Difference between revisions of "Tempest - Fresh Air"

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| profession = Elementalist
 
| profession = Elementalist
 
| specialization = Tempest
 
| specialization = Tempest
| designed for = Open World, Open World General, Open World Support, Open World DPS
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| designed for = open world, open world general
 
| focus = strike damage  
 
| focus = strike damage  
| rating = great
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| rating = good
 
| xpac = hot
 
| xpac = hot
 
| difficulty = 2
 
| difficulty = 2
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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 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}}, and can inflict permanent 25 {{Tooltip|Vulnerability}}.
+
A Power {{Tooltip|Tempest}} build for open world. This build has good burst damage, AoE damage, and boon generation for self and allies, most notably {{Tooltip|Might}} and {{Tooltip|Fury}}. Through several traits, it also provides AoE Auras to support itself and nearby allies. With the trait {{Trait|Lucid Singularity}}, the build can also sacrifice some damage to provide {{Tooltip|Alacrity}} to allies.
 
 
Its strenght is its great tagging potential, making it good for farming events in groups. Its weakness is its low damage.
 
 
 
With the trait {{Trait|Lucid Singularity}} the build can also sacrifice some damage to provide {{Tooltip|Alacrity}} to allies
 
  
  
 
==Template Code==
 
==Template Code==
{{TemplateCode|code = [&DQYpKREuMBt0ABcBUAHDEsMS9gDLAMsAJgCZEgAAAAAAAAAAAAAAAAAAAAA=]}}
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{{TemplateCode|code = [&DQYpKRE+MBsXARcBwxLDEnQSdBLLAMsAJgCWAAAAAAAAAAAAAAAAAAAAAAADWQBaAGcAAA==]}}
  
  
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|profession = elementalist
 
|profession = elementalist
 
|specialization = tempest
 
|specialization = tempest
|weapon1 = Scepter
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|weapon1 = Sword
 
|weapon2 = Warhorn
 
|weapon2 = Warhorn
 
|weapon3 = Staff
 
|weapon3 = Staff
|healing = Signet of Restoration
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|healing = Glyph of Elemental Harmony
 
|utility1 = "Feel the Burn!"
 
|utility1 = "Feel the Burn!"
|utility2 = Arcane Blast
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|utility2 = "Aftershock!"
 
|utility3 = Signet of Fire
 
|utility3 = Signet of Fire
 
|elite = Glyph of Elementals
 
|elite = Glyph of Elementals
 
}}
 
}}
 
  
 
===Weapon Variants===
 
===Weapon Variants===
* We take Scepter/Warhorn because its got the highest burst and has damage application from range.
+
* If you don't have access to [https://wiki.guildwars2.com/wiki/Weaponmaster_Training Weaponmaster Training] with Secrets of the Obscure, you will not be able to wield a sword. Use scepter instead.
* Dagger/Warhorn can work decently well as a replacement with slightly lower burst but slightly higher sustained DPS
+
* {{Tooltip|Scepter}} - ranged mainhand but lower damage
* Staff is excellent for a farming weapon in zergs.  
 
* Avoid Focus.
 
  
 
===Skill Variants===
 
===Skill Variants===
Let's explain why we recommend these skills, and alternatives you can consider:
 
 
====Healing====
 
====Healing====
{{Skill|Signet of Restoration}} gives us very strong passive healing, with a decent active if needed.
+
{{Skill|Glyph of Elemental Harmony}} provides strong burst heal and a boon based on attunement. Other alternatives are:
 
* {{Skill|Arcane Brilliance}} - 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.
 
* {{Skill|Arcane Brilliance}} - 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.
 
* {{Skill|"Wash the Pain Away!"}} - weak heal, but heals in an AoE and also cleanses 1 condition.
 
* {{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 channelling time.
 
* {{Skill|Ether Renewal}} - very situational heal that removes up to 8 conditions throughout its long channelling time.
* {{Skill|Glyph of Elemental Harmony}} - strong burst heal that provides a boon based on attunement.
 
  
 
====Utilities====
 
====Utilities====
{{Skill|Signet of Fire}} is here only 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 here only for the precision buff, so never cast it. If you already have 100% crit chance because you're using Marauder gear, equip a different skill.<br>
{{skill|"Feel the Burn!"}} has low cooldown, decent damage, and provides Fire Aura for great synergy with the rest of the build.<br>
+
{{skill|"Feel the Burn!"}} has low cooldown, decent damage, and provides {{Tooltip|Fire Aura}} for great synergy with the rest of the build.<br>
{{Skill|Arcane Blast}} is a generic DPS skill. It can be replaced easily by any skill below based on preference.
+
{{Skill|"Aftershock!"}} combines damage, defense, and crowd control. Provides {{Tooltip|Magnetic Aura}} to reflect projectiles and 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.
+
Other alternatives are:
* {{Skill|Glyph of Storms}} - AoE damage over time.
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* {{Skill|Glyph of Storms}} provides AoE damage in fire and air, while on earth it will {{Tooltip|blind}} trash mobs.
* {{Skill|"Flash-Freeze!"}} - area {{Tooltip|Frost Aura}} for more boons and damage reduction, and to chill enemies.
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* {{Skill|Glyph of Lesser Elementals}} - spawn a small elemental army that dies when you mount up, good for fighting strong bosses.
* {{Skill|"Aftershock!"}} - area {{Tooltip|Magnetic Aura}} for more boons and projectile reflection, and to impair enemies.
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* {{Skill|"Flash-Freeze!"}} - area {{Tooltip|Frost Aura}} for more boons and damage reduction.
 +
* {{Skill|Cleansing Fire}} - additional condition cleanse.
 
* {{Skill|Lightning Flash}} - for mobility.
 
* {{Skill|Lightning Flash}} - for mobility.
* {{Skill|Arcane Wave}} strong AoE burst damage, but quickly falls off.
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* 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 so, if more frequent stun breaks are preferred over the block, try {{Skill|Signet of Air}} or {{Skill|Glyph of Elemental Power}}.
* 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 frequent stun breaks are preferred over the block, try {{Skill|Signet of Air}} or {{Skill|Glyph of Elemental Power}}.
 
  
 
====Elites====
 
====Elites====
 
{{Skill|Glyph of Elementals}} is simply the best elite for solo play. Cast it on Fire for damage, on Water for support, healing and {{Tooltip|Knockback}}, on Air for a {{Tooltip|Stun}}, or on Earth for defense.
 
{{Skill|Glyph of Elementals}} is simply the best elite for solo play. Cast it on Fire for damage, on Water for support, healing and {{Tooltip|Knockback}}, on Air for a {{Tooltip|Stun}}, or on Earth for defense.
* {{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!"}} - very situational skill that can be considered against certain bosses with oneshot attacks.
 
* {{Skill|"Rebound!"}} - very situational skill that can be considered against certain bosses with oneshot attacks.
  
  
 
==Specializations==
 
==Specializations==
{{Specialization|Air|top|mid|mid}}
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{{Specialization|Air|top|bot|mid}}
 
{{Specialization|Water|mid|bot|bot}}
 
{{Specialization|Water|mid|bot|bot}}
 
{{Specialization|Tempest|bot|mid|top}}
 
{{Specialization|Tempest|bot|mid|top}}
 +
 
;Variants
 
;Variants
* {{Trait|Powerful Aura}} - share auras with allies
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* {{Trait|Ferocious Winds}} - when playing in groups already providing {{Tooltip|Fury}}.
* {{Trait|Ferocious Winds}} - if nearby allies are already providing fury.
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* {{Trait|Powerful Aura}} - when playing in groups to support allies.
* {{Trait|Lucid Singularity}} - Sacrifices damage to provide {{Tooltip|Alacrity}} to allies
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* {{Trait|Tempestuous Aria}} - sacrifices defense for extra damage. The loss of {{Tooltip|Stability}} from {{Trait|Harmonious Conduit}} may cause you to be interrupted while using an Overload, so be careful about that.
* {{Trait|Tempestuous Aria}} - higher DPS but takes away stunbreaks and stability; better in zergs that have proper support
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* {{Trait|Lucid Singularity}} - useful in groups to provide allies with {{Tooltip|Alacrity}}. You can technically provide permanent alacrity with only the bonus concentration of {{Trait|Gathered Focus}}, but this isn't realistic in real fights. This trait works best if you can acquire more concentration from food or gear like {{Tooltip|Diviner}}.
 
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===Fire===
===Fire Variant===
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Fire can replace Water to trade sustain for extra damage. Useful when playing in groups with a support.
Fire can replace Water for a small damage increase at the cost of some support and sustain.
 
 
{{Specialization|Fire|top|bot|top|variant=y}}
 
{{Specialization|Fire|top|bot|top|variant=y}}
  
  
 
==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 power elementalist builds for strikes, raids, and fractals, making it a good investment for general PvE.
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This build uses the same gear as power weaver and power catalyst for ease of gearing.
 
{{PvE equipment
 
{{PvE equipment
 
| stats = Berserker
 
| stats = Berserker
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| rune = Superior Rune of the Scholar
 
| rune = Superior Rune of the Scholar
 
| rune-qt = 6
 
| rune-qt = 6
| weapon1 = Scepter
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| weapon1 = Sword
 
| weapon2 = Warhorn
 
| weapon2 = Warhorn
 
| sigil1 = Superior Sigil of Force
 
| sigil1 = Superior Sigil of Force
 
| sigil2 = Superior Sigil of Accuracy
 
| sigil2 = Superior Sigil of Accuracy
| infusion1 = Mighty +9 Agony Infusion
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| relic = Relic of Fireworks
| infusion1-qt = 17
 
| infusion2 = Precise +9 Agony Infusion
 
| infusion2-qt = 1
 
 
}}
 
}}
* This setup relies on {{Skill|Signet of Fire}} and precision food like {{Food|Plate of Truffle Steak}} to reach 99,99% critical chance.
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* {{Rune|Superior Rune of the Scholar}} is almost identical to {{Rune|Superior Rune of the Dragonhunter}}. Either can be used.
 +
* Other relics include {{Relic|Relic of the Thief}}, {{Relic|Relic of the Adventurer}}, and {{Relic|Relic of Cerus}}.
 +
* Equip the highest tier Jade Core you can afford.
 +
* In open world, you can consider using {{Tooltip|Marauder}} gear instead of Berserker to sacrifice a small amount of damage for a massive health increase. If doing so, switch your runes to {{Rune|Superior Rune of the Deadeye}}. The amulet can be {{Tooltip|Dragon stats|Dragon}}. With this gear set you no longer need {{Skill|Signet of Fire}} and can use another damage or utility skill instead.
  
===Marauder Gear===
 
This set uses gear that is more useful for open world, but is not usable in instanced content.
 
{{PvE equipment
 
| stats = Marauder
 
| weight = Light
 
| rune = Superior Rune of the Scholar
 
| rune-qt = 6
 
| weapon1 = Scepter
 
| weapon2 = Warhorn
 
| weapon3 = staff
 
| sigil1 = Superior Sigil of Force
 
| sigil2 = Superior Sigil of Impact
 
| sigil3 = Superior Sigil of Force
 
| sigil4 = Superior Sigil of Frenzy
 
| variant = y
 
}}
 
* {{Tooltip|Dragon_stats|Dragon}} gear can also be used as it is usable with Power Weaver. You will not reach crit cap with Dragon, but it won't affect your actual DPS  much. If using Dragon gear, consider a {{Sigil|Superior Sigil of Accuracy}} over {{Sigil|Superior Sigil of Impact}} on your Warhorn.
 
* {{Rune|Superior Rune of Strength}} - budget DPS
 
* {{Rune|Superior Rune of Vampirism}} - defense
 
  
 
==Consumables==
 
==Consumables==
Prioritize ascended food over everything else; steak (power) and flatbread (conditions). Using cheap/budget food is perfectly acceptable in open world.
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Budget consumables are acceptable for use in open world.
* DPS: {{Food|Dragon's Breath Bun}} / {{Food|Bowl of Sweet and Spicy Butternut Squash Soup}} + {{Utility|Tin of Fruitcake}}
 
* Budget DPS: {{Food|Dragon's Breath Bun}} + {{Utility|Hardened Sharpening Stone}}
 
* Defense: {{Food|Bowl of Orrian Truffle and Meat Stew}} / {{Food|Scoop of Mintberry Swirl Ice Cream}} / {{Food|Omnomberry Compote}}
 
* Profit: {{Food|Peppermint Omnomberry Bar}} + {{Utility|Sharpening Skull}}
 
  
==Usage==
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===DPS===
===Overload Air===
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* Prioritize '''Steak''' Ascended food.
{{Trait|Fresh Air}} resets the cooldown of {{Skill|Air Attunement}} every time you critically strike while attuned to a different attunement. This includes resetting the cooldown of {{Skill|Overload Air}}. 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 {{Trait|Electric Discharge}}, the extra ferocity from Fresh Air, and the extra damage from {{Trait|Transcendent Tempest}}. Use your air skills while waiting to achieve singularity (when the overload becomes available), but don't delay it once it is ready.
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* {{Food|Plate of Spicy Moa Wings}} / {{Food|Bowl of Sweet and Spicy Butternut Squash Soup}}
 +
* {{Utility|Superior Sharpening Stone}} / {{Utility|Tin of Fruitcake}}
  
===Other overloads===
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===Defense===
If you're fighting in a static place, it is absolutely worth it to {{Skill|Overload Fire}} and stay inside the skill to gain high amounts of {{Tooltip|might}}. As this creates a fire field, you can use combo finishers to provide yourself and nearby allies with 25 might.
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* {{Food|Bowl of Orrian Truffle and Meat Stew}}
 +
* {{Food|Fried Oyster Sandwich}}
 +
* {{Food|Bowl of Lemongrass Mussel Pasta}}
  
{{Skill|Overload Water}} 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 {{Trait|Soothing Mist}} due to the increased cooldown after overloading.
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===Farming===
 +
* Prioritize '''Steak''' Ascended food.
 +
* {{Item|Birthday Blaster}} / {{Item|Feast of Delectable Birthday Cake}}
 +
* {{Food|Peppermint Omnomberry Bar}}
 +
* {{Utility|Sharpening Skull}} (and variants)
  
{{Skill|Overload Earth}} is great for chipping away at breakbars with its {{Tooltip|crippled}} and {{Tooltip|immobilize}}. It also gives you {{Tooltip|stability}} at the start, and the lingering storm provides {{Tooltip|protection}}.
 
  
 +
==Usage==
 
===Damage===
 
===Damage===
The build is extremely simple and revolves around spamming {{Skill|Overload Air}} while filling the gaps with weapon and utility skills.
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{{Trait|Fresh Air}} resets the cooldown of {{Skill|Air Attunement}} every time you critically strike while attuned to a different attunement. This includes resetting the cooldown of {{Skill|Overload Air}}. 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 {{Trait|Electric Discharge}}, the extra ferocity from Fresh Air, and the extra damage from {{Trait|Transcendent Tempest}}.
 
 
====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). Use {{Skill|Heat Sync}} when you have boons to share them with nearby allies or elementals.
 
 
 
In Water, use {{Skill|Shatterstone}}.
 
  
In Air, use {{Skill|Lightning Orb}}. Spam {{Skill|Lightning Strike}} off cooldown. {{Skill|Cyclone}} can be used for damage if CC is not needed.
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Your goal is to use {{Skill|Overload Fire}} off-cooldown, filling the gaps with {{Skill|Overload Air}}. After Overload Air, attune to either Water or Earth, cast 1 or 2 skills then return to Air since {{Trait|Fresh Air}} has recharged it. Since {{Skill|Overload Fire}} 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]]).
  
In Earth, use {{Skill|Dust Storm}}. Consider casting {{Skill|Rock Barrier}} for free extra toughness (never use Rock Barrier in raids). Use {{Skill|Sand Squall}} when you have boons to extend their duration.
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;Opener
 
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Against bosses and other strong enemies, try to follow this opener:
====Dagger+Warhorn====
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#{{Skill|Lightning Orb}} while getting close to the enemy.
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}} when you have boons to share them with nearby allies or elementals.
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#{{Skill|Overload Air}}
 
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#{{Skill|Quantum Strike}} and {{Skill|Fire Attunement}}
In water, use {{Skill|Frozen Burst}}. This is a blast finisher.
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#{{Skill|Wildfire}}
 
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#{{Skill|Flame Uprising}}
In Air, use {{Skill|Lightning Orb}} and {{Skill|Convergence}}. Air also has the strongest auto attack.
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#{{Skill|Cauterizing Strike}}
 
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#auto attack
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.
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#{{Skill|Overload Fire}}
 
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#{{Skill|Heat Sync}} and {{Skill|Earth Attunement}}
====Staff====
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#{{Skill|Sand Squall}}
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.
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#{{Skill|Dust Storm}} and {{Skill|Water Attunement}}
 
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#{{Skill|Tidal Surge}}
In water, use {{Skill|Ice Spike}}, this is a blast finisher. Remember Healing Rain cleanses conditions.
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#{{Skill|Air Attunement}} and auto attack until you can {{Skill|Overload Air}}
 
 
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].
 
  
 +
* Be sure to use {{Skill|Sand Squall}} inside a fire field for more {{Tooltip|Might}}.
 +
* For extra damage, use your utility skills such as {{Skill|"Feel the Burn!"}} when you attune back to Air because you will be under all these damage modifiers: {{Trait|Aeromancer's Training}}, {{Trait|Fresh Air}}, and {{Trait|Transcendent Tempest}}.
 +
* You will activate {{Relic|Relic of Fireworks}} with Overloads, {{Skill|Wildfire}}, {{Skill|Lightning Orb}}, and {{Skill|Dust Storm}}.
  
 
===Auras===
 
===Auras===
In this build, on top of their normal benefits, Auras also provide {{Tooltip|Fury}} and {{Tooltip|Swiftness}}, which is great because you really want Fury. You have several skills that produce auras, including your overloads thanks to {{Trait|Unstable Conduit}}:
+
In this build, on top of their normal benefits, Auras also provide {{Tooltip|Fury}} and {{Tooltip|Swiftness}} thanks to {{Trait|Zephyr's Boon}}, which is great because you really want Fury. You have several skills that produce auras, including your overloads thanks to {{Trait|Unstable Conduit}}:
 
* {{Tooltip|Fire Aura}}: {{Skill|"Feel the Burn!"}}, {{Skill|Overload Fire}}.
 
* {{Tooltip|Fire Aura}}: {{Skill|"Feel the Burn!"}}, {{Skill|Overload Fire}}.
* {{Tooltip|Frost Aura}}: {{Skill|Frost Aura}}, {{Skill|"Flash-Freeze!"}}, {{Skill|Overload Water}}.
+
* {{Tooltip|Frost Aura}}: {{Skill|"Flash-Freeze!"}}, {{Skill|Overload Water}}.
* {{Tooltip|Shocking Aura}}: {{Skill|Shocking Aura}}, {{Skill|Overload Air}}.
+
* {{Tooltip|Shocking Aura}}: {{Skill|Overload Air}}.
* {{Tooltip|Magnetic Aura}}: {{Skill|Magnetic Aura}}, {{Skill|Sand Squall}}, {{Skill|"Aftershock!"}}, {{Skill|Overload Earth}}.
+
* {{Tooltip|Magnetic Aura}}: {{Skill|Sand Squall}}, {{Skill|"Aftershock!"}}, {{Skill|Overload Earth}}.
 
 
  
 
=== 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. Consider summoning a few elementals before fighting bosses or other tough enemies.
 
====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.
 
* 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 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.
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* The Lesser Air Elemental deals great single target damage and generates {{Tooltip|Swiftness}}. It has the second best damage behind Fire, but it's single target.
 
* 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.
  
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* The Air Elemental can be commanded to {{Tooltip|Stun}} for 1.5 seconds.
 
* The Air Elemental can be commanded to {{Tooltip|Stun}} for 1.5 seconds.
 
* The Earth Elemental can be commanded to inflict nearby enemies with 1 second of {{Tooltip|Immobilize}} and 5 seconds of {{Tooltip|Cripple}}, while providing 3 seconds of {{Tooltip|Protection}} to nearby allies.
 
* The Earth Elemental can be commanded to inflict nearby enemies with 1 second of {{Tooltip|Immobilize}} and 5 seconds of {{Tooltip|Cripple}}, while providing 3 seconds of {{Tooltip|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 channelling finishes and drop it when leaving Air to benefit longer from the extra power.
 
 
  
 
===Defense===
 
===Defense===
 
* 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. 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.
 
* 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. 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.
 
* {{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|Glyph of Elementals}} is great for defense, as the elemental will often draw aggro away from you. The earth elemental is quite tanky.
* You get {{Tooltip|Stability}} when you overload thanks to {{Trait|Harmonious Conduit}},
+
* You get {{Tooltip|Stability}} when you overload thanks to {{Trait|Harmonious Conduit}}.
 
* You get {{Tooltip|Protection}} when you overload thanks to {{Trait|Hardy Conduit}}, from {{Skill|Sand Squall}} (which also extends existing boons) and from {{Skill|Glyph of Elemental Harmony}} when cast in Earth.
 
* You get {{Tooltip|Protection}} when you overload thanks to {{Trait|Hardy Conduit}}, from {{Skill|Sand Squall}} (which also extends existing boons) and from {{Skill|Glyph of Elemental Harmony}} when cast in Earth.
* {{Tooltip|Magnetic Aura}} from {{Skill|Sand Squall}} or {{Trait|Unstable Conduit}}+{{Skill|Overload Earth}} reflects projectiles. If using dagger, {{Skill|Ring of Earth}} blocks them.
+
* {{Tooltip|Magnetic Aura}} from {{Skill|Sand Squall}} or {{Trait|Unstable Conduit}}+{{Skill|Overload Earth}} reflects projectiles.
 
+
* {{Skill|Overload Water}} 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 {{Trait|Soothing Mist}} due to the increased cooldown after overloading.
 
+
* {{Skill|Overload Earth}} is great for chipping away at breakbars with its {{Tooltip|crippled}} and {{Tooltip|immobilize}}. It also gives you {{Tooltip|stability}} at the start, and the lingering storm provides {{Tooltip|protection}}.
===Sustain===
+
* Attune to {{Skill|Water Attunement}} periodically to refresh {{Trait|Soothing Mist}} and heal yourself with {{Trait|Healing Ripple}}. You also heal yourself with {{Skill|Water Globe}} and {{Skill|Riptide}}
* Attuning to Water gives some healing from {{Trait|Healing Ripple}} and {{Trait|Soothing Mist}}.
+
* Evade damage by dodging or using {{Skill|Riptide}} and {{Skill|Earthen Vortex}}. This will also heal you thanks to {{Trait|Flow like Water}}.
* Some of your water scepter and warhorn skills do a little healing: {{Skill|Tidal Surge}}, {{Skill|Water Globe}}, {{Skill|Water Trident}}. Other weapons do too: {{Skill|Cone of Cold}} and {{Skill|Transmute Frost}} on dagger, and {{Skill|Geyser}} on staff.
+
* This build has a lot of CC, use it to your advantage.
* Make use of your finishers. Remember your water fields such as {{Skill|Water Globe}} can be blasted with finishers like {{Skill|Frozen Burst}} for area healing.
 
* You can cleanse one condition with {{Skill|Phoenix}}. Or {{Skill|Healing Rain}} if using staff.
 
* You can run {{Skill|Ether Renewal}} against enemies that inflict several conditions.
 
* {{Skill|Glyph of Elementals}}, used in {{Skill|Water Attunement}}, creates an elemental with strong healing and condition cleanse on a short cooldown {{Skill|Crashing Waves}}.
 
* {{Skill|Glyph of Elemental Harmony}} in Water gives you {{Tooltip|Regeneration}}.
 
* If you need healing really badly, you can run away and {{Skill|Overload Water}}.
 
 
 
  
 
===Crowd Control===
 
===Crowd Control===
Line 235: Line 180:
 
* {{Skill|Crashing Waves}} (from {{Skill|Glyph of Elementals}} Ice Elemental) - {{Tooltip|Knockback}}
 
* {{Skill|Crashing Waves}} (from {{Skill|Glyph of Elementals}} Ice Elemental) - {{Tooltip|Knockback}}
 
* {{Skill|Shocking Bolt}} (from {{Skill|Glyph of Elementals}} Air Elemental) - {{Tooltip|stun}}
 
* {{Skill|Shocking Bolt}} (from {{Skill|Glyph of Elementals}} Air Elemental) - {{Tooltip|stun}}
* {{Skill|Shocking Aura}} {{to}} {{Skill|Transmute Lightning}} (if using dagger) - {{Tooltip|stun}}
 
* {{Skill|Gust}} (if using staff) - {{Tooltip|Knockback}}
 
* {{Skill|Static Field}} and {{Skill|Unsteady Ground}} (if using staff) - {{Tooltip|Stun}} and {{Tooltip|Knockback}}, respectively. These only work if an enemy crosses the edge of the skill, they have no effect on targets that don't cross it.
 
* 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}} to {{Tooltip|stun}}.
 
 
==Video examples==
 
*[https://youtu.be/huYqRmB5oH8 vs. Vampire Beast Broodmother (Pile of Guano Hero Challenge)] Great showcase of what this build does best. Run around while chipping away at enemies and staying alive with your sustain. It also has amazing crowd control over time. Unfortunately, the amount of burst crowd control is not enough to interrupt the life steal attack, but that only makes the fight longer.
 
*[https://youtu.be/YQV7JvhiBgg vs. Champion Coztic Bladedancer (Coztic Itzel Belongings Hero Challenge)] Triple Magnetic Aura takes care of the 2 adds. The rest of the fight is just staying out of range of the boss's deadly melee dagger attacks. When it teleports, it switches briefly to a bow, and you can dodge or reflect his arrows.
 

Latest revision as of 18:12, 20 April 2024

The community gave this build a rating, making it second-tier: Good

Focused on: Strike damage

Designed for: Open World and Open World General

Expansions required: Heart of Thorns builds

Difficulty:
Normal
This build was last updated on April 20, 2024 and is up to date for the March 19, 2024 patch.

Overview

A Power Tempest Tempest build for open world. This build has good burst damage, AoE damage, and boon generation for self and allies, most notably Might Might and Fury Fury. Through several traits, it also provides AoE Auras to support itself and nearby allies. With the trait Lucid Singularity, the build can also sacrifice some damage to provide Alacrity Alacrity to allies.


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Skill Bar

Sword/Warhorn
Staff
Utility

Weapon Variants

  • If you don't have access to Weaponmaster Training with Secrets of the Obscure, you will not be able to wield a sword. Use scepter instead.
  • Scepter Scepter - ranged mainhand but lower damage

Skill Variants

Healing

Glyph of Elemental Harmony provides strong burst heal and a boon based on attunement. Other alternatives are:

  • Arcane Brilliance - 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.
  • "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 channelling time.

Utilities

Signet of Fire is here only for the precision buff, so never cast it. If you already have 100% crit chance because you're using Marauder gear, equip a different skill.
"Feel the Burn!" has low cooldown, decent damage, and provides Fire Aura Fire Aura for great synergy with the rest of the build.
"Aftershock!" combines damage, defense, and crowd control. Provides Magnetic Aura Magnetic Aura to reflect projectiles and for great synergy with the rest of the build.
Other alternatives are:

  • Glyph of Storms provides AoE damage in fire and air, while on earth it will blind blind trash mobs.
  • Glyph of Lesser Elementals - spawn a small elemental army that dies when you mount up, good for fighting strong bosses.
  • "Flash-Freeze!" - area Frost Aura Frost Aura for more boons and damage reduction.
  • Cleansing Fire - additional condition cleanse.
  • Lightning Flash - for mobility.
  • Your overloads break stun when cast, but if you want a dedicated stun break you can use Arcane Shield, which also blocks 3 attacks. It has a long cooldown so, if more frequent stun breaks are preferred over the block, try Signet of Air or Glyph of Elemental Power.

Elites

Glyph of Elementals is simply the best elite for solo play. Cast it on Fire for damage, on Water for support, healing and Knockback Knockback, on Air for a Stun Stun, or on Earth for defense.

  • "Rebound!" - very situational skill that can be considered against certain bosses with oneshot attacks.


Specializations

Variants
  • Ferocious Winds - when playing in groups already providing Fury Fury.
  • Powerful Aura - when playing in groups to support allies.
  • Tempestuous Aria - sacrifices defense for extra damage. The loss of Stability Stability from Harmonious Conduit may cause you to be interrupted while using an Overload, so be careful about that.
  • Lucid Singularity - useful in groups to provide allies with Alacrity Alacrity. You can technically provide permanent alacrity with only the bonus concentration of Gathered Focus, but this isn't realistic in real fights. This trait works best if you can acquire more concentration from food or gear like Diviner Diviner.

Fire

Fire can replace Water to trade sustain for extra damage. Useful when playing in groups with a support.


Equipment

This build uses the same gear as power weaver and power catalyst for ease of gearing.

Head
Berserker
Shoulders
Berserker
Chest
Berserker
Hands
Berserker
Legs
Berserker
Feet
Berserker
Backpiece
Berserker
Accessory
Berserker
Accessory
Berserker
Amulet
Berserker
Ring
Berserker
Ring
Berserker
Sword
Berserker
Warhorn
Berserker
Sigil
Sigil
Rune
x6


Relic
  • Rune of Superior Rune of the Scholar is almost identical to Rune of Superior Rune of the Dragonhunter. Either can be used.
  • Other relics include Relic of the Thief, Relic of the Adventurer, and Relic of Cerus.
  • Equip the highest tier Jade Core you can afford.
  • In open world, you can consider using Marauder Marauder gear instead of Berserker to sacrifice a small amount of damage for a massive health increase. If doing so, switch your runes to Rune of Superior Rune of the Deadeye. The amulet can be Dragon Dragon. With this gear set you no longer need Signet of Fire 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

Damage

Fresh Air resets the cooldown of Air Attunement every time you critically strike while attuned to a different attunement. This includes resetting the cooldown of Overload Air. 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 Electric Discharge, the extra ferocity from Fresh Air, and the extra damage from Transcendent Tempest.

Your goal is to use Overload Fire off-cooldown, filling the gaps with Overload Air. After Overload Air, attune to either Water or Earth, cast 1 or 2 skills then return to Air since Fresh Air has recharged it. Since Overload Fire 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).

Opener

Against bosses and other strong enemies, try to follow this opener:

  1. Lightning Orb while getting close to the enemy.
  2. Overload Air
  3. Quantum Strike and Fire Attunement
  4. Wildfire
  5. Flame Uprising
  6. Cauterizing Strike
  7. auto attack
  8. Overload Fire
  9. Heat Sync and Earth Attunement
  10. Sand Squall
  11. Dust Storm and Water Attunement
  12. Tidal Surge
  13. Air Attunement and auto attack until you can Overload Air
  • Be sure to use Sand Squall inside a fire field for more Might Might.
  • For extra damage, use your utility skills such as "Feel the Burn!" when you attune back to Air because you will be under all these damage modifiers: Aeromancer's Training, Fresh Air, and Transcendent Tempest.
  • You will activate Relic of Fireworks with Overloads, Wildfire, Lightning Orb, and Dust Storm.

Auras

In this build, on top of their normal benefits, Auras also provide Fury Fury and Swiftness Swiftness thanks to Zephyr's Boon, which is great because you really want Fury. You have several skills that produce auras, including your overloads thanks to Unstable Conduit:

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

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 second best damage behind Fire, but it's single target.
  • The Lesser Earth Elemental deals low damage, inflicts Weakness 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 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 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. You have permanent Swiftness 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.
  • Glyph of Elementals is great for defense, as the elemental will often draw aggro away from you. The earth elemental is quite tanky.
  • You get Stability Stability when you overload thanks to Harmonious Conduit.
  • You get Protection Protection when you overload thanks to Hardy Conduit, from Sand Squall (which also extends existing boons) and from Glyph of Elemental Harmony when cast in Earth.
  • Magnetic Aura Magnetic Aura from Sand Squall or Unstable Conduit+Overload Earth reflects projectiles.
  • Overload Water 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 Soothing Mist due to the increased cooldown after overloading.
  • Overload Earth is great for chipping away at breakbars with its crippled crippled and immobilize immobilize. It also gives you stability stability at the start, and the lingering storm provides protection protection.
  • Attune to Water Attunement periodically to refresh Soothing Mist and heal yourself with Healing Ripple. You also heal yourself with Water Globe and Riptide
  • Evade damage by dodging or using Riptide and Earthen Vortex. This will also heal you thanks to Flow like Water.
  • This build has a lot of CC, use it to your advantage.

Crowd Control

  • Cyclone - Pull Pull
  • Tidal Surge - Knockback Knockback
  • Enemies that attack you or allies from melee range while having Shocking Aura Shocking Aura - stun stun
  • Crashing Waves (from Glyph of Elementals Ice Elemental) - Knockback Knockback
  • Shocking Bolt (from Glyph of Elementals Air Elemental) - stun stun


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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