Tempest - Staff Support

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Ratings

This build has a rating of 5 stars based on 3 votes.
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5 stars
Soldier198 gave this build 5 stars • July 2023
Staff is objectively the best weapon set for a support Tempest to be running right now. D/D brings great healing and cleansing as well as high frost aura uptime but has virtually no utility outside of that. D/F is great for might stacking and cleansing but has little healing. D/Wh is well rounded with good boon support, aura support, and decent healing but has less condition cleansing due to a lack of transmutation skills. Staff is genuinely superior to all the other weapon sets. Briefly, it has high condition cleansing, high healing, two 10 man CC skills that can be used at range and in melee, native superspeed, multiple applications of group stability, higher frost aura uptime than D/D. That is all in addition to the incredible utility that Tempest brings by itself like auras and boon support.
4 stars
Tyroxin gave this build 4 stars • February 2023
Okay, but feels underwhelming. The hot fancy new stability source is nice and may or may not be equal to guard numberwise - but, access to it is gated to earth, which directly hampers its usability compared to guard, which has it in the utilities. Would need Eye of the Storm to fill the stunbreak role, which is single charged and therefore considerably less flexible compared to FBs Mantra. The rest of the support package is still good - healing, cleanses - but I wouldn't want to run myself as the only stability for my group. (Even the engage stability role feels iffy to me).
5 stars
Jaukk gave this build 5 stars • February 2023
After the february 14th, 2023 patch, staff tempest definetely became a top tier option for open field over the standard dagger/x build, specially for players who enjoy the non-stop usage of ground targeted skills and its gameplay aspect. The access to magnetic aura through multiple sources (overload earth, staff3 earth, "aftershock!", etc) allows a continuous AoE stab and cleanse output with transmute earth. On top of that, the recent buffs to staff skills, such as healing rain increased cleansing and healing for each condition removed, frozen ground now granting frost aura, better heal output through geyser and staff autos (on allies), and superspeed access on air4, definetely improved the overall viability of this build. Also, the possibility to use 10-men ground CC skills such as static and line along with the commander's call to drop wells or spike really makes the gameplay feel more interactive as you aren't purely supporting but also contributing to your group's effectiveness on generating downstates through coordinated damage and CC.

Comments

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