolutely necessary.
  
  
 
===Arcane===
 
===Arcane===
Arcane can replace Water for less damage but more sustain.
+
Arcane can replace Water. It offers less damage and less sustain, but makes the build more forgiving through boons and an emergency shield.
{{Specialization|Arcane|bot|bot|top|variant=y}}
+
{{Specialization|Arcane|mid|bot|top|variant=y}}
 +
* {{Trait|Arcane Restoration}} very little sustain, but gives up on {{Tooltip|Vigor}} which synergyses with {{Trait|Evasive Arcana}}.
 
* {{Trait|Evasive Arcana}} casts a spell when dodging:
 
* {{Trait|Evasive Arcana}} casts a spell when dodging:
 
** Dodging in fire burns nearby foes.
 
** Dodging in fire burns nearby foes.
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** Dodging in air blinds trash mobs.
 
** Dodging in air blinds trash mobs.
 
** Dodging in earth cripples and bleeds foes, and does a blast finisher.
 
** 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}}.
+
* 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}}.  
 +
* This provides 54% more health, 20% more crit chance, and only 20% less ferocity.
 +
* With food that boosts precision such as {{Food|Scoop of Mintberry Swirl Ice Cream}} (budget) or {{Food|Plate of Truffle Steak}}, and the permanent {{Tooltip|Fury}} this build provides, this set up reaches 100% crit chance, so you can replace {{Skill|Signet of Fire}} for other skill.
  
 
'''Budget'''
 
'''Budget'''
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==Usage==
 
==Usage==
===Fresh Air===
+
===Overload 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}}.
+
{{Trait|Fresh Air}} resets the cooldown of {{Skill|Air Attunement}} every time you crit while attuned to a different attunement. This includes resetting the cooldown of {{Skill|Overload Air}}. Thus, the build just keeps spamming Overload Air, continually triggering {{Trait|Electric Discharge}}, the extra ferocity from Fresh Air, and the extra damage from {{Trait|Transcendent Tempest}}. Never delay Overload Air.
 
 
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:
+
The build is extremely simple and revolves around spamming {{Skill|Overload Air}} while filling the gaps with weapon and utility skills.
 
====Scepter====
 
====Scepter====
 
In Fire, use {{Skill|Wildfire}} + {{Skill|Phoenix}} + {{Skill|Dragon's Tooth}} for blast finishers in the fire field.
 
In Fire, use {{Skill|Wildfire}} + {{Skill|Phoenix}} + {{Skill|Dragon's Tooth}} for blast finishers in the fire field.
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In Water, use {{Skill|Shatterstone}}.
 
In Water, use {{Skill|Shatterstone}}.
  
In Air, use {{Skill|Lightning Orb}}. Spam {{Skill|Lightning Strike}} + {{Skill|Blinding Flash}} whenever ready.
+
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}}
+
In Earth, use {{Skill|Dust Storm}}. Consider casting {{Skill|Rock Barrier}} for free extra toughness.
 
====Dagger====
 
====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 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 water, use {{Skill|Frozen Burst}} preferably inside a fire field.
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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}}.
 +
====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 water, use {{Skill|Ice Spike}} for its blast finisher. Cast Ice Spike first, then the combo field. Use it with {{Skill|Geyser}} or {{Skill|Healing Rain}} for AoE heal. Use it with {{Skill|Frozen Ground}} for AoE Frost Aura. Remember Healing Rain cleanses conditions.
  
 +
In Air, use {{Skill|Lightning Surge}} then auto attack until your can Overload.
  
 +
In Earth, use {{Skill|Eruption}} and {{Skill|Shock Wave}}. Remember Eruption is a blast finisher.
 
====Fiery Greatsword====
 
====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.
+
If taking {{Skill|Conjure Fiery Greatsword}}, use it right as you attune to Air. Cast {{Skill|Firestorm}} and {{Skill|Fiery Rush}} then Overload Air. If using scepter, drop the greatsword to cast {{Skill|Lightning Strike}}; if using dagger or staff, keep the greatsword until the chanelling finishes and drop it when leaving Air to benefit longer from the extra power.
  
  
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* 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.
 
* 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.
+
* {{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}}.
  
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===Crowd Control===
 
===Crowd Control===
* {{Skill|Shocking Aura}} {{to}} {{Skill|Transmute Lightning}} (Dagger Only)
+
* {{Skill|Shocking Aura}} {{to}} {{Skill|Transmute Lightning}} (dagger only)
* {{Skill|Earthquake}} (Dagger)
 
 
* {{Skill|Cyclone}}
 
* {{Skill|Cyclone}}
 
* {{Skill|Tidal Surge}}
 
* {{Skill|Tidal Surge}}
 
* {{Skill|Crashing Waves}} (from Ice Elemental)
 
* {{Skill|Crashing Waves}} (from Ice Elemental)
 
* {{Skill|Shocking Bolt}} (from Air Elemental)
 
* {{Skill|Shocking Bolt}} (from Air Elemental)
 +
* {{Skill|Gust}} (staff only)
 +
* {{Skill|Unsteady Ground}} and {{Skill|Static Field}} (staff only, only work if an enemy walks crossed the edge of the skill, has no effect on targets that don't cross it.)

Revision as of 21:44, 19 June 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

Expansions required: Heart of Thorns builds

Difficulty:
TBD
This build was last updated on June 19, 2022 and is up to date for the November 28, 2023 patch.

Overview

Fresh Air Tempest is a power-based tempest build that excels in doing AoE damage by spamming over and over thanks to . Through several traits, it also provides AoE Auras to support itself and nearby allies.

Template Code

[&DQYRLikpMBsXARcBwxLDEvYA9gDLAMsAJgCZEgAAAAAAAAAAAAAAAAAAAAA=]
Copy Template Code

Skill Bar

Scepter/Warhorn
Utility


Weapon Variants

  • Scepter is recommended 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

Healing

is a great burst heal.

  • - 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

is only here for the precision buff, so never cast it. If you already have 100% crit chance, equip a different skill.
has low cd, decent dmg, and provides Fire Aura for great synergy with the rest of the build.
is your stun break, and also blocks 3 attacks. It has a long cooldown, if more frenquent stun breaks are preferred over the block, try or .

  • - cast it on Fire for damage, on Earth for defense, and on Water for an excellent middle ground between defense and offense. Don't use it on Air.
  • - AoE 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.
  • - good to fill spaces between cooldowns. Use (skill 4) and auto attacks, and drop it.
  • strong single target burst damage, but quickly falls off.
  • strong AoE burst damage, but quickly falls off.

Elites

- 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 Stun Stun.

  • - more damage and great burst with skills 4 and 5.
  • - great against certain enemies with oneshot attacks.


Specializations

Variants
  • - if there are no nearby allies for to share any aura.
  • - if nearby allies are already providing fury.
  • - AoE stunbreak but less auras. Auras are quite good in this build, so only use this when absolutely necessary.


Arcane

Arcane can replace Water. It offers less damage and less sustain, but makes the build more forgiving through boons and an emergency shield.

  • very little sustain, but gives up on Vigor Vigor which synergyses with .
  • 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.


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.
Head
Berserker
Shoulders
Berserker
Chest
Berserker
Hands
Berserker
Legs
Berserker
Feet
Berserker
Backpiece
Berserker
Accessory
Berserker
Accessory
Berserker
Amulet
Berserker
Ring
Berserker
Ring
Berserker
Scepter
Berserker
Dagger
Berserker
Sigil
Sigil
Rune
x6


Gear Variants

  • If you can afford the luxury of a gear set tailored for open world, use full Marauder Marauder with , and .
  • This provides 54% more health, 20% more crit chance, and only 20% less ferocity.
  • With food that boosts precision such as (budget) or , and the permanent Fury Fury this build provides, this set up reaches 100% crit chance, so you can replace for other skill.

Budget

  • - budget DPS, replaces Impact sigil.
  • - less damage, more boons.
  • - less power, more crits.

Defense

  • Knight Knight, Soldier 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

Overload Air

resets the cooldown of every time you crit while attuned to a different attunement. This includes resetting the cooldown of . Thus, the build just keeps spamming Overload Air, 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

In Fire, use + + for blast finishers in the fire field.

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.

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 , , .

Staff

In Fire, use + + (you can leave Fire during the casting of Meter Shower). evades and distances you from your enemy.

In water, use for its blast finisher. Cast Ice Spike first, then the combo field. Use it with or for AoE heal. Use it with for AoE Frost Aura. Remember Healing Rain cleanses conditions.

In Air, use then auto attack until your can Overload.

In Earth, use and . Remember Eruption is a blast finisher.

Fiery Greatsword

If taking , use it right as you attune to Air. Cast and then Overload Air. If using scepter, drop the greatsword to cast ; if using dagger or staff, 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.
  • , used in , creates a tanky elemental that can help take pressure off you.
  • 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.)


Ratings

This build has a rating of 5 stars based on 2 votes.
Log in or register to rate this build.
5 stars
Starlitjupiter gave this build 5 stars • April 2023
Fresh Air Tempest is a mainstay in optimized farm zergs. While it doesn't pack the same punch that Condi Weaver or Catalyst would solo, it provides extremely high cleave / AOE while also maintaining high uptime on Alacrity for itself and nearby allies, something that is essential for a good zerg. In short, this is by far the best elementalist build for general group play in open world and I strongly recommend it.
4 stars
Warming Hearth gave this build 4 stars • December 2022
If you want to play power Tempest, this is the build to use. A very simple but effective build that spams Overload Air over and over. It also provides AoE auras for more boons and aura effects without sacrificing any dps. The only downside of the build is that, albeit it has excellent AoE capabilities, its damage is just okay and it's a bit squishy.

Comments

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