(edited by The V.8759)
Tempest Fresh Air Build + PvP gameplay!
i don’t want to be rude… but you were not facing a single competent player in those clips. any player with a bit of knowledge would have interrupted the air overload or simply killed you because you run no invul on (i assume) a marauder build.
also, staying 9 seconds in air is hardly what i regard as a “fresh air playstyle” in which you usually stay in air for maybe 1-2s.
the concept of tempest which encourages attunement camping just doesn’t work with the concept of a dps spec that constantly switches through attunements. i posted this several times, and i did post it this bwe again, if they want to make it viable for fresh air then they need to enable overload casting with attunement swap so that it doesn’t cancel the channel. if you can actually channel the air overload and then switch to a different attunement to reset the air cooldown while it’s still channeling, now that would be better. but there’s always that problem with interrupts or dodging. it just won’t work against players with a brain.
thanks for your video
i don’t want to be rude… but you were not facing a single competent player in those clips. any player with a bit of knowledge would have interrupted the air overload or simply killed you because you run no invul on (i assume) a marauder build.
also, staying 9 seconds in air is hardly what i regard as a “fresh air playstyle” in which you usually stay in air for maybe 1-2s.
the concept of tempest which encourages attunement camping just doesn’t work with the concept of a dps spec that constantly switches through attunements. i posted this several times, and i did post it this bwe again, if they want to make it viable for fresh air then they need to enable overload casting with attunement swap so that it doesn’t cancel the channel. if you can actually channel the air overload and then switch to a different attunement to reset the air cooldown while it’s still channeling, now that would be better. but there’s always that problem with interrupts or dodging. it just won’t work against players with a brain.
thanks for your video
Thank you for your reply first of all I trigger armor of earth when overloading air so I do not get interrupted.
Next to that take a look at fresh air from another perspective. Use it as you damage source, swap out of it when you need something from another attunement and get instantly back in air.
The fact that I use the trait for an untraditional purpose does not implicetly mean it doesnt work, I`ve proven that.
Attunement camping was always a very weak things to do, but it got buffed now. It is new, and you are used to the old an assume it doesnt work. Different doesnt mean bad.
The players I faced were actually good. I got killed too ofcourse but i dont place that in a video. Ive done tons of matches more with great results which I didnt record. As I said: give it a chance before turning it down because it has a very different playstyle
Greetings, Fvux
Yeah those were bad opponents. That first fight was pretty laughable. That poor warrior could barely even get his skills lined up to hit you.
After the montage of you chasing down other people’s kills I stopped watching.
0/10 for music bleh.
Interesting thought about the build though, I don’t think it’d work in ranked but I’ll give it a try in the future.
i don’t want to be rude… but you were not facing a single competent player in those clips. any player with a bit of knowledge would have interrupted the air overload or simply killed you because you run no invul on (i assume) a marauder build.
also, staying 9 seconds in air is hardly what i regard as a “fresh air playstyle” in which you usually stay in air for maybe 1-2s.
the concept of tempest which encourages attunement camping just doesn’t work with the concept of a dps spec that constantly switches through attunements. i posted this several times, and i did post it this bwe again, if they want to make it viable for fresh air then they need to enable overload casting with attunement swap so that it doesn’t cancel the channel. if you can actually channel the air overload and then switch to a different attunement to reset the air cooldown while it’s still channeling, now that would be better. but there’s always that problem with interrupts or dodging. it just won’t work against players with a brain.
thanks for your video
Thank you for your reply
first of all I trigger armor of earth when overloading air so I do not get interrupted.
Next to that take a look at fresh air from another perspective. Use it as you damage source, swap out of it when you need something from another attunement and get instantly back in air.
The fact that I use the trait for an untraditional purpose does not implicetly mean it doesnt work, I`ve proven that.
Attunement camping was always a very weak things to do, but it got buffed now. It is new, and you are used to the old an assume it doesnt work. Different doesnt mean bad.
The players I faced were actually good. I got killed too ofcourse but i dont place that in a video. Ive done tons of matches more with great results which I didnt record. As I said: give it a chance before turning it down because it has a very different playstyleGreetings, Fvux
Well, the point of Fresh Air is to swap out of Air to do stuff and swap back in for sustained damage….on D/F builds.
On Scepter, you want to use your Air procs to do continuous bursts. Unfortunately, staying in Air to do the Overload is not only a gigantic risk(that none of your opponents took advantage of), but you were doing about 1200 per hit. Most of your targets were just standing around taking hits instead of bursting you down or very easily moving out of the way. Casting Armor of Earth to pull off an Overload isn’t such a great idea, because Armor of Earth has a gigantic cooldown and is also one of your best defenses.
Unfortunately I don’t think the Tempest line actually provided you with anything and you would have done much better with Arcana since it not only boosts your sustain, but also allows you to Might stack even more or blast those Water Fields by rolling into Water Globe.
No offense, but the fights themselves weren’t showcasing the Tempest very well either. The first one had a kitten y Warrior that seemed to have a lot of trouble landing hits on you even though you were just running in circles, the Thief got bursted down by a Ranger before you got to even do anything and then he stood still and died to Air Overload, and the Necro wasn’t even killed by anything the Tempest can do; not to mention your team mate was like on a different planet.
A few things I found odd or could be improved on your build.
Since Strength sigil now provides 2stacks of might instead of 3 and you’re swapping a lot less for overloads it makes the sigil very weak and inefficient to be used with your build.
Marauder amulet provides main stat power and crit chance (really high crit chance for an amulet). Bonus crit chance in air attunement only applies while in air which is bad in a normal FA build, but makes a tiny bit of sense for overloading. The shocking aura trait is still much better for surviving and provides dmg. You also chose sigil of accuracy which would also provide minimal benefits when you already have high crit chance. Higher crit chance does not provide a marginally larger dps increase.
You took fury + swiftness on auras even though you’re only running one shout that provides an aura to maintain the fury upkeep on the air overload. So you’re getting very little fury on your overload.
To top it off you have no invul and very little protection uptime on an already squishy build. Warhorn has terrible synergy with a scepter and no instant cast skills to aid in the overload. You’d also want blink no matter what variant of FA you play in pvp. It’s mobility, an escape, burst, burst set up, you can blink through walls and cliffs and securing stomps.
If you had to choose between arcana and water only, your best bet is arcana. Especially because flat stats have been removed from trait lines.
A lot has changed for returning players. It’s definitely worth looking into old patch notes and keep up to date. It’ll help you with your builds.
A few things I found odd or could be improved on your build.
Since Strength sigil now provides 2stacks of might instead of 3 and you’re swapping a lot less for overloads it makes the sigil very weak and inefficient to be used with your build.
Marauder amulet provides main stat power and crit chance (really high crit chance for an amulet). Bonus crit chance in air attunement only applies while in air which is bad in a normal FA build, but makes a tiny bit of sense for overloading. The shocking aura trait is still much better for surviving and provides dmg. You also chose sigil of accuracy which would also provide minimal benefits when you already have high crit chance. Higher crit chance does not provide a marginally larger dps increase.
You took fury + swiftness on auras even though you’re only running one shout that provides an aura to maintain the fury upkeep on the air overload. So you’re getting very little fury on your overload.
To top it off you have no invul and very little protection uptime on an already squishy build. Warhorn has terrible synergy with a scepter and no instant cast skills to aid in the overload. You’d also want blink no matter what variant of FA you play in pvp. It’s mobility, an escape, burst, burst set up, you can blink through walls and cliffs and securing stomps.
If you had to choose between arcana and water only, your best bet is arcana. Especially because flat stats have been removed from trait lines.
A lot has changed for returning players. It’s definitely worth looking into old patch notes and keep up to date. It’ll help you with your builds.
Hey thank you for the response:
I took strength sigil which is on crit might. You are thinking of sigil of battle
Next to that I want high fury uptime to make my overloads do much more reliable burst damage. I always say: power is for sustain, crit is for burst.
I also get auras on overloading, when being crit hit, from my rune and from health threasolt (tempest gm). This total gives reliable fury uptime.
Protection is my way of defense. I gain it from the rune, any overload and more on earth OL, armor of earth and warhorn 4 (which gives now 8,5s). Also a nice total prot uptime.
For survivability air shout is really good to disengage. Combine disengaging with water heals and overload and you can quite safely get away. Ive had no problems with that.
Also water > arcane since water traits give me another aura, but more importantly only way of condi cleanse.
I hope it sums my decisions up and I am not trying to neglect that it could be better, but just explaining my build, I hope it clarifies
Greetings, fvux!
When you play fresh air it condi cleanse is not your first priority..
In all cases arcane >water in pvp.You could have dropped that ineffective runeset and picked some superspeed or anything else,or a blood/energy sigil instead of the might one and you would do more damage ..if you had evasive arcana,elem attunement,fury on swap and some arcane shield for practically no tradeoffs ..since you could still dodge roll in water.
Thieves and mesmers will kill you way before any condi will.If it didnt happen so far its probably because you didnt face any serious player
When you play fresh air it condi cleanse is not your first priority..
In all cases arcane >water in pvp.You could have dropped that ineffective runeset and picked some superspeed or anything else,or a blood/energy sigil instead of the might one and you would do more damage ..if you had evasive arcana,elem attunement,fury on swap and some arcane shield for practically no tradeoffs ..since you could still dodge roll in water.
Thieves and mesmers will kill you way before any condi will.If it didnt happen so far its probably because you didnt face any serious player
Any Mesmer and Thief is laughable to kill since Overloads hit through stealth xD. You obviously haven’t played with overloads yet because then you would know that overload air + stability kills a nearby stealted burst enemy within an eyewink(With all respect tho).
Next to that evasive arcana is not good in my opinion. If you dodge once because of incoming burst while you are in fire you can set on cooldown making it useless to swap to water and dodge. Because of 10s cooldown it feels unreliable.
When it comes to runes, the only thing I did was swap survivability from sigils to traits, and used more offensive ones that buff me.
Next to that…Look further than traditional… The fact that I say fresh air is just because the trait is a core mechanic of this build, not that I imply to copy the Meta FA build into tempest. What I made is very very different from it and is a whole different playstyle. So don’t say like “Ughh you have to play fresh air like this”, Because it’s the name of a trait, not the traditional burst build!
Evasive arcanas cd is per attunement not global..it doesnt matter if you dodged in fire 1 sec ago it will still work in water
Mesmers and thieves have boon strip and on demand interrupts.It doesnt matter if you use a 60s armor of earth the thief can just steal from you..
I insist conditions are the least problem these builds have
Ok to be more specific since i dont have anything to do atm
How is that build gonna put pressure to enemies in a 2vs2 or 3vs3 when it needs to be close range to do damage but is so squishy and vulnerably to cc and burst?
Without lightning flash or invuln what is the builds answer to stealth openers?What are you gonna do when a mesm and thief organize a burst against you that can 100 to 0 you?
What is the mobility of the spec?Is it high enough to even be considered a viable roamer?
Can it even 1vs1 effectively any meta bruiser build ?
If it cant teamfight in the presence of mesmers and thieves and also cant 1vs1 tanky dps builds(like dd ele) what is its purpose?
Without arcane you dont even have the support classic FA has cause elem attunement protection and focus air skill alone outclass it.
(edited by Avead.5760)
Evasive arcanas cd is per attunement not global..it doesnt matter if you dodged in fire 1 sec ago it will still work in water
Mesmers and thieves have boon strip and on demand interrupts.It doesnt matter if you use a 60s armor of earth the thief can just steal from you..
I insist conditions are the least problem these builds haveOk to be more specific since i dont have anything to do atm
How is that build gonna put pressure to enemies in a 2vs2 or 3vs3 when it needs to be close range to do damage but is so squishy and vulnerably to cc and burst?
Without lightning flash or invuln what is the builds answer to stealth openers?What are you gonna do when a mesm and thief organize a burst against you that can 100 to 0 you?
What is the mobility of the spec?Is it high enough to even be considered a viable roamer?
Can it even 1vs1 effectively any meta bruiser build ?
If it cant teamfight in the presence of mesmers and thieves and also cant 1vs1 tanky dps builds(like dd ele) what is its purpose?
Without arcane you dont even have the support classic FA has cause elem attunement protection and focus air skill alone outclass it.
Hahaha, the meta D/D is protecting me tbh in teamfights, I dont get focussed. Making it really really easy to kite This build heals allies alot too, protects them, making me the last target
Next to that I dunno, I just didnt stumble upon very dangerous situations in even teamfights tbh. It looks bad on peper maybe ye, but in practice its good
When you play fresh air it condi cleanse is not your first priority..
In all cases arcane >water in pvp.You could have dropped that ineffective runeset and picked some superspeed or anything else,or a blood/energy sigil instead of the might one and you would do more damage ..if you had evasive arcana,elem attunement,fury on swap and some arcane shield for practically no tradeoffs ..since you could still dodge roll in water.
Thieves and mesmers will kill you way before any condi will.If it didnt happen so far its probably because you didnt face any serious playerAny Mesmer and Thief is laughable to kill since Overloads hit through stealth xD. You obviously haven’t played with overloads yet because then you would know that overload air + stability kills a nearby stealted burst enemy within an eyewink(With all respect tho).
Well, I see there’s no getting through to you. At least you enjoy hotjoin, because this build wont stand a chance against a seasoned Thief/Mesmer and especially not when there’s a coordinated group insta-gibbing you the entire game. The match will basically be 4v5 in their favor.
This video is bad, the build is bad and the players are bad. Anyone reading this shouldn’t take this as a testament to tempest’s viability in PvP. You, by your own admittance, are new to elementalist and don’t have the experience to be making some of these statements.
Use Armor of Earth to ensure a overload goes off? You are going to burn your only source of stability and serious protection uptime and put it on CD for 75 seconds so it’s not available when you get bursted just to cast an overload? No condi cleanse so disengage? Lol
The only real advantage this presents over the traditional fresh air S/F build is that overloads give you a way to actually do damage to someone in stealth. And warhorn, too….at the cost of a huge amount of synergy from losing focus.
I mean, the only strong points of this build are below avg dmg and a lot of healing…which all mostly occurs in a radius around the elementalist and is problematic when you aren’t strong enough to actually bunker and make use of it.
You don’t have sigil of fire or sigil of air, so the dps is below average than the normal build. I mean, why do you need a sigil that increases critical chance on a build whose main benefit is constant fury uptime from auras? Maybe, take something that procs on critical hit and does a little more than give you 4 stacks on might uptime, since you don’t have any boon or might duration increase. I recreated your build in build editor and I was sitting at 61% before fury. What’s the point of 81% over 74% if you have nothing that procs on critical? So you can camp air and pew pew a bad warrior with low damage auto attack while watching vulnerability build up so you can NOT swap into fire for a burst and then back into air?
You don’t have lightning flash for the burst combos. I didn’t see you setup a might stack combo with, at least, fire 2,3 and 5 which either means you are just bad or it’s not possible to do with the pulses from fire 5.
The condi cleanse is half of what it is when you take arcane over tempest which makes the main weakness of fresh air S/F even worse.. The main benefit to taking tempest is the protection dmg reducation increase which is negable due to your lack of sources of protection. You have a 6 second on a 75 second cooldown, a 2 second on a 30 second cooldown and a 25% chance to get 3 seconds every 30 seconds. At least, you it for the duration of an overload which is something. Not sure what, but something. You have no source of vigor.
And this is the big one, the entire strategy of camping air for overload removes any point to taking fresh air, since without constant attunement swapping, you aren’t utilizing your procs. No reason! None! Bolt to the heart gives you more value.
Basically, what you did was you spent 3 minutes in a fight camping air and doing awful dmg to mediocre players. In fact, because of your sigil setup and your lack of utilization of fire to potentially stack might, you actually didn’t showcase even half of the damage potential the build is capable of. And this was against players who, in none of your short clips, applied any serious condition pressure, CC or competent burst dmg to highlight all the weaknesses of your build and why exactly it’s not viable at all in a pvp game.
You can’t just make a montage video from two unranked solo ques during a beta weekend and declare tempest is a viable spec for PvP
Oh yeah and rebound in solo que…..ahahahaha
(edited by MadRabbit.3179)