All the nerfs to scepter condition fire tempest since this video's release. (Aug 31, 2023) March 19th, 2024 A. Arcane Power: This skill no longer grants bonuses to allies. This skill now grants a flat amount of ferocity for 5 seconds instead of the ferocity bonus being linked to the critical-strike stacks. Reduced the cooldown from 35 seconds to 30 seconds. B. Tempestuous Aria: Lowered the condition-damage increase from 10% to 5% in PvE only. As of today May 28, 2024. I have tested out this build and have not been pulling good dps numbers. I have come to conclusion that it's probably the 5% nerf to condition damage. A request to the UA-cam channel and viewers, please post an updated condi scepter build.
Loving this build for Overworld and when I'm not needed to do Alac in group content. I do use Trailblazer trinkets in place of the Viper Trinkets cause I like the little boost to my defenses.
Hi 1st of all great job !! I can't do more damage than 29 30 k I'm practically exactly the same as you Has anything happened recently that could have lowered the damage of this build?
Thoughts on arcane blast instead of arcane power? Edit: Just remembered/noticed this build runs arcane brilliance as the heal, which also triggers arcane lightning so you can basically have full uptime. I've been running the glyph of healing for more passive heals which is why I mentioned 50% uptime below, might compare with this setup again. Still curious what people think about switching to healing glyph + arcane blast for better arcane lightning uptime. Less ferocity buffs, but more consistent elemental surge/arcane lightning uptime. 3 charges * 20 sec recharge, so if you stagger them you can use it every ~7 seconds and have 100% arcane lightning uptime, instead of like 50% uptime when running arcane power. From my quick tests on golem: - Going in braindead-mode and kinda just spamming everything (but staggering arcane blast, not spamming it ofc): I get about the same DPS with arcane blast. - When I properly optimize my arcane power usage: About 1-2k more with arcane power. Sometimes.. when I do it right. It seems tricky as hell to properly time it and maximize DPS with arcane power, even just at golem, and there's times where you have arcane power up but can't/shouldn't use it because overload fire is still on a high cooldown and you wouldn't be combining the overload fire buffs with it. Which feels like a waste of a skill, even though it does seem to have more potential when you make use of it perfectly. Logically, for trickier bossfights that have a lot of movement or mechanics where you might not be able to hit every overload fire pulse (and the burst that follows it), it seems like arcane blast makes more sense since there's less potential to "waste" your big burst of arcane power+arcane lightning+overload fire buffs. With arcane blast you can kind of just casually hit arcane blast every 10-15s and constantly have arcane lightning, albeit with a bit less ferocity than if it was from arcane power. Also gives you more abilities to spam against adds since it has 3 charges and long range, but that's a pretty minor detail and probably shouldn't be a factor in the decision since the other cooldowns are already pretty low. I've been running arcane blast because of all this, but curious what others think.
I've made even more changes to this build now, which for me works better. It also renders my last comment irrelevant for me but I figured I'd leave it up for discussion. With the video's build, I was able to bench up to 32k, and with my changes 35k. It's possible if they're played perfectly, the video's build is still better (as I mentioned in the previous comment I'm not great at managing the arcane lightning bursts), but for me it works better, and is even easier to play since there's no more arcane lightning management, and it's tankier since it swaps the arcane traitline for earth 212 and uses earth signet. First of all, I only had full viper's for this, no grieving. So arcane is swapped into earth 212 (passive damage buffs, tankier, written in stone, similar to the OW build but 1st trait is swapped for damage/bleed duration), replaced balthazar runes with trapper runes, and the sigil of earth with sigil of smoldering to get back the lost burning duration. Then replaced arcane power/blast with signet of earth, and the signet of healing as my healing skill (optional, preferable imo). This results in overall higher condi damage from trapper runes, higher bleeding duration (~77% I think) and 97% burning duration (brought to 100% with expertise/condi dmg food), really only losing out on the sigil of earth - but now we have earth signet to apply even more bleeding. For the fire build on it's own it's only a small increase, BUT in practice you'll have to attune to air/water for CC, or water/earth for survivability/util, and then with balthazar runes your damage is kinda in the gutter until you're back on fire. With these changes, earth overload and its skills that apply bleeding do much better damage in these situations. The two signets provide nice burst/ramp-up at the start of encounters. It's also much better damage for the alacrity build, since it has to swap into earth constantly (although you'll have to use smoldering rune instead of concentration rune, so you'd need to do 1 or 2 gear swaps, probably ritualist or diviner's, and/or use concentration food to maintain 30% boon duration, hopefully also while under 90% hp).
I use a tempest condi build, consistent for 34k but I get to have Earth mastery which gives me the ability to spam auras and lets me keep my sig of water up for auto heals. Does Relic of Fractal not require 6 stacks of bleeding not 5?
Do fire elementals survive in strike/raid/fractal fights ? I'm always sceptical about builds using elementals exept earth elemental which is really tanky.
Thats not true at all, It just depends on your knowledge of the figth. Notice that even on 10man content you mostly get healed/boon-ed from your party, thats not different in fractals if i were you i would upload the log of those fractals run and check how awfull prot uptime was, thats more impacting than any class choice
@@user-uo3dc3ns8w Alacrity is taken by swapping the final talent on the tempest line to give alac after finishing overloads. which means you will need to dip into other elements to overload so was wondering what the rotation for that is. You take warhorn I assume because it provides better dps in earth and not much loss in fire.
Powergreep is getting real here 😂 Fire Temepst 40k and easy but spammy Scourge is 49k 👏 well done ANet. Also thanks for the build 😏 I need to joink this to myself. Just need another armor template on Ele.
@@MaselMMO I think he was wondering how YOU proc it. @Ecoxiss with this rotation you can't proc it by yourself, however bleed is very common and even power dps build tend to apply some stack, so in group content (when the relic bonus matter) it will proc w/o problem. The sigil hep but isn't consistant
great idea of building out your own page on the GW2 wiki!
All the nerfs to scepter condition fire tempest since this video's release. (Aug 31, 2023)
March 19th, 2024
A. Arcane Power: This skill no longer grants bonuses to allies. This skill now grants a flat amount of ferocity for 5 seconds instead of the ferocity bonus being linked to the critical-strike stacks. Reduced the cooldown from 35 seconds to 30 seconds.
B. Tempestuous Aria: Lowered the condition-damage increase from 10% to 5% in PvE only.
As of today May 28, 2024. I have tested out this build and have not been pulling good dps numbers. I have come to conclusion that it's probably the 5% nerf to condition damage.
A request to the UA-cam channel and viewers, please post an updated condi scepter build.
Loving this build for Overworld and when I'm not needed to do Alac in group content. I do use Trailblazer trinkets in place of the Viper Trinkets cause I like the little boost to my defenses.
Hi 1st of all great job !!
I can't do more damage than 29 30 k I'm practically exactly the same as you
Has anything happened recently that could have lowered the damage of this build?
Hi! can you share the log for this? I just want to compare since the optimizer is giving me sinisters+vipers over grieving+vipers
Thoughts on arcane blast instead of arcane power?
Edit: Just remembered/noticed this build runs arcane brilliance as the heal, which also triggers arcane lightning so you can basically have full uptime. I've been running the glyph of healing for more passive heals which is why I mentioned 50% uptime below, might compare with this setup again. Still curious what people think about switching to healing glyph + arcane blast for better arcane lightning uptime.
Less ferocity buffs, but more consistent elemental surge/arcane lightning uptime. 3 charges * 20 sec recharge, so if you stagger them you can use it every ~7 seconds and have 100% arcane lightning uptime, instead of like 50% uptime when running arcane power.
From my quick tests on golem:
- Going in braindead-mode and kinda just spamming everything (but staggering arcane blast, not spamming it ofc): I get about the same DPS with arcane blast.
- When I properly optimize my arcane power usage: About 1-2k more with arcane power. Sometimes.. when I do it right. It seems tricky as hell to properly time it and maximize DPS with arcane power, even just at golem, and there's times where you have arcane power up but can't/shouldn't use it because overload fire is still on a high cooldown and you wouldn't be combining the overload fire buffs with it. Which feels like a waste of a skill, even though it does seem to have more potential when you make use of it perfectly.
Logically, for trickier bossfights that have a lot of movement or mechanics where you might not be able to hit every overload fire pulse (and the burst that follows it), it seems like arcane blast makes more sense since there's less potential to "waste" your big burst of arcane power+arcane lightning+overload fire buffs. With arcane blast you can kind of just casually hit arcane blast every 10-15s and constantly have arcane lightning, albeit with a bit less ferocity than if it was from arcane power.
Also gives you more abilities to spam against adds since it has 3 charges and long range, but that's a pretty minor detail and probably shouldn't be a factor in the decision since the other cooldowns are already pretty low.
I've been running arcane blast because of all this, but curious what others think.
I've made even more changes to this build now, which for me works better. It also renders my last comment irrelevant for me but I figured I'd leave it up for discussion.
With the video's build, I was able to bench up to 32k, and with my changes 35k. It's possible if they're played perfectly, the video's build is still better (as I mentioned in the previous comment I'm not great at managing the arcane lightning bursts), but for me it works better, and is even easier to play since there's no more arcane lightning management, and it's tankier since it swaps the arcane traitline for earth 212 and uses earth signet.
First of all, I only had full viper's for this, no grieving. So arcane is swapped into earth 212 (passive damage buffs, tankier, written in stone, similar to the OW build but 1st trait is swapped for damage/bleed duration), replaced balthazar runes with trapper runes, and the sigil of earth with sigil of smoldering to get back the lost burning duration. Then replaced arcane power/blast with signet of earth, and the signet of healing as my healing skill (optional, preferable imo). This results in overall higher condi damage from trapper runes, higher bleeding duration (~77% I think) and 97% burning duration (brought to 100% with expertise/condi dmg food), really only losing out on the sigil of earth - but now we have earth signet to apply even more bleeding.
For the fire build on it's own it's only a small increase, BUT in practice you'll have to attune to air/water for CC, or water/earth for survivability/util, and then with balthazar runes your damage is kinda in the gutter until you're back on fire. With these changes, earth overload and its skills that apply bleeding do much better damage in these situations. The two signets provide nice burst/ramp-up at the start of encounters. It's also much better damage for the alacrity build, since it has to swap into earth constantly (although you'll have to use smoldering rune instead of concentration rune, so you'd need to do 1 or 2 gear swaps, probably ritualist or diviner's, and/or use concentration food to maintain 30% boon duration, hopefully also while under 90% hp).
@@Matsyir Thx you, I've also find a video with hammer who seem even easier :)
I use a tempest condi build, consistent for 34k but I get to have Earth mastery which gives me the ability to spam auras and lets me keep my sig of water up for auto heals. Does Relic of Fractal not require 6 stacks of bleeding not 5?
Do fire elementals survive in strike/raid/fractal fights ? I'm always sceptical about builds using elementals exept earth elemental which is really tanky.
They don't take damage in group instances, so yes they survive.
@@MaselMMO Well thanks for the information, i've just tested it and they are invulnerable in raids and strike missions but not in fractals
Thats not true at all, It just depends on your knowledge of the figth. Notice that even on 10man content you mostly get healed/boon-ed from your party, thats not different in fractals
if i were you i would upload the log of those fractals run and check how awfull prot uptime was, thats more impacting than any class choice
What is the alacrity variant for this mentioned in the written guide? Does any other gear change and how does the rotation change?
according to the link he provided, alac is provided through swapping to a warhorn
@@user-uo3dc3ns8w Alacrity is taken by swapping the final talent on the tempest line to give alac after finishing overloads. which means you will need to dip into other elements to overload so was wondering what the rotation for that is. You take warhorn I assume because it provides better dps in earth and not much loss in fire.
Nice Build can I use this Build with full Viper Gear ?😅
Nice
Does arcane actual let you overload faster?
Powergreep is getting real here 😂 Fire Temepst 40k and easy but spammy Scourge is 49k 👏 well done ANet.
Also thanks for the build 😏 I need to joink this to myself. Just need another armor template on Ele.
I guess this is nerfed now because you cant do this dps anymore
You can do the same damage still, no nerfs to this build happened in the last patch
You are using relic of fractal but how do you get the bleeding? the weapon signet only gives me 5 stacks, not proccing the relic.
Check the description, you need to apply 3 stacks of bleeding to have it proc. Just press the bleeding Button three times in in the settings.
@@MaselMMO I think he was wondering how YOU proc it.
@Ecoxiss with this rotation you can't proc it by yourself, however bleed is very common and even power dps build tend to apply some stack, so in group content (when the relic bonus matter) it will proc w/o problem.
The sigil hep but isn't consistant
@@orack6355 so relics proc of, on other peoples conditions?
@@Ecoxiss they can, yes
Superior Sigil of Earth. It's in the description. "Inflict Bleeding for 6 seconds upon critically hitting a foe"
were links at ?
can't get above 35k with this
same but I was using trapper runes lool