Tempest Build Discuss (Post 1/26/16 Patch)

Tempest Build Discuss (Post 1/26/16 Patch)

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Posted by: Godservant.8736

Godservant.8736

Howdy, howdy. I thought I’d go ahead and post the builds I’ve been having success with here. Maybe if we collaborate a little, we can remain viable. Both these builds are largely based on the previous Meta build for Tempest Auramancer. We just have to roll Water/Earth/Tempest in order to keep up Condi Clear.

Tempest Condi

This Build uses the Sage Amulet (Skill Builder doesn’t have the new Amulets implemented yet.

Sage (1050 Pwr, 560 Vit, 560 Heal Pwr, 1050 Condi Dmg)

Tempest Condi Build

Fire and Earth attunement are your friends for this one because of the emphasis on condi damage. Earth is especially your friend because Magnetic Wave clears three condis as well. Also, your auras clear condis by traiting Cleansing Water with Invigorating Torrents. The trick is knowing when to use your auras and remembering that your Elite Skill causes fear and poison thanks to Rune of the Sunless. Rune of the Sunless also reduces Condi Duration on you, making Chill less of a problem. The Sigils of Geomancy and Doom just add extra condi DPS and hold you over when not in Fire or Earth.

Tempest Support

This Build uses the Mender’s Amulet (Skill Builder doesn’t have the new Amulets implemented yet.

Mender (1050 Pwr, 560 Precision, 560 Vit, 1050 Heal Pwr)

Tempest Support Build

This build is a more sustain variant of the above. Rune of Hoelbrak gives you a bit more Condi Duration reduction while still providing you with a little more punch. I also rolled staff because group support and healing works a little better in this build. Likely, this one could use some tweaking still, but I thought I’d go ahead and post it for review.

Anyways, these are the two builds I’ve been having success with. I’m a bit more inclined towards the Condi build because I enjoy DPS. One thing to take away though is that with Ele PvP builds, I think we are stuck in Earth/Water/Tempest and using Rune of the Sunless or Hoelbrak. The ~15-20% Condi Duration reduction from those runes are rather useful with what appears to be the current Condi Meta.

Searil Hebion| Tarnished Coast

Tempest Build Discuss (Post 1/26/16 Patch)

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Posted by: eliroth.3869

eliroth.3869

Hello! I also had the same ideal as you after the January 26th patch. I also felt that a condition elementalist had potential and it seemed like most classes are relying on conditions now.

I definitely like your build! I never thought of using Sunless runes; The fear definitely works great as a contingency plan or for teammate ress. I debated on whether to use Focus or Dagger but I honestly have problems landing the Fire wall, even if it’s on points since the area is so small while I prefer the mobility from RTL and the extra CC from Earth 4 and 5.

Also, does Magnetic Wave really cure conditions? It’s not on the tool tip or perhaps it’s traited?

Just to share
Here is the build I’ve been using:
http://en.gw2skills.net/editor/
I’m using Mender amulet also.

NOTE: If the enemy team has:
- DH, I switch Flash Freeze for Mist Form
- If Ranger, Aftershock for Eye of the Storm
- Several daredevils: Trait Gale song instead of Unstable Conduit.

So far, my build does decent to high DPS especially if the enemy isn’t paying attention, my build can get them to at least 50% while the conditions do the rest of the work. I use Balthazar for the extra burning duration. The quickness is nice because it allows me to weave in and out of combat when things get a bit hairy. Moreover, the burn with heal allows me to stay in the fight while still adding more pressure.

I chose Dagger/Dagger because for initiating, it’s amazing. Starting with RTL, I close up to the enemy then use Updraft. While they’re down, I can switch to Earth and use Churning Earth (Since they reduced the cast time, I’ve been itching to use this), cast Feel The Burn to smolder them a bit, and then Earthquake to knock them down again. Then switch to Fire and start with Burning Speed > Fire Grab > Ring of Fire > Drake’s Breath and then finish them off with Overload fire.

I traited Tempestuous Aria instead of Invigorating Torrents for constant access to Weakness. Having access to 40% Protection ala earth trait and reducing enemy attacks 50% allows this build to sustain against power builds effectively.

I’ve had problems with Dragon Hunters and Rangers. Daredevils and Necro’s have been 50/50.

Dragon Hunters:
I would equip Mist Form so if I see them activate their traps, I can activate mist form to trip them. If RTL isn’t available, I’d initially charge in with Rebound earth so that i can get close while reflect damage. (Basically, closing distances will be either RTL or Rebound, or Overload Earth) When traps are triggered, I begin my Earth > Fire rotation once again.

Druids:
Basically the same with Dragonhunters only Mist Form would be a contingency plan if say, another enemy decides to intervene or disengage. Only this time, I’d equip Aftershock for the extra Earth aura uptime.

Daredevil:
As much as possible, I’d avoid fighting them 1v1 if I don’t have Lightning Flash. I would even use Gale Song trait if necessary because the last thing I’d want is be stun locked. I’m willing to give up Unstable Conduit because I think I have enough aura uptime when with Water 4, light 3, feel the burn, and Rebound. Also note that I do use Overload earth but I rarely finish the cast. Either it’s to ensure enemies don’t escape or to gain stability for safe stomp.

Reaper:
As long as I stay out of their aoes and maintain Protection and Weakness, I’m able to tank through their conditions until they die.

Weaknesses of this Build:
- High risk, high reward build.
- Protracted battles are especially dangerous
- Relies too much on initial hit/ambush tactics
- Relies too much on Burning which can be easily cleansed (although it can easily be reapplied.)
- Condition cleanse is limited. (Diamond skin, no matter how mediocre it is compared to before, is still condition cleanse, so I’ll still take it. Also Water 5 and Overload water. I can try to disengage temporarily to wait for Overload water then enter again w/ it activated)

Tempest Build Discuss (Post 1/26/16 Patch)

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Posted by: StickerHappy.8052

StickerHappy.8052

Protip:

Any build without Stab on overload is not viable. I know this is bad design.

Any decent/team or player will CC you while channeling overloads.

It’s a big “Come CC Me, Sign on your heads”

And we all know that overloads are tempests’ class mechanic.. so…

Just my 2 cents.

Champion Illusionist Champion Hunter Champion Phantom Champion Magus

Tempest Build Discuss (Post 1/26/16 Patch)

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Posted by: Godservant.8736

Godservant.8736

Magnetic Wave: “Damage foes, cure three of your conditions, and reflect projectiles with a magnetic surge.”

@Eliroth: Your link just goes to the skill builder. After making your build, go to the button that says “Get Quick Link”. The URL it generates will link directly to the build you made. And as for the Flamewall, I usually just place it perpendicular to the line of fire left by burning speed or on top of dying players.

@StickerHappy: I realize no stab on overload is irritating, but the Tempest Auramancer meta that was common before the patch didn’t run stab. I’ll admit, it isn’t ideal. However, as long as you watch your footing, you can normally finish out an Overload. Additionally, you can Lightning Flash while overloading and get into a better position to use it.

As another note, I did consider going to a Cantrip build, but I found the aura shouts with their bonuses were a bit more useful. I think this might be more true for the Condi build, but maybe I’ll give cantrips another shot on the Support one.

Searil Hebion| Tarnished Coast

Tempest Build Discuss (Post 1/26/16 Patch)

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Posted by: Asherah.7651

Asherah.7651

I’ve been playing around with a Paladin D/D tempest build….its actually a lot of fun!! I went Air/Arcane/Tempest with soldiers runes, force and air sigils. For utilities I use full shout and Ether Renewal as my heal. While its cast time makes it tricky, its amazing because it cleanses 8 condis! That with cleanse on shouts and water 5 is pretty solid. I run arcane line for vigor on crit, boon on hit and arcane evasion. In air I’m running ferocious winds, tempest defense, and fresh air. In tempest I’m running gale song, tempestuous aria, and heal on auras. Might and aoe weakness on shouts is actually pretty useful, it allows you to get up to 20-25 might stacks fairly easily, and you can dish out insane damage with air overload, burning speed+fire grab, and churning earth…ride the lightning for mobility and disengaging, and an extra dodge in air attunement. I’ve still been playing around with the build, but I really want to do fresh air D/D…I’m gonna switch out arcane for the other traitlines and mess around more with the build, but I really love when we all get to play around with new builds!!! once I perfect my build I’ll post it!

Tempest Build Discuss (Post 1/26/16 Patch)

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Posted by: reikken.4961

reikken.4961

you can skip earth. take cleanse on regen in water, and regen on aura in tempest, and that’s enough condi clear, especially if you also use rune of the soldier. much better than diamond skin in any case

I’m thinking of trying air/water/tempest with mender’s

Tempest Build Discuss (Post 1/26/16 Patch)

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Posted by: Godservant.8736

Godservant.8736

I can’t seem to get a good build rolling that drops the Earth traitline for Air. Generating protection from Auras has been saving my butt. Additionally, in Earth, you can trait to recover from cripple, chill, and immobilize more quickly.

That being said, I still haven’t been super happy with my previous two builds and decided to go where I swore I’d never go before. I am trying warhorn.

Tempest Warhorn (PvP)

This build uses the Sage Amulet (1050 Pwr, 560 Vit, 560 Heal Pwr, 1050 Condi Dmg)

Tempest Warhorn Build

This build still goes the Condi route since the proliferation of conditions in the game seems to have a large impact at the moment. However, with a de-emphasis on tanking, the warhorn actually seems somewhat useful for once. I am switching between Rune of Hoelbrak or Soldier because they both seem to work fairly well. I’m still leaning slightly more towards Hoelbrak, but it definitely needs more testing. This is a bit more support focused. So, fights at mid/ with your team are where it really shines. If you stay on your toes, you can 1v1. However, I’m still having trouble with Zerker/Marauder thieves/revs.

Searil Hebion| Tarnished Coast

Tempest Build Discuss (Post 1/26/16 Patch)

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Posted by: Yashuoa.9527

Yashuoa.9527

Could this be a viable build?

Reposted this from a post of mine in another thread.
https://forum-en.gw2archive.eu/forum/professions/elementalist/Viable-ele-build/first#post5955361

http://gw2skills.net/editor/?vFAQJBIhdSfJ0fJWhJY4AwhJW2AM396f9wSsCyAjghHQA4CC-TZQWAAw+DAA

Dagger + warhorn.
Sage’s amulet/Edit:or Mercenary amulet..
Rune of the Soldier.
Sigil of Doom and Leeching.

You have some extra dmg in air and earth with Lightning orb and Dust storm from warhorn,
compared to focus. You have extra condi cleanse and healing in water compared to focus. and extra protection boon from Sand Squal (shares without aura share) compared to focus.
Stone Heart (because new DS is not worth a point anymore imo) should cover for lack of Obsedian flesh.
Also Dust storm can be kinda nice vs some melee, due to creating blindfields that you can stand in and root people in with earth leap.

Fire, Water and elite shout, will cleanse 2 condis each with these traits and rune.
Regular auras wont be shared, but will cleanse 1 condi on ourself.
You will heal teammates less through auras, but you gain 2 heals on warhorn, that you wont have on focus.
Armor of Earth will cleanse 1 (due to traited regen).
Tidal surge in water will cleanse 1.

Against necros you can go try deal dmg with air, water and earth.
The latter because they use bleeds as well outside of their shroud, so using bleeds vs them is less dangerous if they decide to send them back to you.

It will increase their own bleed stacks if they send them back to you, which wont increase the amount of different conditions on you if you already have some bleeds from their own spells, so therefore its more easy to cleanse them that way.
You can go safely fire condi on them (without geting them send back), once they go in shroud or once they have done fire condis on you for the same principle as with the bleeds.

So what do you think?
Could this be a viable build?
Would arcane instead of earth be an option?
With some other other alterations?

Also you can get some more swiftness from Cyclone in Air attunement, as you dont have the 25% movement speed or swiftness from some other spell.
Making you rely less on swiftness from blasting Air overload or from teammates, compared to using Focus offhand.

(edited by Yashuoa.9527)

Tempest Build Discuss (Post 1/26/16 Patch)

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Posted by: PowerBottom.5796

PowerBottom.5796

Protip:

Any build without Stab on overload is not viable. I know this is bad design.

Any decent/team or player will CC you while channeling overloads.

It’s a big “Come CC Me, Sign on your heads”

And we all know that overloads are tempests’ class mechanic.. so…

Just my 2 cents.

Not true, I’ve been running without stability on overload, yes, it’s harder to play, but it’s definitely possible:

- first of all, reg+vigor on aura’s is absolutely amazing.
- in 1v1’s, keeping CD’s of the opponent in mind helps a ton.
- Good positioning is key, especially in teamfights, this alone makes it much more likely to fully overload sth.
- there are multiple skills that help with overloading without stability: blinds, swirling winds, gale etc.
- Builds like fresh air, that get air overload again really quickly, can still be very useful even if a few of them get interrupted.
- the mass-amount of boon-conversion of the necro can make stability work against you.