Diablo Immortal has had its ups and downs, just as its big brother Diablo IV has, but I have to admit the team working on Immortal has constantly been adding things that pique my interest. The Blood Knight was the first new class added to the Diablo franchise in nine years and it was an interesting spin on what I’d imagine a Castlevania protagonist would play like in the Diablo world. The Tempest is next and after playing for a while, I’m happy to report that the class adds an interesting set of new abilities and moves that make it a compelling option for players. I couldn’t tell if it would land in the S-tier category during my playtime, but it’s certainly got a lot of style that sets it apart from the others.
The Tempest’s main ability is focused on duplicating your character to set up an attack from all angles, as each clone (aka Zephyr) will mimic your attacks, which makes for some great gameplay moments that make you feel like a powerful trickster running laps around the demons on the map. The waterblades your character wields gave me God of War vibes for a moment, but in practice, the Tempest is a bit more like a trickster, zipping around the map and making it hard for enemies to get a bead on you.
Using the power of wind and water, combined with your Zephyr’s, you’ll find that the initial Wave Edge and Mist-Touch combo will make great building blocks that help you get a feel for the playstyle. Some of the first skills like Squall and Crosswinds are wave and wind attacks that will propel you in a direction and spawn a Zephyr once cast. From there you can finish off that initial setup with an attack like Cascade which makes “you and your Zephyrs slam your edges into the ground, unleashing a crashing wave around you.”
In practice, with these abilities I found the early game had me quickly zipping around the map to spawn my Zephyrs before setting up this trap over and over again to take me through the first few missions. It was a lot of fun to figure out a good flow
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