Tempest - Fresh Air

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

This build was last updated on January 05, 2024 and is up to date for the March 19, 2024 patch.


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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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 much lower damage
  • Hammer Hammer - lower damage but mid-ranged

Skill Variants


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.


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.


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.


  • Soothing Power - when there are no nearby allies or elementals to share auras to with Powerful Aura.
  • 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 - use in groups to provide allies with Alacrity Alacrity.


Ascended gear is not required, exotics work just fine.

Standard Equipment

This set uses gear that can be used throughout all of PVE.


  • 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.


Budget consumables are acceptable for use in open world.


  • Prioritize Steak Ascended food.
  • /
  • /



  • Prioritize Steak Ascended food.
  • /
  • (and variants)



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.

You should also use Overload Fire off-cooldown for its damage and Might Might generation. As this creates a fire field, you can use combo finishers to provide yourself and nearby allies with 25 might (See: Guide:What are Combo Fields).

You will activate Relic of Fireworks with Wildfire, Lightning Orb, and Dust Storm.


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. Heat Sync
  8. Overload Fire and Air Attunement
  9. auto attack until you can Overload Air
  • For extra damage, use your utility skills such as "Feel the Burn!" when you attune back to Air and are under all these damage modifiers: Aeromancer's Training, Fresh Air, and Transcendent Tempest.


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 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.


  • 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.
  • Heal yourself with Water Attunement skills, especially Water Globe and Riptide
  • Evade damage by dodging or using Riptide and Earthen Vortex.
  • 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


This build has a rating of 5 stars based on 2 votes.
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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.


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