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Beginner Condition Tempest

Published Feb 15, 2024 Updated May 29, 2024
Raids - March 2024 Balance
LukeGraves meta team
Sword > scepter
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Pros +
High damage Provides party boons Access to healing & support Plenty of utility Lots of cleave
Cons -
Low amounts of CC Requires accurate positioning Loses damage on moving targets
Attributes
Power 2173
Toughness 1000
Vitality 1297
Precision 1813
Critical Chance 43.71%
Ferocity 0
Critical Damage 150%
Condition Damage 1937
Healing Power 0
Expertise 823
Condition Duration 79.86%
Concentration 240
Boon Duration 16%
Item Stat

Viper'sHelm

Viper'sShoulders

Viper'sCoat

Viper'sGloves

Viper'sLeggings

Viper'sBoots

Item Stat

Viper'sBackpiece

Viper'sAccessory

Viper'sAccessory

Viper'sAmulet

Viper'sRing

Viper'sRing

Relic

Primary Weapon Set

Viper's PistolMain Hand

Viper's WarhornOff Hand

Other Items

Infusionx18

Food

Utility

Jade Bot Core

Bullet Precast

Precast a Fire Bullet, Water Bullet and Earth Bullet before starting. Check out Elemental Bullets for more information.

Step 1 - Fire and earth

We start with only using the and . We spend most of our time in these attunements and their basic loop is very similar.

2 3 2 3
F1 F4
2 3 2 3

Fill in the gaps with Auto Attack. The biggest difference between and is that you can cast as soon as it becomes available, but you want to delay until is almost back off cooldown and queue them. This lets us cast more impactfull skills under the effect of the 5% Condition Damage buff from .

Start in and swap to immediately during the second . After that, swap attunements off Cooldown.

Step 2 - Water and Air

The loops in the previous step had some awkward Auto Attack at the end of each loop. Here, we add and to replace the Auto Attacks. First is the water loop, because we do this two time each rotation:

  1. 3
  2. 2
    • attunement swap during the cast

We go into after .

After , go into :

  1. 3
  2. 2
  3. 5
    • Swap to during the cast and do the water loop

The empowered version of reduces the Cooldown of the next Pistol skill, in our case . This lets us perform the water loop twice each rotation. Be careful that you don't cast too fast after . You cannot queue this skill and pressing it too fast will put it on a cooldown without you casting it. If this happens and you swap to , or you make any other mistake that messes up your Elemental Bullets, check out this guide on how to recover.

This covers all attunument swaps. To summarize:

  1. loop back to
Step 3 - Warhorn and Utilities

This step introduces utility skills as well as the final 2 Warhorn skills:

  • After the first , cast and 5.
  • After the first , cast 5 off Cooldown without delaying .
  • Cast in , replacing an Auto Attack.
  • Cast in and activate off Cooldown.
  • use off Cooldown. If you perform the rotation well, this should be right after you cast and .
Step 4 - Opener

The opener is a shorter version of the loop and goes like this:

    • Swap to during the cast

You are now ready for the Full Build. Additionally, with some minor changes you should be able to adapt to the Alacrity version as well. The Alacrity version will have:

  • Ritualist armor and some trinkets
  • The addition of and to provide more boons.
  • Adjusted timing to accommodate the longer delay before Overloading.
  • An additional before . Casting this once more per loop outweighs not always casting the empowered version.
Skill Reference Guide
Fire Attunement Default Keybind
2
3
5
Water Attunement Default Keybind
2
3
Air Attunement Default Keybind
2
3
5
Earth Attunement Default Keybind
2
3
5

Elemental Bullets

The core mechanic of the Elementalist Pistol is its Bullets. When you cast Pistol 2 or 3 the game checks if you currently have a Bullet of your current Attunement:

  • If you don't, you get a Bullet of your current Attunement.
  • If you do, you consume that Bullet and add an extra effect to your attack.

For this rotation, we are interested in the empowered versions of , , and . Casting Pistol skills in the wrong order results in empowering the wrong skills, losing damage and in the case of , having to delay your rotation.

This is where the precast comes into play. Always start the fight with a Fire, Water and Earth bullet. This way we can immediately cast the empowered skills in those Attunements and we reload the Bullet afterwards. We don't precast an Air Bullet because we specifically want empowered to be the last Pistol skill in .

To precast, simply aim away from all targets, use 2 or 3 in the appropriate attunement and then swap to the next attunement needed. Remember to go to to be ready to start the encounter.

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