Purchase Guild Wars 2: Janthir Wilds while supporting Snow Crows. Purchase Now

Power Tempest

Published Apr 3, 2024 Updated Mar 5, 2025
Open World - February 2025 Balance
Vertox ow team
h
Pros +
High damage Fluid rotation Access to healing & support Easy to learn Strong bursts Defensive options Lots of cleave
Cons -
Low amounts of CC High mastery curve Fast paced rotation Loses damage on moving targets
Gear
Item Stat

Berserker'sHelm

Berserker'sShoulders

Berserker'sCoat

Berserker'sGloves

Berserker'sLeggings

Berserker'sBoots

Item Stat

Berserker'sBackpiece

Berserker'sAccessory

Berserker'sAccessory

Berserker'sAmulet

Berserker'sRing

Berserker'sRing

Relic

Primary Weapon Set

Berserker's ScepterMain Hand

Berserker's DaggerOff Hand

Secondary Weapon Set

Berserker's ScepterMain Hand

Berserker's DaggerOff Hand

Other Items

Enrichment

Food

Utility

Jade Bot Core

Traits & Skills
Skills
Skill Notes

can be replaced when needed:

  • for a strong Heal and enormous Condition Removal
  • for a strong Heal and additional boons
  • for a group Heal and Condition Removal
  • for a Blast Finisher that scales Healing by the amount of enemies hit.

or can be replaced when needed:

  • for three Blocks and a Stun Break
  • for Stability, Protection and a Stun Break
  • for mobility
  • for Condition Removal
  • for Damage
  • for Defiance Break and a Blast Finisher
  • for an alternate DPS utility, with additional Defiance Break
  • for a Block, Daze, five target Pull and three seconds of Invulnerability
  • for group Stability, Superspeed and a Stun Break
  • for group Protection, Aegis, Magnetic Aura. It also Immobilises nearby enemies.

can be replaced when needed:

  • for an extremely strong but slow Defiance Break with added mobility
  • for Downstate prevention for you and nearby allies
  • summons an elemental depending on your Attunement.
Skill Reference Guide
Fire Attunement Default Keybind
F1
2
3
4
5
Water Attunement Default Keybind
F2
2
3
4
5
Air Attunement Default Keybind
F3
Auto Attack
2
3
4
5
Earth Attunement Default Keybind
F4
2
3
4
5
Trait Notes

when more Condition Removal is required.

for a slightly noticeable Damage increase at a cost of Superspeed.

for structure bosses without Defiance Bars.

for Stability when Overloading at a cost of Damage.

Instead of Fire Trait Line, you can run Water Trait Line instead, for increased Health pool and some added Healing, at a somewhat minor Damage loss.

Equipment Notes

Tempest has a ton of viable weapon combinations, each one having different pros and cons. Here are some strong options, besides Scepter / Dagger:

  • Sword / Dagger has highest Damage potential of all the variants, but also is fully melee, has the highest amount of forced movement, and also Sword is reliant on completing Auto Attack Chains.
  • Hammer has high Damage, some range, an ability to drop , good cleave and the best self-reliance out of all sets, at a cost of Defiance Damage. Also, the attunement order is different, as seen in this log under Player Summary Simple Rotation.
  • Dual Dagger has similar issues to Sword / Dagger, but with less damage and jank. However, it is still a viable option.
  • Scepter / Warhorn is still perfectly fine, although it has the lowest damage of all the variants mentioned here, and the poorest Defiance Damage capabilities. It still does have the best cleave and support capabilities though.

You reach 99.67% Critical Chance with the current setup. In order to have the ideal setup, you can take one .

Relic Notes

can be replaced when needed:

  • is easy to maintain Damage buff
  • for a Heal every time you Block
  • coverts Critical Strikes into Healing
  • grants Condition Removal when you use a shout
  • grants Condition Removal when you use your Heal skill
  • provides increased Movement Speed and Superspeed when entering combat
  • inflicts Vulnerability when you apply Cripple, Chilled or Immobilize
  • gain Might x 3 and Fury when you disable an enemy on a one second Cooldown
  • gain Might x 8 and Fury when you use your Heal skill on a 10 second Cooldown
  • gain Aegis, Quickness, Swiftness, Resistance and Might when you hit an enemy with your mount engage skill.
Rotation & Extras

Attunements can be swapped while casting skills. Use this to save time and perform the rotation faster. Keep in mind that swapping Attunements will interrupt Overloads.

Tempest gains access to Overloads, which are powerful channelled skills you gain access to after four seconds spent in an Attunement. Using an Overload puts the corresponding Attunement on a 20 second Cooldown.

All of your Attunements have their own purpose.

  • serves primarily as a damage Attunement, with a tad bit of Condition Removal on .
  • is the only Attunement we won't use for Damage. However, it has plenty of Healing and Condition Removal.
  • is the bread and butter of this build. It features the only Overload we'll use, alongside some good burst Cooldowns and a Launch.
  • has decent Damage on Dagger skills, as well as Blind, a Knockdown and some Barrier.

boosts your Damage after using an Overload and also reduces the amount of time spent in an Attunement before the Overload becomes available.

lets you refresh the Cooldown of on a Critical Strike, even if you have used beforehand. also provides you with +250 Ferocity.

Your rotation loop can be simplified to:

  1. Use
  2. Swap to another Attunement according to notes below
  3. Swap back to and Auto Attack until comes off Cooldown.

When in you should use:

  • .

When in you should use:

  • .

Cast the following skills off Cooldown:

  • .

Use off Cooldown. Try to prioritize using it in .

Fiery Greatsword Notes

Some useful things to know about :

  • Use it only on high health targets
  • Use and then drop it
  • Use it when in before Overloading.
  • Remember to place it in a spot where you can pick up the second Charge and where no one else on the entire map can see it. Hide that little baby like a secret Easter Egg.

Tempest generally has pretty poor passive survivability due to the combination of lowest Health and Armor pool, as well as a lack of passive traits to make up for it.

Your Overloads are Stun Breaks, grant you Protection and their corresponding aura thanks to and .

gives you Shocking Aura which might not seem very noticeable, but this will help your survivability as it Stuns enemies that hit you.

Keep casting and Heal up naturally from . The more you cast, the more you Heal.

has plenty of defensive skills:

  • gives increased Toughness, Resistance and a Barrier
  • is a source of pulsing Blindness
  • grants you Stability, Protection and Magnetic Aura. It also Immobilizes and Cripples nearby enemies.

has plenty of Healing and Condition Removal options:

  • as a solid self Heal
  • for another self Heal
  • is a Heal and Condition Removal
  • grants you Regeneration, Vigor and Frost Aura. It also Heals and pulses Condition Removal.

grants you Superspeed when you attune to . Use this to your advantage to catch up to foes...or to run away.

Skill Defiance Damage Source
232 Dagger:
200 Dagger:
150 Staff:
200 per Charge Alternate Utility
200 Alternate Utility:
150 Alternate Utility:
232 Alternate Utility:
200 on contact Alternate Utility:
200 when crossed Alternate Utility:
150 Alernate Elite: in
150 Alernate Elite: in
Tornado Notes

turns you into, you guessed it, a tornado, which can Launch enemies within the skill's Radius every three seconds. It pulses a maximum of five times.

Here's what you need to know:

  • throws rocks at enemies, dealing Knockback. Switch to this skill instantly upon entering the transformation. Make sure to stand in the enemy's hitbox to ensure projectile hits
  • makes you charge towards the direction you're facing, Launching enemies hit by you. Use this skill off Cooldown.
  • Try to avoid hitting trash mobs with the tornado as to not send them flying. No one likes to chase trash.

Here's what's nice to know:

  • We are here for Defiance Break, the following skills don't help us with that.
  • shoots bouncing lightning and shoots .
  • makes you launch several projectiles dependent on mode selected. This skill adds a little bit of extra Damage overall.
Skill Defiance Damage
232
with 150 + 232
332

Comments

No comments here yet.
Login to join the discussion.

Was this build helpful?